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<blockquote data-quote="kronos182" data-source="post: 6905925" data-attributes="member: 6668634"><p><span style="color: black"><span style="font-family: 'arial'">BloodSpider</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Bloodspiders come from a world that is in perpetual twilight. They are about thesize of a dog, with thick, short legs, large red bloated abdomen. A typicalblood spider is about 3 feet long and weighs about 40 to 50 pounds. Thesecreatures are also known as spider vampires as they drain the blood from theirvictims. They live in warm temperate forests or marshes where they can findlots of prey, both on the ground and in the air. They are predators that liketo lay in wait to ambush their prey. Some scientists are trying to collectliving samples of blood spiders to study for their ability to heal fromdrinking the blood of their victims. When a blood spider is killed, its bloatedabdomen has a tendency to burst, coating a 20 foot area with blood. </span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">An oddability of the blood spider is that it can control its webs to an extent. Whenprey are entangled in the webbing, as long as the spider is touching the web,either directly or by a strand from a web thrown at a prey, the spider cancause the blood that is in the web to move the web, causing ends to dig intoprey and start draining blood from the victims directly. Scientists have quitefigured out how these spiders are able to do this, as the webs don't seem toshow any kind of muscular tissue, just usual spider webbing with blood coatingand soaked throughout it.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Type:Vermin</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size:Small</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">CR: 2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">HitPoints: 2 HD (11)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Mas: 10</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +3</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Speed: 30ft, climb 20 ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense:16 (+1 size +3 dex +2 nat)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">BAB/Grap:+1 / -3</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Attack:bite +6 melee (1d6-1 and blood drain), blood web +6 ranged touch (entangle)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">FS/Reach:5 ft / 5 ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">SpecialAttacks: blood drain</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">SpecialQualities: darkvision 60 ft, tremorsense 60 ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Allegiances: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Saves:Fort +3, Ref +6, Will +0</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">ActionPoints: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Reputation: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Abilities:Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Skills:Climb +11, Hide +12*, Listen +0, Move Silently +3*, Spot +4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">*When abloodsilk spider is in its web, its racial bonus on Hide checks increases to+8, and it has a +8 racial bonus on Move Silently checks.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Feats:Weapon Finesse</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Possessions: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Advancement:3-4 HD (Small); 5-8 HD (Medium)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">BloodDrain: As a swift action each round, a blood spider can command its websto drill into ensnared creatures, drain their blood, and channel it to thespider. The spider must be in contact with its webs to use this ability. Ablood spider's webs deal 1d4 points of damage at the beginning of each round toan opponent entangled in them. This ability does not affect plants or othercreatures that lack of Constitution score. Blood spiders can also blood drainon a successful bite damage, gaining 1d4 temporary hit points.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A bloodspider gains temporary hit points equal to the damage dealt. A blood spider cangain no more than 10 temporary hit points in this fashion. These temporary hitpoints last for up to 24 hours.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">BloodWeb: A blood spider can throw a blood-red web eight times per day. This issimilar to an attack with a net but has a maximum range of 50 feet, with arange increment of 10 feet, and is effective against targets up to one sizecategory larger than the spider. The web anchors the target in place, allowingno movement. Attempts to escape or burst the webbing gain a +5 bonus if thetrapped creature has something to walk on or grab while pulling free.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Anentangled creature can escape with a DC 11 Escape Artist check or burst the webwith a DC 15 Strength check. Both are standard actions. The check DCs areConstitution-based., and the Strength check DC includes a +4 racial bonus. Theweb has 12 hit points and hardness 0. The blood that soaks it gives the webimmunity to fire damage unlike normal spider webs.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A bloodspider can create sheets of sticky webbing from 5 to 20 feet square. The websare red with blood drained from its victims, and in some places they dripblood. The spider usually positions these sheets to snare flying creatures butcan also try to trap prey on the ground. Approaching creatures must succeed ona DC 20 Spot check to notice a web; otherwise they stumble into it and becometrapped as though by a successful web attack. Each 5-foot section of webbinghas 12 hit points and damage reduction 5/-.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A bloodspider can move across its own web at its climb speed and can pinpoint thelocation of any creature touching its web.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Skills:Bloold spiders have a +4 racial bonus on Hide checks (except when in theirwebs; see above) and a +4 racial bonus on Spot checks.