The World of Kong Version 2.0 - FINISHED 12/17/06

demiurge1138

Inventor of Super-Toast
LYCAESAURUS
Medium Animal

Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 40ft (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5ft/5ft
Special Attacks: Tear fallen +1d6, trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +6, Listen +5, Move Silently +6, Spot +5, Survival +3
Feats: Alertness, Track
Environment: Warm plains
Organization: Solitary, pair or pack (4-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

A pack of sleek spotted creatures run by, looking like reptilian wolves with prominent canine teeth.

An example of a mammal-like reptile, the lycaesaurus is a cunning scavenger and hunter, filling a niche similar to coyotes found elsewhere. Eating anything smaller than themselves, lycaesauruses prey on lizards, rodents, eggs, birds, small dinosaurs, and carrion. Lycaesauruses mate for life, laying eggs in burrows and caring for their pups with mammalian diligence. Lycaesauruses are known to band together in packs and follow V-rexes and other huge predators, either sneaking in to steal meat from a fresh kill or making off with juveniles disoriented and unprotected amidst the attack.

A lycaesaurus can grow up to five feet long, including a fairly short tail.

Combat
Lycaesauruses are skittish of anything more aggressive or much larger then themselves so are unlikely to bother adventurers unless starving, being more likely to follow adventures and scavenge off of corpses left behind than to attack them. A halfling or gnome in lycaesaur territory would be wise to not get themselves separated from the rest of their party, however. Lycaesauruses attack in coordinated strikes, hoping to pull foes down and tear out their throats.

Tear Fallen (Ex): A lycaesaurus can deal an addition +1d6 points of damage to a prone opponent.

Trip (Ex): A lycaesaurus that hits with a bite attack can attempt to make a trip check (+2 modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attack fails, the opponent cannot react to trip the lycaesaurus.

Skills: A lycaesaurus gains a +4 racial bonus on all Hide and Move Silently checks.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
CRESTED PROFANORNIS
Medium Animal

Hit Dice: 2d8+6 (15 hp)
Initiative: +2
Speed: 30ft (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1) and kick -2 melee (1d4 plus disease)
Space/Reach: 5ft/5ft
Special Attacks: Disease
Special Qualities: Immunity to disease, low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 13, Dex 14, Con 17, Int 2, Wis 13, Cha 5
Skills: Hide +2, Listen +3, Move Silently +4, Spot +7
Feats: Alertness, Weapon Finesse (B)
Environment: Warm plains
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium), 4-6 HD (Large, see below)
Level Adjustment: -

This hideous flightless bird is as tall as a dwarf at the hip, with scraggly black plumage marked with bare patches of skin. Its hooked beak and crested, naked head give it a sinister appearance.

Skull Island, being a land with many carnivores, has many scavengers. From the lycaesauruses to carrion parrots (use hawk or eagle statistics), giant (Tiny) centipedes, carrion lizards (use monitor lizard stats) and various types of maggots, flies, beetles and weevils, almost every kind of animal dabbled in scavenging. The most hideous scavengers on Skull Island’s plains were profanornis, flightless stork-like creatures that also gobble up anything that fit in their mouths. Indiscriminate killers, they seem to have a taste for the young of other bird species.

A crested profanornis is three to four feet tall at the hip. A larger relative, the toothed profanornis, prefers marshes and grows to six feet at the hip (Large, 4-6 HD) and has tooth-like projections in its beak, its bite also carrying disease.

Combat
The curved, shovel-like beak of the crested profanornis is better at digging through rotten meat than live flesh, but it a deadly weapon in its own right. Worse still are its filthy toenails, covered in diseased mud and specks of carrion. A crested profanornis would never attack healthy humans, but might fight if cornered or in protection of their own eggs.

