Creating and converting prehistoric creatures - Prehistoric Animals and Dinosaurs

xidoraven

Explorer
This forum will be for the posted conversions and creations of prehistoric animals, dinosaurs, and related real-world material and themed materials such as feats and skill usage/variants.

Below, you will find transcribed stats from Dragon Magazine, vol. 318, as well as other supplemental materials such as Sandstorm, Stormwrack, Fiend Folio (revised 3.5), etc.

This forum will also eventually host the finalized list of all things related to prehistoric animals, as well as a host of fictional content devoted entirely to prehistoric-themed campaign settings and adventures. These will include a comprehensive list of such creatures created during the conversion process for the Creature Catalog (ie, this forum).

This should be regarded as a no-discussion archiving thread by members specifically delegated to compile the data for this thread. The other discussion forums can be found here and here, as well as here. Thanks!
 
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xidoraven

Explorer
More Dinoprims - Dragon magazine, v. 318; Compy to Giganto

DINOSAURS - Dragon magazine, v.318

Compsognathus
Tiny Animal
Hit Dice
: 1d8 (4 hp)
Initiative: +4
Speed: 30 feet (6 squares)
AC: 16 (+2 size, +4 Dex) touch 16, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +6 melee (1d3-3 plus infection)
Full Attack: Bite +6 melee (1d3-3 plus infection)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Infection
Special Qualities: Low-light vision, resistant to disease, scent
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 4, Dex 19, Con 10, Int 2, Wis 14, Cha 11
Skills: Hide +14, Listen +4, Move Silently +6, Spot +4
Feats: Stealthy, Weapon Finesse (B)
Environment: Warm Forests
Organization: Solitary, pair, pack (3-6), or swarm (7-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: ---

This small bipedal creature has a long neck and long tail. Its tiny mouth is filled with sharp teeth, and its movements are quick and bird-like.

The compsognathus is a quick and surprisingly small dinosaur; one of the smallest, in fact.

These dinosaurs are quite vocal, and their chirps and twitters grow very rapid and excited when they sense a nearby source of food or danger. Their speed and tiny size make them popular familiars with wizards and sorcerers who dwell in areas populated by these and other dinosaurs.

A compsognathus rarely grows to a length of more than 3 feet, and even then, nearly half of its length is composed of its tail and long neck.

COMBAT
A compsognathus never attacks a creature larger than itself unless it is part of a swarm that grossly outnumbers the enemy. The jaws of a compsognathus contain dozens of tiny pockets that collect virulent bits of infected food. When they bite, this infected material is transferred into the victim's wound. They prefer to dart in and bite at their prey, then run a safe distance away and watch as their infectious bite takes effect before moving back in for the kill.

Infection (Ex): When a creature is bitten by a compsognathus, it must succeed at a DC 10 Fortitude save or take 1 point of Strength damage. This saving throw must be repeated once per minute for 1d6 minutes to avoid taking additional Strength damage. The effects of multiple bites are cumulative.

Although this effect is similar to poison, it is in fact more closely related to a disease. Neutralize poison and poison immunity have no effect on this Strength damage, but remove poison immediately stops the effects of all such wounds. Creatures that are immune to disease are also immune to this infection. The save DC is Constitution-based.

Resistant to Diease (Ex): A compsognathus is immune to the infectious material produced by its bite and to the bites of other compsognathi. Against other diseases, it gains a +4 racial bonus on all saving throws.


Dimetrodon
Large Animal
Hit Dice
: 4d8+15 (33 hp)
Initiative: -2
Speed: 10 feet (2 squares), swim 10 feet (2 squares)
AC: 13 (-2 Dex, +5 natural) touch 8, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d8+6 damage)
Full Attack: Bite +7 melee (1d8+6 damage)
Space/Reach: 5 ft./5 ft.
Special Attack: Burst of speed
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 18, Dex 6, Con 17, Int 1, Wis 10, Cha 10
Skills: Listen +2, Spot +6, Swim +15
Feats: Alertness, Toughness
Environment: Warm Marsh
Organization: Solitary, pair, or pack (3-7)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 (Medium), 7-12 (Large)
Level Adjustment: ---

This creature's four legs jut out from its sides in an awkward looking, bow-legged style. Several long and sharp teeth protrude from its jaw, but its most distinctive feature is its large, sail-like fin on its back.

Not technically a dinosaur, the dimetrodon is much more closely related to mammals than reptiles.

The dimetrodon spends most of its time sunning itself on rocks near sources of water. When it grows hungry, it can move at shocking speed for small periods of time. A dimetrodon's bark is both loud and distinctive, sounding like a truncated cross between an alligator's roar and a lion's growl.

Dimetrodons are usually about 7 feet long, and can weigh up to 450 pounds.

COMBAT
Though it often remains motionless for long periods of time, a dimetrodon is highly territorial and reacts to intrusions with sudden and terrifying speed.

Burst of speed (Ex): Up to three times per hour, a dimetrodon can increase its land speed to 60 feet for 1 round as a free action. During this round, it gains a +2 dodge bonus to its Armor Class.


Diplodocus
Colossal Animal
Hit Dice
: 28d8+273 (399 hp)
Initiative: +0
Speed: 20 feet (4 squares)
AC: 14 (-8 size, +12 natural) touch 2, flat-footed 14
Base Attack/Grapple: +21/+54
Attack: Tail slap +30 (4d8+24 dmg)
Full Attack: Tail slap +30 (4d8+24 dmg)
Space/Reach: 30 ft./20 ft.
Special Attacks: Tail sweep, trample
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +16, Will +10
Abilities: Str 44, Dex 10, Con 28, Int 2, Wis 12, Cha 10
Skills: Listen +18, Spot +19
Feats: Alertness, Improved Natural Attack (tail slap), Run, Toughness (7)
Environment: Temperate Plains
Organization: Solitary, pair, or herd (6-18)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 28-84 HD (Colossal)
Level Adjustment: ---

This massive creature measures nearly 100 feet long from head to tail. Its neck is long and snake-like with a relatively small head for the size of its elephantine body. A row of short spines runs down the length of its neck and back to its whip-like tail.

The diplodocus is one of the longest dinosaurs, although its relatively thin neck and tail take it out of the running for the heaviest or physically largest.

Diplodocus herds travel across vast plains and along the edge of temperate forests. Slow moving and somewhat ponderous, they gather together into herds for protection against predators. Their long necks allow them to reach the succulent tops of most trees, which is fortunate since they must constantly forage to feed their massive bodies.

A diplodocus is usually about 90 feet long and can weight up to 20 tons.

COMBAT
The diplodocus is an herbivore and by nature not a violent creature. Yet they are quick to react to perceived threats. Against smaller targets, diplodocus uses its tail sweep to send enemies into disarray before taking advantage of the distraction to flee. Larger predators are rare, but when encountered, the diplodocus uses its tail slap and depends on other diplodocuses for protection.

