lordxaviar
Explorer
combined from original sources, 3.5, 2.0, 2.5, 1.0 and Dragon mag and in the case of real animals, natural wildlife sources.
Carrion crawler 4 CR: 4; Sz: Large Aberration; H: 9’ Long; W: 500; Age: ; HD: 3d8+6; Hp: 19; Init: +2; Spd: Spd 30’, Climb 15’; AC: 17; (-1 Size, +2 Dex, +6 Natural), T: 11, FF: 15; BaB: +2; Grap: +8; Atk: +3 melee (paralysis- 8 tentacles); Full Atk: +3 melee (paralysis- 8 tentacles), –2 melee (1d4+1 bite); Spc/Rch: 10’/5’; SA: Paralysis; SQ: Dark-vision 60’, Scent; Lang: ; AL: N; Sv: F: +3, R: +3, W: +5; Abil: S: 14/+2, D: 15/+2, C: 14/+2, I: 1/-5, W: 15/+1, Ch: 6/-2 ; Weapro: ; Skills: Climb +10, Listen +6, Spot +6.; Feats: AlertnessB , Combat Reflexes, Track; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: The crawler looks like a cross between a giant green cutworm and a cephalopod. The monster’s head is covered with a tough hide and lsprouts eight slender, writhing tentacles. The monster is accompanied by a rank, fetid odor which often gives warning of its approach; History: ; Envir: Underground; Org: Solitary, pair, or cluster (3-5); Lv Adv: 4-6 HD (Large), 7-9 HD (Huge); Exp: ; Increased/Decrease Ability Scores: ;
Carrion crawlers are aggressive subterranean scavengers greatly feared for their paralyzing attacks. They scour their underground territory for dead and decaying flesh, but won’t hesitate to attack and kill living creatures. The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.
Each of a carrion crawler’s tentacles is about 2’ long and secretes a sticky, paralyzing substance. Like so many hybrid monsters the carrion crawler may well be the result of arcane experimentation by a mad, evil wizard.
Combat: Carrion crawlers use their senses of sight and smell to detect, carcasses and potential prey. When attacking, a crawler lashes out with its tentacles and tries to paralyze its victim. The tentacles deal no other Dam. The creature will always attack with all of its tentacles. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible. The unintelligent creature continues to attack as long as it faces any moving opponents.
Habitat/society: Carrion crawlers are much feared denizens of the underground world. They live in lairs, venturing out in search of carrion or food every few days. Some underground inhabitants such as goblins and trolls will make use of carrion crawlers by leaving the bodies of dead foes out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to “patrol” certain areas. Some orcs have been known to chain live prisoners near the lairs of these fearsome monsters. Carrion crawlers will sometimes live with a mate or in a small group numbering no more then 6. This does not mean that they cooperate in hunting, but merely share the same space and compete fiercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often fight over the food sometimes killing one another in the process. The carrion crawler mates once a year. Several days after mating, the female will go off in search of a large kill. When she has found or killed an adequate food supply. She lays about 100 eggs among the carrions. The grubs hatch one week later and begin feeding.
Maternal care ceases once the eggs have been laid and it is not uncommon for eggs to later be eaten by the female who laid them. Females die a few weeks after laying their eggs, exhausted by the effort. Males live only a short time longer, having mated with as many females as possible. Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach maturity, but those who do have eaten voraciously and will achieve their full size in a single year. When they reach maturity, the mating cycle begins again.
These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driven by two urges: food and reproduction. It has absolutely no interest in the collection of treature.
Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed at a Fort save (DC13) or be paralyzed for 2d4 Rnds.
Scent (Ex): Sense creatures by smell within 30’ (60’ downwind, 15’ upwind; double ranges if strong smell, triple if overpowering). Track by successful Wis check (max DC10).
