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Converting prehistoric creatures


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Dug out the Fiend Folio

It's megatherium is 20 foot long and Huge size.

Checking wikipedia the mylodon is 10 foot long.

I guess we could reduce the FF critter by a size category (and make sure it's 3.5E compliant).

Regards
Mortis
 

Here's how a downsized Megatherium looks...

Mylodon
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21
Base Attack/Grapple: +6/+14
Attack: Claw +10 melee (2d3+4)
Full Attack: 2 claws +10 melee (2d3+4) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pin down, trample 2d6+6
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +13, Ref +8, Will +3
Abilities: Str 19, Dex 15, Con 20, Int 2, Wis 13, Cha 8
Skills: Listen +8, Spot +9
Feats: Alertness, Great Fortitude, Weapon Focus (claw)
Environment: Any forest, hill, or plains
Organization: Solitary or family (2-4)
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: 9-13 HD (Large); 14-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: -

Improved Grab (Ex): If a mylodon hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.

Pin Down (Ex): A mylodon can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the mylodon's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established.

Trample (Ex): Reflex half DC 18. The save DC is Strength-based.
 

I like it except for the natural armour bonus. Seems a bit high to me, I'd favour something around +6 or +8.

I'd drop Con to 18 or 19 too.

CR 6 feels about right.

Regards
Mortis
 
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Thus ends that article. ;)

I'm not happy leaving the Opabinia as Shade's Daelyr-warped Aberration from Dragon 348, but I guess doing a Vermin version of it might be treading on some OGL toes too hard.

EDIT: I got bored and statted up my own take on the Opabinia.

See below for details.
 
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I've just reviewed out Prehistoric Vermin and there's a couple of problems with the Yohoia.

First, there's a minor error in the Yohoia's Advancement:

Advancement: 3-5 HD (Medium); 6-9 HD (Large)

Yohoia starts with 3 Hit Dice, so it ought to be:

Advancement: 4-6 HD (Medium); 7-9 HD (Large)

Second, the Yohoia has "camouflage" listed in its SQ, but no such ability in its Combat entry. We replaced it with some special text in its Skills.

Better cut out the Camouflage:

Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, water dependency
 
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I like it except for the natural armour bonus. Seems a bit high to me, I'd favour something around +6 or +8.

I'd drop Con to 18 or 19 too.

CR 6 feels about right.

Regards
Mortis

I'm fine with the Constitution but that armour class definitely needs lowering.

Giant Sloths have notoriously tough skin, so I'd be OK with natural armour around +8 to +10.

Indeed, I'd fancy giving them Damage Reduction as well.

Dex 15 and 40 ft. speed seems too high, they seem rather ungainly creatures.

Maybe Dex 13, 30 ft. and NA +10? Possibly DR 4/—?

CR 6 might be a tad too high, maybe 5 would be better? Hmm, they do have trample though. I'll have to think about it some more...
 

Opabinia Homebrew

Opabinia
Medium Vermin (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 10 ft.
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft. (bite 10 ft.)
Special Attacks: Improved grab, worry 1d6+4
Special Qualities: All-around vision, darkvision 60 ft., low-light vision, scent, vermin traits, water dependency
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: Hide +0*, Search +4, Spot +4, Swim +9
Feats:
Environment: Temperate or warm aquatic
Organization: Solitary or colony (2-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:

This bizarre creature has body life an elongated woodlouse, five bulbous eyes on its head, and a long, tentacle-like proboscis that ends in a crab-like claw.

Opabinia is a type of prehistoric arthropod. They are mainly passive hunters, burying themselves in mud and grabbing passing prey with their prehensile proboscis, but will also wander about the sea floor to scavenge for a meal. Opabinia occasionally venture out of water to beachcomb for food.

A typical opabinia is 5 feet long (not including its proboscis, which can stretch up to 8 feet) and weighs 200 pounds.

COMBAT
An opabinia buries itself in mud, with only its 5 eyes and claw-tip above the silt, then waits to ambush passing prey. As soon as it senses an edible victim, the opabinia tries to grab it with its clawed proboscis and shake and tear its victim to death. They only attack active prey smaller than themselves, but will feed off larger creatures that are too seriously injured to offer much resistance. Opabinia will bite anything that threatens them, fighting to the death.

All-Around Vision (Ex): An opabinia’s five globular eyes gives it a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Extended Reach (Ex): The mouth of an opabinia sits on a long trunk, granting its bite attack a 10 ft. reach (15 ft. for a Large opabinia).

Improved Grab (Ex): In order to use this ability, an opabinia must hit a Small or smaller creature with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can make worry attacks.

Worry (Ex): An opabinia shakes opponents grabbed in its jaws, dealing 1d6+4 damage every round it maintains the grapple.

Skills: An opabinia has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 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.

*An opabinia gains a +4 racial bonus on Hide checks when it is lying against mud. Further, an opabinia can bury itself in silt or mud with only its eyes and claws showing, gaining a +10 cover bonus on Hide checks.
 



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