Disease (Ex): The kick of a crested profanornis carries with it filth fever. Fortitude DC 14 negates, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Immunity to Disease (Ex): Being exposed to so many pathogens, the crested profanornis is immune to all mundane diseases. This ability does not extend to supernatural diseases, such as mummy rot or devil chills.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
BRUTORNIS
Large Animal

Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+12
Attack: Bite +8 melee (2d6+6/ 19-20x3)
Full Attack: Bite +8 melee (2d6+6/ 19-20x3)
Special Attacks: Augmented critical
Special Qualities: Low-light vision, sprint
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 19, Dex 13, Con 16, Int 2, Wis 15, Cha 5
Skills: Listen +5, Move Silently +4, Spot +16
Feats: Endurance, Skill Focus (Spot), Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)
Level Adjustment: -

A massive flightless bird appears, its thick beak like the blade of an axe.

Amazing sprinters, the brutornis are top grassland predators, picking off Skull Island’s smaller animals with just as much brutal efficiency as the vastatosauruses do to the larger herbivores. Vicious and territorial, they respond to practically all stimuli with a powerful bite. Their keen eyesight lets them pick out movement in tall grass from fifty yards. Despite their viciousness, the females are caring parents, going for up to a month without food to incubate her eggs.

These stats can also be used to represent zeropteryx, a closely related species. Slightly smaller than brutornis, the zeropteryx do not compete with them for food – zeropteryx are hit and run predators that specialize in ambushing juvenile ligocristuses. Replace the racial Spot bonus for a racial Hide bonus, and replace the sprint special quality with Spring Attack as a bonus feat.

These stats can also be used to represent noctupervagus, an ostrich-like fightless omnivore native to Skull Island’s thick jungles. Remove the augmented critical and sprint qualities, change bite damage from 2d6 to 1d8, and add a secondary kick attack dealing 1d6 damage. Noctupervagus is a forager skilled enough to remove the poisonous mouthparts of giant centipedes, its favorite meal.

A brutornis can grow up to 7 feet tall at the hip.

Combat
A brutornis attacks anything it can see that is smaller than it is and potentially tasty – it can recognize the warning colors of poisonous creatures, and thus may avoid brightly garbed adventurers. Its beak has the crushing capacity of a headsman’s axe.

Augmented Critical (Ex): A brutornis’s bite attack threatens a critical hit on a roll of 19 or 20 and deals x3 damage on a successful critical hit.

Sprint (Ex): Once per hour, a brutornis can move up to 10 times its normal speed (400ft) on a single charge.

Skills: A brutornis has a +8 racial bonus on all Spot checks.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
PUGBAT
Tiny Animal

Hit Dice: ½d8+1 (3 hp)
Initiative: +2
Speed: 10ft (2 squares), fly 60ft (average)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Bite +4 melee (1d2-3 plus infectious poison)
Full Attack: Bite +4 melee (1d2-3 plus infection poison)
Space/Reach: 2½ft/ 0ft
Special Attacks: Infectious poison
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 5, Dex 15, Con 12, Int 2, Wis 13, Cha 6
Skills: Hide +11, Listen +4, Move Silently +3, Spot +4
Feats: Alertness, Weapon Finesse (B)
Environment: Warm plains
Organization: Solitary or pack (2-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: -

A hideously ugly bat swoops down at you, its underslung jaw like that of a bulldog. As it goes for your throat, aimed as if by instinct, you see the sky darkening in front of you as its fellows swoop down with it.

Vicious little nocturnal predators, pugbats are one of many different types of creatures filling the skies of Skull Island. Not a bat, bird, pterosaur or flying rodent, the pugbat is instead a flying mammal-like reptile, related distantly to lycaesaurus. Ill-tempered and territorial, they do not hesitate to snap at or attack creatures much larger then themselves. Familial creatures, pugbats nest close together in the hollows of trees or stumps.

A pugbat’s wingspan is usually two to three feet long.

Combat
Hunting in packs consisting or one or two families, pugbats swoop onto sleeping grazers. They generally aim for the young, the old or the infirm. With their tiny, needle-like teeth, they bite, getting their horribly septic saliva into the wound. They then take off; once the bacteria have done their work, they return to feed.