Tail Sweep (Ex): As a standard action, a diplodocus can sweep a half-circle with a radius of 40 feet extending from an intersection on the edge of the dinosaur's space. Any creatures smaller than the diplodocus within the swept area are automatically affected. A tail sweep automatically deals 2d8+24 points of damage. Creatures in the area of effect can attempt DC 27 Reflex saves to take half damage. The save DC is Strength-based.

Trample (Ex): Reflex half DC 27. The save is Strength-based.


Gigantosaurus
Gargantuan Animal
Hit Dice
: 24d8+204 (312 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
AC: 15 (-4 size, +1 Dex, +8 natural) touch 7, flat-footed 14
Base Attack/Grapple: +18/+44
Attack: Bite +28 melee (4d6+21/19-20/x3 crit)
Full Attack: Bite +28 melee (4d6+21/19-20/x3 crit) and 2 claws +23 melee (1d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, pinning, swallow whole, wounding bite
Special Qualities: Keen scent, low-light vision
Saves: Fort +22, Ref +15, Will +10
Abilities: Str 38, Dex 12, Con 26, Int 2, Wis 14, Cha 10
Skills: Listen +15, Spot +16
Feats: Alertness, Improved Critical (bite), Improved Natural Attack (bite), Run, Toughness (4), Track
Environment: Warm Plains
Organization: Solitary, pair, or group (3-6)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 25-36 HD (Gargantuan), 37-72 HD (Colossal)

This massive bidedal reptile is formidable both in size and armament. Its front arms are somewhat small for its body, but are still quite muscular and end in large talons. Yet it is the creature's head that is most terrifying: Over six feet long, it possesses stubby horns over the eyes and a mouthful of razor-sharp teeth.

The gigantosaurus represents the pinnacle of the dinosaurian food chain. It's a massive predator capable of inflicting terrible wounds with its teeth.

The gigantosaurus fears nothing, simply because there isn't much that can threaten it without being eaten. Although they are powerful predators, they aren't above scavenging for food. Gigantosauruses often travel in small family groups led by a dominant male.

A gigantosaurus typically measures 50 feet long from head to tail, and stands about 15 feet tall at the hip. They can weigh up to 8 tons.

COMBAT
Gigantosaurus often hunt in pairs or small groups and use cunning tactics.

A favored tactic finds one or two gigantosauruses charging into the midst of their chosen prey and flushing them toward the others who lurk at the edge of a nearby forest in ambush. Against single targets, a gigantosaurus uses its formidable special attacks to grab, pin, and swallow victims with shocking speed.

Improved Grab (Ex): To use this ability, a gigantosaurus must hit an opponent at least one size smaller 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 grappel check, it establishes a hold and can try to swallow or pin the foe the following round.

Pinning (Ex): A gigantosaurus can pin a grabbed opponent of up to two sizes smaller than itself to the ground with one of its feet by making a successful grapple check.

The pinned creature takes 2d6+21 points of bludgeoning damage per round and cannot move as long as the pin persists. The gigantosaurus gains a +4 circumstance bonus on attack rolls to hit a pinned target with its bite. A gigantosaurus can pin one creature at a time.

Swallow Whole (Ex): A gigantosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the gigantosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another opponent must cut its own way out.

A Gargantuan gigantosaurus' immense gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Wounding Bite (Ex): A gigantosaurus' teeth are razor-sharp and slice through flesh with shocking ease. Its bite naturally threatens a critical on 19-20 and inflicts triple damage on a successful critical hit. In addition, a creature critically hit by a gigantosaurus' bite takes 2 points of Constitution damage from the terrible nature of the wound.

Keen Scent (Ex): A gigantosaurus can detect creatures by scent in a 180-foot radius.
 

xidoraven

Explorer
More Dinoprims - Dragon magazine, v. 318; Helicoprion to Liopleurodon

Helicoprion
Large Animal (Aquatic)
Hit Dice
: 8d8+35 (71 hp)
Initiative: +1
Speed: Swim 60 ft. (12 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (2d6+7)
Full Attack: Bite +10 melee (2d6+7)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Ferocity, lashing bite
Special Qualities: Blindsense, keen scent
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 20, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +15, Swim +8
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite) (B), Toughness
Environment: Any Aquatic
Organization: Solitary or school (4-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-14 HD (Large), 15-24 HD (Huge)

This large shark has a unique mouth; Its lower jaw consists of a long thin and flexible projection that curls like a whip into a tightly-wound spiral, causing twin rows of triangular teeth to flare out menacingly.

The helicoprion is a strange primeval ancestor to the shark, and as such, is actually a fish; not a dinosaur. Like other sharks, the helicoprion spends most of its time hunting and eating. They have a stronger tolerance for fresh water than most sharks, and often swim for miles up rivers in search of food.

The average helicoprion is 10 feet long, although specimens of up to 30 feet long have been sighted by sailors and aquatic explorers.

Combat
A helicoprion often circles around prospective prey for a few rounds before swimming in to take a few experimental bites.

Ferocity (Ex): A helicoprion is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Lashing Bite (Ex): A helicoprion's bite has a reach of 10 feet. It gains a +2 bonus on attack and damage rolls with its bite against targets within 5 feeet.

Keen Scent (Ex): A helicoprion can notice creatures by scent in a 180-foot radius, and can sense blood in the water at ranges of up to a mile.

Skills: A helicoprion has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Liopleurodon
Colossal Animal
Hit Dice: 38d8+456 (627 hp)
Initiative: +0
Speed: Swim 90 ft. (18 squares)
AC: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +28/+62
Attack: Bite +38 melee (4d8+27)
Full Attack: Bite +38 melee (4d8+27)
Space/Reach: 30 ft./20 ft.
Special Attacks: Frenzy, improved grab, swallow whole
Special Qualities: Hold breath, keen scent, low-light vision
Saves: Fort +33, Ref +21, Will +15
Abilities: Str 46, Dex 10, Con 34, Int 2, Wis 16, Cha 13
Skills: Spot +44, Swim +26
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack, Toughness (7)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 39-114 HD (Colossal)

This enormous creature swims with an unnerving grace for a creature so large. The monster's head is larger than a chariot, and its jaws are filled with numerous teeth the size of swords.

An aquatic reptile of incredible strength, the liopleurodon is among the largest carnivorous animals ever.

The liopleurodon is a solitary creature, gathering in pairs only during its mating season. Although they dwell in the oceans of the world, liopleurodons are air-breathers and must surface regularly to breathe. They often lurk along shorelines in relatively shallow water and aren't above swimming into lagoons or large rivers in search of food to feed their massive bodies.

A liopleurodon often measures up to 80 feet in length, but incredibly massive and ancient liopleurodons measuring over 200 feet long are rumored to exist in the world's uncharted oceans.

Combat
Liopleurodons often hunt near ocean shorelines and aren't afraid to surge out of the surf onto a beach to catch creatures that come too close to the edge of the sea. They attack with a powerful bite.

