Cleon
Legend
Merhorse
Strange, it didn't "take" when I first posted the Working Draft on Sunday so had to redo it.
The current draft is basically just the Seal upscaled to Colossal, so I expect we're going to tweak it in some fashion.
Merhorse
Well, the original monster is slightly weaker than the working draft in terms of base damage (compared to the 3d6 option) and AC. I could see toning NA down a point or two and maybe going with the 2d6 base damage option or even the original 4d4 just for kicks. Thoughts?
NA +10 works for me. I guess I'm ok with 2d6 bite damage and Str 33
though I dislike how prehistoric creatures are treated in 3.X.
Is there anything else we can plausibly do with these to make them a bit more interesting?
Yeah, there's not much else to do with these.
Well, before we get to skills and feats, I'd say we give the merhorse hold breath with a very long duration and the long-necked a more normal hold breath with the Hide bonus as you describe.
Yes, that looks pretty good to me.
I guess I'd split the available skill ranks 9/8 between Listen and Spot, but I don't really care which one gets which.
For feats, Alertness makes sense. Snatch would be useful for catching large fish and squid, I guess (I saw a set of pics of a sea lion eating a small octopus the other day, very cool. Looked a bit like cthulu with the octopus hanging out of its mouth). I guess we could go with Great Fort if we want to follow the dinosaurs. I can't say I have any other great ideas.