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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: 3042621" data-attributes="member: 7451"><p><strong>WETA-REX</strong></p><p><strong>Small Vermin</strong></p><p><strong>Hit Dice: </strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 40ft (8 squares), climb 10ft</p><p><strong>Armor Class:</strong> 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/-3</p><p><strong>Attack:</strong> Bite +3 melee (1d4+1)</p><p><strong>Full Attack:</strong> Bite +3 melee (1d4+1)</p><p><strong>Space/Reach:</strong> 5ft/5ft</p><p><strong>Special Qualities:</strong> Darkvision 60ft, light blindness, mindless, scent</p><p><strong>Saves: </strong> Fort +3, Ref +2, Will +!</p><p><strong>Abilities: </strong> Str 12, Dex 15, Con 13, Int - , Wis 13, Cha 1</p><p><strong>Skills:</strong> Climb +9</p><p><strong>Feats: </strong> Weapon Finesse (B)</p><p><strong>Environment:</strong> Warm mountains and underground</p><p><strong>Organization:</strong> Solitary, pair, chitter (4-12) or mob (see below)</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> 2 HD (Small), 3 HD (Medium)</p><p><strong>Level Adjustment:</strong> -</p><p></p><p><em>An army of brown crickets the size of dogs with giant saw-toothed mandibles rushes your way.</em></p><p></p><p>Vicious pack hunters of Skull Island’s chasms, the weta-rexes are a threat to all they encounter. Eternally voracious, they roam caves and crevasses looking for prey, mostly sick and infirm dinosaurs. A lone weta-rex is one not likely to survive for long – they are most commonly found in huge mobs of slick chitin and rasping mandibles.</p><p></p><p>The weta-rex is between two to three feet long.</p><p></p><p><strong>Combat</strong></p><p>Weta-rexes fight mindlessly and without fear, consuming all in their paths. The only thing that gives them pause is bright light.</p><p></p><p><strong>Light Blindness (Ex): </strong> Abrupt exposure to bright light (such as sunlight or a <em>daylight </em> spell) blinds a weta-rex for one round. On subsequent rounds, they are dazzled as long as they remain in the area.</p><p></p><p><strong>Skills: </strong> A weta-rex has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened.</p><p></p><p><strong>WETA-REX MOB</strong></p><p><strong>Gargantuan Vermin (Mob)</strong></p><p><strong>Hit Dice:</strong> 30d8+30 (165 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30ft (6 squares), climb 10ft</p><p><strong>Armor Class:</strong> 9 (-4 size, +1 Dex, +2 natural)</p><p><strong>Base Attack/Grapple: </strong> +22/+35</p><p><strong>Attack: </strong> Mob (5d6)</p><p><strong>Full Attack: </strong> Mob (5d6)</p><p><strong>Space/Reach: </strong> 20ft/0ft</p><p><strong>Special Attacks: </strong> Expert grappler, trample 2d6+1</p><p><strong>Special Qualities:</strong> Darkvision 60ft, immune to critical hits, sneak attacks, flanking, grappling, bull’s rushes and tripping, light blindness, mindless, mob anatomy, scent, vulnerability to area effects and spells</p><p><strong>Saves: </strong> Fort +18, Ref +10, Will +9</p><p><strong>Abilities:</strong> Str 12, Dex 15, Con 13, Int - , Wis 11, Cha 1</p><p><strong>Skills: </strong> Climb +11</p><p><strong>Environment: </strong> Warm mountains and underground</p><p><strong>Organization:</strong> Solitary, pair or horde (3-12 mobs)</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure: </strong> None</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> -</p><p></p><p>The attacks of a weta-rex mob act as if it was a swarm, dealing 5d6 points of slashing, piercing and bludgeoning damage to any creature within the mob’s area at the end of its move, with no attack roll needed.</p><p></p><p><strong>Combat</strong></p><p><strong>Expert Grappler (Ex): </strong> A weta-rex mob can maintain a grapple without penalty and still make attacks against other targets. A mob is never considered flat-footed when grappling.</p><p></p><p><strong>Trample (Ex): </strong> A weta-rex mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample that creature. Trampled creatures take 2d6+1 point of damage. The trampled creature can either make a DC 26 Reflex save to halve the damage or take an attack of opportunity. The save DC is Str based.</p><p></p><p><strong>Light Blindness (Ex):</strong> See weta-rex</p><p></p><p><strong>Mob Anatomy (Ex): </strong> A weta-rex mob has no clear front or back and no discerable anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull’s rushed. </p><p></p><p>Unlike standard swarms, a weta-rex mob is only made up of 48 individual creatures, so spells and effects that target individual creatures can have an effect on the mob. Each specific creature killed, disabled or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels to the mob. A mob that gains negative levels equal to its hit dice or is reduced to 0 hp (mobs are never considered disabled or dying) is dispersed. Negative levels bestowed in this fashion are not negative energy effects, and cannot be removed by restoration or similar effects. A mob takes half as much again damage (+50%) from spells or effects that target an area.