Fearsome Critters from Lumberjack Tales

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Agropelter

Agropelter
Medium Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 50 ft.
Armor Class: 20 (+4 Dex, +4 dodge [only in trees], +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +5/+9
Attack: club +9 melee (1d6+4/19-20) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Full Attack: club +9 melee (1d6+4) or claw +9 melee (1d4+4) or club +9 ranged (1d6+6/19-20) [club +10 ranged (1d6+7/19-20) up to 30' range, due to Point Blank Shot]
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Catapult arms, sneak attack +3d6
Special Qualities: Arboreal dodge, arboreal evasion, arboreal sniping, low-light vision, pass through forest, scent, whip-thin build, wood shaping
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 19, Dex 19, Con 12, Int 5, Wis 15, Cha 3
Skills: Balance +12, Climb +12*(+16 in trees), Escape Artist +12, Jump +12, Hide +16*(+20 in trees), Listen +10, Move Silently +12, Spot +10
Feats: Alertness, Improved Critical (Club)B, Point Blank Shot
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 6-9 HD (Medium)
Level Adjustment:

The creature ducks in and out of cover too fast to show more than an impression of a slender, wiry body, a malevolent apelike face, and overlong arms like muscular whiplashes.

Agropelters are apelike creatures with abnormally flexible arms which dwells in dense forests. An agropelter of ordinary size is some five feet in height and weighs around 120 pounds.

Unlike other dangerous critters of the lumber woods, which as a rule are merely hungry, agropelters are vindictive and actively malicious, going out of their way to assault humans and sabotage their camps and equipment. The whiplash arms of agropelters grants them a gift for slinging logs or rocks through the air with tremendous force and accuracy, and they can easily knock a hoot owl from the sky or crush a lumberjack's skull with such projectiles. An agropelter keeps stashes of clubs in tree-hollows throughout its territory, so it is seldom long without ammunition.

When not making timberfolk's existence a misery, agropelters lead solitary lives patrolling their territories and resting in hollow trees. These creatures are omnivorous, eating a simian-style diet of fruit, nuts, leaves and small animals. They love the taste of birds and eggs, their favourite meals being owls and woodpeckers. Although agropelters have a propensity for killing humans, they do not make a habit of eating them, which adds credence to the theory that these creatures hatred towards humanity is at least partly due to extreme territoriality.

These creatures possess modest but effective supernatural powers. They can pass through the thickest forests without hindrance or leaving a trail, and can magically shape wood with their bare hands and mouths. An agropelter can break off a dead branch and form it into a serviceable club in a few seconds, or enlarge a hole in a trunk into a lair with a few minutes work. They seldom use this gift in battle, since they'd need to touch an enemy's wooden weapons to warp them, thereby exposing themselves to an attach of opportunity. However, they often use it for acts of malice, such as creating deadfall traps or sabotaging equipment - i.e. breaking wheels, ruining wagon-axles or merely fixing camp-chairs to collapse when sat upon.

Combat
Agropelters will fight from the trees whenever possible. They prefer to stealthily approach to within thirty feet of a foe and hurl a log at them as a surprise sneak attack, then dash away using their incredible brachiating speed. For a prolonged fight they rely on hit-and-fade tactics, repeatedly sniping from the tree-tops and trying to reposition themselves without their opponents reckoning where they're moved too.

Note that an Advanced agropelter increases its sneak attack damage by +1d6 for every two Hit Dice of Advancement it gains.

Arboreal Dodge (Ex)

While climbing a tree, an agropelter retains its Dexterity bonus to AC, even when caught flat-footed or struck by an invisible attacker, just as if it possessed a rogue's uncanny dodge class feature. In addition, an agropelter gains a +4 dodge bonus to its armour class when in a tree.

Arboreal Evasion (Ex)
An agropelter in a tree can avoid even magical and unusual attacks by ducking behind a tree limb or trunk. Except for working only while climbing a tree, this functions exactly like a rogue's evasion class feature. i.e. so long as an agropelter is not helpless, if it makes a successful Reflex saving throw against an attack that normally would deal half damage on a successful save, it takes no damage instead.

Arboreal Sniping (Ex)
While in a tree, an agropelter can use the sniping option of the Hide skill with a -10 penalty on its skill check to conceal itself after the shot, instead of the standard -20 penalty. In addition, it can move both before and after making a ranged attack as if it possesses the Shot On The Run feat, so long as the agropelter only moves through trees.