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">A bloodspider has a +8 racial bonus on Climb checks and can always choose to take 10on Climb checks, even if rushed or threatened. It uses either its Strength orits Dexterity modifier for Climb checks, whichever is higher. </span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="color: black"><span style="font-family: 'arial'">AlotheanRam</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Theseunusual creatures look like distant relatives of the big-horn sheep, butare distinctly different. They are renowned for a single reason: The milkof an Alothean ewe has incredible healing power that is said to curediseases, negate poison and even heal wounds. Many people covet thismilk, but the difficulty lies in obtaining the milk. The ewe is guardedby the ram which - having been raised on a diet of Alothean milk - isstronger and more resilient than the Earth born cousin.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">TheAlotheans are not herd animals; their remarkable resilience providessufficient protection from predators, such that they don't need to relyon numbers to survive. They are commonly encountered in pairs, which matefor life. Alotheans may live up to 75 years in the wild, thanks to theirextraordinary health.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Some peoplehave managed to tame an Alothean ewe, sometimes even the ram as well.Regrettably, the Alotheans are incapable of breeding in captivity. Eventhe most doting pair cannot seem to conceive offspring in captivity.Their life span is also greatly reduced in captivity; without freedom, anAlothean can live for only 40 years or so.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Alotheanrams come from a lush temperate jungle world with many mountains, calledAloth. Aloth has many large and deadly predators, so it isn't much wonderthat the Alothean rams have developed such healing abilities.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">AlotheanRam</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Type:Animal</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Size:Medium</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">CR: 5</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Hit Points:8d8+48 (86 hp)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Mas: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Init: +3(Dex)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Speed: 60ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Defense: 21(+3 Dex +8 Nat)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">BAB/Grap:+6/+11</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Attack:Horns +11 melee (2d10+5)</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">FS/Reach: 5ft by 5 ft / 5 ft</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">SpecialAttacks: Charge</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">SpecialQualities: Alothean milk, immunities, damage reduction 3/-, fast heal 2</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Allegiances: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Saves: Fort+14, Ref +5, Will +9</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">ActionPoints: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Reputation: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Abilities:Str 20, Dex 16, Con 23, Int 2, Wis 12, Cha 12</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Skills:Balance +8, Intimidate +4 (ram only), Jump +10, Listen +8, Spot +4</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Feats:Great Fortitude, Iron Will, Mobility, Run</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Possessions: </span></span></p><p><span style="color: black"><span style="font-family: 'arial'">Advancement: 6 HD (ewe, medium-size)</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Combat</span></span></p><p><span style="color: black"><span style="font-family: 'arial'">TheAlothean ewe fights only to defend any lambs she might have. The ram,however, is rather belligerent, and he does his best to defend the ewefrom anyone he deems a threat. He rarely fights to the death; if his opponents retreat, he is content not to pursue.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">AlotheanMilk (Ex): The milk of an Alothean ewe has many beneficial effects. Onedraught cures 5 +1d4 points of damage, 2 points of ability damage,neutralizes almost all poisons, and cures many diseases. This is due tospecial enzymes and protein sequences which aid in the body's naturalhealing process. An ewe can be milked for four draughts each day, but shecan only spare two draughts if she's currently nursing a lamb. Taking anymore affects the lamb's growth adversely.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Charge(Ex): An Alothean ram's charge inflicts double damage; triple if the ram ischarging from an uphill position.</span></span></p><p> </p><p><span style="color: black"><span style="font-family: 'arial'">Immunities (Ex): Alotheans are immune to poison and disease.</span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p><span style="color: black"><span style="font-family: 'arial'"></span></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">BladeCobra</span></p><p><span style="font-family: 'Calibri'">Blade Cobras are one of the many predators from Aloth. They are large, cleverserpents that inhabit remote areas and underground lairs. They are not venomousbut they make up for this shortcoming with other adaptations. They're usually deepviolet to black in colour, although lighter variations such as rose and tanhave been seen. Adults reach an average 30-foot length, and their bodies arestout and muscular, enabling them to crush even armoured prey with relativeease.</span></p><p><span style="font-family: 'Calibri'">The blade cobra's most distinctive feature is its knifelike growths that emergealong its spine and from behind its jaws. When the serpent inflates its hood,its long jaw-scales spread out like the spokes on a wheel. The serpent usesthese appendages to tear through clustered prey or to strike solitary targetswith a slashing motion. The shorter blades that run the length of the snake'sspine are used to shred victims that are being constricted.</span></p><p><span style="font-family: 'Calibri'">Blade cobras burrow deep lairs that usually have at least one large chamber. Ifa serpent makes a number of kills at once, it eats one on sight and drags therest back to its tunnel to be swallowed later. </span></p><p><span style="font-family: 'Calibri'">Blade cobras are very similar to terrestrial cobras, except that they lack avenomous bite, but they seem to share many gnomes with common cobras.