Frenzy (Ex): If a liopleurodon is reduced to less than half its normal maximum hit points, it flies into a terrible rage of frenzied activity. During a frenzy, the liopleurodon gains a +4 bonus to its Armor Class and attack rolls. Its swim speed gains a +30 foot bonus, and if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the liopleurodon becomes fatigued.

Improved Grab (Ex): To use this ability, a liopleurodon must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Swallow Whole (Ex): A liopleurodon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the liopleurodon's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 45 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Colossal liopleurodon's gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.

Hold Breath (Ex): A liopleurodon can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Keen Scent (Ex): A liopleurodon can notice creatures by scent in a 180-foot radius, and it can sense blood in the water at ranges of up to a mile.

Skills: A liopleurodon has a +8 racial bonus on any Swim check to perform a special action or avoid a hazzard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 


xidoraven

Explorer
More Dinoprims - Dragon magazine, v. 318; Pachycephalosaurus to Pteranodon

Pachycephalosaurus
Large Animal
Hit Dice
: 7d8+56 (87 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
AC: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +5/+16
Attack: Head butt +11 melee (1d6+10)
Full Attack: Head butt +11 melee (1d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, stun
Special Qualities: Low-light vision, scent
Saves: Fort +13, Refl +4, Will +2
Abilities: Str 25, Dex 8, Con 26, Int 2, Wis 10, Cha 14
Skills: Spot +10
Feats: Improved Bull Rush, Improved Overrun, Power Attack
Environment: Temperate Hills
Organization: Solitary, pair, or pack (4-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -

This strange-looking bipedal creature has a large, dome-shaped head surrounded by numerous, sharp bony protrusions. Its mouth is small and almost beaklike.

Although herbivores, pachycephalosauruses are notoriously bad-tempered and often attack without provocation.

These strange dinosaurs are often found dwelling in hills or badlands, where they travel in packs led by a dominant male. When two groups meet, the males in each pack invariably challenge each other to contests of dominance. These conflicts, in which two bull dinosaurs repeatedly charge at each other in an attempt to head butt the other into submission, generate thunderous cracking sounds that can be heard for miles.

A pachycephalosaurus is usually 15 feet long and usually weighs around 800 pounds.

Combat
A pachycephalosaurus incited to attack (often by something as minor as merely approaching within charging range) invariably starts combat with a charge. They usually attack once every other round, maneuvering to set up a new charge on the off rounds.

Powerful Charge (Ex): When a pachycephalosaurus charges, its head butt deals 2d6+20 points of bludgeoning damage.

Stun (Ex): A creature that is critically hit by a pachycephalosaurus must make a successful DC 20 Fortitude save or be stunned for 1d4 rounds. This save DC is Strength-based.



Parasaurolophus
Huge Animal
Hit Dice
: 14d8+79 (142 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 20 ft. (4 squares)
AC: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +10/+26
Attack: Slam +16 melee (1d8+12)
Full Attack: Slam +16 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 1d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +14, Refl +9, Will +6
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 14, Cha 10
Skills: Hide -8*, Listen +14, Spot +11
Feats: Alertness, Run, Toughness (3)
Environment: Warm marsh
Organization: Solitary, pair, or herd (3-12)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge), 29-42 HD (Gargantuan)
Level Adjustment: -

This large bipedal creature has a flat, almost duckbill-shaped mouth. Its most distinguishing feature is long thin crest that protrudes from the back of its head.

A parasaurolophus is a relatively gentle creature that prefers to wallow in swamplands. They feed on all forms of vegetation that grow in such areas, using their duckbill-shaped jaws to scoop up mouthfuls of algae and swamp plants. Their crests are complex sounding chambers that allow them to generate shockingly loud and haunting, almost mournful cries that can carry for miles. Their skin is capable of changing through a wide variety of colors and shades. During mating season, these dinosaurs can put on a veritable symphony of sound and color as they try to attract mates.

A parasaurolophus is usually about 35 feet long.

Combat
A parasaurolophus is generally a peaceful creature; when threatened, it prefers to flee instead of fight. When cornered, however, their kicks can pack a powerful punch. For this reason, only the hungriest or most powerful carnivores dare approach a herd of parasaurolophuses.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Skills*: In natural areas with heavy vegetation (such as marshes and forests), a parasaurolophus gains a +10 competence bonus to Hide checks.



Pteranodon
Medium Animal
Hit Dice
: 5d8+5 (27 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 90 ft. (18 squares) (good)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dive
Special Qualities: Low-light vision, scent
Saves: Fort +5, Refl +7, Will +5
Abilities: Str 14, Dex 17, Con 12, Int 2, Wis 18, Cha 12
Skills: Spot +15
Feats: Flyby Attack, Skill Focus (Spot)
Environment: Warm mountains
Organization: Solitary, pair, or rookery (4-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: -

This flying reptile has an enormous wingspan. Its head is quite unusual, consisting of a long thin beak counter-balanced with a similarly shaped crest protruding from the back of its head.

The pteranodon is a mountain-dwelling flying reptile and so, like the dimetrodon, isn't a true dinosaur.

Pteranodons dwell in craggy, mountainous areas, preferable those along coastlines so they can take advantage of the powerful updrafts to aid in flight. Their oddly shaped heads help greatly in airborne maneuverability, and allow them to perform amazing mid-air turns with great grace.

A pteranodon's body is only 6 feet long, but their wingspan is often more than 30 feet.

Combat
A pteranodon soars high above the ground, watching below for likely sources of food it can dive down onto and attack. They prefer to maintain air-superiority in combat.

Dive (Ex): If a pteranodon makes a charge attack and lowers its altitude by at least 30 feet as part of the charge, it gains a +4 bonus on its attack roll and deals 2d6+6 points of damage with its bite if it hits.
 

xidoraven

Explorer
More Dinoprims - Dragon magazine, v. 318; Rhamphorhynchus to Troodon

Rhamphorhynchus
Tiny Animal
Hit Dice: 1d8-1 (3 hp)
Initiative: +9
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares) (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +7 melee (1d3-4)
Full Attack: Bite +7 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Evasion, low-light vision, scent
Saves: Fort +1, Ref +7, Will +1
Abilities: Str 2, Dex 21, Con 8, Int 2, Wis 12, Cha 10
Skills: Listen +5
Feats: Improved Initiative, Weapon Finesse (bite)
Environment: Warm Forests
Organization: Solitary, pair, or flight (3-10)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

This tiny flying reptile has a narrow snout filled with tiny, needle-like teeth and a long tail tipped with a flat rudder-like growth.

The rhamphorhynchus is a small, insect eating reptile, not an actual dinosaur.

These creatures flit among the boughs of forests, hunting insects and small birds for food. Their chirps and twitters are high pitched and melodic, and thought by some to be quite soothing. They make excellent familiars for those who live near dinosaurs.

A rhamphorhynchus is about a foot in length, almost more than half that length consists of its long tail. Its wingspan is about 3 feet.

