D&D 3E/3.5 3.5 Animal & Beast Conversions

Mortis

First Post
Hi All,

The following 7 posts contain 3.5 conversions of the animals and beasts on the CC site. Hopefully they are converted correctly and can form the basis for some discussion.

Bear with me if I am slow to respond to any questions, as I only have internet access once or twice a week.

Regards,
Mortis
 

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Mortis

First Post
Afanc to Gorilla Bear

Afanc
Gargantuan Magical Beast (Aquatic)

Hit Dice: 15d10+105 (196 hp)
Initiative: +4
Speed: Swim 40 ft (8 squares)
AC: 14 (-4 size, +8 natural), touch 6, flat-footed 14
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (5d4+18), or flipper +23 melee (3d4+12)
Full Attacks:Bite +23 melee (5d4+18), or 2 flippers +23 melee (3d4+12)
Face/Reach: 20 ft/15 ft
Special Attacks: Improved grab, swallow whole, Whirlpool
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +18 Ref +9 Will +6
Abilities: Str 35 Dex 11 Con 24 Int 6 Wis 13 Chr 10
Skills: Listen +14, Spot +14, Swim +16
Feats: Alertness, Great Fortitude, Improved Initiative, Toughness (3)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always neutral (evil tendencies)
Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)
Level Adjustment: --

The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. This great fish does have a whale-like body, though it has fish head, scales, and a vertical tail. They are capable of breathing both air and water, but have no capacity to move on land.
Afanc are minimally intelligent, and have learned how to trick sailors to their doom. Some stories suggest that some afanc have learned to speak or even sing, in voluminous yet dry voices.

COMBAT
The afanc likes to attack small ships with its whirlpool attack, or charge at small boats and rafts to capsize them. It will usually avoid ships more than 60 feet in length, but it may ram then to see what happens. If it can swallow prey in the water it will, otherwise it attacks with bite or flippers. Using its "disguise" as a whale, the afanc often waits for prey to come looking for it, rather than hunting.

Improved grab (Ex): To use this ability, an afanc must hit with it's bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points of acid damage per round from the afanc's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing wepon to deal 30 points of damage to the afanc's digestive tract (AC 14). The afanc's gullet can hold 2 Large, 8 Medium-size, 32 Small, 128 Tiny 512 Diminutive or smaller
creatures.

Whirlpool (Ex): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving
at its normal speed.
It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons.

1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983), Monstrous Compendium Annual One (1994).


BABBLER
Large Magical Beast

Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 40 ft (8 squares) (20 ft when standing erect)
AC: 14 (-1 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +5/+13
Attack: Claw +8 melee (1d6+4)
Full Attack: 2 claws +8 melee (1d6+4), bite +3 melee (1d8+2)
Face/Reach: 10 ft/5 ft
Special Attacks: Sneak attack
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 18, Dex 13, Con 12, Int 10, Wis 14, Cha 11
Skills: Balance +4, Hide +0, Jump +7, Listen +6, Spot +6, Swim +7
Feats: Alertness, Power Attack
Environment: Any marsh
Organization: Solitary or pack (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: +1

Conjecture among sages state that a babbler is a mutated form of a lizard man, brought on by some wizardly experiment gone awry.
A babbler appears as an 8-foot tall reptile, similar in appearance to a small gorgosaurus. Its body is yellow in color, with a gray underbelly. Mottled gray patches form weird, archaic designs and patterns on its body. The babbler spends most of its time on its belly, slithering through the swamps in search of prey. When hunting or attacking it stands erect using its strong, tough tail to maintain balance.
Babblers speak their own language and understand a smattering of Common.

COMBAT
Babblers stand on their hind legs during combat and slash with their front claws and bite with their long, sharp teeth.

Sneak Attack (Ex): A babbler deals +2d6 points of damage anytime it flanks an opponent or when the opponent is denied its Dexterity bonus to AC.

The Babbler first appeared in the 1e FF (1981).


BANDERLOG
Medium Magical Beast

Hit Dice: 4d10+4 (26 hp)
Initiative: +2
Speed: 40 ft (8 squares), climb 30 ft
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2)
Full Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Scent, darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 6
Skills: Climb +15, Listen +6, Spot +7
Feats: Alertness, Skill Focus (Climb)
Environment: Warm forest
Organization: Gang (2-5) or pack (6-24 plus 1-4 6 HD leaders)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Medium-size)
Level Adjustment: +0

A banderlog appears as a baboon-like primate. It makes its home in tropical forests where it uses the terrain for offense and defense. The typical banderlog stands 4 feet tall and resembles a baboon.

COMBAT
Banderlogs prefer to attack opponents at range. Their preferred method of attack is to hide in trees and throw coconuts (or some other such item) at their foes. If engaged in melee, a banderlog bites with its long canine teeth.

Skills: Banderlogs receive a +10 racial bonus to climb checks.


CLUBNEK
Medium Magical Beast

Hit Dice: 2d10+2 (13 hp)
Initiative: +0
Speed: 30 ft (6 squares)
AC: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Claw +3 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2), beak -1 melee (1d8+1)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Darkvision 60 ft, low-light vision, sprint
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 14, Dex 10, Con 12, Int 5, Wis 10, Cha 9
Skills: Jump +5, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate forest and plains
Organization: Flock (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-Size); 5-6 HD (Large)
Level Adjustment: --

A clubnek is a large form of flightless bird, related to an ostrich. They have feathers in varying shades of green, and their hard bony beaks are a dull yellow. They are herbivores, mostly found wandering forests and meadowlands.

COMBAT
Clubneks are not aggressive unless they are threatened. Their actions in combat are erratic and unpredictable. The bird’s favorite method of attack is to jump at an opponent with both of its clawed feet, while jabbing with its beak.

Sprint (Ex): Once every five rounds, a clubnek can make a burst of high speed, reaching a maximum speed of 60 feet for that round.

The Clubnek first appeared in the 1e FF (1981).


COOSHEE
Medium Magical Beast

Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 40 ft (8 squares)
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3), bite +1 melee (1d8+1)
Face/Reach: 5 ft/5 ft
Special Attacks: Trip, improved grab
Special Qualities: Scent, sprint, resistance to charm, darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 15, Int 4, Wis 12, Cha 6
Skills: Hide +5*, Listen +4, Move Silently +5, Spot +4, Survival +3*
Feats: Alertness, Stealthy
Environment: Any land and underground
Organization: Solitary, pair, or pack (4-9)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral (good tendencies)
Advancement: 4-7 HD (Medium-size); 8-9 HD (Large)
Level Adjustment: --

Cooshees are called elven dogs, as they are rarely found in the company of any other humanoid except elves. Elves use them as guard dogs and hunting dogs.
A cooshee appears as a 4-foot tall dog and weighs around 200 pounds. Its fur is green with brown spots and patches. Its tail is long and curls over its back and its ears come to a point above its head.
The cooshee’s bark can be heard up to one mile away. They rarely ever bark, except to warn their masters or other cooshees.

COMBAT
Cooshee will attempt to trip their opponents. Once down, an opponent is grappled and bitten.

Trip (Ex): A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 158 in the Player’s Handbook ) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee.

Improved Grab (Ex): To use this ability, the cooshee must hit an opponent of Medium-size or smaller with two claw attacks. If it gets a hold, it automatically deals bite damage each round it maintains the hold.

Sprint (Ex): Once per hour, a cooshee can take a charge action to move ten times its normal speed (400 feet).

Resistance to Charm (Ex): Cooshee gain a +4 bonus on all saves against charm-type effects.

Skills: *Cooshees receive a +4 racial bonus to Survival checks when tracking by scent. *Due to their coloration, cooshees gain a +8 racial bonus to Hide checks when in forest areas.

The Cooshee first appeared in module S4 (Gary Gygax, 1982).


GORILLA BEAR
Large Magical Beast

Hit Dice: 4d10+16 (38 hp)
Initiative: +2
Speed: 30 ft (6 squares)
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8)
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, hug
Special Qualities: Scent, darkvision 60 ft, low-light vision
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 27, Dex 15, Con 19, Int 5, Wis 12, Cha 7
Skills: Climb +12, Listen +7, Spot +7, Swim +11
Feats: Alertness, Power Attack
Environment: Warm forest
Organization: Solitary or company (2-7)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: --

A gorilla bear looks exactly as its name implies; a bear merged with a gorilla. These jungle dwelling beasts have simian heads, body, and legs mixed with a bear’s powerful arms and sharp teeth. They are as aggressive as grizzly bears, and every bit as carnivorous as an ape. The gorilla bear is one of many types of beasts probably created by magical crossbreeding.

COMBAT
The gorilla bear lashes out with its two paw attacks at one opponent at a time, trying to make a hug attack. These large beasts are stunningly fast, and often underestimated as being slow and clumsy.

Improved Grab (Ex): To use this ability, the gorilla bear must hit an opponent of up to Medium size with both of its claw attacks. If it gets a hold, it can hug. If a gorilla bear hits an opponent with both of its claw attacks, it can try to hug its opponent.

Hug (Ex): A gorilla bear deals 1d8+8 points of damage with a successful grapple check against Medium-size or smaller opponents.

Skills: Gorilla bears have excellent senses, and as such receive a +4 racial bonus to Listen and Spot checks.
 

