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


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demiurge1138

Inventor of Super-Toast
Shade said:
You gotta submit these to Dragon for whatever they're calling the Book/Movie/etc. feature nowadays. :)

Oh, totally. Once I've finished the book (I'm on Chapter 4 of 6), I'll shoot off a few queries. Only problem with the Novel Approach tack is
a) They're 2 pages at most
and b) Dragon hasn't done one in a long time (last one I remember was in Issue 333)

So we'll see. Even if the headliners don't make it, there's definately an article on unorthodox familiars in here...

Demiurge out.
 


demiurge1138

Inventor of Super-Toast
AVARUSAURUS
Huge Animal

Hit Dice: 11d8+69 (118 hp)
Initiative: +0
Speed: 40ft (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+25
Attack: Claw +15 melee (2d6+9)
Full Attack: 2 claws +15 melee (2d6+9) and bite +10 melee (1d10+4)
Space/Reach: 15ft/10ft
Special Attacks: Ferocity, rage
Special Qualities: Irascible, low-light vision, scent
Saves: Fort +13*, Ref +7, Will +10
Abilities: Str 28, Dex 11, Con 22, Int 2, Wis 13, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Endurance, Iron Will, Toughness
Environment: Warm forests
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Huge)
Level Adjustment: -

Lumbering into view is a swollen-bellied reptilian quadruped with an alligator like snout studded with conical teeth.

Voracious eaters, avarusauruses are generalists of the deep jungles of Skull Island, consuming everything in their paths. Related distantly to herbivores like ligocristus, avarusauruses have lost their battery of chewing teeth for ones better suited to grabbing and piercing, but have retained a long digestive cavity. Everything the avarusaurus comes across fit for consumption is eaten, from carrion to fruit to live prey to fungus to even wood.

Fiercely territorial and temperamental, the avarusaurus is generally left alone by other carnivores. Even V-rexes are hesitant to cross the path of an avarusaurus, although such encounters generally favor the vastatosaurus.

Avarusauruses range from eighteen to twenty-six feet in length, and are generally very fat with the detritus that sits in their guts, slowly digesting.

Combat
An avarusaurus is a dangerous combatant. Not only does the slightest injury throw it into a berserk rage, but it can fight through injuries that would incapacitate an elephant. Although they will not actively hunt humanoids, they will gladly eat those that intrude into their territory.

Ferocity (Ex): An avarusaurus is such a tenacious opponent that it continues to fight without penalty even when disabled or dying.

Rage (Ex): An avarusaurus that is injured in combat flies into a berserk rage on its next turn, clawing and biting at its opnonent madly. It gains a +4 bonus to Strength, a +4 bonus to Constitution and a -2 to Armor Class for a number of rounds equal to 3 + its newly improved Constitution modifier (11 rounds for the average avarusaurus). Once the rage is over, the avarusaurus is fatigued for the duration of the encounter. An avarusaurus cannot end its rage willingly.

Irascible (Ex): Because they are so temperamental and difficult to train, all Handle Animal and wild empathy checks made on an avarusaurus have a DC 4 higher than normal for an animal of the avarusaurus’ Hit Dice.

Saves: An avarusaurus has all good saves, as if it were a dire animal.

An avarusaurus gains a +4 racial bonus on all saving throws made to resist the effects of ingested poisons.

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

Demiurge out.
 

SinisterSage

First Post
These are great.:D
I hope you get them published in Dragon.

My favorites so far are the foetodon, the venatosaurus (hunters with superior mobility are scary), the crested profanonis, and the calcarisaurus.

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 must make a DC 15 Fortitude save or be sickened for 1d6 minutes. The save DC is Constitution based.

Shouldn't this ability apply to all opponents that take damage from its spiked skin; including those that attack with non-reach weapons?

If I may give you a small advice, I wouldn't aim for a conventional Novel Approach.
Dungeons Savage Tide AP will feature the Isle of Dread. If you include something about incorporating your stuff in the STAP, your chances for a full creature feature might be best.

Oh, totally. Once I've finished the book (I'm on Chapter 4 of 6), I'll shoot off a few queries.

I wouldn't wait too long. It's possible that Dragon will feature a dinosaur article as a crossover to the STAP. Once that has happened, they will probably wait several years before considering anything dinosaur related again.

ST begins in two months. It will propably take 4-6 month for the STAP to reach the IoD.
 
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demiurge1138

Inventor of Super-Toast
SinisterSage said:
Shouldn't this ability apply to all opponents that take damage from its spiked skin; including those that attack with non-reach weapons?
Yeah, that makes sense. I changed it.

Also, I sent in a query to Dragon Magazine with some creatures that would be derived from these - emperor rex, dire raptor and megalania (dire monitor lizard), along with some other realer dinosaurs. Didn't want to go for a direct translation - the rights might be tricky, and it's be too long for a Novel Approach.

And yes, more will be forthcoming. Soon. Once I get the momentum back.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
SCIMITODON
Medium Animal

Hit Dice: 4d8+8 (26 hp)
Initiative: +7
Speed: 40ft (8 squares), climb 20ft
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Bite +8 melee (1d8+7)
Full Attack: Bite +8 melee (1d8+7)
Space/Reach: 5ft/5ft
Special Attacks: Deadly charge 2d8+10
Special Qualities: Great leaper, low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 20, Dex 17, Con 14, Int 2, Wis 13, Cha 6
Skills: Balance +12, Climb +13, Hide +5, Jump +19, Listen +3, Move Silently +5, Spot +3
Feats: Improved Initiative, Stealthy
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

A reptile with a surprisingly feline build springs into view, huge canine teeth protruding from its upper jaw.