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Blade Cobra</strong></span></p><p><span style="font-family: 'Calibri'">Type: Animal</span></p><p><span style="font-family: 'Calibri'">Size: Huge</span></p><p><span style="font-family: 'Calibri'">CR: 3</span></p><p><span style="font-family: 'Calibri'">Hit Points: 6d8 +12 (39)</span></p><p><span style="font-family: 'Calibri'">Mas: 14</span></p><p><span style="font-family: 'Calibri'">Init: +2 (Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 40 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 14 (-2 size +2 Dex +4 Nat)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3/+11</span></p><p><span style="font-family: 'Calibri'">Attacks: Slash +8 melee (1d10+4 slashing)</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 15 ft by 15 ft / 10 ft </span></p><p><span style="font-family: 'Calibri'">Special Attacks: None</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Constrict, Improved Grab, Scent</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +4, Reflex +7, Will +0</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 7, Cha 14</span></p><p><span style="font-family: 'Calibri'">Skills: Balance +10, Escape Artist +4, Hide +4, Listen +10, Move Silently +4,Spot +6</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'">Organization: Solitary or mated pair.</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 3-7 HD (Huge), 8-10 (Colossal)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>Combat</strong></span></p><p><span style="font-family: 'Calibri'">Blade cobras use surprise when possible, but can become impatient and chargeforth, relying on their speed to run prey down. They are cautious aboutattacking any tool-wielding creatures they encounter. The serpents strike withslashing passes to test a potential victim. If a target fails to put up much ofa fight, the snake seeks to constrict it to death.</span></p><p><span style="font-family: 'Calibri'"><strong>Constrict (Ex):</strong> To use the constrictionattack, the snake must make a successful melee attack with its jaw blades. Theblade cobra then wraps its body around the victim (which must be size Huge orsmaller) and inflicts 2d6 points of crushing and 1d8 slashing damage thatround, and in each round thereafter until the victim is dead or the snake isdislodged. A successful Reflex save (DC 15) allows a target to escape aconstriction attempt, and an Escape Artist or Strength check (DC 19) allows aheld victim to escape.</span></p><p><span style="font-family: 'Calibri'"><strong>Scent (Ex):</strong> This ability allows theserpent to detect approaching enemies, sniff out hidden foes, and track bysense of smell.</span></p><p><span style="font-family: 'Calibri'"><strong>Improved Grab (Ex):</strong> See page 227 of d20Modern.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Goblin Wolverine</span></p><p><span style="font-family: 'Calibri'">Another predatorfrom Aloth, the goblin wolverine closely resembles a giant wolverine, with ablunt, muscular body, a short, toothy snout and long, sharp, curved claws onall four feet. The beast is the size of a small horse and has a glossy,reddish-brown pelt. Twin ruffs of barbed spines run from the shoulders to thehips on the beast's flanks.</span></p><p><span style="font-family: 'Calibri'">Goblin wolverines are voracious omnivores that are known for aggressiveassaults in the search of food. Constantly searching for food to ease theirall-consuming appetite, goblin wolverines have been known to brazenly walk intoexplorer camps and begin rooting through packs in search of provisions,insolently daring someone to do anything about it. Most travelers familiar withthe breed wisely choose to stand aside and let the beast eat what it finds,because the goblin wolverine is easily enraged and stubborn to a fault,fighting drawn-out, bloody battles over little scraps of food.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type: Animal</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">CR: 6</span></p><p><span style="font-family: 'Calibri'">Hit Points: 10d8+50 (95)</span></p><p><span style="font-family: 'Calibri'">Mas: 20</span></p><p><span style="font-family: 'Calibri'">Init: +4 (Improved Initiative)</span></p><p><span style="font-family: 'Calibri'">Speed: 60 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 22 (-1 size +13 Nat)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +9/+14</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 10 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Bite +14 melee (1d10+5) and 2 claws +9 melee (2d6+2)</span></p><p><span style="font-family: 'Calibri'">Special Attacks: shoulder spines, neck-breaking shake</span></p><p><span style="font-family: 'Calibri'">Special Qualities: thick-headed</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +12, Reflex +3, Will +3</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 21, Dex 10, Con 20, Int 2, Wis 10, Cha 5</span></p><p><span style="font-family: 'Calibri'">Skills: Listen +2, Search +2, Spot +2</span></p><p><span style="font-family: 'Calibri'">Feats: Alertness, Improved Critical (Bite), Improved Initiative,Sunder</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 8-14 HD (large)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">An enraged goblin wolverine is aggressive and headstrong, attacking withoutregard for safety or survival and giving ground to no one, no matter how big orfearsome. Goblin wolverines prefer to leap onto their prey, bearing them to theground and savaging them with tooth and claw, trusting to their spiny flanks tokeep other attackers at bay.</span></p><p><span style="font-family: 'Calibri'">Shoulder Spines (Ex): Goblin wolverines have twin ruffs of barbed shoulderspines that run from the point of the beast's shoulder all the way to the pointof its hips. These barbs stand erect when the creature is enraged. Whenever anenemy makes a successful hit in melee combat against the goblin wolverine, thewolverine may make a free roll to hit with its spines, at +9 to hit, causing1d6+5 points of piercing damage if it succeeds.</span></p><p><span style="font-family: 'Calibri'">Neck-breaking Shake (Ex): If a goblin wolverine gets a good enough hold on anenemy with its teeth, it shakes its victim savagely from side to side,intending to break the target's neck or spine. If the goblin wolverine causes acritical hit with its bite, it may automatically roll for damage from aneck-shake (2d10+5 damage in addition to the criticaldamage).