Also a rough draft...
Dire Platypus
(2/26/05)
Daniel S. Wall
Type: Medium Animal
Hit Dice: 3d8+6
Initiative: +0.
Speed: 10’ (25’ in the water).
Armor Class: 15 (+5 Natural) Touch 10, Flat-Footed 15.
Base Attack/Grapple: +2/+4.
Attack: Bite +4 Melee (1d6+2).
Full Attack: Bite +4 Melee (1d6+2) and 2 or 4 Claws +2 Melee (1d4+1 + Poison on 2 of these).
Space/Reach: 5’/5’
Special Attacks: Poison Hind Claws.
Special Qualities: Blindsense Under Water up to 60’, Damage Reduction 5/-.
Saves: Fort +5, Ref +3, Will +2.
Abilities: STR 14, DEX 10, CON 16, INT 2, WIS 12, CHR 10.
Skills: Listen +2 , Search +4, Spot +2, Swim +5.
Feats: Multi-Attack, Ability Focus - Poison.
Environment: Freshwater Bodies in Temperate Forests and Deserts.
Organization: Single, or Female with 1-3 babies.
Challenge Rating: 2.
Treasure: -
Alignment: Always Neutral.
Advancement: 4-6 Medium, 7-9 Large.
Level Adjustment: -
A Dire Platypus is a rather frightening site, especially if one happens upon one in the water. It’s thick fur makes it difficult to harm, and its natural weapons are sufficiently deadly to make it a formidable force, especially in the water.
Outside the water, a Dire PLatypus is unable to take advantage of its poisonous claws, but in the water it may attack with all 4 claws.
Blindsense: Under water a Platypus is able to sense and locate creatures up to 30’ away. They still count as concealed to the Platypus.
Damage Reduction: The Fur of a Dire Platypus is sufficiently thick to provide not only a solid Natural Armor bonus, but also a damage reduction which is not negated by any known attack form.
Skills: A Platypus has a racial bonus of +4 to Swim checks. If searching through mud, it has a +4 racial bonus on Spot and Search checks.
Poison: Unlike the its smaller cousins, both male and female Platypuses retain their poison spures throughout their lives. Those struck by the hind feet must make a Fortitude save (DC 14) or suffer intense pain for 1-6 hours, during which time the victim will get only a standard action on each round and operate at a penalty of -2 on all die 20 rolls. Anyone who fails a save versus the poison a second time adds 1 to the penalty for each subsequent failure to a maximum penalty of -6. Anyone failing a save after first reaching the -6 penalty dies instantly of a heart attack. The DC for the save is strength based.