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

Qwillion

First Post
Tartarusaurus

TARTARUSAURUS
I was running my monster program on the first one, and I think I have my attack set by creature size so, was there a particualr reason that the TARTARUSAURUS
has I high bite (my calcs say it shold be 2d6), and the claws are only 1d6 (my calc says 1d8)

Your stats are saying your not as strong or a durable as say an elephant
25 str and 19 con vs an afican and indian elephants 30 str (indian 28) and 21 con. Why? (not i am not objecting to It I jjust really interested in the reasoning)

Feats: nitpicker Improved Grapple requires improved unarmed strike, but there is an optional rule from 3.0 sword and the fist that says a monsters natural attack is improved unarmed strike but current rulings by the sage negate this. Nitpicking says NO if we were talking a published monster.

Hide should be a -6 you forgot the size modifer of -8 for huge (1 skill points +1 dex -8 size)

to me the visual of this screams rhino/tiger but I have only seen the one concept art picture of it (found on google.) More later.

PS
sorry it took so long to get around to doing this, going on to the next one tomorrow if I have time:)
 

log in or register to remove this ad

demiurge1138

Inventor of Super-Toast
Qwillion said:
TARTARUSAURUS
I was running my monster program on the first one, and I think I have my attack set by creature size so, was there a particualr reason that the TARTARUSAURUS
has I high bite (my calcs say it shold be 2d6), and the claws are only 1d6 (my calc says 1d8)

Your stats are saying your not as strong or a durable as say an elephant
25 str and 19 con vs an afican and indian elephants 30 str (indian 28) and 21 con. Why? (not i am not objecting to It I jjust really interested in the reasoning)

Feats: nitpicker Improved Grapple requires improved unarmed strike, but there is an optional rule from 3.0 sword and the fist that says a monsters natural attack is improved unarmed strike but current rulings by the sage negate this. Nitpicking says NO if we were talking a published monster.

Hide should be a -6 you forgot the size modifer of -8 for huge (1 skill points +1 dex -8 size)

to me the visual of this screams rhino/tiger but I have only seen the one concept art picture of it (found on google.) More later.

PS
sorry it took so long to get around to doing this, going on to the next one tomorrow if I have time:)
Thank you for your feedback!

Let's see if I can explain my rationale for the claw and bite damages. The suggested damages by size listed in the Monster Manual are just that - suggestions. The tartarusaurus is described in the World of Kong book as having "bone-cracking" jaws, which would imply they're relatively powerful for a creature of its size, and claws used primarily in fights for dominance between males, fights resulting in little serious injury. So they'd be more likely to be weaker.

And I'm not the only person who lets monsters take Improved Grapple without Improved Unarmed Strike. The barbed devil in the MM, for instance, has it. If it really bothers you, either remove the feat or make it a bonus feat. The remaining feat slot could be filled by something like Great Fortitude, Multiattack or Toughness.

Yes, the tartarusaurus does have a lower Str and Con than an elephant, but herbivores generally have higher Cons and usually higher Str than predators in most SRD animals - the predators generally have worse stats, but much better skills and natural weapons. The tartarusaurus' stats are much more comparable, though, to the giant crocodile, a better match in terms of both relation and niche filled.

And you forgot about the +4 racial bonus to Hide the creature gets. The proper breakdown for the Hide check is +0 (-8 size, +4 racial, +1 Dex, +3 ranks). The skill that's off, actually, is Jump. I'll fix that.

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
It'd be criminal for this thread to get bumped without new content, wouldn't it? So have some new content!

By request, I present the:

SEPULCRO
Medium Animal (Aquatic)

Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: Swim 30ft (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5ft/5ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 17, Dex 13, Con 14, Int 1, Wis 12, Cha 3
Skills: Hide +9, Spot +3
Feats: Great Fortitude, Toughness
Environment: Warm aquatic (freshwater and estuarine)
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: -

Surging from the mire is an ugly brown fish the size and thickness of a dwarf, its oversized jaws rushing up to meet you.

Ambush predators, sepulcro fish troll the bottoms of Skull Island’s waterways, blending into the silt in order to strike at schools of small fish. Relatively low on the food chain, sepulcro attack any fish smaller than them, and might even attack a baby dinosaur swimming close enough to them. They are, in turn, preyed upon by their distant relatives the piranhadons, especially by the smaller males.