</span></p><p><span style="font-family: 'Calibri'">Thick-headed (Ex): The thick-headed goblin wolverine is immune to fear andmind-influencing attacks, as well as subdual damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">Shitake Snail</span></p><p> </p><p><span style="font-family: 'Calibri'">The shitake(pronounced shy-tAEk) snail is indigenous to a small world that is covered inlakes and deciduous trees and an abundance of moss, fungus and mushrooms. Thelow gravity, about 0.7 G, has allowed for large insectoid life forms. There isa significant low amount of mammals for some reason on this planet. The shitakesnail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell,and excretes slime in order to move. A large snail, measuring about 8 to 10feet long, with a shell that measures about 5 to 7 feet in diameter. It eatsvarious mosses and grasses which are poisonous to other life forms. Thesesnails travel across the planet endlessly looking for food and eventuallymates. Many creatures follow the snails as the slime trail, mixed with theirexcrements, grows a type of mushroom that is surprisingly high in nutrition.Due to this symbiotic relationship between the snail and many creatures fromthe same planet, the snail usually doesn't have to worry about predators as thefollowing creatures will usually drive off predators from their food source.Some people have collected a number of these snails and kept them in pasturesand harvest the mushrooms and sell them as nutrition supplements or anotherform of rations. Their shells can also be used in homespun armour or shields orused as storage units. For defense, the shitake can hide in its shell, or spitan acidic bile at foes up to 50 feet away.</span></p><p> </p><p><span style="font-family: 'Calibri'">Shitake Snail (LargeVermin)</span></p><p><span style="font-family: 'Calibri'">Type: Vermin</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">CR: 2</span></p><p><span style="font-family: 'Calibri'">Hit Points: 5d8+20 (42)</span></p><p><span style="font-family: 'Calibri'">Mas: 18</span></p><p><span style="font-family: 'Calibri'">Init: -1</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 11 (-1 size +3 nat -1 Dex)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3/+12</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 10 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Bite +7 melee 1d8+5</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Acid spit</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell,poison immunity</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +8, Reflex +0, Will +0</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2</span></p><p><span style="font-family: 'Calibri'">Skills: Listen +4, Search, Spot +4</span></p><p><span style="font-family: 'Calibri'">Feats: none</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 4-6 HD (Large)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acid Spit</span></p><p><span style="font-family: 'Calibri'">The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll,dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 footradius. The shitake can spit once every other round.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Armoured Shell</span></p><p><span style="font-family: 'Calibri'">When threatened and the snail can't get away or its acid spit isn't working,it'll crawl into its shell which denies it it's Dexterity modifier to Defense,and can't move, but is immune to things such as sneak attacks or critical hitsand gains damage reduction 5/-.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Mushroom</span></p><p><span style="font-family: 'Calibri'">The slime path left behind the shitake snail, mixed with its excrements,contain mushroom spores that it's digestive system doesn't process and causesthem to multiply. The trail will grow about 3d4 mushrooms in a five footsquare. Four mushrooms are enough to be used as a day's worth of rations for amedium sized creature. Unless processed or kept frozen, a mushroom is only goodfor about a week before it isn't safe to eat by mosthumanoids.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Poison Immunity</span></p><p><span style="font-family: 'Calibri'">Shitake snails are immune to all poisons, making the use of insecticides completelyuseless against them.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">BlastLizard</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">A blast lizard is a small reptile with the ability to emit a cone of sonicenergy from an orifice in its forehead.</span></p><p><span style="font-family: 'Calibri'">Blast lizards are small, grayish-red creatures less than half the size of aman. They are carnivorous, possessing large claws for burrowing and powerfuljaws for cracking bones. However, their fierce appearance belies theirtypically inoffensive demeanor. Blast lizards dwell in harsh lands. </span></p><p><span style="font-family: 'Calibri'">The head of the blast lizard is marked by a small orifice set above and betweenthe eyes. The uninformed conclude that the creature breathes through thisopening, which it regularly opens and closes using a thin membrane. Thisassumption is dangerously wrong, however, as those familiar with blast lizardare aware. When startled or attacked, the blast lizard is capable of projectinga devastating cone of sonic energy from this orifice.</span></p><p><span style="font-family: 'Calibri'">Blast lizards come from a mostly desert world which is high in resources, whichmany governments want to exploit. Although a few mining outposts have had someproblems due to groups of blast lizards attacking mining teams, scaring themoff usually. So far no fatalities have been reported, although many injuries,which slows production.