Mortis

First Post
Annelid to Bone Snapper

Giant Annelid
Colossal Animal

Hit Dice: 25d8+231 (343 hp)
Initiative: -2
Speed: 80 ft (16 squares), burrow 60 ft
AC: 20 (-8 size, -2 Dex, +20 natural), touch 0, flat-footed 20
Base Attack/Grapple: +18/+50
Attack: Bite +27 melee (4d6+24)
Full Attack: Bite +27 melee (4d6+24)
Face/Reach: 40 ft/20 ft
Special Attacks: Improved grab, swallow whole, lure earth creature, paralyze earth creature
Special Qualities: Immunity to fire, tremorsense
Saves: Fort +25, Ref +12, Will +9
Abilities: Str 43, Dex 6, Con 29, Int 1, Wis 8, Cha 8
Skills: Climb +30, Swim +30
Feats: Awesome Blow, Blind-fight, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Toughness (2), Weapon Focus (Bite)
Environment: Any underground
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 26-50 HD (Colossal); 51+ HD (Colossal+)
Level Adjustment: --

Full-grown annelids measure about 1,000 feet long and 25 feet in diameter. The largest annelids reach 40 feet in diameter and some 2,000 feet in length. Their bodies, grayish-br own in color, are segmented like earthworms. The longer the annelid, the more segments it has, up to perhaps 600 in the longest.
Biologically, an annelid is a long tube inside a larger tube. The annelid's mouth is a circular, funnel-like opening lined with three rows of sharp, conical teeth. The inner digestive tract of the annelid runs the entire length of its body. Each segment can live virtually on its own, for each has two hearts around the central tube, shaped like half-toruses (half-doughnuts).
Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an inch in diameter and a few feet long. The annelid has no other sensory equipment except light-and heat-sensitive patches at its front end.
Annelids are hermaphroditic, but only those of Colossal+ size ever reproduce. The annelid lures several earth creatures into range, paralyzes them, and lays eggs within nearby rocks. After several weeks, the eggs hatch, and the annelid grubs dine on the earth creatures' life force. Thus fed, the young grubs grow to several feet in diameter and begin to tunnel. They soon reach a length of 15 feet, but they grow more slowly thereafter. There is no known limit on an annelids life span.
Annelids subsist on the rock they eat. They have no other known diet. Annelids can live anywhere underground, even in lava pools. Exposure to light does not damage them, but they dislike it.

Combat
The giant annelid coils itself in combat and strikes any creature that comes within range.

Improved Grab (Ex): To use this ability, the giant annelid must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A giant annelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d6+16 points of crushing damage plus 1d8 points of acid damage per round from the annelid’s gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the annelid’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light piercing or slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A collosal annelid's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 512 Tiny or smaller creatures.

Lure Earth Creature (Ex): By setting up false signals that propagate throughout the ground to a maximum range of 600 feet, the giant annelid can cause any creature with the Earth subtype to begin moving toward it at its full speed as if the creature is affected by a charm monster spell. The creature receives a Will save (DC 31) to resist the effects. Elemental creatures with the earth subtype receive a -4 to their Will save to resist this effect.

Paralyze Earth Creature (Ex): A creature that is affected by the giant annelid’s lure earth creature attack must succeed at a Fortitude save (DC 31) when it comes within 30 feet of the giant annelid. Failing the save results in paralysis for 1 day per HD of the giant annelid. Elemental creatures with the earth subtype receive a -4 to their Fortitude save to resist this effect.

Tremorsense (Ex): A giant annelid can automatically sense the location of anything within 60 feet that is in contact with the ground.

The Giant Annelid first appeared in the HWA2 Nightrage (TSR, 1990).


AXEBEAK
Large Animal

Hit Dice: 3d8+9 (22 hp)
Initiative: +3
Speed: 60 ft (12 squares)
AC: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+9
Attack: Claw +4 melee (1d6+3)
Full Attack: 2 claws +4 melee (1d6+3), bite +0 melee (2d6+1)
Face/Reach: 10 ft/10 ft
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 11, Cha 10
Skills: Listen +3, Spot +3
Feats: Run, Weapon Focus (Bite)
Environment: Temperate and warm land
Organization: Solitary, pair, or flock (3-6)
Challenge Rating: 2
Treasure: None (eggs are worth 50-80 gp each)
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-9 HD (Huge)
Level Adjustment: --

The axebeak is a prehistoric flightless, carnivorous bird that resembles a 7-foot tall ostrich. It is an aggressive hunter, and has a strong, thick neck and sharp beak.
The immense head and long neck are covered in short white feathers. The body is covered in dense black feathers with a white underbelly and tail. The legs are covered in yellow scales. The axebeak makes a honking noise that can be clearly heard up to one-half mile away.
An axebeak lair will contain 1d4 eggs worth 50-80 gp each. Hatchlings fetch the same value on the market.

COMBAT
The axebeak attacks by kicking with its clawed feet and biting with its beak. It is a very aggressive hunter and will run down its prey should an opponent flee. If hungry, an axebeak will attack until it or its prey is dead.

The Axebeak first appeared in the 1e MM (Gary Gygax, 1977).


BALUCHITHERIUM
Huge Animal

Hit Dice: 14d8+104 (167 hp)
Initiative: +0
Speed: 30 ft (6 squares)
AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +10/+30
Attack: Hoof +20 melee (5d4+18)
Full Attack: 2 hooves +20 melee (5d4+18)
Face/Reach: 15 ft/10 ft
Special Attacks: --
Special Qualities: Low-light vision, Scent
Saves: Fort +16, Ref +9, Will +5
Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 13, Cha 4
Skills: Balance +4, Hide +4, Listen +12
Feats: Improved Bull Rush, Improved Overrun, Power Attack, Toughness (2)
Environment: Any plains
Organization: Solitary or herd (1-3)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
Level Adjustment: --


The baluchiterium is a hornless ancestor of the rhinoceros, of the Pleistocene era. This herbivore has a thick, greyish-brown hide, much like the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much as 15 tons. The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen hearing and smell.
If raised from a calf, a baluchiterium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of weight as a pack animal.

COMBAT
The baluchitherium is a very defensive animal, and attacks any animal that is nearby. This beast tries to charge and trample foes with its front feet.

The baluchiterium first appeared in the 1E Monster Manual (1977, Gary Gygax).


BARIC
Small Animal

Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 40 ft (8 squares)
AC: 13 (+1 size, +1 Dex, +1 natural)
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3+1); or bite +3 melee (1d8+1)
Full Attack: 2 claws +3 melee (1d3+1); or bite +3 melee (1d8+1)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 12, Dex 13, Con 11, Int 2, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Survival +3
Feats: Alertness
Environment: Any land and underground
Organization: Solitary or pack (1–8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small); 6 HD (Medium-size)
Level Adjustment: --

This rat-like creature has six legs, black fur, and eyes that glow white just before it attacks. Instead of a normal rat-like face, the baric has a duck–like bill. The bill is filled with many rows of small, needle-sharp teeth.
Barics are approximately three feet long and weigh about 40 to 50 pounds. Some males have been known to reach a length of 7 feet and weigh nearly 150 pounds. Barics do not form family units, but they can be seen in packs running wild in woods not frequented by humans or humankind. The strongest baric is the leader of the pack, and their social system resembles that of wild wolves. Females usually give birth to between 2 and 5 pups two or three times a year. Twenty percent of these do not live to adulthood as the males tend to eat them when the females are not around to protect the young.
Barics are sometimes used for hunting or for pursuing escaped prisoners or slaves. However, due to their unpredictable nature, training and handling a baric is very dangerous. Many have turned on their trainers and killed them before they could be saved.

COMBAT
Barics attack with a vicious combination of its sharp claws and teeth.

The Baric first appeared in module B3 (Jean Wells, 1981).


BEHEMOTH
Huge Animal

Hit Dice: 10d8+73 (118 hp)
Initiative: +0
Speed: 20 ft (4 squares), Swim 40 ft
AC: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+27
Attack: Bite +17 melee (2d6+18)
Full Attack: Bite +17 melee (2d6+18)
Face/Reach: 15 ft/10 ft
Special Attacks: Overturn
Special Qualities: Low-light Vision
Saves: Fort +14, Ref +7, Will +4
Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6
Skills: Listen +3, Spot +3, Swim +21
Feats: Endurance, Improved Bull Rush, Power Attack, Toughness
Environment: Warm Aquatic
Organisation: Solitary (Bull), Herd (Bull + 1-3 cows)
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: --


The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants.
Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom. Behemoths have expansive lungs and can hold their breath for up to half an hour.

COMBAT
Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them.

Overturn (Ex): Behemoths can overturn Medium-size or smaller craft on a Strength check (DC is 20 plus 1 for every 100 pounds of total weight of the craft and contents). If the check succeeds, the boat overturns spilling its passengers and contents into the water.


Blood Hawk
Tiny Animal

Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: 10 ft (2 squares), fly 60 ft (good)
AC: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
Base Attack/Grapple: +0/-8
Attack: Claw +7 melee (1d4-1)
Full Attack:2 claws +7 melee (1d4-1), bite +2 melee (1d6-1)
Face/Reach: 2½ ft/0 ft
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +1 Ref +7 Will +2
Abilities: Str 8 Dex 20 Con 12 Int 2 Wis 14 Chr 6
Skills: Listen +4, Spot +4*
Feats: Weapon Finesse
Environment: Any forest, hill, plains, and mountains
Organization: Flock (4-15)
Challenge Rating: ¼
Treasure: Triple gems
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Blood hawks are gray birds related to other raptors such as falcons and eagles. They are unusually strong for their size, however, and their beaks and claws are razor sharp. These fierce birds of prey get their name for their propensity to attack humans--often to the exclusion of all others.
Male blood hawks are attracted to bright, shiny objects, and will raid the bodies of their prey for gemstones. They line their nests with these gems, in hopes of attracting a female.

