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

Mortis

First Post
demiurge1138 said:
ATERCURISAURUS
Huge Animal

Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
<snip>
No Speed? :uhoh:

Regards
Mortis
 

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demiurge1138

Inventor of Super-Toast
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.
 

demiurge1138

Inventor of Super-Toast
BEAR-CROC
Large Animal
Hit Dice:
5d8+20 (42 hp)
Initiative: +0
Speed: 30ft (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4) or tail slap +5 melee (1d10+4)
Full Attack: Bite +5 melee (1d8+4) or tail slap +5 melee (1d10+4)
Space/Reach: 10ft/5ft (10ft with tail)
Special Attacks: Bellow
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 16, Dex 10, Con 19, Int 1, Wis 13, Cha 6
Skills: Climb +4, Hide -2, Listen +5, Spot +5, Survival +2
Feats: Alertness, Endurance
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-12 HD (Large), 13-15 HD (Huge)
Level Adjustment: -

A broad green reptile shuffles into view, its tail thick with fat. Its mouth gapes wide in a lazy yawn.

Rather misnamed, the bear-croc is a large lizard native to the slopes of Skull Island. Similarly to bears, they are scavengers and omnivores, as content to feed on grubs and leaves as they are fresh meat. Because good patches of vegetation are rare on Skull Island’s steep slopes, they are territorial, belching booming cries that can be heard for miles. They gorge themselves when possible, relying on fat reserves in their tails to see them through the lean months.

A bear-croc grows around fifteen feet in length, half of that being the thick tail.

Combat
Bear-crocs begin combat with a bellow, hoping to stun prey long enough to close the gap and bring it down. Relatively shy, they rarely attack humanoids, but will certainly fight back if threatened.

Bellow (Ex): As a standard action, a bear-croc can give a tremendous bellow. All creatures within 60 feet of a bellowing bear-croc are deafened for 1d6 rounds (no save) and must make a DC 16 Fortitude save or be stunned for one round. The bear-croc can only bellow once every minute. The save DC is Constitution based.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
BIFURCATOPS
Medium Animal

Hit Dice: 3d8+3 (16 hp)
Initiative: +4
Speed: 40ft (8 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Gore +3 melee (1d6+1)
Full Attack: Gore +3 melee (1d6+1)
Space/Reach: 5ft/5ft
Special Qualities: Low-light vision
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 13, Dex 18, Con 12, Int 2, Wis 15, Cha 5
Skills: Balance +9, Jump +10, Listen +6, Spot +6
Feats: Alertness, Run
Environment: Warm mountains
Organization: Solitary, pair or herd (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

This thin reptilian quadruped has long legs, a short beak, and a crest that forms two horns in a horseshoe shape.

The smallest of Skull Island’s ceratopsians, the gracile bifurcatops are supremely adapted for life in the highlands. Fleet and nimble, they are capable of balancing along the rocky scree, moving from one alpine meadow to the next. Due to their fragility, the males of the species do not spar as do other ceratopsians, instead engaging in elaborate dances to woo mates.

A bifurcatops can grow to a maximum of ten feet in length, but most only reach six or seven feet long.

Combat
Bifurcatopses prefer to flee predators than to fight them, but when cornered or if their young are threatened, they will lash out with their twin horns.

Skills: A bifurcatops has a +4 racial bonus on all Balance and Jump checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
ARSARTIS
Large Animal

Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 50ft (10 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Claw +6 melee (1d8+3)
Full Attack: 2 claws +6 melee (1d8+3) and bite +4 melee (1d8+1)
Space/Reach: 10ft/5ft
Special Attacks: Erratic charge, improved grab, pounce, rake 1d8+1
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 17, Dex 16, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +9, Hide +7, Jump +12, Listen +4, Move Silently +11, Spot +4
Feats: Alertness, Multiattack, Stealthy
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large)

This skinny reptile has four long clawed legs and a long stiff tail.

A bizarre offshoot of the raptor dinosaurs (such as venatosaurus), the arsartis have reverted to a quadrupedal stance for better balance on the rocky slopes where they live. Arsartis are nimble ambush predators that prey predominately on the bifurcatops that also dwell in Skull Island’s mountains.