Catapult Arms (Ex)
An agropelter's whiplash arms makes it a living catapult. When hurling throwing weapons, an agropelter increases their range increment by 20 ft. and applies one and a half times its Strength bonus as its damage adjustment from Strength.

Pass Through Forest (Su)
An agropelter can travel through forest terrain without leaving a trail or suffering any hindrance or damage from non-magical undergrowth, no matter how thick. Apart from being a supernatural power that only functions in woodland, this works like the Druid's class features Woodland Stride and Trackless Step.

Whip-Thin Build (Ex)
An agropelter is considered one size category smaller for purposes of concealing itself and squeezing into confined spaces (this is in addition to the agropelter racial bonus on Hide checks, and is included in the Hide skill bonus given in its statistics, above.)

Wood Shaping (Su)
An agropelters possesses a supernatural power equivalent to the spell wood shape usableat will (caster level equal to agropelter's Hit Dice). Amongst other things, this allows an agropelter to craft a throwing club from a suitably sized piece of wood as a standard action.

Skills
Agropelters have a +8 racial bonus on Balance, Climb, Escape Artist and Jump checks, and a +4 racial bonus to Hide, Listen, Move Silently and Spot checks. An agropelter can always choose to take 10 on Climb checks, even if rushed or threatened. While in a tree, an agropelter's racial bonuses on Climb and Hide checks increase to +12.

Lore Checks
DC 15 - Agropelters are stealthy menaces of the forest, who smash in the heads of lumberjacks with hurled logs without ever revealing themselves.
DC 20 - Agropelters are highly territorial and hate human intrusion. They will sabotage unattended gear and ambush stragglers.
DC 25 - An agropelter loves the taste of owl and woodpecker, so such birds could be used as bait for a agropelter trap. In appearance, an agropelter resembles a wiry chimpanzee with flexible whiplike arms and a fiendish face.
 
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demiurge1138

Inventor of Super-Toast
These strike me as... dangerous. The lack of any penalty whilst sniping makes them very difficult to fight indeed without a well-placed glitterdust or just nuking the whole tree with fireballs. I recommend either boosting the CR or dampening the arboreal sniping to only a -10 or -5 penalty.
 


Cleon

Legend
These strike me as... dangerous. The lack of any penalty whilst sniping makes them very difficult to fight indeed without a well-placed glitterdust or just nuking the whole tree with fireballs. I recommend either boosting the CR or dampening the arboreal sniping to only a -10 or -5 penalty.

Yes, I did consider cutting the sniping penalty instead of abolishing it altogether. Agropelters have a pretty meaty Hide bonus, so would still have a fair chance of sniping successfully.

Hmm... with a -10 penalty they're still +10 to Hide in trees, and will probably be 30 feet away when sniping so they're opponents would get an additional +3 to their Spot checks' DC, for a final DC of around 23-24. That seems about right. They prefer to snipe from behind anyway.

I'd rather go that way than adjust the Challenge Rating. I'm aiming for most of these beasties to be low to mid-level.
 

Cleon

Legend
Actually, it's SLIVER not SILVER. I made the same mistake for a while... I think some book misprinted it.

Yes, I did a lot of agonizing over whether to use Silvercat or Slivercat. I started out using sliver cat but I liked the sound of silver cat better, so I kept on switching from one to the other. Silver Cat's a fairly common varient spelling so I think I can get away with it. It's not like there's an official taxonomy of these folklore beasts.

The most recent critter has a similar problem, since it can be spelled Argopelter as as well as Agropelter and other varients.
 



Cleon

Legend
Here's the next beastie, the Slide-Rock Bolter, it's a bit late since I've had a lot of work to do over the past week or so.

I got a bit carried away with the ecology of this one, adding a lot of ideas about its anatomy & behaviour, which was quite fun to come up with. I'm not entirely happy with some of the stats - the write-up for Slide is rather clumsy, but it's the best I came up with. It's practically a new movement mode based on Fly (average), so I felt it necessary to go into some detail.

Any thoughts, people?
 