Combat
Blood hawks attack en masse, swooping out of the air swiftly and silently. They slash at their prey with claws and beaks, preferring humans over any other potential prey.

Skills: Blood hawks receive a +8 racial bonus to Spot checks in daylight.

1981 Wizards of the Coast, Inc.
Originally found in 1e Fiend Folio


BONESNAPPER
Medium Animal

Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 20 ft (4 squares)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d8+2)
Full Attack: Bite +5 melee (1d8+2), tail slap +0 melee (1d3+1)
Damage: Bite 1d8+2, tail slap 1d3+1
Face/Reach: 5 ft/5 ft
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 14, Dex 14, Con 16, Int 2, Wis 12, Cha 10
Skills: Hide +2*, Listen +4, Spot +5
Feats: Cleave, Power Attack
Environment: Temperate and warm forest, marsh, and underground
Organization: Solitary or pack (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)
Level Adjustment: --

The bonesnapper is believed by sages to be a small descendant of a long-extinct class of carnivorous dinosaur. Though unintelligent, the bonesnapper is fond of decorating its lair with the bones of its victims, particularly the jawbones.
The bonesnapper resembles a 5-foot tall tyrannosaurus rex, graygreen in color, mottled with dark gray spots. A bonesnapper weighs about 500 pounds. Its eyes are scarlet and its teeth yellow-white.

COMBAT
The bonesnapper attacks with its powerful bite and tail slap. It rushes straight at the nearest foe, often roaring in the process. If attacked from another direction, it whirls to face its new adversary. The bonesnapper will fight to the death.

Improved Grab (Ex): To use this ability, the bonesnapper must hit with its bite attack.

Skills: *Bonesnappers receive a +4 racial bonus to Hide checks when in forest-like surroundings.

The Bonesnapper first appeared in the 1e FF (1981).
 
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Mortis

First Post
Camprat to Frogs

Camprat
Diminutive Animal

Hit Dice: ¼ d8 (1 hp)
Initiative: +4
Speed: 40 ft (8 squares)
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +8 melee (1d2-5)
Full Attack: Bite +8 melee (1d2-5)
Face/Reach: 1 ft/0 ft
Special Attacks: Leap, gnaw
Special Qualities: Low-light vision, Scent
Saves: Fort +0 Ref +6 Will +1
Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 12 Chr 2
Skills: Balance +13, Climb +13, Hide +21, Move Silently +9
Feats: Weapon Finesse
Environment: Temperate desert, plains and hills
Organization: Pack (11-30)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The camprat is a voracious little nocturnal scavenger that can eat more than its size lets on. Though generally harmless, camprats have earned themselves many colorful names (not generally suitable for print) due to their aggravating habit of chewing their way into anything edible. These little rodents are similar in appearance to prairie dogs or small gophers. The fur is a light, sandy brown with a streak down their spine that shades to dark brown or even black. The tail is short and stubby. The camprat’s has small beady eyes, and long, very sharp front teeth.
The front teeth of a camprat grow constantly, and the little creatures must gnaw on things to keep them trimmed and sharp. These razor-sharp teeth and an indomitable digestive system allow them to eat practically anything that’s not on fire. These scavengers will go to great lengths to steal food, and are not deterred by food stored in thick leather sacks or hanging from trees. Trees that have been gnawed and stripped to death are a sure sign of camprats in the area.
Camprats live in loosely bonded packs, with roughly equal numbers of males and females.
These packs appear to have no leader or organizational structure, but the members to work together to secure food for each other.

COMBAT
Camprats are very timid, and only fight larger creatures when cornered. These creatures would rather flee than fight, by climbing or jumping over, or gnawing through any obstacles.
These rats are surprisingly clean and carry no significant risk of disease.

Leap (Ex): A camprat is a natural jumper. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.

Gnaw (Ex): Camprats can chew through thick cloth in 5 seconds, thin leather in 15 seconds, thick leather in 30 seconds, one inch of soft wood in 60 seconds and one inch of hard wood in 90 seconds.

Skills: Camprats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance and Climb checks. They use their Dexterity modifier for Climb checks.

1988 Wizards of the Coast, Inc.
Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk Appendix, MC5 (1990), under the “rat” entry.


Capybara, Giant
Medium-size Animal

Hit Dice: 2d8+6 (15 hp)
Initiative: -1
Speed: 30 ft ( 6 squares), swim 40 ft
AC: 12 (-1 Dex, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light Vision
Saves: Fort +5 Ref +2 Will +0
Abilities: Str 17 Dex 9 Con 17 Int 2 Wis 10 Chr 2
Skills: Balance +2, Hide +1, Move Silently +1, Swim +5
Feats: Stealthy
Environment: Temperate and warm forest and marsh
Organization: Family (2-8) or herd (20-80)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-sized); 5-6 HD (Large)
Level Adjustment: --

The capybara is the largest of all rodents, closely resembling a guinea pig. The giant capybara is much larger than its common cousin, ranging in length from 6-8 feet and weighing anywhere from 300-400 pounds. This animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the underside; the faces, outer limb surface and rump sometimes have a black coloration to them.
The capybara lives in forests with dense vegetation and also lair around ponds, lakes, rivers, streams, marshes, and swamps. It will stay within 100 yards of a small body of water, finding safety there whenever it is threatened. While the capybara is slow and lumbering pace, it is a good swimmer, and can stay submerged for up to 8 rounds.

COMBAT
The capybara is easily frightened and will normally flee if attacked, and will usually never initiate an attack. These beasts are not normally carnivorous, but if something happens with its food source it will seek meat, and hunt living creatures.

CAPYBARA
Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40 inches, a height of 20 inches or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).

1987 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Robert Bendetti)


Condor
Large Animal

Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 10 ft (2 squares), fly 60 ft (poor)
AC: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+9
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +4 Ref +1 Will +1
Abilities: Str 17 Dex 11 Con 12 Int 2 Wis 10 Chr 6
Skills: Hide +2, Spot +6
Feats: Skill Focus (Hide, Spot)
Environment: Temperate and warm mountains
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: --

Condors are the largest of avian aerial scavengers, hunting from cliffs in mountainous regions. Condors measure three to six feet from beak to tail and have a wingspan of 13 to 20 feet. Their feathers are black and shiny. The head is sometimes bald, but may be covered with black pinfeathers. Their great wingspan allows them to soar for hours, and they rarely land except to feed or sleep.
As with all birds in the vulture family, condors lack strong talons for killing prey and feed strictly on carrion. They gorge themselves on carcasses and live off the stored fat for days.
Condor hens lay 1 - 2 eggs per year, and the chicks mature in two years. Condor eggs and hatchlings are worth 30 - 60 gp. They can be trained to act as spotters or retrievers.
Humanoids of Small size or smaller can train them to serve as aerial mounts. Condors can carry up to 80 extra pounds, either held in their claws or riding on their backs.
Their feathers are prized for their size and beauty; pinion feathers are worth one sp each, other wing feathers one cp each. An intact condor is worth five to ten gp, depending on the market.

COMBAT
Condors are scavengers by nature, and will not usually hunt live prey. Naturally, they will defend with bites if attacked, and try to flee if harassed.

1989 Wizards of the Coast, Inc.
Originally found in Forgotten Realms Monstrous Compendium, MC3 (1989), under the "Vulture" entry.


DEER
Medium-Size Animal

Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft (6 squares)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Hoof +4 melee (1d4+1); or gore +4 melee (1d6+1)
Attacks: 2 hooves +4 melee (1d4+1); or gore +4 melee (1d6+1)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Hide +8*, Listen +5, Move Silently +7, Spot +5
Feats: Weapon Finesse, Alertness (B)
Environment: Any forest, plains, and hills
Organization: Solitary or herd (mated pair)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Large)
Level Adjustment: --

Shy and wary, deer range from the arctic to the tropics. These statistics represent the typical white-tailed deer. These statistics can also be used to represent other deer-like animals, such as caribou and antelope.

COMBAT
Deer attack using their hooves or antlers. Antelope, when defending their herd, attack by charging an opponent and butting with its horns (gore damage). The gore attack only applies to bucks with antlers.

Skills: Deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.


DRAGONFISH
Small Animal

Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: Swim 20 ft (4 squares)
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d4+1); or spine +3 melee (1 & poison)
Full Attack: Bite +3 melee (1d4+1); or 1d4 spines +3 melee (1 & poison)
Face/Reach: 5 ft/5 ft
Special Attacks: Spines, poison
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +0
Abilities: Str 12, Dex 15, Con 11, Int 2, Wis 11, Cha 4
Skills: Hide +4*, Listen +2, Spot +2
Feats: Weapon Finesse
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Small)
Level Adjustment: --

A dragonfish is a small, 2-foot long, flat, fish that makes its home on the bottom of lakes, rivers, or streams. Its scales are brown, mottled with black.

COMBAT
Dragonfish are not aggressive and prefer to lie on the bottom of a body of water, waiting for a victim to step on it so its poisonous spines penetrate the victim’s flesh. If forced into melee, a dragonfish attacks with its bite.

Spine (Ex): The dragonfish’s back is covered with long, sharp spines. A creature stepping on a dragonfish has 1d4 spines penetrate and break off in its flesh. Each spine deals damage and injects poison into the wound. Removing a spine deals 1d2 points of damage.

Poison (Ex): Spine, Fortitude save (DC 11); initial damage 1d2 points of temporary Constitution, secondary damage 1d2 points of temporary Constitution.

Skills: *When not moving, a dragonfish gains a +12 racial bonus to Hide checks.

The Dragonfish first appeared in the 1e FF (1981).