Infectious Poison (Ex): A pugbat’s poison is not generated naturally, but by the activity of millions of disease-causing particles that live in the furrows of its serrated teeth. The poison causes tissue death at a massive rate, often resulting in heart failure. Fortitude DC 13 negates, initial damage 1d4 Con, secondary damage 1d6 Con. Spells that affect poison or abilities that provide resistance or immunity to poison are ineffective, but those affecting disease are. The save DC is Constitution based, and includes a +2 racial bonus to the DC.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
CALCARISAURUS
Medium Animal

Hit Dice: 3d8+12 (25 hp)
Initiative: -1
Speed: 20ft (4 squares)
Armor Class: 19 (-1 Dex, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple : +2/+3
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1) and two claws -2 melee (1d3)
Space/Reach: 5ft/5ft
Special Qualities: Irritating secretions, low-light vision, spiked skin, scent
Saves: Fort +9, Ref +2, Will +1
Abilities: Str 12, Dex 8, Con 19, Int 2, Wis 11, Cha 5
Skills: Hide +1, Move Silently +1, Survival +2
Feats: Endurance, Great Fortitude
Environment: Warm plains and forest
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

A plodding reptile trundles into view, every surface of its grey body covered in body nodules and razor-like spurs.

Slow and stupid, the calcarisaurus relies not on keen senses and speed for protection, but on its battery of natural armor. They are predators of lizards, centipedes and Skull Island’s other oversized vermin; the calcarisaurus is capable of digesting the most dangerous toxins and secreting their residues as a pungent film that coats their spines. Due to their thorny bodies and foul-tasting residue, even such massive predators as vastatosaurus rex avoid calcarisaurs.

The longest measured calcarisaurus was over seven feet long.

Combat
Calcarisaurs do not fight creatures larger than it so much as they stop and wait for the predator to lose interest. They will snap with jaws and claws at creatures their own size if threatened.

Irritating Secretions (Ex): Calcarisauruses ooze a caustic, toxic goo from their spines, derived from the poisons of the vermin they eat. Any creature that takes damage from attacking a calcarisaurus with a natural weapon or melee attack must make a DC 15 Fortitude save or be sickened for 1d6 minutes. The save DC is Constitution based.

Spiked Skin (Ex): The spurs on a calcarisaurus’ body protect it from harm. Any creature striking a calcarisaurus with a melee attack or a natural weapon takes 1d8+1 points of damage from the dinosaur’s barbs. Weapons with exceptional reach, such as longspears, do not endanger the wielder in this way.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
FORMICAVARO
Large Animal

Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30ft (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (3d4+3)
Full Attack: 2 claws +5 melee (3d4+3) and bite +0 melee (1d6+1)
Space/Reach: 10ft/5ft
Special Attacks: Startle
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 17, Dex 13, Con 16, Int 2, Wis 13, Cha 11
Skills: Listen +5, Spot +5
Feats: Ability Focus (startle), Iron Will
Environment: Warm plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

This quadrupedal reptile has a snake-like head with two tusks protruding from the lower jaw, large claws on its forelimbs, and two flaps of brightly colored skin growing from its back. A long black tongue flickers from between its lips.

One of Skull Island’s more unusual dinosaurs, the formicavaro is a relative of such quadrupedal carnivores as tartarusaurus and the carvers of the dense jungles. No longer an eater of meat, formicavaro specializes in eating termites, breaking the hives open with its huge claws and licking them up by the thousands with a sticky tongue. They are solitary creatures, only interacting with others of their own species to mate. Eggs are laid underground, and the hatchlings are miniature adults, perfectly capable of surviving on their own.

Most formicavaro are about 14 feet long, but larger specimens have been reported.

Combat
Although they are capable of fighting with their long claws, formicavaro prefer to avoid combat altogether, using their startle ability to make potential threats flee. Unless threatened, they will not attack anything larger than a termite.