Combat
The rhamphorhynchus avoids combat with creatures much larger than itself, but when forced to fight, it nips at its enemies with its bite.

Evasion (Ex): A rhamphorhynchus that makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save instead takes no damage. A helpless rhamphorhynchus cannot use this ability.


Stegosaurus
Huge Animal
Hit Dice: 20d8+152 (242 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 21 (-2 size, -2 Dex, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +15/+34
Attack: Tail slam +24 melee (2d6+16/19-20)
Full Attack: Tail slam +24 melee (2d6+16/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Toss
Special Qualities: Dorsal plates, low-light vision, scent
Saves: Fort +21, Ref +10, Will +7
Abilities: Str 32, Dex 6, Con 24, Int 2, Wis 12, Cha 10
Skills: Listen +24
Feats: Great Fortitude, Improved Critical (tail slam), Run, Toughness (4)
Environment: Warm plains
Organization: Solitary, pair, or herd (3-10)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 21-30 HD (Huge), 31-50 HD (Gargantuan), 51-60 HD (Colossal)
Level Adjustment: -

This four-legged creature has a relatively small head for its enormous bulk. A twin row of hard triangular plates protrudes from its back, and its long tails ends in a cruel looking array of bony spikes.

This territorial has few enemies, so potent are it defenses. The stegosaurus wanders in small herds across steppes and plains, eating grasses and low bushes and berries. They are fiercely protective of their young, and so rarely back down from a fight.

An average stegosaurus is about 30 feet long and typically weighs nearly a dozen tons.

Combat
Although they are herbivores, stegosauruses rarely flee from predator attacks. Rather, they fight back with shocking and brutal aggression, lashing at their enemies with their spiked tails and constantly moving to keep their dorsal plates between them and their attackers.

Toss (Ex): A creature that is at least two sizes smaller than the stegosaurus that is hit by the dinosaur's tail slam must make a successful DC 31 Reflex saving throw or be thrown 30 feet in a random direction away from the stegosaurus. The creature takes 1d6 points of damage from being tossed plus an additional 1d6 points of damage if it strikes a solid object before it travels the full distance. The save DC is Strength-based.

Dorsal Plates (Ex): As a move action, a stegosaurus can lower its body to place its dorsal plates between it and a single creature. This grants the stegosaurus a +4 armor bonus to its Armor Class against the chosen creature. Additionally, if the chosen creature attacks the stegosaurus with a light weapon or a natural weapon, the sharp dorsal plates inflict 1d10 points of slashing damage; a successful DC 18 Reflex saving throw halves this damage. The save DC is Dexterity-based.


Troodon
Medium Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/+1
Attack: Claw +1 melee (1d4+1)
Full Attack: 2 claws +1 melee (1d4+1) and bite -3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 12, Dex 15, Con 17, Int 2, Wis 12, Cha 4
Skills: Hide +2, Listen +4, Spot +6
Feats: Alertness
Environment: Warm forests and marshes
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Small), 5-9 HD (Medium)
Level Adjustment: -

About the size of a wolf or large dog, this bipedal lizard constantly jerks and shifts as if ready to run at a moment's notice. Its large eyes dart to study every movement closely.

Although it is one of the smallest dinosaurs, the troodon is among the more intelligent. Being far less powerful than its larger cousins, it has adapted for survival through its quick speed and alertness. An adult is about 3 feet tall, almost twice as long, and typically weighs about 90 pounds.

Combat

Troodons use their speed to their advantage, employing hit-and-run attacks and pack tactics as much as possible. However, being rather intelligent, they quickly realize when they are outclassed and are swift to flee.

Skills: A troodon gains a +2 racial bonus to Spot checks.
 

xidoraven

Explorer
Familiar & Animal Companions

For the record, I plan on making sure that all potential familiar, animal companions, and mounts, along with raising/training information be provided with as many dinosaurs and prehistoric animals as possible.

Adding to that goal, the Dragon Magazine article (vol. 318, which featured the dinosaurs above in two separate sections) did include a small table which outlined the levels at which familiars and/or animal companions could be delegated from the dinoprims up to Stegosaurus.

Troodon was in another article altogether, and would also be suitable in this manner - I have added my guess of what level it should be in the animal companion list below. I am not sure if being a Medium-sized animal makes it inappropriate as a familiar.


Dinosaur Familiars
Two of the dinosaurs presented in this article make excellent familiars. Specific bonuses granted by a compsognathus or rhamphorhynchus familiar are as follows:

  • Compsognathus = (Special) Master gains a +3 bonus on Hide checks
  • Rhamphorhynchus = (Special) Master gains a +3 bonus on Initiative checks

Dinosaur Companions
As detailed on page 36 of the Player's Handbook, high-level druids (and rangers) can select more powerful animal companions. Many of the dinosaurs presented in this article can make excellent animal companions as well. A character can select one of these dinosaurs as an animal companion by applying the indicated adjustment to the character's appropriate class level for purposes of determining the animal companion's characteristics and special abilities.

1st level or higher

  • Compsognathus
  • Rhamphorhynchus
  • Troodon
4th level or higher (level -3)

  • Dimetrodon
  • Pteranodon
10th level or higher (level -9)

  • Pachycephalosaurus
  • Helicoprion
13th level or higher (level -12)

  • Parasaurolophus
16th level or higher (level -15)

  • Stegosaurus
21th level or higher (level -20)

  • Diplodocus
  • Gigantosaurus
24th level or higher (level -23)

  • Liopleurodon
 
Last edited:

xidoraven

Explorer
'Stormwrack' material

Transcription of applicable content from 'Stormwrack' (Wizards of the Coast, 2005). Originally forked from: Converting prehistoric creatures

Featured below, in order:

  1. Monstrous Crabs (Small - Colossal)
  2. Archelon, Ichthyosaurus, Mosasaur, Plesiosaur - linked
  3. Dire Animals: Barracuda, Eel
  4. Giant Leech
  5. Swarms: Jellyfish, Leech, Piranha
  6. Animals: Albatross, Barracuda, Eel, Otter, Sea Lion, Seal, Snapping Turtle, Stingray
  7. Water-Adapted Vermin and Animals: Monstrous Diving Spider, Sea Snake
  8. Table of summoned nature's ally variant spell summoning list entries (image)


CRAB, MONSTROUS
Monstrous crabs range in size from Small to Colossal.
They are voracious scavengers that will eat anything,
living or dead, they come across.

Monstrous crabs have the following special abilities,
regardless of size.

Constrict (Ex): A monstrous crab deals damage equal
to twice its normal claw damage plus its Strength bonus
on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous
crab must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking attacks
of opportunity. If it wins the grapple check, it establishes
a hold and can constrict.

Monstrous crabs have a +4 racial bonus on grapple
checks.

Amphibious (Ex): Although monstrous crabs are
aquatic, they can survive indefinitely on land.

Vermin Traits: A monstrous crab is immune to all
mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).

Skills
: A monstrous crab has a +4 racial bonus on Hide
and Spot checks.