Cleon

Legend
Fearsome Critters from Lumberjack Tales - The Slide-Rock Bolter

Slide-Rock Bolter
Gargantuan Magical Beast
Hit Dice: 12d10+84 (150 hp)
Initiative: +1
Speed: 20 ft. (6 squares), Climb 20 ft., Swim 30 ft.
Armor Class: 22 (-4 size, +1 Dex, +15 natural), touch 7, flat-footed 21
Base Attack/Grapple: +12/+36
Attack: Bite +20 melee (4d6+12)
Full Attack: Bite +20 melee (4d6+12) and tail slap +15 melee (2d8+6)
Space/Reach: 20 ft./ 15 ft.
Special Attacks: Gobbling avalanche, improved grab, trample 3d6+18, swallow whole
Special Qualities: Low-light vision, imitate rock, scent, slide, tremorsense 120 ft.
Saves: Fort +15, Ref +9, Will +10
Abilities: Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 8
Skills: Climb +20, Disguise +2* [+10 as stone shelf], Hide -11* [+1 in rocky terrain], Listen +12, Move Silently +1, Spot +12, Swim +20
Feats: Ability Focus (gobbling avalanche), Cleave, EnduranceB, Great Cleave, Improved Overrun, Power Attack
Environment: Temperate mountains
Organization: Solitary or pod (2-5)
Challenge Rating: 9
Treasure: 10% coins, 50% goods (gems and precious metals only) and 25% items (non-organic items only) plus special (value of carcass, see below)
Alignment: Always neutral
Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal)
Level Adjustment:

The beast before you strongly resembles a sperm whale, or cachalot, in both size and shape. Which is a mite unusual, considering you're up in the mountains. Its skin is stony hued and spotted with lichen, matching the surrounding rock. The thing's head is enormous even for a beast of such dimensions, with a titanic square jaw and thick blubbery lips like a scorpion-fish's, its eyes appear tiny, despite being the size of grapefruit, due to immensity of the skull they are set into. At the opposite end of the body its tail is horizontal like a whale's, except each fluke ends in enormous down-curved hooks.

Slide-rock bolters are mountain predators of titanic magnitude and cetacean ancestry. They may be known by other names, such as mountain gullet, le cachalot de avalanche (the avalanche cachalot) or whale o' the peaks. An average specimen of this beast is some fifty feet in length and weighs approximately 90,000 pounds, with a twenty foot square head.

Combat
These monsters prefer to hang from the edge of a valley by their tails, then use Slide to descend upon prey who passes beneath it and scoop up as many victims as it can manage with Gobbling Avalanche. The slide-rock bolter then continues its slide up another slope, either to turn around for another pass or to stop at a convenient ridge and tail-hang again in wait for its next victims. Alternatively, they use their Mimic Rock ability to pretend to be a bluff of rock and wait for prey to wander nearby then flop into their midst to trample, bite, swallow whole, and tail-slap.

In either case, slide-rock bolters are doughty fighters who only consider retreat after taking more than half their hit points in damage, whereupon they will slide off downhill, vomiting out any swallowed victims if such continue to hurt them after a few rounds in their gizzards.

Gobbling Avalanche (Ex)
As a full-round action, a slide-rock bolter can move up to twice its slide speed and literally run over any opponents at least one size category smaller than itself. The bolter merely has to move over the opponents in its path; provided the bolter's movement covers at least one square occupied by a target it is subject to the gobbling avalanche attack. All targets so affected take 6d6+18 points bludgeoning damage. In addition, if the slide-rock bolter moves over all the squares a target creature occupies, the target must make a DC 19 Reflex save or be swallowed whole (see Swallow Whole, below).

Opponents struck by a gobbling avalanche can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, these opponents can attempt DC 30 Reflex saves to take half damage.

If the bolter strikes a creature or object of its own size or larger it must halt its movement, although it inflicts normal gobbling avalanche damage to the obstacle. A slide-rock bolter that ends its gobbling avalanche in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.

The save DC is Strength-based for the save to take half damage, Dexterity-based for the save to avoid being swallowed whole.

Improved Grab (Ex)
To use this ability, a slide-rock bolter must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe as its next action. (See Swallow Whole, below)

Mimic Stone (Ex)
A stationary slide-rock bolter can camouflage itself as a shelf of rock. This masquerade is purely visual, the bolter still feels like smooth leather to the touch and retains its natural scent. Anyone who examines the bolter can notice the ruse through a successful Spot check opposed by the slide-rock bolter’s Disguise check, although by this time they may well be close enough to be on the receiving end of the monster's gulping avalanche.

Slide (Su)
A slide-rock bolter can produce a magical lubricant that allows it to slip down and up slopes with marvellous speed. A bolter's cheek-glands stock sufficient enchanted skid-grease to Slide for a number of rounds equal to twice the individual's hit dice, it need not expend the grease in one continuous sequence, and can completely replenish an empty set of cheek-glands with ten minutes of rest.