These statistics can also be used to represent a papilo, a close relative of the sepulcro. In the papilo, elaborate fins are used by the males in elegant courtship dances. Papilos have a smaller jaw than their sepulcro cousins – a papilo can swallow only Tiny or smaller creatures.

Combat

Sepulcro are unlikely to attack any adventurers, at least not intentionally. They prefer smaller game less likely to fight back. Still, an unlucky halfling or gnome struggling in the water might find himself at the end of the hungry fish’s unwanted attention.

Improved Grab (Ex): In order to use this ability, the sepulcro 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 may attempt to swallow the foe whole on its next turn.

Swallow Whole (Ex): A sepulcro can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 1d8+3 points of bludgeoning damage and 8 points of acid damage per round from the sepulcro’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the stomach (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Skills: Due to their cryptic coloration, a sepulcro has a +4 racial bonus to Hide checks.

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

Demiurge out.
 
Last edited:

demiurge1138

Inventor of Super-Toast
VENATOSAURUS
Huge Animal

Hit Dice: 9d8+54 (94 hp)
Initiative: +6
Speed: 50ft (10 squares)
Armor Class: 22 (-2 size, +6 Dex, +8 natural), touch 14, flat-footed 16
Base Attack/Grapple: +6/+20
Attack: Talons +11 melee (2d8+7/19-20)
Full Attack: Talons +11 melee (2d8+7/19-20), 2 claws +9 melee (1d6+3) and bite +9 melee (2d6+3)
Space/Reach: 15ft/10ft
Special Attacks: Canny flanking, improved grab, pounce, trip
Special Qualities: Jungle movement, low-light vision, scent
Saves: Fort +11, Ref +12, Will +10
Abilities: Str 24, Dex 23, Con 22, Int 2, Wis 18, Cha 11
Skills: Climb +8, Hide +12, Jump +23, Listen +6, Move Silently +16, Spot +14, Survival +13, Tumble +16
Feats: Dodge, Improved Critical (talons) (B), Mobility, Multiattack, Track
Environment: Warm forests and mountains
Organization: Solitary, pair or pack (6-12)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-27 HD (Huge)
Level Adjustment: -

The snap of a twig draws your attention to a bipedal, lizard-like creature as tall as an ogre, its jaws full of razor-sharp teeth and its eyes high on its head, giving it a somewhat alien appearance. Its limbs are well-muscled, hands tipped with claws and each foot bearing a talon like an oversized kukri. Too late you realize that the impatient flicks of its long stiff tail are in fact signals, as more of the beasts pounce…

Canny hunters, the venatosauruses are pack dwelling predators of Skull Island’s sweltering interior jungles and mountains. Relatives of the dinonychus and other dinosaurs colloquially referred to as “raptors”, the venatosaurus is a highly evolved elaboration of their theme. Although quite strong, they rely on tactics and coordination to fell prey.

Venatosauruses are the only predators on Skull Island that deliberately hunt brontosaurs, the largest animals on the island. Brontosaur herds are corralled by hit-and-run attacks into roads long ago abandoned by Skull Island’s first natives, and stampeded towards cliffs, pits and dead-ends. The venatosauruses carefully avoid such carnage until the dust settles, then climb down to feed. Venatosaur packs often kill more than they can eat at once, leaving the partially consumed carcasses for later meals or to lure in scavengers which are then preyed upon.

The social structure of venatosaurus packs is complex and elegant, similar to wolves and other social mammals. An alpha breeding pair dominates the pack, but other male-female pairs still breed. Eggs and young are cared for by the whole pack, the infants hidden under tree roots, guarded by a sentry and fed by adults bringing in food. Vicious from a young age, baby venatosauruses have been known to hunt for mice, centipedes and other small animals within weeks of hatching. Each pack has a well-defined territory; although disputes between packs are common, they more often consist of posturing and display then outright violence.

A venatosaurus reaches between sixteen and twenty four feet long, although up to half of this length can be tail. They grow to nine feet high at the hip.