Startle (Ex): By rapidly displaying the bright sails on their backs, a formicavaro can inspire terror. All creatures that can see a displaying formicavaro must make a DC 14 Will save or be frightened for 1d4+1 rounds. Creatures that make the save are merely shaken for one round. Creatures that successfully save against the startle of a formicavaro are immune to that formicavaro’s startle effect for 24 hours. This is a mind-influencing fear effect, and the save DC is Charisma based.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
PIRANHADON
Gargantuan Animal (Aquatic)

Hit Dice: 15d8+120 (187 hp)
Initiative: +6
Speed: Swim 50ft (10 squares)
Armor Class: 19 (-4 size, +2 Dex, +11 natural), touch 8, flat-footed 17
Base Attack/Grapple: +11/+35
Attack: Bite +20 melee (4d8+18)
Full Attack: Bite +20 melee (4d8+18)
Space/Reach: 15ft/15ft
Special Abilities: Improved grab, swallow whole
Special Qualities: Low-light vision, tremorsense 60ft
Saves: Fort +17, Ref +8, Will +7
Abilities: Str 34, Dex 14, Con 26, Int 1, Wis 14, Cha 2
Skills: Hide +11, Move Silently +23
Feats: Cleave, Die-hard, Endurance, Improved Initiative, Power Attack, Weapon Focus (bite)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: -

A huge snake-necked fish lurches from the water, slime dripping from its hundreds of needle teeth and the twin barbels that grow from its chin.

V-rex may be the king of Skull Island’s plains, but its waterways and swamps are dominated by piranhadon, gargantuan carnivorous fish. Amazingly stealthy for their size and capable of entering even shallow water, piranhadon hunt by detecting vibrations at the water’s edge with their barbels. They are capable of leaving the water for short periods of time, using their powerful fins to haul themselves onto a bank like a seal, to allow birds to pluck off their many parasites.

The females of the species, represented by the statistics above, usually grow to 50 feet long and can grow even longer. The males are relatively tiny, rarely getting more than 20 feet long. Use the stats for huge sharks for male piranhadons, removing the keen scent ability and replace it with swallow whole, tremorsense, and the racial skill bonuses.

Combat
A piranhadon strikes from ambush, grabbing a dinosaur (or adventurer) at the water’s edge and pulling it under the surface. If the prey item is small enough, it will swallow the unfortunate creature whole – otherwise it will pin it underwater and let it drown before messily devouring it.

Improved Grab (Ex): In order to use this ability, the piranhadon must hit an opponent with its bite attack. It can then make a grapple attempt as a free action without provoking an attack of opportunity. If the piranhadon gets a hold, it can attempt to swallow its opponent whole.

Swallow Whole (Ex): A piranhadon can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 4d8+12 points of bludgeoning damage and 8 points of acid damage per round from the piranhadon’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan piranhadon’s gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Skills: A piranhadon gains a +12 racial bonus to all Hide and Move Silently checks. A piranhadon has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
GIANT NEOPEDE
Large Vermin (Aquatic)

Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 10ft (2 squares), swim 30ft
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Bite +4 melee (2d4+1 plus poison)
Full Attack: Bite +4 melee (2d4+1 plus poison)
Space/Reach: 10ft/5ft
Special Attacks: Poison
Special Qualities: Darkvision 60ft, low-light vision, mindless
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 13, Int - , Wis 10, Cha 3
Skills: Hide +2, Spot +4, Swim +9
Feats: Weapon Finesse (B)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: -

Cruising from the depths comes a hideous centipede-like creature, the back of its long body compressed into a flat paddle-like tail and its front end bearing a hideous array of legs, antennae and mandibles.

Skull Island’s centipede population has somehow evolved into a panoply of elaborate shapes and sizes. Some, called neopedes, have taken to the water, either for their larval stage or for their entire life cycles. Those that live their adult lives on land, the scorpiopedes (use stats for Tiny or Small monstrous scorpion) are generally shy and eat mainly algae. The fully aquatic neopedes, however, tend towards carnivory, most feeding primarily on fish or other aquatic invertebrates. The giant neopedes, however, are powerful enough to attack even dinosaurs.

The giant neopede has been recorded at a maximum length of 12 feet long, but it’s likely they can reach even greater lengths, as they continue to molt and grow throughout their lives.

