It's back! And we're coming up to the final push! With this update comes the last of the complete stat blocks. There will, however, be appendixes, cataloging other animals of Skull Island (and pointing towards stats for some of 'em), as well as information for using these animals as animal companions and familiars. So let's get this started!
TERAPUSMORDAX
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +5
Speed: 10ft (2 squares), climb 10ft, fly 60ft (good)
Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Bite +8 melee (1d6+4 plus disease)
Full Attack: Bite +8 melee (1d6+4 plus disease) and 2 claws +3 melee (1d4+1)
Space/Reach: 5ft/5ft
Special Attacks: Disease, stench
Special Qualities: Low-light vision
Saves: Fort +6, Ref +9, Will +2
Abilities: Str 16, Dex 20, Con 15, Int 2, Wis 13, Cha 5
Skills: Climb +9, Hide +6, Listen +3, Move Silently +6, Spot +8
Feats: Flyby Attack, Weapon Finesse
Environment: Warm mountains and underground
Organization: Solitary, pair, flock (4-12) or colony (20-80)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: -
This hideous hairless bat-like creature has a short, bulldog head bristling with teeth, a naked rat tail, and an eye-wateringly potent stench.
Bats are poorly represented on Skull Island – most of the aerial mammals are flying rodents. The largest of these “winged rats” is the terapusmordax, a vicious opportunist. They hunt for lizards, other flying rats, smallish dinosaurs and birds as well as eating fruit and nuts. The females are social creatures, living in vast colonies in caves spattered with their noxious filth. The males are more solitary, squabbling amid “bachelor colonies” that compete for mates but cooperate for protection.
The wingspan of a terapusmordax can reach ten feet in length. Agile flyers, they can pluck prey off the wing.
Combat
Terapusmordaxes are territorial, easily disturbed and violent animals. Confrontations with them are common, either in a single male that thinks it can bring down a halfling adventurer to wheeling colonies of dozens of individuals. Their stench is potent enough to be a weapon of its own, and they target fleeing or nauseated prey above all others. They are smart enough to attempt to escape when injured.
Disease (Ex): The bite of a terapusmordax is caked with filth, spreading filth fever. Bite, fortitude DC 14 negates, incubation 1d3 days; damage 1d3 Str and 1d3 Con. The save is Constitution based.
Stench (Ex): The hide of a terapusmordax is caked in guano, oils and other filth. Any living creature (except other terapusmordaxes) within 10 feet of a terapusmordaz must succeed on a DC 14 Fortitude save or be nauseated for 3 rounds. The save DC is Constitution based. Creatures that successfully save are immune to the stench of that terapusmordax for 24 hours. Any spell that delays or neutralizes poison cast on a nauseated individual removes the effect. Creatures immune to poison are immune to the stench, and creatures resistant to poison receive their normal bonus to saving throws.
Skills: A terapusmordax gains a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.
Copyright 2006 Nicholas Herold. The World of Kong is copyright 2005 Weta Workshop.
Demiurge out.