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The World of Kong Version 2.0 - FINISHED 12/17/06
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<blockquote data-quote="demiurge1138" data-source="post: 2813983" data-attributes="member: 7451"><p><strong>GIANT NEOPEDE</strong></p><p><strong>Large Vermin (Aquatic)</strong></p><p><strong>Hit Dice: </strong> 4d8+4 (22 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed: </strong> 10ft (2 squares), swim 30ft </p><p><strong>Armor Class: </strong> 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p><strong>Base Attack/Grapple: </strong> +3/+8</p><p><strong>Attack:</strong> Bite +4 melee (2d4+1 plus poison)</p><p><strong>Full Attack: </strong> Bite +4 melee (2d4+1 plus poison)</p><p><strong>Space/Reach:</strong> 10ft/5ft</p><p><strong>Special Attacks:</strong> Poison</p><p><strong>Special Qualities:</strong> Darkvision 60ft, low-light vision, mindless</p><p><strong>Saves:</strong> Fort +5, Ref +3, Will +1 </p><p><strong>Abilities:</strong> Str 13, Dex 15, Con 13, Int - , Wis 10, Cha 3</p><p><strong>Skills:</strong> Hide +2, Spot +4, Swim +9</p><p><strong>Feats: </strong> Weapon Finesse (B)</p><p><strong>Environment: </strong> Warm aquatic (freshwater)</p><p><strong>Organization: </strong> Solitary</p><p><strong>Challenge Rating: </strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment: </strong> Always neutral</p><p><strong>Advancement: </strong> 5-8 HD (Large), 9-12 HD (Huge)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>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.</em></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p><strong>Poison (Ex): </strong> 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.</p><p></p><p><strong>Skills: </strong> 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.</p><p></p><p>Copyright 2006 Nicholas Herold. <em>The World of Kong</em> copyright 2005 Weta Workshop.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 2813983, member: 7451"] [B]GIANT NEOPEDE Large Vermin (Aquatic)[/B] [B]Hit Dice: [/B] 4d8+4 (22 hp) [B]Initiative:[/B] +2 [B]Speed: [/B] 10ft (2 squares), swim 30ft [B]Armor Class: [/B] 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 [B]Base Attack/Grapple: [/B] +3/+8 [B]Attack:[/B] Bite +4 melee (2d4+1 plus poison) [B]Full Attack: [/B] Bite +4 melee (2d4+1 plus poison) [B]Space/Reach:[/B] 10ft/5ft [B]Special Attacks:[/B] Poison [B]Special Qualities:[/B] Darkvision 60ft, low-light vision, mindless [B]Saves:[/B] Fort +5, Ref +3, Will +1 [B]Abilities:[/B] Str 13, Dex 15, Con 13, Int - , Wis 10, Cha 3 [B]Skills:[/B] Hide +2, Spot +4, Swim +9 [B]Feats: [/B] Weapon Finesse (B) [B]Environment: [/B] Warm aquatic (freshwater) [B]Organization: [/B] Solitary [B]Challenge Rating: [/B] 2 [B]Treasure:[/B] None [B]Alignment: [/B] Always neutral [B]Advancement: [/B] 5-8 HD (Large), 9-12 HD (Huge) [B]Level Adjustment:[/B] - [I]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.[/I] 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. [B]Combat[/B] 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. [B]Poison (Ex): [/B] 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. [B]Skills: [/B] 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. [I]The World of Kong[/I] copyright 2005 Weta Workshop. Demiurge out. [/QUOTE]
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