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Blast Lizard</span></p><p><span style="font-family: 'Calibri'">Type: Reptile</span></p><p><span style="font-family: 'Calibri'">Size: Small</span></p><p><span style="font-family: 'Calibri'">CR: 3</span></p><p><span style="font-family: 'Calibri'">Hit Points: 5d8+5 (27 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: </span></p><p><span style="font-family: 'Calibri'">Init: +0</span></p><p><span style="font-family: 'Calibri'">Speed: 20 ft, burrow 20 ft</span></p><p><span style="font-family: 'Calibri'">Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3 /-1</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 5 ft / 5 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1plus poison</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Breath weapon, poison</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Darkvision 30 ft</span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +5, Reflex +4, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10</span></p><p><span style="font-family: 'Calibri'">Skills: Hide +5, Move Silently +5, Listen +5</span></p><p><span style="font-family: 'Calibri'">Feats: Dodge, Run</span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD(Large)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">When threatened, a blast lizard first attempts to escape by burrowing away.Should this fail, it turns and unleashes its secret weapon, a cone of focusedsound that emanates from its blowhole. When attacking creatures smaller thanitself, the blast lizard relies on its bite, claws and tailattack.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from theorifice in its forehead. The cone is 30 feet long and 15 feet wide at the end.Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC13) for half damage. Because this attack is so sudden, there is a -4circumstance penalty applied to the save unless the character knew of the blastlizard's ability prior to being targeted by it (either by being warned, seeingit in action, or by making a Knowledge (xenobiology) check, DC 20). Thispenalty only applies to the first breath weapon attack made by the first blastlizard an individual encounters. Those in the cone must also make a Fortitudesave, DC 13, or be deafened for 1d4 rounds, unless wearing proper earprotection.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) witheach successful tail attack. The initial and secondary damage is the same, 1point of Constitution damage.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Advancement Notes: Save DCs are increased by 1 per two HD added. The breathweapon damage increases 1 die per two HD of the creature.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p></p><p><span style="font-family: 'Calibri'">SpinedLizard</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Deep in swamps, one can find the spined lizard, a large, powerful reptile thatdigs in the shallow waters for grasses and roots to eat and suns itself onriverbanks during the heat of the day. They look like large crocodiles with athicket of spines running from the back of their head to the base of the tail.The tail ends in a large boney bulge with many sharp spikes sticking out of it.Although they are apparently sluggish and obviously quite stupid, spinedlizards are also easily panicked. When startled, this beast employs itsformidable natural defenses to drive off or kill any predator that disturbs itsdaily routine.</span></p><p><span style="font-family: 'Calibri'">Spined lizards can reach a length of 30 feet or longer, and they have fairlyflat, broad bodies that give them extra buoyancy when crossing rivers orrooting through the marsh bed for food. The reptile's trail is thick andmuscular, ending in a large bony knob as deadly as any mace, but that weaponisn't the most dangerous one in the creature's arsenal. The spined lizard'sbroad back is covered by row upon row of long, sharp spines that normally lieflat when the reptile is at rest. However, when the spined lizard isthreatened, those spines spring erect in a fearsome thicket. Because spinedlizards are normally fairly sluggish and they move along low to the ground,they are often hard to spot in the tall grasses along the shores of the marsh,and most attacks occurs when travelers stumble onto a foraging reptile. SpinedLizards are easily surprised and more easily panicked. When this occurs, thereptile's spikes stand erect, and the spined lizard rushes right at thepotential threat, intending to either scare the enemy away or trample it.What's more dangerous is when there are more than one spined lizard in thevicinity. The warning bellow from one will set the entire herd stampeding inevery direction, impaling or flattening everything in the way.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Type: Reptile</span></p><p><span style="font-family: 'Calibri'">Size: Large</span></p><p><span style="font-family: 'Calibri'">CR: 2</span></p><p><span style="font-family: 'Calibri'">Hit Points: 4d8+12 (30 hp)</span></p><p><span style="font-family: 'Calibri'">Mas: </span></p><p><span style="font-family: 'Calibri'">Init: +1 (Dex)</span></p><p><span style="font-family: 'Calibri'">Speed: 30 feet</span></p><p><span style="font-family: 'Calibri'">Defense: 17 (+1 Dex -1 size +7 natural)</span></p><p><span style="font-family: 'Calibri'">BAB/Grp: +3/+11</span></p><p><span style="font-family: 'Calibri'">FS/Reach: 5 ft by 5 ft / 10 ft</span></p><p><span style="font-family: 'Calibri'">Attacks: Tail swipe +6 melee 1d6+6</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Defensive spines, tail lash</span></p><p><span style="font-family: 'Calibri'">Special Qualities: </span></p><p><span style="font-family: 'Calibri'">Allegiances: </span></p><p><span style="font-family: 'Calibri'">Saves: Fort +7, Reflex +5, Will +1</span></p><p><span style="font-family: 'Calibri'">Reputation: </span></p><p><span style="font-family: 'Calibri'">Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6</span></p><p><span style="font-family: 'Calibri'">Skills: Move Silently +5, Spot +3</span></p><p><span style="font-family: 'Calibri'">Feats: </span></p><p><span style="font-family: 'Calibri'">Possessions: </span></p><p><span style="font-family: 'Calibri'">Advancement: 5-8 HD (Huge)</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Combat</span></p><p><span style="font-family: 'Calibri'">When threatened, the spined lizard uses its own body as a weapon, charging itsopponent and either crushing it under foot, or perforating it with its thicketof defensive spikes. If surrounded, the creature will thrash about, lashing predatorswith its powerful, club-like tail. </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Defensive Spines (Ex): The spined lizard's thicket of defensive spines presentsa formidable obstacle to would be predators, hindering attacks and impalingopponents when the reptile charges. If the spinded lizard charges, anyone inits path must make a Reflex save (DC 13) or be hit by 1d8 spikes, eachinflicting 1d4 points of damage. By the same token, anyone who hits a spinedlizard with an unarmed attack or with a weapon with 5 feet of reach or less,must make a Reflex save (DC 13) or be stabbed by 1d4 spines.