These statistics can also be used to represent dwarf venatosauruses, a smaller species reaching a maximum of 12 feet long. These dwarf venatosaurs prefer to hunt in (and through) the dense foliage around Skull Island’s riverbanks, preying on ligocristuses and feral buffalo. Reduce the dwarf venatosaurus’s size to Large (with the differences in ability scores this entails) and give it Weapon Finesse as a racial bonus feat and a climb speed of 20ft.

Combat
A venatosaurus pack hunts by stealth. Large prey is often herded and driven into natural hazards, as described above. Smaller prey is charged from all sides, the venatosaurs concentrating their attacks on one individual. If the prey is not successfully tripped, the venatosauruses scatter, making hit-and-run attacks until they can bring the victim down. Prey is consumed while still alive, or carried away once killed if the dinosaurs are met with resistance (such as by the adventurer’s compatriots).

Canny Flanking (Ex): Venatosauruses are skilled at coordinating their attacks. A venatosaurus gains a +4 bonus on attack rolls made when flanking an opponent instead of the usual +2 bonus.

Improved Grab (Ex): In order to use this ability, a venatosaurus must hit its opponent with a bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. Venatosauruses that successfully grab an opponent usually carry them off for consumption.

Pounce (Ex): If a venatosaurus charges a foe, it can make a full attack.

Trip (Ex): If a venatosaurus hits an opponent with its talon attack, it may make a trip attempt (+14 check modifier) as a free action without provoking an attack of opportunity.

In addition, due to their stiff balancing tails, venatosauruses are treated as quadrupeds for the purposes of resisting a trip attempt.

Jungle Movement (Ex): Venatosauruses have supreme agility and maneuverability despite their size, allowing them to pass through the thickest jungle with ease. A venatosaurus can move through light undergrowth without penalty, and treats heavy undergrowth as light undergrowth for the purposes of movement (two squares to pass through, +2 to Tumble and Move Silently DCs).

Saves: A venatosaurus has all good saves, as if it were a dire animal.

Skills: A venatosaurus receives a +8 racial bonus to Jump, Move Silently, Spot, Survival and Tumble checks and a +12 racial bonus to all Hide checks.

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


Demiurge out.
 
Last edited:

demiurge1138

Inventor of Super-Toast
ADLAPSUSAURUS
Medium Animal

Hit Dice: 2d8+2 (11 hp)
Initiative: +6
Speed: 60ft (12 squares)
Armor Class: 19 (+6 Dex, +3 natural), touch 16, flat-footed 19
Base Attack/Grapple: +1/+1
Attack: Bite +7 melee (1d4)
Full Attack: Bite +7 melee (1d4) and 2 claws +2 melee (1d3)
Space/Reach: 5ft/5ft
Special Qualities: Low-light vision, scent, uncanny dodge
Saves: Fort +4, Ref +9, Will +1
Abilities: Str 11, Dex 22, Con 13, Int 2, Wis 13, Cha 7
Skills: Hide +9, Listen +11, Move Silently +9, Spot +3
Feats: Stealthy, Weapon FinesseB
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

A reptile darts from the undergrowth, alternating between bipedal and quadrupedal locomotion. Its head is topped with two pink crests, and it cocks its head as if curious as it hears your approach.

Specialist hunters of Skull Island’s deep jungles, adlapsusauruses are relatively unremarkable creatures save for their taste for the eggs of some of Skull Island’s largest and most dangerous dinosaurs.

Stealthy despite their bright coloration (males use their purple throats and pink crests and hands in mating displays), adlapsusaurs are attracted to the scent of urine used by V-rexes as a warning for predators to stay away from their nests. Using their keen hearing to make sure the nest is abandoned, the adlapsusaurs dart into the nest, steal away and egg or two, and flee into the brush to consume the eggs. When not stealing eggs, adlapsusaurs sustain themselves on a diet of lizards, rats and the smaller of the island’s giant vermin.

An adlapsusaurus grows to a maximum of seven feet long.

Combat
Adlapsusaurs avoid combat whenever possible, preferring to rely on their speed and reflexes to flee confrontations. If cornered, they will lash out with weak jaws and claws.

Uncanny Dodge (Ex): An adlapsusaurus always retains its Dexterity bonus to Armor Class, even when caught flat-footed.

Skills: Due to its keen hearing, an adlapsusaurus gains a +8 racial bonus on all Listen checks.