EEL, Moray (Giant)
Large Animal

Hit Dice: 5d8 (22 hp)
Initiative: +3
Speed: Swim 20 ft (4 squares)
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +5 melee (1d8 & disease); or tail lash +0 melee (1d4)
Full Attack: Bite +5 melee (1d8 & disease), tail lash +0 melee (1d4)
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, tear, disease
Special Qualities: Immunities, amphibious, low-light vision
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +1, Listen +6, Spot +6
Feats: Alertness, Weapon Finesse,
Environment: Warm aquatic
Organization: Solitary or school (4-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: --

A giant moray eel is a feared predator, known for its fearsome diseased bite.
It appears as an 8-foot long eel with mottled brown leathery skin, with lighter brown or yellow spots on its dorsal area. It has pronounced incisor teeth.

COMBAT
A giant moray eel will conceal itself in a reef, seaweed, or underneath stones. When its prey passes by, it lunges out, biting its prey and striking with blinding speed. It will attack almost anything that passes near it, regardless of the size of the prey.
The eel will only use its tail lash on a foe trapped in its jaws or on a foe attempting to flank it.

Improved Grab (Ex): To use this ability, a giant moray eel must hit a foe with its bite attack. If it gets a hold, it tears the flesh.

Tear (Ex): A giant moray eel automatically hits a held opponent with all its melee attacks each round it maintains the hold.

Disease (Ex): The bite inflicts its foe with a disease akin to mummy rot.

Immunities (Ex): Giant moray eels are immune to all forms of fear and disease, magical or otherwise.

Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point of Constitution (after that, refer to the Suffocation rules on page 304 of the DMG).

The Giant Moray Eel first appeared in the MC Annual 3.


FROG, Killer (Giant)
Small Animal

Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft (4 squares)
AC: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +0/-2
Attack: Claw +3 melee (1d2+2)
Full Attack: 2 claws +3 melee (1d2+2), bite –2 melee (1d4+1)
Face/Reach: 5 ft/5 ft
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +4, Ref +2, Will -1
Abilities: Str 14, Dex 11, Con 14, Int 2, Wis 9, Cha 6
Skills: Hide +4, Spot +4
Feats: Endurance
Environment: Temperate or warm land, aquatic, or underground
Organization: Swarm (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium-size)
Level Adjustment: --

The killer frog appears as a normal frog about three feet long. It is a vicious hunter and enjoys the taste of flesh.

COMBAT
The killer frog attacks with its two front talons and its bite.

Improved Grab (Ex): To use this ability, the killer frog must hit with its tongue attack. A grabbed victim of Small size or smaller is pulled into its mouth on the same round for a bite attack.

The Killer Frog first appeared in the 1e MM (Gary Gygax, 1977).


FROG, Poisonous
Diminutive Animal

Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 5 ft (1 square)
AC: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-17
Attack: Bite +5 melee (1d2-5 and poison)
Full Attack: Bite +5 melee (1d2-5 and poison)
Face/Reach: 1 ft/0 ft
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 1, Dex 12, Con 11, Int 2, Wis 12, Cha 4
Skills: Hide +13, Spot +5
Feats: Weapon Finesse
Environment: Temperate or warm land, aquatic, or underground
Organization: Pack (2-5) or swarm (6-11)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Diminutive); 3 HD (Small)
Level Adjustment: --

A poisonous frog appears as a normal frog with black stripes on its hindquarters. Its skin secretes a deadly poison.

COMBAT
A poisonous frog attacks by biting its opponent. Any creature that is bitten or touches the poisonous frog is subjected to its poison.

Poison (Ex): Bite or touch; temporary and secondary damage is 1d2 Strength, Fortitude save (DC 10).

The Poisonous Frog first appeared in the 1e MM (Gary Gygax, 1977).
 
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Mortis

First Post
Hippocampus to Vulching

HIPPOCAMPUS
Large Magical Beast

Hit Dice: 4d10+15 (37 hp)
Initiative: +2
Speed: Swim 60 ft (12 squares)
AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4)
Full Attack: Tail slap +6 melee (1d6+4); or bite +6 melee (1d4+4)
Face/Reach: 10 ft/5 ft
Special Attacks: --
Special Qualities: Amphibious, darkvision 60 ft, low-light vision
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 8, Wis 12, Cha 8
Skills: Hide +0*, Listen +6, Spot +6
Feats: Alertness, Toughness
Environment: Any aquatic
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic good
Advancement Range: 5-12 HD (Large)
Level Adjustment: --

A hippocampus is also called a merhorse or sea horse. Like the merfolk, they are half–fish. The front half of a hippocampus resembles a horse, complete with a flowing mane and long, strong legs. The legs, however, end in wide fins rather than hooves. The hindquarters of the animal are that of a great fish. Their bodies are covered in fine scales in the fore parts, large scales elsewhere. Typical colors include ivory, pale green, pale blue, aqua, deep blue, and deep green.
Aquatic races often tame these animals, and they make fine steeds for they are strong, swift, and very intelligent.
Although they cannot speak, they understand Aquan, and can learn another language if properly trained.

COMBAT
Hippocampi are not aggressive creatures and will only attack if cornered or if another hippocampi or ally is threatened. In combat a hippocampus will slap at an opponent with its tail. They rarely rely on their bite attack.

Skills: *Due to their coloration, hippocampi receive a +8 bonus to Hide checks when underwater.

Training a Hippocampus
Training a hippocampus as an aquatic mount requires a successful Handle Animal check (DC21 for a young creature, or DC28 for an adult) and that the creature be willing. Hippocampi mature at the same rate as horses.
Trainers can reduce the DC by 5 and the rearing time by one-half by using a magical bridle enchanted for this purpose.
Hippocampi eggs are worth 1,500 gp apiece on the open market, while young are worth 2,500 gp each. Professional trainers (usually tritons) charge 1,000 gp to rear or train a hippocampus. Riding a trained hippocampus requires an exotic saddle. A hippocampus can fight while carrying a rider, but the rider cannot attack in the same round unless he or she succeeds at a Ride check (see Ride, page 80 in the Player’s Handbook ).

Carrying Capacity: A light load for a Hippocampus is up to 233lbs; a medium load 234-466lbs; and a heavy load, 467-700lbs. medium load 234-466lbs; and a heavy load, 467-700lbs.

The Hippocampus first appeared in the 1e MM (Gary Gygax, 1977).


Horast (Whipper Beast)
Medium-size Magical Beast

HD: 5d10+10 (37 hp)
Init: +0
Speed: 20 ft (4 squares)
AC: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3); or tail slash +8 melee (2d6+3)
Full Attack: 4 claws +8 melee (1d4+3), bite +3 melee (1d6+1); or tail slash +8 melee (2d6+3), bite +3 melee (1d6+1)
Face/Reach: 5 ft/5 ft (10 ft with tail)
Special Attacks: None
Special Qualities: Scent, darkvision 60 ft, low-light vision
Saves: Fort +6 Ref +4 Will +2
Abilities: Str 16 Dex 11 Con 14 Int 6 Wis 12 Cha 10
Skills: Hide +4*, Listen +9, Spot +9
Feats: Alertness, Power Attack
Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Any neutral or chaotic
Advancement: 6-9 HD (Medium-size); 10-15 HD (Large)
Level Adjustment: --

The horast or whipper beast makes its home in subterranean dungeons, caves, or caverns and rarely ventures forth. It prefers the dampness and darkness of its underdark realm to the light of the surface world (though it has no specific vulnerability to sunlight).
The horast ranges in length from 6-9 feet long with a 5-11 foot long tail. Silvery-gray, coarse, thick fur covers its body, save the tail which appears as a long, thin, segmented length of bone that ends in three dagger-like barbs. The horast's body is round, flat, and thick as is its head. It has six-legs upon which it moves (it raises to two legs when attacking).

COMBAT
The horast attacks by raising itself on two legs and slashing with four claws. If it chooses not to attack with its claws, it uses its barbed tail to stab and slash an opponent. Though horasts hate sunlight they will venture forth into it if pursuing their prey.

Skills: Horasts receive a +4 racial bonus on Listen and Spot checks. *Due to their coloration, they receive a +8 racial bonus to Hide checks in stony and rock-covered areas.

1979 Wizards of the Coast, Inc.
Originally found in Dragon #27 (Mary Lynn Skirvin)


KECH
Medium Magical Beast

Hit Dice: 5d10+5 (32 hp)
Initiative: +2
Speed: 40 ft (8 squares), climb 20 ft
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d4+1)
Full Attack: 2 claws +6 melee (1d4+1), bite +1 melee (1d6)
Face/Reach: 5 ft/5 ft
Special Attacks: Rend
Special Qualities: Pass without trace, darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 13, Dex 15, Con 12, Int 9, Wis 13, Cha 12
Skills: Climb +10, Hide +5*, Listen +6, Move Silently +6, Spot +6
Feats: Alertness, Stealthy
Environment: Any forest
Organization: Pack (2-5) or band (2-8 plus 50% noncombatants)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-15 HD (Medium-size)
Level Adjustment: +1

A kech is a monkey-like creature about 6 feet tall. It has a fanged filled mouth, fiery blue eyes, and tough, leathery leaf-like skin; green in color.
Kech are excellent climbers and are equally at home on the ground or in trees.
They speak their own language and Common.

COMBAT
Kech prefer indirect combat, utilizing pits, traps, snares, and so forth to weaken parties and travelers. They will not hesitate to face a lone target however. Opponents that are considerably superior will be attacked at night while resting. The kech will concentrate their attacks on one or two members of the party (those on watch usually). If successful, they will
drag their prey off into the forest.

Rend (Ex.): If a kech hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d4+1 points of damage.