SMALL MONSTROUS CRAB

Small Vermin (Aquatic)
Hit Dice
: 1d8+4 (8 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/+0
Attack: Claw +1 melee (1d4)
Full Attack: 2 claws +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d4, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +8, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —


MEDIUM MONSTROUS CRAB
Medium Vermin (Aquatic)
Hit Dice
: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+8
Attack: Claw +4 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+2, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +4, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary, colony (2–5), or swarm (6–11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —


LARGE MONSTROUS CRAB

Large Vermin (Aquatic)
Hit Dice
: 6d8+9 (36 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +9 natural), touch 9,
flat-footed 18
Base Attack/Grapple: +4/+17
Attack: Claw +8 melee (1d8+5)
Full Attack: 2 claws +8 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+5, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 21, Dex 11, Con 12, Int —, Wis 11, Cha 2
Skills: Hide +0, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or colony (2–5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–11 HD (Large)
Level Adjustment: —


HUGE MONSTROUS CRAB

Huge Vermin (Aquatic)
Hit Dice
: 12d8+27 (81 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (–2 size, +14 natural), touch 8,
flat-footed 22
Base Attack/Grapple: +9/+28
Attack: Claw +14 melee (2d6+7)
Full Attack: 2 claws +14 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 4d6+7, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +10, Ref +4, Will +4
Abilities: Str 25, Dex 11, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –4, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or colony (2–5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13–23 HD (Huge)
Level Adjustment: —


GARGANTUAN MONSTROUS CRAB
Gargantuan Vermin (Aquatic)

Hit Dice: 24d8+51 (159 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 26 (–4 size, +20 natural), touch 6,
flat-footed 26
Base Attack/Grapple: +18/+45
Attack: Claw +25 melee (3d6+11)
Full Attack: 2 claws +25 melee (3d6+11)
Space/Reach: 20 ft./20 ft.
Special Attacks: Constrict 6d6+11, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +16, Ref +8, Will +8
Abilities: Str 33, Dex 11, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –8, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 25–47 HD (Gargantuan)
Level Adjustment: —


COLOSSAL MONSTROUS CRAB
Colossal Vermin (Aquatic)

Hit Dice: 48d8+99 (315 hp)
Initiative: –1
Speed: 40 ft. (8 squares)
Armor Class: 28 (–8 size, –1 Dex, +27 natural), touch 1,
flat-footed 28
Base Attack/Grapple: +36/+65
Attack: Claw +41 melee (4d6+13)
Full Attack: 2 claws +41 melee (4d6+13)
Space/Reach: 30 ft./30 ft.
Special Attacks: Constrict 8d6+13, improved grab
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +28, Ref +15, Will +16
Abilities: Str 37, Dex 9, Con 14, Int —, Wis 11, Cha 2
Skills: Hide –13, Spot +4
Feats: ToughnessB
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 49–60 HD (Colossal)
Level Adjustment: —




Dinosaurs / Prehistoric Animals:
ARCHELON (Primitive Marine Reptile - Sea Turtle - Prim)
ICHTHYOSAUR (Primitive Marine Reptile - dolphin-like piscivorous reptile)
MOSASAUR (Primitive Marine Reptile - crocodilian reptile carnivore with fins/flippers)
PLESIOSAUR (Primitive Marine Reptile - nessie)




DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary
animals. Each kind tends to have a feral, prehistoric,
or even demonic appearance.


DIRE BARRACUDA
Large Animal (Aquatic)
Hit Dice
: 8d8+16 (52 hp)
Initiative: +2
Speed: Swim 80 ft. (16 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11,
flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (1d8+6)
Full Attack: Bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 19, Dex 15, Con 14, Int 1, Wis 12, Cha 2
Skills: Listen +6, Jump +29, Spot +6, Swim +12
Feats: Alertness, Iron Will, Run
Environment: Warm aquatic
Organization: Solitary, pair, or school (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —

This very long, narrow-bodied fish flashes through the water,
razor-sharp teeth snapping.

The dire barracuda is about 10 feet long and weighs
around 300 pounds. It has bony protrusions along the
spine and a mouth full of outsize teeth.

Combat
The dire barracuda is much more aggressive than its
smaller cousin and sometimes hurls itself out of the
water to attack.

Sprint (Ex): A dire barracuda can move up to three times
its normal speed (240 feet) when it makes a charge.

Skills: A dire barracuda has a +8 racial bonus on
any Swim check to perform a special action or avoid
a hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a
straight line.


DIRE EEL
Large Animal (Aquatic)
Hit Dice
: 6d8+15 (42 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10,
flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 19, Dex 13, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +1 (+5 in coral, rock, or kelp), Listen +5,
Spot +6, Swim +12
Feats: Improved Initiative, Toughness, Weapon Focus
(bite)
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: —

The dire eel is a moraylike animal of unusual size. It
can reach lengths of 20 feet or more and weigh up to
500 pounds. It resembles its smaller relations in other
respects.

Attach (Ex): If a dire eel hits with its bite attack, it uses
its powerful jaws to latch onto the opponent’s body and
automatically deals bite damage each round it remains
attached. An attached eel loses its Dexterity bonus to AC
and has an AC of 12.

An attached eel can be struck with a weapon or grappled
itself. To remove an attached eel through grappling, the
opponent must achieve a pin against the creature.

Skills: Dire eels have a +4 racial bonus on Hide checks,
which improves to +8 in areas of coral, rock, or heavy
kelp. An eel has a +8 racial bonus on any Swim check to
perform a special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.


LEECH, GIANT
Small Vermin (Aquatic)
Hit Dice
: 1d8 (4 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/–6
Attack: Bite +2 melee (1 plus blood drain)
Full Attack: Bite +2 melee (1 plus blood drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Anesthetize, attach, blood drain,
disease
Special Qualities: Blindsight 10 ft., scent
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 6, Dex 12, Con 11, Int —, Wis 8, Cha 2
Skills: Hide +9, Swim +6
Feats: Weapon FinesseB
Environment: Warm marsh
Organization: Colony (2–5) or swarm (6–11)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —

This wormlike creature is the size of a human forearm. Its mouth
is a round, suckerlike orifice.


Giant leeches have little ability to attack foes in open water
or clear terrain but can pose a serious danger to characters
wading or swimming in murky or muddy water.

COMBAT
Giant leeches are found in murky water, where they can
approach prey unseen. Characters might be attacked
without even noticing.
(DM Tip: Take note of the PCs’ Spot checks and AC
before running an encounter with giant leeches. Record
damage dealt by an undetected leech, but do not inform
the player of the damage until his or her character notices
the attack.
)

Anesthetize (Ex): A creature bitten by a giant leech
must succeed on a Spot check (opposed by the giant
leech’s Hide check) to notice the attack if both the
leech and its target are in murky water at least 2 feet
deep. Each round of blood drain entitles the creature to
another Spot check to notice the leech, with a cumulative
+2 bonus on the check per round after the first.