An arsartis grows between eight and twelve feet in length, much of which is the stiff balancing tail.

Combat
Arsartis spring from ambush, grappling prey and finishing it off with its rear claws and bite. Prey that is unable to be grappled is usually abandoned – they do not favor direct battles.

Erratic Charge (Ex): Adapted to the crumbling slopes of Skull Island, an arsartis does not have to travel in a straight line when making a charge.

Improved Grab (Ex): In order to use this ability, an arsartis must hit a Large or smaller foe with a claw or bite attack. If it gets a hold, it can make two rake attacks.

Pounce (Ex): An arsartis can make a full attack on a charge, including two rake attacks.

Rake (Ex): Attack bonus +6 melee, damage 1d8+1

Skills: An arsartis gains a +4 racial bonus on all Balance, Hide and Move Silently checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
GLADIODON
Large Animal
Hit Dice:
8d8+32 (68 hp)
Initiative: +1
Speed: 40ft (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +11 melee (2d6+5/19-20x3 plus bleeding wound)
Full Attack: Bite +11 melee (2d6+5/19-20x3 plus bleeding wound) and 2 claws +6 melee (1d6+2)
Space/Reach: 10ft/5ft
Special Attacks: Augmented critical, bleeding wound
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 20, Dex 13, Con 17, Int 2, Wis 14, Cha 9
Skills: Balance +4, Hide +1, Listen +4, Move Silently +5, Spot +4, Survival +6
Feats: Stealthy, Track, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary, pair or display (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: -

This large quadruped blends mammal and reptilian characteristics. Its huge pronounced saber-teeth clearly mark it as a carnivore, and its red stripes and the feathery fin growing from its back give it something of a jaunty air.

Showy mammal-like reptiles related to the wolf-like lycaesaurus of the lowlands, gladiodons specialize in hunting montane carnivores. Voracious predators, they help to keep the populations of arsartis and bidensaurus down. The males and females both have a dorsal fin, which can be filled with blood to make it a vibrant red. The males compete for females with these fins – the male with the largest, brightest fin is most likely to be selected by a female.

Gladiodons have a wide range of body size. The smallest are a mere eight feet in length, but they can grow up to eighteen feet long.

Combat
Gladiodons generally attack from ambush, but they have little fear of the chase. A gladiodon will usually strike once or twice with their massive fangs then retreat, tracking the dying victim by the trail of blood it leaves behind.

Augmented Critical (Ex): The saber teeth of a gladiodon strike with deadly precision. A gladiodon’s bite attack threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.

Bleeding Wound (Ex): The saliva of a gladiodon contains a vicious anticoagulant, making even the tiniest nick of its teeth bleed uncontrollably. Any creature bitten by a gladiodon must succeed a DC 17 Fortitude save or continue to bleed, taking one point of damage per round at the beginning of the creature’s turn. A creature that is bitten multiple times and fails multiple Fortitude saves takes damage each round equal to the number of Fortitude saves failed. A DC 20 Heal check or any cure or heal spell ends the effect. Creatures immune to poison are immune to the bleeding wound effect, and creatures resistant to poison receive their normal bonus to saving throws.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
MALEVOLUSAURUS
Huge Animal
Hit Dice:
12d8+48 (102 hp)
Initiative: -1
Speed: 15ft (3 squares)
Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple: +9/+29
Attack: Bite +15 melee (2d8+7)
Full Attack: Bite +15 melee (2d8+7) and 2 claws +9 melee (1d6+3)
Space/Reach: 15ft/10ft
Special Qualities: Burst of speed, low-light vision, scent
Saves: Fort +12, Ref +7, Will +5
Abilities: Str 24, Dex 9, Con 19, Int 1, Wis 12, Cha 3
Skills: Hide -4, Move Silently +4, Spot +7, Survival +4
Feats: Skill Focus (Hide, Spot), Stealthy, Track, Weapon Focus (bite)
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge)
Level Adjustment: -

A huge green reptile drags its bulk forth, a tall grey fin growing from its back. Its head is crowned with hundreds of bony protrusions.
Primitive relics of a long-lost age, malevolusauruses are huge relatives of the dimetrodon. Like them, they are sluggish and violent, but unlike their smaller relatives, malevolusauruses have fairly flexible diets, digging up roots and tubers to supplement the meat they consume. They prefer to scavenge than hunt. Malevolusauruses have no sense of parental instinct once eggs are laid – the adults are cannibalistic, preying upon juveniles with gusto. The males grow bony crowns, which they use for sparring for territory and mate access.