Pass Without Trace (Ex.): The kech can move across any ground—ice, snow, mud, without leaving any footprints. Tracking by nonmagical means is impossible.

Skills: Kech receive a +8 racial bonus to climb checks. They also receive a +2 racial bonus to Listen and Spot checks.
*Due to their coloration and leaf-like skin, kech receive a +12 racial bonus to Hide checks when in a forested area.

The Kech first appeared in Monster Manual II (Gary Gygax, 1983).


Monkey Spider
Fine Magical Beast

Hit Dice: 1/4 d10 (1 hp)
Initiative: +6
Speed: 5 ft (1 square), climb 50 ft
AC: 28 (+8 size, +6 Dex, +4 natural), touch 24, flat-footed 22
Base Attack/Grapple: +0/-21
Attack:Bite +14 melee (1)
Full Attack:Bite +14 melee (1)
Face/Reach: 2½ ft/0 ft
Special Attacks: Eyebite
Special Qualities: Leap
Saves: Fort +2 Ref +8 Will +1
Abilities: Str 1 Dex 22 Con 10 Int 10 Wis 12 Chr 13
Skills: Balance +6, Climb +10*, Jump +10*, Listen +3, Spot +3
Feats: Weapon Finesse
Environment: Warm forest
Organization: Band (1-4), family (5-10), tribe (20-60)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral good
Advancement: ---
Level Adjustment: ---

Monkey spiders are 1-inch long simians that are often mistaken for spiders from any distance greater than two feet due to their size. They are slim and furry, have gangly limbs and a prehensile tail, and humanlike hands and faces. Monkey spiders make excellent familiars, or animal companions for rangers and druids, but they make poor pets. They are intelligent and loyal and can be taught to understand Common.
They communicate with each other through a complex series of hoots, chirps, sibilants, and gestures in a language that is said to be as sophisticated as Common.

COMBAT
Monkey spiders may be fierce combatants against bees, wasps and other insects, but they tend to avoid fighting anything larger than they are. If forced into battle with anything larger than a Diminutive sized creature, they try to bite the eyes of their aggressor and then escape. If it cannot bite the eyes, it uses its bite attack on whatever is within reach.

Eyebite (Ex): Monkey spiders attempt to bite the eyes of any attacker of Tiny or larger size. This attack causes no damage, but the monkey spider's saliva is caustic and stings fiercely. Affected characters must spend a whole round rubbing their eyes, or the saliva will continue to produce a burning sensation, leaving the character temporarily blinded.

Leap (Ex): Monkey spiders can jump up to 5 feet upward or 10 feet down. *Their powerful leg muscles give them a +10 to Climb and Jump checks.

1991 Wizards of the Coast, Inc.
Originally found in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook).


Tirichik
Huge Magical Beast (Cold)

Hit Dice: 13d10+65 (136 hp)
Initiative: +2
Speed: 30 ft (6 squares), burrow 10 ft
AC: 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17
Base Attack/Grapple: +13/+29
Attack:Bite +20 melee (3d8+12); or tentacle +20 melee (1d8+8)
Full Attack:Bite +20 melee (3d8+12); or 2 tentacles +20 melee (1d8+8)
Face/Reach: 15 ft/10 ft (20 feet with tentacles)
Special Attacks: Tentacles, elongate
Special Qualities: Immune to cold, darkvision 60 ft, low-light vision
Saves: Fort +13 Ref +10 Will +4
Abilities: Str 27 Dex 15 Con 21 Int 2 Wis 10 Chr 2
Skills: Climb +8, Hide +8, Listen +4, Move Silently +8, Spot +6
Feats: Alertness, Power Attack, Stealthy, Weapon Focus (bite, tentacle)
Environment: Any cold land and underground
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always chaotic evil
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: --

The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh.
The tirichik is a large insectoid creature about 30 feet in length. It resembles a cross between a white dragon and a huge centipede. Its body is long and tubular, with a dragonlike head at one end, and is covered with white scales.

COMBAT
A tirichik will hide inside a crevasse, snowy hills, or other convenient hiding place, and strike at its prey from ambush. When prey is scarce, the beast will go hunting, using its tentacles to probe for food.

Tentacles (Ex): A tirichik can thrust its tentacles out up to 20 feet, using them like daggers. Attacks may be made on the tentacles, with a -2 penalty to the attack roll. A single attack from a slashing weapon that causes 5 or more points of damage will sever a tentacle. It takes the tirichik about a month to grow a new tentacle. The tentacles are the beast's main method for sensing prey, being able to detect heat and movement up to 300 feet away.

Elongate (Ex): The tirichik can temporarily detach its head from its spine, by the use of special elastic tendons in its neck. This causes the head to stretch 5 feet from the spine, and allows the creature to strike like a snake, gaining a +2 bonus to its attack roll. This elongation prevents the tirichik from attacking in the next round, as it must spend the
following round withdrawing its neck and reattaching its skull. Thus, it can only use this attack once every other round.

Skills: Tirichik receive a +5 bonus to Hide checks in its native environment.

1992 Wizards of the Coast, Inc.
Originally found in FR 14 The Great Glacier (1992, Rick Swan).


VULCHLING
Medium Magical Beast

Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 10 ft (average)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6); or 2 claws +3 melee (1d4)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 10, Dex 14, Con 10, Int 7, Wis 11, Cha 10
Skills: Hide +6, Listen +5, Spot +5
Feats: Weapon Finesse
Environment: Cold and temperate forest and marsh, and underground
Organization: Solitary or flock (2-16)
Challenge Rating: ½
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2-3 HD (Medium-size)
Level Adjustment: +0

Vulchlings are an avian race that resemble vultures but have vaguely human features, giving them a very alien appearance. Though they occasionally associate with harpies and more rarely vrock demons, they prefer the solitude of their desolate lairs. There is usually a small clutch of eggs in a vulchling lair, which is often left unattended when the creatures have other things to do.

COMBAT
Vulchlings are cowardly creatures and only attack with surprise. They wait for unsuspecting prey to come along, then swoop down upon them from their high roost and attack with their talons.
 
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Mortis

First Post
Irish Deer to Phororhacos

IRISH DEER
Large Animal

Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 50 ft (10 squares)
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Gore +7 melee (2d6+7)
Full Attack: 2 gores +7 melee (2d6+7)
Face/Reach: 10 ft/10 ft (with antlers)
Special Attacks:
Special Qualities: Scent, low-light vision
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Skills: Hide +5*, Listen +4, Move Silently +9, Spot +3
Feats: Alertness, Stealthy
Environment: Temperate forest
Organization: Solitary or herd (1-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-10 HD (Huge)
Level Adjustment: --

The irish deer is a creature as big as a moose, and is from the Pleistocene era. This shy, peaceful beast dwells in temperate forests. In form, the irish deer resembles something like a cross between a moose and a deer, a large yet majestic herbivore. Its impressive antlers spread to a width of ten feet, and its hide is somewhat shaggy.

COMBAT
Irish deer are not aggressive creatures, but can be particularly dangerous during mating season. They are likely to attack anyone that disturbs them at this time, to drive off challengers. This beast attacks with its antlers, and can attack two targets if both are in range.

Skills: Irish deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.

The Irish Deer first appeared in the 1E Monster Manual (Gary Gygax , 1977).


Kupuk
Medium Animal (Cold)

Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 20 ft (4 squares), swim 40 ft
AC: 16 (+2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+6
Attack:Claw +6 melee (1d4+3); or tail +6 melee (1d12+4)
Full Attack:2 claws +6 melee (1d4+3) and bite +1 melee (1d8+3); or tail +6 melee (1d12+4)
Face/Reach: 5 ft/5 ft
Special Attacks: Frenzy
Special Qualities: Immune to cold, low-light vision
Saves: Fort +6 Ref +6 Will +2
Abilities: Str 16 Dex 15 Con 15 Int 2 Wis 12 Chr 6
Skills: Hide +5, Listen +5, Spot +5, Swim +8
Feats: Alertness, Skill Focus (swim)
Environment: Any cold land
Organization: Solitary or pack (4-16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)
Level Adjustment: --

Kupuk are carnivorous creatures used pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated.
Kupuks have thick bodies covered in a hairless, leathery hide similar to a walrus, which is a dull yellow or light gray color. They have short but strong tails that end with a retractable spike at the tip.

COMBAT
While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl.

Frenzy (Ex): When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw.

1992 Wizards of the Coast, Inc.
Originally found in FR 14 The Great Glacier (1992, Rick Swan).


MARMOSET, Giant
Medium–Size Animal

Hit Dice: 3d8+3 (13 hp)
Initiative: +2
Speed: 40 ft (8 squares), climb 30 ft
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Claw +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4)
Face/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 11, Dex 15, Con 13, Int 2, Wis 11, Cha 11
Skills: Climb +11, Hide +5, Listen +3, Move Silently +5, Spot +3
Feats: Weapon Finesse
Environment: Warm forest
Organization: Pack (2–8)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 4–9 HD (Medium–size)
Level Adjustment: ---

These ferocious monkeys roam the jungles freely and unopposed, for they are fierce and cunning fighters.
They travel in large family groups; the males outnumber the females and every female will have at least one young with her. If a young marmoset monkey can be caught and trained, it will make an excellent guard. Some marmosets grow large enough for a halfling to comfortably ride, and some halflings living in jungles have been seen riding them into battle.

COMBAT
Though their natural weapons cause a great deal of damage, they often prefer to throw large stones from the side of a cliff down onto their prey. If fighting on the ground, they will also use their furry tail spike in battle, but if in the trees, they will hang from their tails and use their bite and claws instead.