The slide-rock bolter can only launch a Slide from a slope of greater than 45 degrees of at least thirty feet in height. A bolter must prepare itself before starting a slide, which requires a move action. Once properly prepared, the slide-rock bolter may wait as long as it likes before starting the Slide, but if it moves more than a five-foot step, or exits a suitable slope, it loses said preparation and need to spend another move action to re-establish it.

While sliding the bolter receives a 30 ft. enhancement bonus to its land and climb speed, increasing its speed to 50 ft. A slide-rock bolter can make a run action to move at five times its slide speed, and can even run when climbing, but can only run downhill while sliding. A sliding bolter cannot move backwards or turn more 45 degrees in any five-foot space, nor turn more than a total of 90 degrees during each round of sliding. [similar to a flying creature with average manoeuvrability]

The Slide lasts as long as the bolter makes at least a double-move every round and moves at least twenty feet vertically (up, down or in combination), or it runs out of skid-grease. The Slide stops if it fails to meet any of these conditions, or the bolter runs face-up a slope of a height equal to the altitude from which it initiated the Slide. A slide-rock bolter can avoid the previous restriction by curving sideways to avoid running headfirst into the cut-off height, then turning tail-up and sliding back downhill without interrupting its Slide.

Once the slide has ended, for whatever reason, the slide-rock bolter needs to reorient and prepare itself again before launching another Slide, requiring the expenditure of a move action by the bolter when it is positioned upon a suitable slope.

Swallow Whole (Ex)
A slide-rock bolter can try to swallow a grabbed opponent of a smaller size category than itself by making a successful grapple check. Due to the enormous greasy gape of a slide-rock bolter's maw it can attempt to swallow an opponent two size categories smaller than itself as a swift action, and foes three or more size categories smaller than itself as free actions, although it can make no more than one swallowing attempt on any given individual per round.

Once swallowed, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the bolter’s gizzard. The acid damage in a slide-rock bolter's gizzard is from a corrosive bile which only dissolves organic materials like flesh, stone and metal are unaffected. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan slide-rock bolter’s gizzard can accommodate 1 Huge, 4 Large, 16 Medium, 64 Small or 256 Tiny or smaller opponents.

Trample (Ex)
Reflex save DC 28. The save DC is Strength-based.

Skills
Slide-rock bolters have keen senses giving them a +4 racial bonus to Spot and Listen checks. A slide-rock bolter has a +8 racial bonus on Climb or Swim checks, it can always choose to take 10 on a Climb or Swim check, even when distracted or endangered.

*Among rocky terrain a slide-rock bolter gains a +12 racial bonus to Hide checks. A slide-rock bolter gains a +8 racial bonus on Disguise checks to masquerade as a stone ridge (see Mimic Stone, above).

Lore Checks
DC 19 - A slide-rock bolter is an enormous man-eating beast only found in steep mountains. They look like whales with stony skin and grapple-hooks for tail. These beasts will slide down into a valley, scoop a party of prospectors into its mouth without slowing, then slide up the opposite slope to another mountain-top perch.
DC 24 - Sometimes, these monsters don't wait on peaks to toboggan down on victims like an avalanche, but just lie on mountain trails with their eyes shut and pretend to be a huge slab of rock until some careless tourist wanders up to its mouth. If you search around a bolter's favourite perch you may find some indigestible valuables amongst the bones of its victims.
DC 29 - Slide rock bolter's don't always live alone, and seem to be able to talk to each other without regular folk hearing any noise. A dead slide-rock bolter's carcass is worth a lot of money, it's teeth and the amazingly slippery grease in its jaw-glands are worth their weight in gold.

Ecology
Only the steepest mountain country is inhabited by these beasts, where the slopes reach 45° or more, a grade of one pace up for every pace sideways. A slide-rock bolter's belly is serried with sled-like runners and limpet-like feet, which allow the animal to both scale perpendicular cliffs and slip across ground as easily as a sleigh. Bolters often loiter about mountain passes that herds of caribou, wild horses and the like use to reach greener pastures, such grazing animals forming the bulk of their diet.

Slide-rock bolters have transformed the sonar of their cetacean forefathers into a finely tuned ability to feel ground vibrations through their massive lower jawbones, by which means they can locate the footsteps of their prey. In addition, these animals possess excellent hearing, and vision that almost rivals an eagle's in its keenness.