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Tail Lash (Ex): When surrounded by opponents, the spined lizard will lash outwith broad sweeps of its powerful tail, hoping to knock opponents to the groundso it can escape. Opponents hit with a tail lash must make a Reflex save (DC16) or be knocked prone.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6905925, member: 6668634"] [COLOR=black][FONT=arial]BloodSpider[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Bloodspiders come from a world that is in perpetual twilight. They are about thesize of a dog, with thick, short legs, large red bloated abdomen. A typicalblood spider is about 3 feet long and weighs about 40 to 50 pounds. Thesecreatures are also known as spider vampires as they drain the blood from theirvictims. They live in warm temperate forests or marshes where they can findlots of prey, both on the ground and in the air. They are predators that liketo lay in wait to ambush their prey. Some scientists are trying to collectliving samples of blood spiders to study for their ability to heal fromdrinking the blood of their victims. When a blood spider is killed, its bloatedabdomen has a tendency to burst, coating a 20 foot area with blood. [/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]An oddability of the blood spider is that it can control its webs to an extent. Whenprey are entangled in the webbing, as long as the spider is touching the web,either directly or by a strand from a web thrown at a prey, the spider cancause the blood that is in the web to move the web, causing ends to dig intoprey and start draining blood from the victims directly. Scientists have quitefigured out how these spiders are able to do this, as the webs don't seem toshow any kind of muscular tissue, just usual spider webbing with blood coatingand soaked throughout it.[/FONT][/COLOR] [COLOR=black][FONT=arial]Type:Vermin[/FONT][/COLOR] [COLOR=black][FONT=arial]Size:Small[/FONT][/COLOR] [COLOR=black][FONT=arial]CR: 2[/FONT][/COLOR] [COLOR=black][FONT=arial]HitPoints: 2 HD (11)[/FONT][/COLOR] [COLOR=black][FONT=arial]Mas: 10[/FONT][/COLOR] [COLOR=black][FONT=arial]Init: +3[/FONT][/COLOR] [COLOR=black][FONT=arial]Speed: 30ft, climb 20 ft[/FONT][/COLOR] [COLOR=black][FONT=arial]Defense:16 (+1 size +3 dex +2 nat)[/FONT][/COLOR] [COLOR=black][FONT=arial]BAB/Grap:+1 / -3[/FONT][/COLOR] [COLOR=black][FONT=arial]Attack:bite +6 melee (1d6-1 and blood drain), blood web +6 ranged touch (entangle)[/FONT][/COLOR] [COLOR=black][FONT=arial]FS/Reach:5 ft / 5 ft[/FONT][/COLOR] [COLOR=black][FONT=arial]SpecialAttacks: blood drain[/FONT][/COLOR] [COLOR=black][FONT=arial]SpecialQualities: darkvision 60 ft, tremorsense 60 ft[/FONT][/COLOR] [COLOR=black][FONT=arial]Allegiances: [/FONT][/COLOR] [COLOR=black][FONT=arial]Saves:Fort +3, Ref +6, Will +0[/FONT][/COLOR] [COLOR=black][FONT=arial]ActionPoints: [/FONT][/COLOR] [COLOR=black][FONT=arial]Reputation: [/FONT][/COLOR] [COLOR=black][FONT=arial]Abilities:Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2[/FONT][/COLOR] [COLOR=black][FONT=arial]Skills:Climb +11, Hide +12*, Listen +0, Move Silently +3*, Spot +4[/FONT][/COLOR] [COLOR=black][FONT=arial]*When abloodsilk spider is in its web, its racial bonus on Hide checks increases to+8, and it has a +8 racial bonus on Move Silently checks.[/FONT][/COLOR] [COLOR=black][FONT=arial]Feats:Weapon Finesse[/FONT][/COLOR] [COLOR=black][FONT=arial]Possessions: [/FONT][/COLOR] [COLOR=black][FONT=arial]Advancement:3-4 HD (Small); 5-8 HD (Medium)[/FONT][/COLOR] [COLOR=black][FONT=arial]BloodDrain: As a swift action each round, a blood spider can command its websto drill into ensnared creatures, drain their blood, and channel it to thespider. The spider must be in contact with its webs to use this ability. Ablood spider's webs deal 1d4 points of damage at the beginning of each round toan opponent entangled in them. This ability does not affect plants or othercreatures that lack of Constitution score. Blood spiders can also blood drainon a successful bite damage, gaining 1d4 temporary hit points.[/FONT][/COLOR] [COLOR=black][FONT=arial]A bloodspider gains temporary hit points equal to the damage dealt. A blood spider cangain no more than 10 temporary hit points in this fashion. These temporary hitpoints last for up to 24 hours.[/FONT][/COLOR] [COLOR=black][FONT=arial]BloodWeb: A blood spider can throw a blood-red web eight times per day. This issimilar to an attack with a net but has a maximum range of 50 feet, with arange increment of 10 feet, and is effective against targets up to one sizecategory larger than the spider. The web anchors the target in place, allowingno movement. Attempts to escape or burst the webbing gain a +5 bonus if thetrapped creature has something to walk on or grab while pulling free.[/FONT][/COLOR] [COLOR=black][FONT=arial]Anentangled creature can escape with a DC 11 Escape Artist check or burst the webwith a DC 15 Strength check. Both are standard actions. The check DCs areConstitution-based., and the Strength check DC includes a +4 racial bonus. Theweb has 12 hit points and hardness 0. The blood that soaks it gives the webimmunity to fire damage unlike normal spider webs.[/FONT][/COLOR] [COLOR=black][FONT=arial]A bloodspider can create sheets of sticky webbing from 5 to 20 feet square. The websare red with blood drained from its victims, and in some places they dripblood. The spider usually positions these sheets to snare flying creatures butcan also try to trap prey on the ground. Approaching creatures must succeed ona DC 20 Spot check to notice a web; otherwise they stumble into it and becometrapped as though by a successful web attack. Each 5-foot section of webbinghas 12 hit points and damage reduction 5/-.[/FONT][/COLOR] [COLOR=black][FONT=arial]A bloodspider can move across its own web at its climb speed and can pinpoint thelocation of any creature touching its web.[/FONT][/COLOR] [COLOR=black][FONT=arial]Skills:Bloold spiders have a +4 racial bonus on Hide checks (except when in theirwebs; see above) and a +4 racial bonus on Spot checks.[/FONT][/COLOR] [COLOR=black][FONT=arial]A bloodspider has a +8 racial bonus on Climb checks and can always choose to take 10on Climb checks, even if rushed or threatened. It uses either its Strength orits Dexterity modifier for Climb checks, whichever is higher. [/FONT][/COLOR] [HR][/HR] [COLOR=black][FONT=arial]AlotheanRam[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Theseunusual creatures look like distant relatives of the big-horn sheep, butare distinctly different. They are renowned for a single reason: The milkof an Alothean ewe has incredible healing power that is said to curediseases, negate poison and even heal wounds. Many people covet thismilk, but the difficulty lies in obtaining the milk. The ewe is guardedby the ram which - having been raised on a diet of Alothean milk - isstronger and more resilient than the Earth born cousin.