Combat
Giant neopedes attack anything that moves when hungry, swimming from ambush to inject prey with its debilitating venom. Once prey is paralyzed, the neopede feeds, whether the poor victim is truly dead or not. They may pursue prey through the water, where they are more comfortable, but do not go on land unless forced to.

Poison (Ex): Neopede venom generally causes horrible muscle cramps and terrible pain. Fortitude DC 13 negates, initial damage 1d6 Dex, secondary damage 1d6 Dex. The save DC is Constitution based.

Skills: Giant neopedes receive a +4 racial bonus to all Hide and Spot checks. A giant neopede has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
MALAMAGNUS
Large Animal

Hit Dice: 6d8+18 (45 hp)
Initiative: -1
Speed: 20ft (4 squares), swim 30ft
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d6+6)
Full Attack: Bite +7 melee (2d6+6)
Space/Reach: 10ft/5ft
Special Qualities: Hold breath, low-light vision
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 19, Dex 9, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +6, Spot +6, Swim +15
Feats: Alertness, Die-Hard, Endurance
Environment: Warm aquatic (freshwater)
Organization: Solitary, pair or herd (4-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-14 HD (Huge)
Level Advancement: -

A herd of huge-jawed quadruped reptiles slosh through the shallows, their stumpy legs more suited for paddling than for land travel. Their jaws are oversized and bulbous, with protruding tusks.

A case of convergence, malamagnuses are little more than reptilian hippopotamuses, and live in much the same fashion. They graze on water weeds and small bushes at the water’s edge or in the shallows in order to escape into the deeper waters from large predators. Males use their tusks in sparring matches to secure access to mates. Entire ecosystems of snails and turtles spring up in their wake to feed on the copious quantities of waste they leave behind.

The average malamagnus grows about 18 feet from nose to stumpy tail.

Combat
Malamagnus rely on their bulk and numbers to dissuade any predator that catches up with the herd, the males baring their tusks and snapping viciously long enough for the females and young to escape into the water. Once the rest of the herd is safe, the males will too retreat.

Hold Breath (Ex): A malamagnus can hold its breath to a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical malamagnus, this is 102 rounds, over ten minutes.

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

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
INOX
Large Animal (Aquatic)

Hit Dice: 7d8+14 (45 hp)
Initiative: +5
Speed: 10ft (2 squares), swim 30ft
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 10ft/5ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Amphibious, hard-to-swallow, hydrofoil, low-light vision, scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 2
Skills: Hide +6, Move Silently +10, Spot +4
Feats: Improved Initiative, Stealthy, Weapon Focus (bite)
Environment: Warm aquatic (freshwater)
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large)
Level Adjustment: -

A fat brown lizard-like creature glides through the water, its boomerang-shaped head opening to reveal a wide jaw filled with conical teeth.

Ambush predators, inox cruise the rivers and lakes of Skull Island snapping up fish and wading birds. They converge on nesting grounds of ligocristus on muddy islands, hoping to snap up hatchling dinosaurs drinking or attempting to cross the water. Primitive amphibians, their bizarre heads make them more difficult to be swallowed whole and help them cut through fast-moving currents.

Most inox reach a length between 12 and 18 feet.

Combat
Inox strike fast and first, hoping to quickly grab and swallow prey. They are unlikely to attack a troupe of adventurers crossing their path, but if hungry enough, they may attempt to snap up a halfling or gnome falling behind.

Improved Grab (Ex): In order to use this ability, an inox must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can attempt to swallow its opponent whole.

Swallow Whole (Ex): An inox can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+4 points of bludgeoning damage and 8 points of acid damage per round from the inox’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large inox’s gizzard can hold 1 Small, 4 Tiny, 8 Diminutive or 32 Fine creatures.

Hard to Swallow (Ex): An inox counts as one size category larger for the purposes of being swallowed whole.

Hydrofoil (Ex): An inox gains a +4 bonus on any Swim check made to swim against a current.

Skills: An inox gains a +4 racial bonus on all Hide and Move Silently checks. An inox has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Copyright 2006 Nicholas Herold. The World of Kong copyright 2005 Weta Workshop.

Demiurge out.
 

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