Characters attacked in clear water, or who have some
means of detecting the leech without seeing it, notice
the attack automatically.

Attach (Ex): If a giant leech hits with its bite attack,
it uses its suckerlike mouth to latch onto the opponent’s
body. It deals no additional damage when it is attached,
but it drains blood (see below). An attached leech loses its
Dexterity bonus to AC and has an AC of 11.

An attached leech can be struck with a weapon or
grappled itself. To remove an attached leech through
grappling, the opponent must achieve a pin against
the creature.

Blood Drain (Ex): A leech that is attached to its opponent
deals 1 point of Constitution damage per round until
it deals a total of 6 points, at which point it detaches from
its target and swims off to digest its meal.

Disease (Ex): A creature bitten by a giant leech must
succeed on a DC 15 Fortitude save or contract red ache
(see page 292 of the Dungeon Master’s Guide).

Skills: Giant leeches have a +4 racial bonus on Hide
checks. A giant leech has a +8 racial bonus on any Swim
check to perform a special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.



SWARM
Swarm Traits: Swarms are masses of Fine, Diminutive,
or Tiny creatures that would not be particularly
dangerous in small groups, but can be terrible foes when
gathered in sufficient numbers. While a single jellyfish
swarm might actually be hundreds of feet across, for
game purposes a swarm is defined as a single creature
with a space of 10 feet—gigantic schools of piranhas
are actually composed of dozens of swarms in close
proximity. A swarm has a single pool of Hit Dice and
hit points, a single initiative modifier, a single speed,
and a single Armor Class. It makes saving throws as a
single creature.

A swarm of Tiny creatures consists of 1,000 creatures.
A swarm of Diminutive creatures consists of 5,000
creatures. A swarm of Fine creatures consists of 10,000
creatures. Larger swarms are represented by multiples of
single swarms. A large swarm is completely shapeable,
though it usually remains contiguous.

The aquatic swarms presented here are susceptible
to vigorous or stronger currents, such as that created
by a control currents spell (see v3.5 Frostburn, page 114).
For purposes of determining the effects of currents on a swarm,
treat the swarm as a creature of the same size as its constituent
creatures. Current effects deal 1d4 points of nonlethal
damage to the swarm per spell level (or Hit Die of the
originating creature, in the case of effects such as a water
elemental’s vortex).

JELLYFISH SWARM
Diminutive Vermin (Aquatic, Swarm)
Hit Dice
: 12d8 (54 hp)
Initiative: –2
Speed: Swim 5 ft. (1 square)
Armor Class: 12 (+4 size, –2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +9/—
Attack: Swarm (poison)
Full Attack: Swarm (poison)
Space/Reach: 10 ft./—
Special Attacks: Distraction, poison
Special Qualities: Immune to weapon damage, swarm
traits, tremorsense 30 ft.
Saves: Fort +8, Ref +2, Will +4
Abilities: Str 1, Dex 7, Con 10, Int —, Wis 10, Cha 2
Skills: Hide +18, Swim +3
Feats: —
Environment: Warm aquatic
Organization: Solitary, fl otilla (2–5 swarms), or colony
(7–12 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

This patch of water shines like mother-of-pearl. Tiny, clear-bodied
jellyfish, almost invisible in the water, drift beneath the surface.


A jellyfish swarm drifts with the ocean currents. Its
myriad creatures trail poisonous tentacles that can stop
a creature in its tracks. This swarm depicts a particularly
toxic kind of jellyfish, such as the box jelly.

Individual jellyfish in the swarm are a few inches long
and nearly transparent.

Combat
A jellyfish swarm deals no combat damage, but its poison
is potent. Once a creature is reduced to 0 Dexterity, it
typically drowns in short order and the colony feeds on
its decaying corpse, which is carried about within the
swarm’s mass.

Distraction (Ex): Any living creature vulnerable to
the jellyfish swarm’s damage that begins its turn with
a swarm in its square is nauseated for 1 round; a DC 16
Fortitude save negates the effect. Even with a successful
save, spellcasting or concentrating on spells within the
area of a swarm requires a Concentration check (DC
20 + spell level). Using skills requiring patience and
concentration requires a DC 20 Concentration check.
The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 18, 1d8 Dex/1d8
Dex. The save DC is Constitution-based and includes a
+2 racial bonus. A creature that fails either Fortitude save
is also stunned for 1 round.

Swarm Traits (Ex), as above and as in MMI, p. 316

Tremorsense (Ex): A jellyfish swarm can detect and
pinpoint any creature in the water within 30 feet.

Vermin Traits: A jellyfish swarm is immune to all
mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).

Skills: A jellyfish swarm has a +8 racial bonus on Hide
due to its near transparency.

A jellyfish swarm has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.


LEECH SWARM
Fine Vermin (Aquatic, Swarm)
Hit Dice
: 2d8–2 (7 hp)
Initiative: +0
Speed: Swim 10 ft. (2 squares)
Armor Class: 18 (+8 size, +0 Dex, +0 natural), touch 18,
flat-footed 18
Base Attack/Grapple: +1/—
Attack: Swarm (1d6 plus blood drain)
Full Attack: Swarm (1d6 plus blood drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Anesthetize, blood drain, disease,
distraction
Special Qualities: Immune to weapon damage, low-light
vision, swarm traits
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 1, Dex 11, Con 8, Int —, Wis 12, Cha 2
Skills: Hide +16, Swim +3
Feats: —
Environment: Warm marsh
Organization: Solitary or plague (2–4 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

The water squirms with uncounted thumb-sized sluglike creatures,
each one wriggling in an unsettling manner.


Leeches are found in murky water, where they can
approach prey unseen.

Combat
A leech swarm relies on stealth and blood drain to quietly
disable its target. An unobservant creature can be drained
dry without even realizing the cause of its weakness.
(DM Tip: Take note of the PCs’ Spot checks and AC
before running an encounter with a leech swarm. Record
damage dealt by undetected leeches, but do not inform
the player of the damage until his or her character notices
the attack.
)

Anesthetize (Ex): A creature attacked by a leech
swarm must succeed on a Spot check (opposed by the
swarm’s Hide check) to notice the attack if both the leech
swarm and its target are in murky water at least 2 feet
deep. Each round of blood drain entitles the creature to
another Spot check to notice the leeches, with a cumulative
+2 bonus on the check per round after the first.

Characters attacked in clear water, or who have some
means of detecting the leech swarm without seeing it,
notice the attack automatically.

Blood Drain (Ex): Any living creature damaged by a
leech swarm also takes 1 point of Constitution damage
as the swarm drains its blood. This damage repeats every
round thereafter unless the creature successfully exits the
swarm and spends a full-round action removing leeches
from its body.

Disease (Ex): A creature damaged by a leech swarm
must succeed on a DC 15 Fortitude save or contract red
ache (see page 292 of the Dungeon Master’s Guide).