Bolters are sociable animals, although they prefer to hunt as individuals rather than packs. They generally gather in family groups or small bands of the same sex. The biggest specimens, mostly colossal bulls, tend to be loners or the head of a family pod (mama, papa and full or part-grown young 'uns). Slide-rock bolters have a pretty complicated social life for animals, which they maintain by 'talking' to each other by sending vibrations through the rock, by which means they can converse with their kith and kin over great distances. Bolters instinctively shun bloody disputes with their own kind, settling disputes over territory or mating through head-to-head pushing contests instead, the winner being the bolter who overruns the other.

These frightful carnivores prefer a most peculiar hunting strategy. They use their tail-hooks to anchor themselves head-down upon some precipitous slope, such as a mountain ridge or the edge of a deep gulch. From this vantage point they wait for some prey to pass below them, mayhap hanging motionless for days at a time before hapless victims wander by. Once prey is sighted, the slide-rock bolter waits until the right moment, slavers a marvellous skid-grease from its mouth and then hoicks up its flukes' to loose their hold upon the mountainside. Thus released, the bolter toboggans down the slope like a living avalanche, drooling a thin skid-grease from corners of its mouth, which greatly augments its velocity, gulping down any unfortunate victims in its path. A big bolter can swallow an entire party of prospectors in one scoop, mules and all, the poor victims' passage down its gullet being smoothed by the same grease that facilitates the beast's slide down the mountainside. After making a swallowing-run, a slide-rock bolter often allows its own impetus to carry it up the next slope, where it slaps down its tail to wait for another meal.

A slide-rock bolter's skid-grease is a magical fluid enchanted by organs in the bolter's cheeks. It grant these gigantic beasts the power to easily skim across even rough ground. Said glands may hold no more than one long slide's supply of grease, but can replenish their stock from vast reserves of slide-oil within the bolter's skull. This slide-oil is not sufficiently empowered to support a bolter's sliding, but must be processed by the cheek-organs first. A healthy bolter's head stores enough slide-oil to provide hours of sliding once it is empowered by the cheek-glands, typically two pints per hit point the slide-rock bolter possesses, with each pint of oil becoming a pint of grease, which is enough for a round of sliding. Skid-grease keeps its supernatural slickness for only a few moments after a slide-rock bolter discharges it, afterwards becoming a sticky residue.

While tobogganing across valleys is a bolter's favourite means of catching prey, they do use other stratagems, such as lying in streams during a salmon run, gulping down the fish as they swim upstream, plus any bears foolish enough to interpose. A commoner trick is masquerading as a shelf of rock, as even keen-eyed travelers can be fooled into strolling up to a slide-rock bolter who's lying motionless with its eyes tight-shut. They can do an uncanny imitation of geology.

Although not as swift in water as the whales they resemble, slide-rock bolters are skilled swimmers and may be found frolicking in mountain lakes, during which times they may show an uncharacteristically pleasant disposition. If so, this is not due to any change in conscience on the bolter's part, but because they frequently visit lakes after gorging themselves on prey, finding a dip in the water a pleasant aid to their digestion, thus their occasional lack of hostility is down to a lack of hunger. That's not to say they won't hunt aquatically, many a moose has disappeared into a bolter's huge maw while swimming across a tarn.

Treasure
After digesting a meal, a slide-rock bolter spits out any indigestible remnants that remain. A bolter habitually visits the same spot to do this business, and the resulting spoil-heap may contain a fair stock of indissoluble valuables left over from its victims, assuming you're strong-stomached enough to sift through the bones. Mostly these are things like coins, prospectors' gold nuggets, gems from high-altitude mines and assorted usable equipment, which may include the occasional magical item.

The carcass of a slide-rock bolter has considerable value. The easily portable portions are equivalent to a treasure of a challenge rating equal to the bolter (4500 gold pieces for an average specimen), half this value is slide-oil, worth 10 gold pieces per pound weight (so 2250 gp and 225 lbs on average specimen), the other half is ivory teeth and skid-grease worth five times as much by weight (50 gold pieces per pound, so an average specimen's grease & teeth are worth 2250 gp and weigh 45 lbs).

There is still more value in the rest of the carcass - the blubber is edible and can be rendered down into oil, most of the flesh is useless, but some portions are edible, such as the tongue, in the form of plus hide and a bolter's hide and bones are also valuable. However, it requires a large expedition with specialized equipment to butcher a slide-rock bolter, which still leaves the problem of transporting tons of oil and flesh down from the mountains - the value of the rest of the carcass is equal to the easily portable pieces (4500 gp on average), but is worth but one silver piece per pound (so 45,000 pounds in total, or 22½ short tons).

[Lumberwood Critters generally lack darkvision, unlike standard Magical Beasts]
 

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