Skills: Carrion crawlers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
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Carrion crawler 4 CR: 4; Sz: Large Aberration; H: 9’ Long; W: 500; Age: ; HD: 3d8+6; Hp: 19; Init: +2; Spd: Spd 30’, Climb 15’; AC: 17; (-1 Size, +2 Dex, +6 Natural), T: 11, FF: 15; BaB: +2; Grap: +8; Atk: +3 melee (paralysis- 8 tentacles); Full Atk: +3 melee (paralysis- 8 tentacles), –2 melee (1d4+1 bite); Spc/Rch: 10’/5’; SA: Paralysis; SQ: Dark-vision 60’, Scent; Lang: ; AL: N; Sv: F: +3, R: +3, W: +5; Abil: S: 14/+2, D: 15/+2, C: 14/+2, I: 1/-5, W: 15/+1, Ch: 6/-2 ; Weapro: ; Skills: Climb +10, Listen +6, Spot +6.; Feats: AlertnessB , Combat Reflexes, Track; Equip: ; Loot: ; Possess: ; Holdings: ; Treas: ; Tactics: ; RPGL: ; Descrip: The crawler looks like a cross between a giant green cutworm and a cephalopod. The monster’s head is covered with a tough hide and lsprouts eight slender, writhing tentacles. The monster is accompanied by a rank, fetid odor which often gives warning of its approach; History: ; Envir: Underground; Org: Solitary, pair, or cluster (3-5); Lv Adv: 4-6 HD (Large), 7-9 HD (Huge); Exp: ; Increased/Decrease Ability Scores: ;
Carrion crawlers are aggressive subterranean scavengers greatly feared for their paralyzing attacks. They scour their underground territory for dead and decaying flesh, but won’t hesitate to attack and kill living creatures. The carrion crawler can move along walls, ceilings and passages very quickly, using its many clawed feet for traction.
Each of a carrion crawler’s tentacles is about 2’ long and secretes a sticky, paralyzing substance. Like so many hybrid monsters the carrion crawler may well be the result of arcane experimentation by a mad, evil wizard.
Combat: Carrion crawlers use their senses of sight and smell to detect, carcasses and potential prey. When attacking, a crawler lashes out with its tentacles and tries to paralyze its victim. The tentacles deal no other Dam. The creature will always attack with all of its tentacles. The creature then kills the paralyzed victim with its bite and devours the flesh. Multiple crawlers do not fight in concert, but each paralyzes as many opponents as possible. The unintelligent creature continues to attack as long as it faces any moving opponents.
Habitat/society: Carrion crawlers are much feared denizens of the underground world. They live in lairs, venturing out in search of carrion or food every few days. Some underground inhabitants such as goblins and trolls will make use of carrion crawlers by leaving the bodies of dead foes out in designated areas. This keeps the creatures at a good distance from their own homes and encourages them to “patrol” certain areas. Some orcs have been known to chain live prisoners near the lairs of these fearsome monsters. Carrion crawlers will sometimes live with a mate or in a small group numbering no more then 6. This does not mean that they cooperate in hunting, but merely share the same space and compete fiercely for the same food. If 2 crawlers have made a kill or discovered carrion, they will often fight over the food sometimes killing one another in the process. The carrion crawler mates once a year. Several days after mating, the female will go off in search of a large kill. When she has found or killed an adequate food supply. She lays about 100 eggs among the carrions. The grubs hatch one week later and begin feeding.
Maternal care ceases once the eggs have been laid and it is not uncommon for eggs to later be eaten by the female who laid them. Females die a few weeks after laying their eggs, exhausted by the effort. Males live only a short time longer, having mated with as many females as possible. Grubs have been known to consume one another in feeding frenzies, and are a favorite food of adult carrion crawlers. Few of the grubs reach maturity, but those who do have eaten voraciously and will achieve their full size in a single year. When they reach maturity, the mating cycle begins again.
These monsters exist on the most basic instinctual level, having no more intelligence than earthworms or most insects. The carrion crawler is driven by two urges: food and reproduction. It has absolutely no interest in the collection of treature.
Paralysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed at a Fort save (DC13) or be paralyzed for 2d4 Rnds.
Scent (Ex): Sense creatures by smell within 30’ (60’ downwind, 15’ upwind; double ranges if strong smell, triple if overpowering). Track by successful Wis check (max DC10).
Skills: Carrion crawlers have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
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