Scimitodons are highly derived arboreal predators that hunt through the trees of Skull Island. Excellent climbers and leapers, they can travel miles through the thick jungle without ever setting foot on the ground. They prey on large lizards, birds, and smaller jungle dinosaurs. Scimitodons are proper dinosaurs, although like their much larger rivals the carvers they have evolved a quadrupedal, almost mammalian body plan.

Scimitodons are solitary animals, only meeting others of their kind to mate and rear pups. The males stay with the family until about four months, when the pup’s saber-fangs start to grow in. The mother continues to rear the young for up to a year, teaching them how to jump, stalk, and grab prey.

Scimitodons grow to up to nine feet long (much of this length a balancing tail) and weigh about 150 pounds.

Combat
Scimitodons start combat with a leaping charge, plunging their fangs into the unfortunate prey. Scimitodons do not favor prolonged combat, and will often flee a potential meal that takes more than a single bite to bring down.

Deadly Charge (Ex): A scimitodon generally begins combat with a leaping charge. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single bite attack that deals 2d8+7 points of damage.

Great Leaper (Ex): In addition to their +8 racial bonus on all Jump checks, a scimitodon is always considered to have a running start for the purpose of making Jump checks.

Skills: A scimitodon has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They also have a +8 racial bonus on all Balance and Jump checks.

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

Demiurge out.
 
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demiurge1138

Inventor of Super-Toast
CARVER
Huge Animal

Hit Dice: 10d8+40 (85 hp)
Initiative: +4
Speed: 40ft (8 squares)
Armor Class: 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +7/+25
Attack: Bite +13 melee (2d8+7/19-20x3)
Full Attack: Bite +13 melee (2d8+7/19-20x3) and 2 claws +7 melee (1d6+3)
Space/Reach: 15ft/10ft
Special Attacks: Augmented critical, pounce
Special Qualities: Blindsense 60ft, improved jungle movement, low-light vision, scent
Saves: Fort +11, Ref +11, Will +6
Abilities: Str 24, Dex 18, Con 19, Int 2, Wis 16, Cha 9
Skills: Climb +9, Hide +6, Jump +13, Listen +13, Move Silently +14, Spot +13, Survival +12
Feats: Dodge, Mobility, Spring Attack, Track (B), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-30 HD (Huge)
Level Adjustment: -

A reptile built like a huge cat emerges, lashing its powerful tail impatiently as it stalks towards you. Its powerful jaws slaver.

Relatives of the scimitodon, carvers are the top jungle predators in the deepest recesses of Skull Island’s jungles. Lurking where even venatosauruses dare not tread, carvers scour the forest floor and lower boughs of the toughest trees for fresh meat. Patient eaters, they can drag a corpse miles through the jungle before deciding on a secure location to eat, consuming even the bones over a period of several days.

Faithful creatures, carvers mate for life, hunting with their partners until one of the pair dies. Their key to hunting success is the ability to sense heat, allowing them to determine the location of hiding prey.

A carver can grow up to 33 feet long, but such specimens are rare.

Combat
Carvers tend to initiate combat from ambush, pouncing from above and hoping to quickly subdue prey. They fight smart, focusing their attacks on a single foe and coordinating for flanking and higher ground.

Augmented Critical (Ex): The jaws of a carver are full of conical teeth that can crush with the force of a hammer. The carver threatens a critical hit with its bite attack on a roll of 19-20 and deals x3 damage on a successful critical hit.

Pounce (Ex): A carver can make a full attack action at the end of a charge.

Improved Jungle Movement (Ex): Carvers are amazingly agile despite their size, allowing them to pass through the thickest jungle with ease. A carver can move through light and heavy undergrowth without penalty.

Skills: Carvers receive a +8 racial bonus on all Hide, Listen, Move Silently, Spot and Survival checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
PUGIODORSUS
Large Animal

Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 size), touch 11, flat-footed 16
Base Attack/Grapple: +2/+9
Attack: Bite +0 melee (1d3+1)*
Full Attack: Bite +0 melee (1d3+1)*
Special Qualities: Low-light vision, shoulder spikes
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 16, Dex 13, Con 14, Int 2, Wis 16, Cha 6
Skills: Hide +3, Listen +7, Spot +10
Feats: Alertness, Skill Focus (Spot)
Environment: Warm forest and plains
Organization: Solitary, pair, herd (4-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: -

A herd of skinny reptilian creatures grazes along the forest floor, each as tall at the shoulder as a human man. Their bodies are covered in thick scutes, and two curved spikes grow from their shoulders.

Common herbivores of Skull Island, pugiodorsi are known for their keen eyesight and the wicked blades growing out of their backs. They travel in herds for protection, the majority of the herd grazing while a few members keep their heads up, scanning for danger. Despite such protections, they are common prey items for everything from lycaesaurus packs to lone carvers.

A pugiodorsus usually grows to nine feet long.

Combat
Pugiodorsi avoid combat, fleeing from confrontations and trusting to their armored hides and shoulder spikes to protect them.

Shoulder Spikes (Ex): Any creature that makes a natural attack against a pugiodorsus must succeed a DC 14 Reflex save or take 1d6+3 points of damage from the creature’s shoulder spikes. The save DC is Strength based.

Skills: A pugiodorsus gains a +4 racial bonus on all Hide checks.

*A pugiodorsus’s attacks are considered to be secondary natural weapons.

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

Demiurge out.
 

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