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

Demiurge out.
 

demiurge1138

Inventor of Super-Toast
FOETODON
Large Animal

Hit Dice: 7d8+28 (59 hp)
Initiative: +4
Speed: 30ft (6 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: +5/+16
Attack: Bite +12 melee (2d8+10 plus disease)
Full Attack: Bite +12 melee (2d8+10 plus disease)
Space/Reach: 10ft/5ft
Special Attacks: Disease, staggering strike
Special Qualities: Low-light vision, scent
Saves: Fort +9 (+13 vs. disease), Ref +5, Will +3
Abilities: Str 24, Dex 10, Con 18, Int 1, Wis 12, Cha 6
Skills: Hide +1*, Listen +7, Spot +3, Swim +8
Feats: Alertness, Improved Initiative, Weapon Focus (bite)
Environment: Warm forest
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -

The leaf litter explodes to reveal a broad crocodilian creature, its powerful jaws snapping at you. Its face and neck are deformed with pustulent sores.

Scavenging ambush predators of the jungle floor of Skull Island, foetodons are surly and territorial creatures. The rotting carcasses they routinely eat and the abrasions of the leaf litter they root through gives practically all foetodons a raging infection along the jaws and head, an infection that helps them bring down more prey – as it spreads more virulently in other species.

Descended from crocodiles, foetodons have mostly given up their aquatic heritage, although they maintain muscular tails into adulthood. Foetodon eggs are laid on Skull Island beaches and guarded by their mother until they hatch, at which point the baby foetodons take to the waterways. Few of the eggs laid make it all the way to adulthood, as baby foetodons make tasty snacks for larger predators – including other foetodons.

The average foetodon reaches 15 feet in length, but much larger specimens are not unheard of.

Combat
Foetodons prefer not to attack creatures aware of them, instead laying in wait buried in leaves and detritus. If they stagger a victim with their bone crushing bite, they continue to focus attacks on that creature unless seriously injured from another source. They are more than willing to flee from an encounter turned sour, because it can always track down the helpless diseased body of its victim later.

Disease (Ex): The bite of a foetodon spreads a particularly virulent strain of the red ache, causing the victim to break out in weeping red sores. Fortitude DC 17 negates, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution based.

Staggering Strike (Ex): The bite of the foetodon is so powerful that it can shatter bones and wind even the toughest prey. Creatures caught flat-footed by a foetodon’s bite attack must make a DC 20 Fortitude save. Those that fail are staggered for the next 1d6 rounds, able to take only a single move or standard action each round. The save DC is Strength based.

Saves: Foetodons gain a +4 racial bonus on saving throws made against diseases. In addition, they are immune to Strength damage from red ache, although they bear some physical disfigurement from this illness.

Skills: Due to their cryptic coloration, a foetodon gains a +8 racial bonus on all Hide checks made in a forest environment.

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

Demiurge out.
 

EldonG

First Post
Oh, MAN...I'm running a lost-world style setting RIGHT NOW, and these rock...did you say you had 'em in a document? If ya do, I'd love it...if ya don't I'ma gonna make one...

My game's setting is a huge valley veeing out from nothing to maybe 150 miles across...it's perhaps 250-300 miles long...over half is jungle, right up to the tree line...some, at the end, is swamplands...and there is a little open terrain, mostly rolling hills...people keep getting killed, so nobody ever ventures far into the valley...ya see, it's chock full of dinosaurs, dire critters, giant vermin, along with Yuan-Ti and a few other nasty, mostly reptilian races...

Your stuff would make a PERFECT addition, and looking for dinos is exactly why I happened by, today!

Joy, joy! :D

If you have one, please send a copy of your document to me at eldonguyre@yahoo.com
If not, shoot me an e-mail, anyhow, and lemme know, 'k? If you're at all interested, I have a whole buncha stuff on variants of a race of reptillian giants... :]
 

demiurge1138

Inventor of Super-Toast
EldonG said:
Oh, MAN...I'm running a lost-world style setting RIGHT NOW, and these rock...did you say you had 'em in a document? If ya do, I'd love it...if ya don't I'ma gonna make one...
No need. Message sent.

Demiurge out.
 



Remove ads

Top