The Giant Marmoset first appeared in module B3 (Jean Wells, 1981).


MOOSE
Large Animal

Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft (6 squares)
AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Butt +6 melee (1d8+6); or hoof +6 melee (1d6+4)
Full Attack: Butt +6 melee (1d8+6); or 2 hooves +6 melee (1d6+4)
Face/Reach: 10 ft/5 ft
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6
Skills: Hide +1*, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Endurance
Environment: Cold and temperate forest, plains, and hills
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-7 HD (Large)
Level Adjustment: ---

Moose are the largest members of the deer family. Generally inoffensive if left alone, they can become aggressive if approached. They have thick hides and powerful hooves and antlers with which they defend themselves.

COMBAT
Skills: Moose receive a +2 racial bonus to Hide and Move Silently checks. *In forest area, the Hide bonus increases to +4.


Narwhale
Huge Animal (Aquatic)

Hit Dice: 4d10+24 (46 hp)
Initiative: +2
Speed: Swim 50 ft (10 squares)
AC: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+21
Attack:Horn +11 melee (2d12+15)
Full Attack:Horn +11 melee (2d12+15)
Face/Reach: 15 ft/10 ft
Special Attacks:
Special Qualities: Blindsight 120 ft, hold breath, low-light vision
Saves: Fort +10 Ref +6 Will +3
Abilities: Str 31 Dex 14 Con 23 Int 2 Wis 14 Chr 6
Skills: Listen +7, Spot +8, Swim +18
Feats: Alertness, Endurance
Environment: Cold aquatic
Organization: Solitary or pod (1-6)
Challenge Rating: 04
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Level Adjustment: --

The narwhale is also called the "unicorn of the ocean," for the long spiral horn that protrudes centrally from the skull of males. This whale lives in frigid arctic waters, and grows to a considerable size of 20-40 feet. The horn, which is used for digging through the sea floor for shellfish more than combat, is 6-12 feet in length.
These peaceful creatures are sometimes seen as pets or guards in communities of dolphins and aquatic elves.

COMBAT
Narwhales are not aggressive creatures, but will defend themselves in times of emergency. Females attack by ramming targets (2d4 damage), then fleeing.

Hold Breath (Ex): A narwhale can hold it's breath for a number of rounds equal to 8 x it's Constitution score before it risks drowning. (Usually 184 rounds.)

Skills: A narwhale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take a 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983), Monstrous Compendium Two (1989) under "whale", Monstrous Manual (1993).


OLIPHANT
Huge Animal

Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 40 ft (8 squares)
AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+23
Attack: Slam +13 melee (2d6+9); or stamp +8 melee (2d6+5); or gore +13 melee (2d8+13)
Full Attack: Slam +13 melee (2d6+9), 2 stamps +8 melee (2d6+5); or gore +13 melee (2d8+13)
Face/Reach: 15 ft/10 ft
Special Attacks: Trample 2d8+13
Special Qualities: Low-light vision, Scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 28, Dex 11, Con 21, Int 2, Wis 15, Cha 11
Skills: Listen +9, Spot +8
Feats: Alertness, Power Attack, Improved Bull Rush
Environment: Any cold or temperate plain
Organization: Solitary (male), family unit (1–8, 25% chance to be accompanied by a calf if 3 or more are encountered, 75% by a half– grown animal)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9–24 HD (Huge)
Level Adjustment: ---

The oliphant is probably a modern–day relative to the mastodon. Its hairy hide enables it to survive in cooler temperate or sub–arctic climates. The solitary oliphant avoids inhabited areas, although it can be captured and trained if young enough.
The intelligence of an oliphant is such that when properly trained they become engines of destruction, especially large males. When fed and cared for, these creatures can grow to 10 feet or greater size and great bulk, far larger than their wild fellows. Trained oliphants are used in war and other military duties, armored with feather or scale and plate reinforcements, spikes projecting from head and forelegs, and bearing castle–like houdas that house archers and pikemen. (Elephants are likewise armed in warm climes, but these less intelligent creatures lack the ferocity of trained oliphants.)
Oliphants do not fear fire unless it directly threatens them. They are aggressive and tend to try to eliminate threats rather than flee from them. Oliphant tusks range in value from 100 to 400 gp each; the ivory is worth about four gold pieces per pound.

COMBAT
An oliphant attacks with its down–curving tusks and heavy forelegs; its trunk is too short to be used as an effective weapon.

Trample (Ex): An oliphant can trample Medium–size or smaller creatures for 2d8+13 point of damage. Opponents who do not make attacks of opportunity against the oliphant can attempt a Reflex save (DC 23) to halve the damage.

The Oliphant first appeared in the 1e MM II (Gary Gygax, 1983).


Pernicon
Fine Animal

Hit Dice: ½d8 ((4 hp))
Initiative: +3
Speed: 30 ft (6 squares), fly 10 ft. (poor)
AC: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +0/-21
Attack:Touch +11 melee (1d3-5)
Full Attack:Touch +11 melee (1d3-5)
Face/Reach: ½ ft/0 ft
Special Attacks: Attach, constitution drain, death grip
Special Qualities: Detect water, low-light vision
Saves: Fort +0 Ref +5 Will +2
Abilities: Str 1 Dex 16 Con 11 Int 2 Wis 11 Chr 2
Skills: Listen +4, Spot +4
Feats: Alertness, Weapon Finesse (B)
Environment: Warm desert
Organization: Hive (4-40) or swarm (30-300)
Challenge Rating: 1/5
Treasure: One-quarter standard
Alignment: Usually neutral
Advancement: —
Level Adjustment: --

Adventurers wandering the vast reaches of desert lands might happen upon a brightly colored insect resembling a large grasshopper. These rainbow-swathed locusts are actually pernicons, insects that are well known in desert lands not only for their powerful abdominal pincher but also for their uncanny ability to detect moisture.
If a pernicon is within 120 feet of at least one gallon of water, the segmented antennae on its head vibrate rapidly. The droning hum of a swarm of pernicons is somewhat unnerving to anyone unaccustomed to hearing it, but those who know the desert know that where that sound is heard water is not too far away. Any characters traveling in the desert that hears
the hum of a pernicon swarm may make a Wilderness Lore check (DC 15) or Knowledge (nature) check (DC 20) to locate the water supply.
Perhaps one of the most unusual aspects of the pernicons is that they are not unintelligent vermin. Pernicons possess a rudimentary intelligence that goes beyond other animals.

Combat
When a pernicon attacks it buries its large, strong abdominal pinchers into the flesh of its victim. The pernicon receives Weapon Finesse as a bonus feat.

Attach (Ex): If a pernicon hits with a touch attack, it uses its abdominal pincher to latch onto the opponent’s body. An attached pernicon has an AC of 18.

Constitution Drain (Ex): A pernicon drains bodily fluids, dealing 1 point of temporary Constitution damage each round it remains attached. Once it has drained 2 points of Constitution damage, it detaches and flies away to digest the meal.

Death Grip (Ex): If a pernicon is killed while attached to the victim’s body, its pinchers remain buried deep in the flesh. Forcefully removing the pinchers of a pernicon deals 1d4 points of damage to the victim. A Heal check (DC 15) or cure minor wounds spell can remove them without further injury.

Detect Water (Ex): A pernicon can automatically detect the presence of at least a gallon of water at a range of 120 feet.

1981 Wizards of the Coast, Inc. Originally found in 1e Fiend Folio


PHORORHACOS
Large Animal

Hit Dice: 7d8+28 (59 hp)
Initiative: +3
Speed: 40 ft (8 squares)
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+14
Attack: Claw +10 melee (1d4+5)
Full Attack: 2 claws +10 melee (1d4+5), bite +4 melee (2d6+2)
Face/Reach: 10 ft by 5 ft/15 ft
Special Attacks: Improved grab, shake
Special Qualities: Low-light vision
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Jump +11, Listen +8, Spot +8
Feats: Alertness, Run, Weapon Focus (claw)
Environment: Temperate and warm plains
Organization: Solitary or flock (2-12)
Challenge Rating: 5
Treasure: None (eggs are worth 70-100 gp each)
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: --

The phororhacos is a large, flightless bird of the Pleistocene-era with a huge head and a powerful beak. It is six feet tall at the shoulder, and ten feet overall. Adult males have a red crest and a tuft of orange feathers on the back of its head. This bird is covered in dark gray and brown feathers, and its legs are light gray with black claws. The phororhacos emits a fierce, deep, braying battle cry when fighting or challenging another of its kind for territory.

COMBAT
The phororhacos is a fearless killer and attack even if outnumbered. It initiates combat by jumping on a victim, its two claw attacks inflicting double damage as it jumps. After the first round, it attacks with claw kicks and its beak.

Improved Grab (Ex): To use this ability, the phororhacos must hit a Small size or smaller opponent with its bite attack. If it gets a hold, it can shake its victim.

Shake (Ex): The phororhacos can pick up an opponent in its mouth and shake it around. The beast then throws the victim to the ground, dealing 1d6 points of falling damage. Such victims must succeed at a Fortitude save (DC 10 + damage taken) or become stunned for one round.

Skills: Phororhacos receive a +6 racial bonus to Jump checks.

The Phororhacos first appeared in the FR MC3 (1989).
 
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Mortis

First Post
Quipper to Giant Space Hamster

QUIPPER
Fine Animal

Hit Dice: 1/2d8 (1 hp)
Initiative: +2
Speed: 30 ft (6 squares)
AC: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +0/-18
Attack: Bite +10 melee (1d2-2)
Full Attack: Bite +10 melee (1d2-2)
Face/Reach: ½ ft/0 ft
Special Attacks: Frenzy
Special Qualities: Keen scent, low-light vision
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6
Feats: Weapon Finesse
Environment: Temperate and cold aquatic
Organization: Shoal (5-50) or school (50-100)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: --

The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and stream.