Distraction (Ex): Any living creature vulnerable to
the leech swarm’s damage who notices the swarm and
begins its turn with a swarm in its square is nauseated for
1 round; a DC 10 Fortitude save negates the effect. Even
with a successful save, spellcasting or concentrating on
spells within the area of a swarm requires a Concentration
check (DC 20 + spell level). Using skills requiring patience
and concentration requires a DC 20 Concentration check.
The save DC is Constitution-based.

Swarm Traits (Ex)

Skills: A leech swarm has a +8 racial bonus on any
Swim check to perform a special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.


PIRANHA SWARM
Tiny Animal (Aquatic, Swarm)
Hit Dice
: 8d8+11 (47 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14,
flat-footed 13
Base Attack/Grapple: +6/—
Attack: Swarm (3d6)
Full Attack: Swarm (3d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Half damage from slashing and piercing
weapons, low-light vision, scent, swarm traits
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +9, Spot +8, Swim +5
Feats: Alertness, Improved Initiative, Toughness
Environment: Warm aquatic
Organization: Solitary or school (2–4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

The water boils with small, darting fi sh, each armed with a jawful
of razor-sharp teeth.


One of the most feared denizens of warm aquatic environments
is the piranha swarm, capable of devouring even a Large creature with amazing quickness.

Combat
Due to a piranha’s unusually strong jaws and sharp teeth,
piranha swarms deal more damage than a swarm of their
Hit Dice normally would.

Distraction (Ex): Any living creature vulnerable to
the piranha swarm’s damage that begins its turn with
a swarm in its square is nauseated for 1 round; a DC 15
Fortitude save negates the effect. Even with a successful
save, spellcasting or concentrating on spells within the
area of a swarm requires a Concentration check (DC 20 +
spell level). Using skills requiring patience and concentration
requires a DC 20 Concentration check. The save DC
is Constitution-based.

Swarm Traits (Ex)

Skills: A piranha swarm has a +8 racial bonus on any
Swim check to perform a special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.


Animals
ALBATROSS
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 50 ft. (average)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12,
flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Bite +1 melee (1d3)
Full Attack: Bite +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 14, Int 2, Wis 14, Cha 6
Feats: EnduranceB, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: —

This seagoing bird feeds on squids and fish, but sometimes
trail behind ships to feed on the refuse dumped overboard.

Capable of incredibly long flights, the albatross can be
encountered surprisingly far from land. Killing an albatross
is taboo among sailors of most races.

A typical albatross is about 2 to 3 feet long and has a
wingspan of up to 10 feet.

Combat
The albatross bites only when threatened by a creature it
cannot easily escape.

Skills: Albatrosses have a +4 racial bonus on Spot checks.


BARRACUDA
Medium Animal (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13,
flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +3, Spot +4, Swim +8
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (3–6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–6 HD (Medium)
Level Adjustment: —

The barracuda is a predatory fish with a mouthful of
large, sharp teeth. This entry describes the largest variety
of barracuda.

A barracuda is not generally inclined to attack humanoid
swimmers, but it is sometimes drawn to shiny objects worn
by a swimmer, mistaking them for smaller fish. Serious
bites can be the result.

Combat
A barracuda is unnervingly quick, drifting motionless
one moment, then darting forward in a blinding rush to
snap at prey.

Sprint (Ex): A barracuda can move up to three times
its normal speed (180 feet) when it makes a charge.

Skills: A barracuda has a +8 racial bonus on any Swim
check to perform a special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.


EEL
Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12,
flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +6 (+10 in coral or rock), Listen +3, Spot +4,
Swim +9
Feats: Improved Initiative, Weapon FinesseB
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3–5 HD (Medium)
Level Adjustment: —

Most eels are small and innocuous, but the larger eels—wolf
eels or moray eels—can reach lengths of over 5 feet and
weights of up to 100 pounds; such eels can cause serious
injury with their powerful bites.

Combat
Eels are generally shy and only attack if disturbed or
surprised. They can strike with startling speed.

Attach (Ex): If an eel hits with its bite attack, it uses
its powerful jaws to latch onto the opponent’s body and
automatically deals bite damage each round it remains
attached. An attached eel loses its Dexterity bonus to AC
and has an AC of 11.

An attached eel can be struck with a weapon or grappled
itself. To remove an attached eel through grappling, the
opponent must achieve a pin against the creature.

Skills: Eels have a +4 racial bonus on Hide checks,
which improves to +8 in areas of coral, rock, or heavy
kelp. An eel has a +8 racial bonus on any Swim check to
perform a special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.


OTTER
Tiny Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–12
Attack: Bite +4 melee (1d3–4)
Full Attack: Bite +4 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 12, Int 2, Wis 12, Cha 5
Skills: Balance +6, Climb +6, Listen +3, Spot +3, Swim +10
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair, or family (3–12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Otters inhabit rivers and lakes throughout temperate lands,
preying on small fish and insects. They sometimes become
familiars to aquatic sorcerers or wizards.

Combat
Otters are inquisitive animals. They fight only if cornered.

Hold Breath (Ex): An otter can hold its breath for a
number of rounds equal to 4 × its Constitution score before
it risks drowning. For a typical otter, this is 48 rounds, or
almost 5 minutes.

Skills: An otter has a +8 racial bonus on any Swim check
to perform a special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.

Otters have a +4 racial bonus on Balance and Climb
checks. They use their Dexterity modifier for Climb and
Swim checks.


SEA LION
Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10,
flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 17, Dex 13, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +7, Spot +7, Swim +11
Feats: Alertness, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary, pair, pride (3–12), or colony (21–40)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–9 HD (Large)
Level Adjustment: —

Sea lions pose little threat to humanoids who don’t intrude
on beaches they’ve claimed. Their pelts are valuable, though,
and sea lions are often hunted for them. Adult bulls can
reach 10 feet in length and weigh 1,500 pounds. Females are
considerably smaller, reaching about 500 pounds.

Combat
Sea lions possess a powerful and dangerous bite. They rarely
attack humanoids in the water but are more than capable of
chasing off landbound intruders who get too close.

Hold Breath (Ex): A sea lion can hold its breath for a
number of rounds equal to 6 × its Constitution score before
it risks drowning. For a typical sea lion, this is 72 rounds,
or over 7 minutes.

Skills: A sea lion has a +8 racial bonus on any Swim
check to perform a special action or avoid a hazard. It
can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.


SEAL
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12,
flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 13, Dex 15, Con 14, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +6, Swim +9
Feats: Alertness, Weapon FinesseB
Environment: Cold aquatic
Organization: Solitary, pair, or herd (5–14)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —

Seals generally avoid humanoids, but they are often
hunted for their pelts. Adult bulls can reach 500 pounds
in weight. Females are considerably smaller, weighing
about 200 pounds.

Combat
Seals can be territorial, defending their chosen patch of
the shore with a vicious bite.