Combat
A malevolusaurus is an ambush predator, but they are so large that they are often spotted. Fortunately for them, their metabolism allows them to make violent surges of motion. They have little survival instinct, continuing an assault even when grievously injured.

Burst of Speed (Ex): Once per hour, a malevolusaurus can increase its land speed to 60ft for one round as a free action. During this round, it gains a +2 dodge bonus to Armor Class.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
GIANT APE
Huge Monstrous Humanoid
Hit Dice:
15d8+105 (172 hp)
Initiative: +3
Speed: 50ft (10 squares), climb 30ft
Armor Class: 22 (-2 size, +3 Dex, +11 natural), touch 11, flat-footed 22
Base Attack/Grapple: +15/+39
Attack: Slam +26 melee (2d6+12)
Full Attack: 2 slams +26 melee (2d6+12) and bite +20 melee (1d8+6)
Space/Reach: 15ft/15ft
Special Attacks: Constrict 2d6+12, improved grab, toss
Special Qualities: Low-light vision, scent, uncanny dodge
Saves: Fort +12, Ref +12, Will +12
Abilities: Str 34, Dex 16, Con 24, Int 6, Wis 15, Cha 10
Skills: Climb +20, Jump +26, Listen +10, Spot +10
Feats: Alertness, Die-hard, Endurance, Power Attack, Weapon Focus (slam)
Environment: Warm forests and mountains
Organization: Solitary, pair or family (3-6 plus 100% noncombatants)
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +8

Bursting from the jungle comes a great black-furred ape more than twenty feet tall.

Giant apes are easily the most famous of Skull Island’s species and likely one of its rarest. Large omnivores, giant apes eat primarily fruit and leaves but occasionally supplement their diets with meat. Families of giant apes live in the thick jungles of Skull Island, and solitary individuals (like the mighty Kong himself) live in the mountains for their relative safety.

The social system of the giant ape is more complicated than one might expect from an animal, reflecting the beasts’ great intelligence. The apes are quite vocal, grunting, hooting and bellowing to each other, complemented by a surprisingly sophisticated range of gestures and facial expressions. Giant apes and vastatosaurus rexes are natural enemies – the dinosaurs hunt young giant apes for food, and the giant apes hunt V. rexes not for food, but for protection. Confrontations between members of the two species are generally fatal to one party or the other.

Giant apes range in size from eighteen to twenty five feet tall. The males are generally larger than the females.

Combat
Giant apes are usually retiring and shy, avoiding confrontation. If injured, however, they are incredibly deadly, grabbing their smaller tormentors and either squeezing them to death or merely hurling them in a random direction. Some giant apes have been known to use trees as improvised weapons (treat as a Huge greatclub).

Constrict (Ex): A giant ape deals an additional 2d6+12 damage on a successful grapple check.

Improved Grab (Ex): In order to use this ability, a giant ape must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it successfully grabs an opponent, it can constrict or toss the poor creature.

Toss (Ex): A giant ape can toss a grappled opponent in a random direction. Resolve the toss as a bull’s rush maneuver (+24 check modifier), except there is no attack of opportunity, as the giant ape has already grabbed its victim. The giant ape does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the giant ape’s bull’s rush check, he remains in his current square with no ill effects and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Uncanny Dodge (Ex): A giant ape retains its Dexterity modifier to Armor Checks when flat-footed.

Skills: A giant ape receives 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.
 

Flynn

First Post
Another Doc Request...

Demiurge,

Are you still handing out copies of that document? If so, I would greatly appreciate one. These are awesome!

With Regards,
Flynn

jason.flynn.kemp ~AT~ gmail.com
 

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