COMBAT
Quippers attack by swarming an opponent and biting with their razorsharp teeth. Once blood is drawn, the entire pack goes into a frenzy attacking twice each round.

Frenzy (Ex): If a quipper detects blood in the water, it and all quippers within a 90-foot radius will go into a frenzy as if affected by a haste spell. The frenzied quippers receive an extra partial action per round for 10 rounds, but do not gain the +4 bonus to AC.

Keen Scent (Ex): A quipper can notice creatures by scent in a 90- foot radius and detect blood in the water at ranges of up to 500 feet.

Skills: Quippers receive a +3 racial bonus to listen and spot checks.

The Quipper first appeared in the 1e FF (1981).


ROCK REPTILE
Medium Animal

Hit Dice: 5d8+20 (40 hp)
Initiative: +2
Speed: 20 ft (4 squares)
AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Bite +8 melee (1d4+6)
Full Attack: Bite +8 melee (1d4+6)
Face/Reach: 5 ft/5 ft
Special Attacks: Ambush
Special Qualities: Low-light vision
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 10, Cha 6
Skills: Hide +8, Listen +5, Move Silently +6, Spot +5
Feats: Alertness, Weapon Focus (bite)
Environment: Any mountains, hills, plains, desert, and underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: 25% coins; 25% goods; no items
Alignment: Always neutral
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)
Level Adjustment: --

The rock reptile is a weird lizard with a lumpy, warty hide that resembles rock. This allows the creature to blend seamlessly with its surroundings and attack by surprise. The lizard usually only comes out at night when its hiding works the best, but it might be encountered in daylight if it is sufficiently hungry.

COMBAT
Rock reptiles hide until prey approaches, then spring out with its initial rush and attack.

Ambush (Ex): A rock reptile darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll.

Skills: Rock reptiles receive a +4 racial bonus to Hide and Move Silently checks. *In rocky or mountainous areas, the Hide bonus improves to +8.


SHEEP
Medium-Size Animal

Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft (6 squares)
AC: 13 (+1 Dex, +2 natural)
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d4)
Full Attack: Bite +1 melee (1d4)
Face/Reach: 5 ft/5 ft
Special Attack:
Special Qualities: Low-light vision
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Skills: Listen +4, Spot +5
Feats: Alertness
Environment: Any land
Organization: Herd (10-100)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size)
Level Adjustment: --

The statistics here describe the common sheep.

COMBAT
Sheep generally flee from danger and avoid combat if possible. If cornered, they will attack by biting.

The Sheep first appeared in the MC 1 (TSR, 1989).


SMILODON
Large Animal

Hit Dice: 7d8+35 (65 hp)
Initiative: +3
Speed: 30 ft (6 squares)
AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8), bite +7 melee (2d8+4)
Face/Reach: 10 ft/5 ft
Special Attacks: Pounce, improved grab, rake 2d4+4
Special Qualities: Scent, low-light vision
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6
Skills: Balance +9, Hide +8, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Stealthy
Environment: Any warm land
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: --

The smilodon, also known as the sabre-tooth tiger, is a large catlike predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. They are otherwise very similar to modern tigers in most respects, but they are slightly larger and tougher.

COMBAT
These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.

Pounce (Ex): If a smilodon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the smilodon must hit with a claw or bite attack. If it gets a hold, it can rake.

Rake (Ex): A smilodon that gets a hold can make two rake attacks (+12 melee) with its hind legs for 2d4+4 damage each. If the smilodon pounces an opponent, it can also rake.

Skills: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks.

The smilodon first appeared in the 1E Monster Manual (1977, Gary Gygax).


SNAKE, Marble
Large Animal

Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft (4 squares)
AC: 12 (–1 size, +1 Dex, +2 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d6+6)
Full Attack: Bite +5 melee (1d6+6)
Face/Reach: 5 ft (coiled)/10 ft
Special Attacks: Whistle
Special Qualities: Low-light vision
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 10, Cha 11
Skills: Hide +5, Listen +3, Move Silently +5, Spot +3
Feats: Alertness, Stealthy
Environment: Any land
Organization: Pack (1–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7–9 HD (Huge)
Level Adjustment: --

This giant milk–white snake has gold facial hair around his head much like a lion’s mane. Two very long fangs are set in a large mouth. Its eyes are multi-faceted, and in bright light, colors seem to swirl in tiny pools of each facet. Its skin is transparent in some places, allowing thin blood veins to show through, thus the name marble snake.
This reptile prefers high, sunny altitudes, and will search for weeks for a place to make its nest. Often it will elect to live in a ruined fortress or similar structures, burrowing through loose stones and dirt to make a tunnel. When not in its nest, or having laid it eggs (marble snakes lay 1–10 eggs) it will seek higher ground or ledges so that it can observe without being observed.
If two or more snakes are found together, they are probably a family unit. This family unit is often only temporary, as the female snake will search for a place to lay her eggs in solitude. The female will often leave the eggs after they hatch, though when some females find a suitable place to make their lair and they may decide to stay, but this is rare.

COMBAT
Marble snakes are lazy creatures, preferring to have their dinner come to them instead of hunting for themselves. They have a special whistling sound that can charm an intended victim.

Whistle (Ex): Any creature within 50 feet of a marble snake must make a Will save (DC 12) or become entranced for 1d4 rounds (treat as charm person). The whistling sounds will draw the victim to a snake, which will kill it after toying with it for a while. Once it has actually struck its intended victim, the victim is no longer under the snake’s influence and may then attack the snake.

The Marble Snake first appeared in module B3 (Jean Wells, 1981).


SPACE HAMSTER, Giant
Large Animal

Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (Dex)
Speed: 20 ft (4 squares), burrow 10 ft
AC: 12 (-1 size, +1 Dex, +2 natural)
Attacks: Bite +6 melee
Damage: Bite 1d8+6
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, cheek pouch
Special Qualities: Immune to disease, low-light vision
Saves: Fort +7, Ref +2, Will +1
Abilities: Str 19, Dex 13, Con 16, Int 1, Wis 10, Cha 10
Skills: Climb +15, Listen +4, Spot +4
Feats: Alertness, Endurance
Environment: Temperate hills and plains
Organization: Small pack (1d4 adults, encounters of 2 or less will both be female, encounters of 3 will be two females one male, while encounters of 4 will be two males and two females, 20% per adult female that 1d4 young are present, and 20% per adult female that 1d4 juveniles are present)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: ---

Giant space hamsters are found in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled though they appear to be fat. A giant space hamster can hold 200 pounds of food in its cheeks.
Like their tiny ancestors, giant space hamsters enjoy all sorts of green vegetables, fruits, nuts, grains, and water. They sometimes eat raw or cooked meat; wild giant space hamsters especially enjoy giant insects. One giant hamster can easily put away 30 pounds of food and 10 gallons of water per day. These creatures are very clean; their gnome handlers often dump wood shavings in their lairs.

COMBAT
Giant space hamsters normally only have one type of attack–a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly. However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Domesticated females protecting their litter may also attack.

Improved Grab (Ex): To use this ability, a giant space hamster must hit with its bite attack. If successful, it may stuff a foe in its cheek pouch.

Cheek Pouch (Ex): By making a successful grapple check against an opponent of Small or smaller size, the giant space hamster can stuff a foe in its cheek pouch. A trapped foe can escape by making a successful Strength check (DC 16) or by dealing 5 points of damage to the hamster’s cheek. A trapped foe can only attack with a Tiny slashing or piercing weapon, and then only if it was in hand when the foe was stuffed in the cheek pouch.

Immune to Disease (Ex): Giant space hamsters are immune to all magical and nonmagical diseases.

Skills: Giant space hamsters receive a +8 racial bonus to climb checks.

GIANT SPACE HAMSTER RANCHES AND GNOMES
Giant space hamsters are usually kept on huge hamster ranches run by gnome colonists on various worlds. These giant hamsters travel in small packs, browsing on the local landscape and living in special hamster hutches constructed by their gnomish keepers. The hamster hutches often include artificial burrows and gnomes have constructed enormous and colorful pipe systems (some of them transparent) through which these creatures may crawl aboveground.
Wild packs of these creatures exist on worlds long settled by gnomes, though they make easy prey for many carnivores and are thus quite rare in the wilderness. Wild giant space hamsters are the same size as domestic ones, but they dig their own burrows (6 feet wide and 120 to 180 feet long) in hillsides.
Gnomes are unable to figure out how to reduce their breeding rates, aside from separating the sexes (this conclusion was suggested after a 22 year long research program that included five gnome fatalities).
Giant space hamsters can easily have several litters in one year, and grow to breeding adulthood in about two years. These creatures live 18 years at most, and remain fertile all their adult lives.
These creatures did not evolve naturally, as one might guess. They were created by a gnome research committee attempting to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish spelljammer craft. These devices produce internal power from torque. The giant space hamsters produced by the committee ran for hours inside their big wheels, and were eventually spread through space.

The Giant Space Hamster first appeared in the Spelljammer Monstrous Compendium Supplement.
 