Hold Breath (Ex): A seal can hold its breath for a number of
rounds equal to 6 × its Constitution score before it risks drowning.
For a typical seal, this is 84 rounds, or over 8 minutes.

Skills: A seal has a +8 racial bonus on any Swim check
to perform a special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.


SNAPPING TURTLE
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: –1
Speed: 5 ft. (1 square), swim 20 ft.
Armor Class: 15 (+1 size, –1 Dex, +5 natural), touch 10,
flat-footed 15
Base Attack/Grapple: +1/–2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4
Skills: Spot +6, Swim +9
Feats: Improved Natural ArmorB, Weapon Focus (bite)
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3–4 HD (Small)
Level Adjustment: —

Snapping turtles are dangerous aquatic predators. The
above statistics describe an alligator snapper, an especially
large and dangerous version with a spiked shell and a bad
attitude. It can grow to 3 feet in length and weigh over
200 pounds.

Combat
Snapping turtles lie in wait on the muddy bottoms of ponds
and sluggish streams, with their mouths gaping open to reveal
a fleshy, wormlike lure. Fish that investigate are grabbed and
swallowed whole. A snapper that is molested, or that thinks
its territory is in danger, does not hesitate to attack creatures
much larger than itself. Unlike other turtles, a snapping turtle
cannot retract its oversized head into its shell.

Improved Grab (Ex): To use this ability, a snapping
turtle must hit an opponent of up to Medium size with its
bite attack. It can then attempt to start a grapple as a free
action without provoking attacks of opportunity.

Hold Breath (Ex): A snapping turtle can hold its breath
for a number of rounds equal to 8 × its Constitution score
before it risks drowning. For a typical snapping turtle, this
is 120 rounds, or 12 minutes.

Skills: A snapping turtle has a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action
while swimming, provided it swims in a straight line.


STINGRAY
Small Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14,
flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Sting +4 melee (1d3–1 plus poison)
Full Attack: Sting +4 melee (1d3–1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 4
Skills: Hide +3 (+7), Listen +3, Spot +3, Swim +7
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or school (5–12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Stingrays are smaller cousins of the manta ray having
barbed, venomous tails.

An average stingray’s body is roughly 3 feet across and
weighs about 25 pounds. Its tail is about the same length,
with one or more poisonous barbs near the base.

Combat
Stingrays feed on crustaceans and shellfish, usually cruising
just over the sea bottom. Sometimes they burrow just
beneath the surface. This is when they present the greatest
danger to unsuspecting creatures, who might step on or
near them. A threatened stingray lashes out with its tail
barb, injecting a terribly painful venom that leaves its
targets virtually helpless.

Poison (Ex): Injury, Fortitude DC 12, nauseated 1d4
hours/1d3 Dex. The save DC is Constitution-based and
includes a +2 racial bonus. A creature that makes its
saving throw against the poison’s initial damage is instead
sickened for 1d6 rounds.

Skills: *When it is lying still along the seafloor, a
stingray has a +4 racial bonus on Hide checks.
A stingray has a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming,
provided it swims in a straight line.


VERMIN AND ANIMALS,
WATER-ADAPTED
In addition to amphibious creatures able to breath both on
land and in water, many air-breathing animals and vermin
have become adept at living in aquatic environments while
returning to the surface periodically for air. All such wateradapted
creatures have several features in common.

First, they gain the ability to hold their breath. This
exceptional ability enables them to stay underwater for
a number of rounds equal to anywhere between four to
ten times their Constitution score (×4 to ×10), depending
on the creature. Only after this period does the normal
countdown for holding your breath (described on page
304 of the Dungeon Master’s Guide) begin.

Second, water-adapted creatures become adept at moving
around underwater. Most gain a swim speed but take some
reduction in their land movement. Those who do not gain
a swim speed move underwater at their full speed, not at
the half-speed imposed on land creatures in the water (see
page 92 of the Dungeon Master’s Guide). For example, a wateradapted
Tiny monstrous centipede might replace its land
speed with a swim speed (20 ft.), retaining its climb speed.

By contrast, a water-adapted Medium monstrous scorpion
would not gain a swim speed but should be able to scuttle
about underwater as quickly as its terrestrial kin can on land
(40 ft.), although its land movement might suffer (typically
reduced by half, or to 20 ft./rd. in this case). A water-adapted
bird might become clumsy in the air but “fly” with speed
and grace just below the surface of the water.

Finally, if the creature has a slashing or bludgeoning
attack, this attack is not subject to the penalties described
in Table 3–22: Combat Adjustments Underwater on page
92 of the Dungeon Master’s Guide. Instead, treat any wateradapted
creature fighting underwater as if it enjoyed the
benefits of a freedom of movement spell.


DIVING SPIDER, MONSTROUS
Some breeds of monstrous spider are adapted for an aquatic
existence. Rather than constructing webs, they build
submerged, air-filled domes of spidersilk where they lie
in wait for prey to wander too close.

Diving spiders spend their lives underwater, except for
brief trips to the surface to replenish air. The spider’s furry
body holds air bubbles that it releases into the dome. They
are expert swimmers, unlike most spiders.

A monstrous diving spider has the same statistics as a
typical monstrous spider (see pages 288–289 of the Monster
Manual), with the following adjustments:

Speed: A monstrous diving spider gains a swim speed
of 30 feet.

Special Attacks: A monstrous diving spider retains all
the special attacks of the typical monstrous spider, with
one change.

Web (Ex)
: Monstrous diving spiders cannot throw a web
net, nor do they create sheets of sticky webbing.

Special Qualities
: The monstrous diving spider retains
all the special qualities of a typical monstrous spider, with
the following adjustment.

Tremorsense (Ex): A diving spider’s tremorsense allows it
to detect and pinpoint creatures in the water as easily as
those on land.

Hold Breath (Ex): A diving spider can hold its breath for
a number of rounds equal to 4 × its Constitution score before
it risks drowning. For a typical diving spider (Medium or
Large), this is 48 rounds, or almost 5 minutes.

Skills: A diving spider has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.

Environment
: Temperate aquatic.


SEA SNAKE
The sea snake is a particularly venomous variation on the
typical viper that lives in warm, shallow seas. It typically
attacks only if provoked. Even then it usually bites once
and withdraws, waiting for the venom to take effect.
Sea snakes have the same statistics as the vipers
presented on page 280 of the Monster Manual, with the
following adjustments:

Speed
: 10 ft. (2 squares), swim 30 ft.

Poison (Ex)
: A sea snake’s poison is extraordinarily
virulent. It has a +2 racial bonus on the poison’s save DC.

Hold Breath (Ex)
: A sea snake can hold its breath for
a number of rounds equal to 6 × its Constitution score
before it risks drowning. For a typical sea snake, this is
66 rounds, or over 6 minutes.

Skills: A sea snake has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard.
It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.

Environment: Warm aquatic.

Summoning Creatures with Summon spells
stormwrack_summoningspelllist.png


(**All of the above were added from Stormwrack, 2005 - v3.5 pdf file)
 

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