[/FONT][/COLOR] [COLOR=black][FONT=arial]TheAlotheans are not herd animals; their remarkable resilience providessufficient protection from predators, such that they don't need to relyon numbers to survive. They are commonly encountered in pairs, which matefor life. Alotheans may live up to 75 years in the wild, thanks to theirextraordinary health.[/FONT][/COLOR] [COLOR=black][FONT=arial]Some peoplehave managed to tame an Alothean ewe, sometimes even the ram as well.Regrettably, the Alotheans are incapable of breeding in captivity. Eventhe most doting pair cannot seem to conceive offspring in captivity.Their life span is also greatly reduced in captivity; without freedom, anAlothean can live for only 40 years or so.[/FONT][/COLOR] [COLOR=black][FONT=arial]Alotheanrams come from a lush temperate jungle world with many mountains, calledAloth. Aloth has many large and deadly predators, so it isn't much wonderthat the Alothean rams have developed such healing abilities.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]AlotheanRam[/FONT][/COLOR] [COLOR=black][FONT=arial]Type:Animal[/FONT][/COLOR] [COLOR=black][FONT=arial]Size:Medium[/FONT][/COLOR] [COLOR=black][FONT=arial]CR: 5[/FONT][/COLOR] [COLOR=black][FONT=arial]Hit Points:8d8+48 (86 hp)[/FONT][/COLOR] [COLOR=black][FONT=arial]Mas: [/FONT][/COLOR] [COLOR=black][FONT=arial]Init: +3(Dex)[/FONT][/COLOR] [COLOR=black][FONT=arial]Speed: 60ft[/FONT][/COLOR] [COLOR=black][FONT=arial]Defense: 21(+3 Dex +8 Nat)[/FONT][/COLOR] [COLOR=black][FONT=arial]BAB/Grap:+6/+11[/FONT][/COLOR] [COLOR=black][FONT=arial]Attack:Horns +11 melee (2d10+5)[/FONT][/COLOR] [COLOR=black][FONT=arial]FS/Reach: 5ft by 5 ft / 5 ft[/FONT][/COLOR] [COLOR=black][FONT=arial]SpecialAttacks: Charge[/FONT][/COLOR] [COLOR=black][FONT=arial]SpecialQualities: Alothean milk, immunities, damage reduction 3/-, fast heal 2[/FONT][/COLOR] [COLOR=black][FONT=arial]Allegiances: [/FONT][/COLOR] [COLOR=black][FONT=arial]Saves: Fort+14, Ref +5, Will +9[/FONT][/COLOR] [COLOR=black][FONT=arial]ActionPoints: [/FONT][/COLOR] [COLOR=black][FONT=arial]Reputation: [/FONT][/COLOR] [COLOR=black][FONT=arial]Abilities:Str 20, Dex 16, Con 23, Int 2, Wis 12, Cha 12[/FONT][/COLOR] [COLOR=black][FONT=arial]Skills:Balance +8, Intimidate +4 (ram only), Jump +10, Listen +8, Spot +4[/FONT][/COLOR] [COLOR=black][FONT=arial]Feats:Great Fortitude, Iron Will, Mobility, Run[/FONT][/COLOR] [COLOR=black][FONT=arial]Possessions: [/FONT][/COLOR] [COLOR=black][FONT=arial]Advancement: 6 HD (ewe, medium-size)[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Combat[/FONT][/COLOR] [COLOR=black][FONT=arial]TheAlothean ewe fights only to defend any lambs she might have. The ram,however, is rather belligerent, and he does his best to defend the ewefrom anyone he deems a threat. He rarely fights to the death; if his opponents retreat, he is content not to pursue.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]AlotheanMilk (Ex): The milk of an Alothean ewe has many beneficial effects. Onedraught cures 5 +1d4 points of damage, 2 points of ability damage,neutralizes almost all poisons, and cures many diseases. This is due tospecial enzymes and protein sequences which aid in the body's naturalhealing process. An ewe can be milked for four draughts each day, but shecan only spare two draughts if she's currently nursing a lamb. Taking anymore affects the lamb's growth adversely.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Charge(Ex): An Alothean ram's charge inflicts double damage; triple if the ram ischarging from an uphill position.[/FONT][/COLOR] [FONT=Calibri] [/FONT] [COLOR=black][FONT=arial]Immunities (Ex): Alotheans are immune to poison and disease. [/FONT][/COLOR][COLOR=black][FONT=arial] [/FONT][/COLOR][FONT=Calibri][/FONT] [HR][/HR] [FONT=Calibri]BladeCobra Blade Cobras are one of the many predators from Aloth. They are large, cleverserpents that inhabit remote areas and underground lairs. They are not venomousbut they make up for this shortcoming with other adaptations. They're usually deepviolet to black in colour, although lighter variations such as rose and tanhave been seen. Adults reach an average 30-foot length, and their bodies arestout and muscular, enabling them to crush even armoured prey with relativeease. The blade cobra's most distinctive feature is its knifelike growths that emergealong its spine and from behind its jaws. When the serpent inflates its hood,its long jaw-scales spread out like the spokes on a wheel. The serpent usesthese appendages to tear through clustered prey or to strike solitary targetswith a slashing motion. The shorter blades that run the length of the snake'sspine are used to shred victims that are being constricted. Blade cobras burrow deep lairs that usually have at least one large chamber. Ifa serpent makes a number of kills at once, it eats one on sight and drags therest back to its tunnel to be swallowed later. Blade cobras are very similar to terrestrial cobras, except that they lack avenomous bite, but they seem to share many gnomes with common cobras. [/FONT] [FONT=Calibri][B]Blade Cobra[/B] Type: Animal Size: Huge CR: 3 Hit Points: 6d8 +12 (39) Mas: 14 Init: +2 (Dex) Speed: 40 ft Defense: 14 (-2 size +2 Dex +4 Nat) BAB/Grp: +3/+11 Attacks: Slash +8 melee (1d10+4 slashing) FS/Reach: 15 ft by 15 ft / 10 ft Special Attacks: None Special Qualities: Constrict, Improved Grab, Scent Allegiances: Saves: Fort +4, Reflex +7, Will +0 Reputation: Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 7, Cha 14 Skills: Balance +10, Escape Artist +4, Hide +4, Listen +10, Move Silently +4,Spot +6 Feats: Organization: Solitary or mated pair. Possessions: Advancement: 3-7 HD (Huge), 8-10 (Colossal) [B]Combat[/B] Blade cobras use surprise when possible, but can become impatient and chargeforth, relying on their speed to run prey down. They are cautious aboutattacking any tool-wielding creatures they encounter. The serpents strike withslashing passes to test a potential victim. If a target fails to put up much ofa fight, the snake seeks to constrict it to death. [B]Constrict (Ex):[/B] To