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Mortis

First Post
Spotted Lion - Verme

SPOTTED LION
Large Animal

Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 30 ft (6 squares)
AC: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+15
Attack: Claw +10 melee (1d4+6)
Full Attack: 2 claws +10 melee (1d4+6), bite +5 melee (1d12+3)
Face/Reach: 10 ft/5 ft
Special Attacks: Pounce, improved grab, rake 2d4+3
Special Qualities: Scent, low-light vision
Saves: Fort +9, Ref +9, Will +3
Abilities: Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 6
Skills: Balance +9, Hide +8*, Jump +7, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Run, Stealthy
Environment: Warm plains and desert
Organization: Solitary or pride (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: --

Spotted lions, also known as cave lions, are larger, fiercer lions, roaming the plains of the Pleistocene era. Spotted lions look like their later cousins, but their pelts are dappled with dark mottling.

COMBAT
Spotted lions hunt in much the same way as their normal lions.

Pounce (Ex): If a spotted lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the spotted lion must hit with a claw or bite attack. If it gets a hold, it can rake.

Rake (Ex): A spotted lion that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lion pounces on an opponent, it can also rake.

Skills: Spotted lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy growth, the Hide bonus improves to +12.

The Spotted Lion first appeared in the 1E Monster Manual (1977, Gary Gygax).


SQUEALER
Large Animal

Hit Dice: 12d8+27 (81 hp)
Initiative: +2
Speed: 40 ft (8 squares), climb 30 ft
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +9/+19
Attack: Bite +15 melee (1d8+6)
Full Attack: Bite +15 melee (1d8+6), 2 claws +10 melee (1d6+3)
Face/Reach: 10 ft/5 ft
Special Attacks: Improved grab, tear, rake
Special Qualities: Sound imitation, low-light vision
Saves: Fort +10, Ref +10, Will +5
Abilities: Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 10
Skills: Hide +0*, Listen +8, Spot +8
Feats: Alertness, Power Attack, Toughness, Weapon Focus (Bite, Claw)
Environment: Temperate and warm forest
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-17 HD (Large); 18-36 HD (Huge)
Level Adjustment: --

The squealer is a large, bulky, fierce creature found in the forests. It is about the size of a large gorilla and is fearless, even attacking prey that is larger than it. A squealer’s fur is long and yellowish-green in alternating splotches. It has hunched shoulders and a forward-thrusting pig-like head. Razor-sharp teeth line its mouth. Its forelimbs, each about
4 feet long sprout from its body; three from the hunched back and the other two from high on the hindquarters. A fifth limb, about 4 feet long, grows from the middle of its back. This limb can be turned forward or rearward. All five of its limbs are prehensile and end in sharpened talons.

COMBAT
The squealer attacks using its bite and claws. One of its favorite tactics is to hide in a tree, grasping a limb with three of its claws. When prey passes beneath it, it swings head down to bite and claw. If it can grapple its prey, it drops on its prey, raking with its hind legs.

Improved Grab (Ex): To use this ability, the squealer must hit a Medium-size or smaller creature with two claw attacks. If it gets a hold, it tears the flesh.

Tear (Ex): A squealer automatically hits a held opponent with all its melee attacks each round it maintains the hold.

Rake (Ex): A squealer that attacks from the trees and leaps on an opponent can make two additional claw attacks for 1d6+3 points of damage each.

Sound Imitation (Ex): The squealer can mimic any animal or beast sound it has heard. It does this whenever it likes. Listeners can detect the ruse with a successful Will save (DC 16).

Skills: The squealer receives a +12 racial bonus to Hide checks when in forested areas.

The squealer first appeared in the 1e MM II (Gary Gygax, 1983).


Squirrel, Carnivorous Flying
Diminutive Animal

HD: 1/2d8 (2 hp)
Init: +2
Speed: 20 ft (4 squares), fly 40 ft (clumsy)
AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +2 melee (1d2-4)
Full Attack: Bite +2 melee (1d2-4)
Face/Reach: 1 ft/0 ft
Special Attacks:
Special Qualities: Low-light vision, Scent
Saves: Fort +0 Ref +4 Will +2
Abilities: Str 3 Dex 15 Con 10 Int 2 Wis 14 Cha 6
Skills: Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2
Feats: Weapon Finesse
Environment: Cold and temperate forest
Organization: Swarm (3-18)
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures.

COMBAT
Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they fall. For every 5 feet they glide, they gain a +1 to their attack roll.

Dragon Magazine #66 (1982), Monster Manual II (1983).


Swan
Medium-size Animal

HD: 1d8+2 (6 hp)
Init: +3
Speed: 10 ft (2 squares), fly 50 ft (poor)
AC: 16 (+3 Dex, +3 natural)
Base Attack/Grapple: +0/+0
Attack: Wing +3 melee (1); or bill +2 melee (1d2)
Full Attack: 2 wings +3 melee (1), bill +2 melee (1d2)
Face/Reach: 5 ft/5 ft
Special Attacks: Blind
Special Qualities: Low-light vision
Saves: Fort +2 Ref +5 Will +0
Abilities: Str 10 Dex 16 Con 14 Int 2 Wis 11 Cha 10
Skills: Listen +6, Spot +6, Swim +6
Feats: Weapon Finesse
Environment: Temperate marsh and aquatic
Organization: Solitary or flock (2-16)
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium-Size)
Level Adjustment: --

Swans are beautiful aquatic birds that inhabit rivers, ponds, lakes, and marshes. These avains are peaceful creatures, and spend most of their time floating on the water in family groups. If a lone swan is encountered, it is always male, but otherwise a group of swans is formed of mated pairs and their young. Very rarely, a swanmay will be found swimming with a flock of swans, in her swan form.

COMBAT
Swans are not agressive and will usually fly or swim away when threatened. If their acute senses detect intruders, all swans join in a loud warning chorus and flee. They will, however, defend a nest of eggs or their young. In combat, the adult swans attack forcefully with a flying leap, trying to blind and disorient the intruder.

Blind (Ex): If a swan hits an opponent with any of its wing or bill attacks, the opponent will be blinded and confused for that round and the following one, if he fails a Reflex save (DC 12).

Skills: Swans recieve a +6 racial bonus to Listen and Spot checks.

Monstrous Manual II (Gary Gygax, 1983)


TURTLE, Giant Snapping
Gargantuan Animal

Hit Dice: 10d8+70 (115 hp)
Initiative: -2
Speed: 10 ft (2 squares), swim 20 ft
AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20
Base Attack/Grapple: +7/+30
Attack: Bite +15 melee (2d8+11)
Full Attack: Bite +15 melee (2d8+11)
Face/Reach: 40 ft/15 ft
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +14, Ref +7, Will +2
Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance,Iron Will, Weapon Focus (Bite)
Environment: Any aquatic
Organization: Solitary or band (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 11-19 HD (Gargantuan); 20-30 HD (Colossal)
Level Adjustment: --

Giant snapping turtles appear as 40-foot diameter turtles. They are aggressive and have a voracious appetite. Most are found in large lakes and rivers.

COMBAT
Giant snapping turtles lurk near the shore or on the bottom of a body of water where they remain motionless. When prey passes nearby it shoots its neck out and bites.

Improved Grab (Ex): To use this ability, the giant snapping turtle must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent.

Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage per round from the giant snapping turtle’s digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The giant snapping turtle’s interior can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller opponents.

The Giant Snapping Turtle first appeared in the 1e MM (Gary Gygax, 1977).


Verme
Gargantuan Animal (Aquatic)

Hit Dice: 18d8+150 (231 hp)
Initiative: -1
Speed: Swim 50 ft (10 squares)
AC: 15 (-4 size, -1 Dex, +10 natural), touch 5, flat-footed 15
Base Attack/Grapple: +13/+39
Attack:Bite +24 melee (3d8+21)
Full Attack:Bite +24 melee (3d8+21)
Face/Reach: 20 ft/15 ft
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Resist edge weapons, fire resistance 20, armored head, low-light vision
Saves: Fort +19 Ref +10 Will +6
Abilities: Str 39 Dex 9 Con 27 Int 2 Wis 10 Chr 6
Skills: Listen +12, Spot +12, Swim +15
Feats: Alertness, Awesome Blow, Improved Bull Rush, Power Attack, Toughness (2), Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 19
Treasure: Standard
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 (Colossal)
Level Adjustment: --

The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even
humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims.
A verme resembles a catfish of unbelievable size, between 50 to 80 feet in length, with very large scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in
shallow waters.

COMBAT
A hungry verme is a ravenous predator that will not be denied. It swallows any prey it hits, and is able to capsize even large craft. It will attempt to swallow creatures attacking its head before it attacks those on its sides. The fire resistance of the fish applies only to its outer body; fire affects the beast normally inside of the mouth or internally.

Improved Grab (Ex): To use this ability, a Verme must hit with it's bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Swallow Whole (Ex): A Verme can try to swallow a grabbed opponent of Large or smaller size than itself by making a successful grapple check. Once inside, the opponent takes 3d8+4 points of crushing damage plus 2d8+4 points of acid damage per round from the verme's digestive juices. A swallowed creature can attempt to cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. A gargantuan verme's interior can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminutive or smaller opponents.

Resist Edged Weapons (Ex): A verme's thick, slimy scales make slashing and piercing weapons nearly useless against it. Attacks from such weapons inflict only 1 point of damage, plus magic and strength bonuses.

Armored Head (Ex): The verme's bony head provides it with a +2 bonus to its natural armor class against anyone attacking its head. Any creatures subject to the verme's bite attack are considered to be facing its head in that round.

1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983), Monstrous Compendium Annual Two (1995) under "fish".
 
Last edited:


Mortis

First Post
Corrections

Some changes to grapple scores, as I had been using Dex as a base for some (especially creatures with Weapon Finesse) have changed all back to using Str. Hopefully without errors or oversights.

Regards,
Mortis
 
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