</p><p></p><p>If a mob is dispersed through lethal tactics, 30% of the weta-rexes within are slain and 30% are reduced to 0 hit points.</p><p></p><p><strong>Skills: </strong> See weta-rex.</p><p></p><p>Copyright 2006 Nicholas Herold. The World of Kong is copyright 2005 Weta Workshop.</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 3042621, member: 7451"] [B]WETA-REX Small Vermin Hit Dice: [/B] 1d8+1 (5 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 40ft (8 squares), climb 10ft [B]Armor Class:[/B] 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/-3 [B]Attack:[/B] Bite +3 melee (1d4+1) [B]Full Attack:[/B] Bite +3 melee (1d4+1) [B]Space/Reach:[/B] 5ft/5ft [B]Special Qualities:[/B] Darkvision 60ft, light blindness, mindless, scent [B]Saves: [/B] Fort +3, Ref +2, Will +! [B]Abilities: [/B] Str 12, Dex 15, Con 13, Int - , Wis 13, Cha 1 [B]Skills:[/B] Climb +9 [B]Feats: [/B] Weapon Finesse (B) [B]Environment:[/B] Warm mountains and underground [B]Organization:[/B] Solitary, pair, chitter (4-12) or mob (see below) [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] 2 HD (Small), 3 HD (Medium) [B]Level Adjustment:[/B] - [I]An army of brown crickets the size of dogs with giant saw-toothed mandibles rushes your way.[/I] Vicious pack hunters of Skull Island’s chasms, the weta-rexes are a threat to all they encounter. Eternally voracious, they roam caves and crevasses looking for prey, mostly sick and infirm dinosaurs. A lone weta-rex is one not likely to survive for long – they are most commonly found in huge mobs of slick chitin and rasping mandibles. The weta-rex is between two to three feet long. [B]Combat[/B] Weta-rexes fight mindlessly and without fear, consuming all in their paths. The only thing that gives them pause is bright light. [B]Light Blindness (Ex): [/B] Abrupt exposure to bright light (such as sunlight or a [I]daylight [/I] spell) blinds a weta-rex for one round. On subsequent rounds, they are dazzled as long as they remain in the area. [B]Skills: [/B] A weta-rex has a +8 racial bonus on all Climb checks and can take 10 on Climb checks even when rushed or threatened. [B]WETA-REX MOB Gargantuan Vermin (Mob) Hit Dice:[/B] 30d8+30 (165 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30ft (6 squares), climb 10ft [B]Armor Class:[/B] 9 (-4 size, +1 Dex, +2 natural) [B]Base Attack/Grapple: [/B] +22/+35 [B]Attack: [/B] Mob (5d6) [B]Full Attack: [/B] Mob (5d6) [B]Space/Reach: [/B] 20ft/0ft [B]Special Attacks: [/B] Expert grappler, trample 2d6+1 [B]Special Qualities:[/B] Darkvision 60ft, immune to critical hits, sneak attacks, flanking, grappling, bull’s rushes and tripping, light blindness, mindless, mob anatomy, scent, vulnerability to area effects and spells [B]Saves: [/B] Fort +18, Ref +10, Will +9 [B]Abilities:[/B] Str 12, Dex 15, Con 13, Int - , Wis 11, Cha 1 [B]Skills: [/B] Climb +11 [B]Environment: [/B] Warm mountains and underground [B]Organization:[/B] Solitary, pair or horde (3-12 mobs) [B]Challenge Rating:[/B] 8 [B]Treasure: [/B] None [B]Alignment:[/B] Always neutral [B]Advancement:[/B] - The attacks of a weta-rex mob act as if it was a swarm, dealing 5d6 points of slashing, piercing and bludgeoning damage to any creature within the mob’s area at the end of its move, with no attack roll needed. [B]Combat[/B] [B]Expert Grappler (Ex): [/B] A weta-rex mob can maintain a grapple without penalty and still make attacks against other targets. A mob is never considered flat-footed when grappling. [B]Trample (Ex): [/B] A weta-rex mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample that creature. Trampled creatures take 2d6+1 point of damage. The trampled creature can either make a DC 26 Reflex save to halve the damage or take an attack of opportunity. The save DC is Str based. [B]Light Blindness (Ex):[/B] See weta-rex [B]Mob Anatomy (Ex): [/B] A weta-rex mob has no clear front or back and no discerable anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled or bull’s rushed. Unlike standard swarms, a weta-rex mob is only made up of 48 individual creatures, so spells and effects that target individual creatures can have an effect on the mob. Each specific creature killed, disabled or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels to the mob. A mob that gains negative levels equal to its hit dice or is reduced to 0 hp (mobs are never considered disabled or dying) is dispersed. Negative levels bestowed in this fashion are not negative energy effects, and cannot be removed by restoration or similar effects. A mob takes half as much again damage (+50%) from spells or effects that target an area. If a mob is dispersed through lethal tactics, 30% of the weta-rexes within are slain and 30% are reduced to 0 hit points. [B]Skills: [/B] See weta-rex. Copyright 2006 Nicholas Herold. The World of Kong is copyright 2005 Weta Workshop. Demiurge out. [/QUOTE]
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