use the constrictionattack, the snake must make a successful melee attack with its jaw blades. Theblade cobra then wraps its body around the victim (which must be size Huge orsmaller) and inflicts 2d6 points of crushing and 1d8 slashing damage thatround, and in each round thereafter until the victim is dead or the snake isdislodged. A successful Reflex save (DC 15) allows a target to escape aconstriction attempt, and an Escape Artist or Strength check (DC 19) allows aheld victim to escape. [B]Scent (Ex):[/B] This ability allows theserpent to detect approaching enemies, sniff out hidden foes, and track bysense of smell. [B]Improved Grab (Ex):[/B] See page 227 of d20Modern. [/FONT] [HR][/HR] [FONT=Calibri]Goblin Wolverine[/FONT] [FONT=Calibri]Another predatorfrom Aloth, the goblin wolverine closely resembles a giant wolverine, with ablunt, muscular body, a short, toothy snout and long, sharp, curved claws onall four feet. The beast is the size of a small horse and has a glossy,reddish-brown pelt. Twin ruffs of barbed spines run from the shoulders to thehips on the beast's flanks. Goblin wolverines are voracious omnivores that are known for aggressiveassaults in the search of food. Constantly searching for food to ease theirall-consuming appetite, goblin wolverines have been known to brazenly walk intoexplorer camps and begin rooting through packs in search of provisions,insolently daring someone to do anything about it. Most travelers familiar withthe breed wisely choose to stand aside and let the beast eat what it finds,because the goblin wolverine is easily enraged and stubborn to a fault,fighting drawn-out, bloody battles over little scraps of food. Type: Animal Size: Large CR: 6 Hit Points: 10d8+50 (95) Mas: 20 Init: +4 (Improved Initiative) Speed: 60 ft Defense: 22 (-1 size +13 Nat) BAB/Grp: +9/+14 FS/Reach: 5 ft by 10 ft / 5 ft Attacks: Bite +14 melee (1d10+5) and 2 claws +9 melee (2d6+2) Special Attacks: shoulder spines, neck-breaking shake Special Qualities: thick-headed Allegiances: Saves: Fort +12, Reflex +3, Will +3 Reputation: Abilities: Str 21, Dex 10, Con 20, Int 2, Wis 10, Cha 5 Skills: Listen +2, Search +2, Spot +2 Feats: Alertness, Improved Critical (Bite), Improved Initiative,Sunder Possessions: Advancement: 8-14 HD (large) Combat An enraged goblin wolverine is aggressive and headstrong, attacking withoutregard for safety or survival and giving ground to no one, no matter how big orfearsome. Goblin wolverines prefer to leap onto their prey, bearing them to theground and savaging them with tooth and claw, trusting to their spiny flanks tokeep other attackers at bay. Shoulder Spines (Ex): Goblin wolverines have twin ruffs of barbed shoulderspines that run from the point of the beast's shoulder all the way to the pointof its hips. These barbs stand erect when the creature is enraged. Whenever anenemy makes a successful hit in melee combat against the goblin wolverine, thewolverine may make a free roll to hit with its spines, at +9 to hit, causing1d6+5 points of piercing damage if it succeeds. Neck-breaking Shake (Ex): If a goblin wolverine gets a good enough hold on anenemy with its teeth, it shakes its victim savagely from side to side,intending to break the target's neck or spine. If the goblin wolverine causes acritical hit with its bite, it may automatically roll for damage from aneck-shake (2d10+5 damage in addition to the criticaldamage). Thick-headed (Ex): The thick-headed goblin wolverine is immune to fear andmind-influencing attacks, as well as subdual damage. [/FONT] [HR][/HR] [FONT=Calibri]Shitake Snail[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]The shitake(pronounced shy-tAEk) snail is indigenous to a small world that is covered inlakes and deciduous trees and an abundance of moss, fungus and mushrooms. Thelow gravity, about 0.7 G, has allowed for large insectoid life forms. There isa significant low amount of mammals for some reason on this planet. The shitakesnail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell,and excretes slime in order to move. A large snail, measuring about 8 to 10feet long, with a shell that measures about 5 to 7 feet in diameter. It eatsvarious mosses and grasses which are poisonous to other life forms. Thesesnails travel across the planet endlessly looking for food and eventuallymates. Many creatures follow the snails as the slime trail, mixed with theirexcrements, grows a type of mushroom that is surprisingly high in nutrition.Due to this symbiotic relationship between the snail and many creatures fromthe same planet, the snail usually doesn't have to worry about predators as thefollowing creatures will usually drive off predators from their food source.Some people have collected a number of these snails and kept them in pasturesand harvest the mushrooms and sell them as nutrition supplements or anotherform of rations. Their shells can also be used in homespun armour or shields orused as storage units. For defense, the shitake can hide in its shell, or spitan acidic bile at foes up to 50 feet away.[/FONT] [FONT=Calibri] [/FONT] [FONT=Calibri]Shitake Snail (LargeVermin) Type: Vermin Size: Large CR: 2 Hit Points: 5d8+20 (42) Mas: 18 Init: -1 Speed: 20 ft Defense: 11 (-1 size +3 nat -1 Dex) BAB/Grp: +3/+12 FS/Reach: 5 ft by 10 ft / 5 ft Attacks: Bite +7 melee 1d8+5 Special Attacks: Acid spit Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell,poison immunity Allegiances: Saves: Fort +8, Reflex +0, Will +0 Reputation: Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2 Skills: Listen +4, Search, Spot +4 Feats: none Possessions: Advancement: 4-6 HD (Large) Acid Spit The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll,dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 footradius. The shitake can spit once every other round. Armoured Shell When threatened and the snail can't get away or its acid spit isn't working,it'll crawl into its shell which denies it it's Dexterity modifier to Defense,and can't move, but is immune to things such as sneak attacks or critical hitsand gains damage reduction 5/-. Mushroom The slime path left behind the shitake snail, mixed with its excrements,contain mushroom spores that it's digestive system doesn't process and causesthem to multiply. The trail will grow about 3d4 mushrooms in a five footsquare. Four mushrooms are enough to be used as a day's worth of rations for amedium sized creature. Unless processed or kept frozen, a mushroom is only goodfor about a week before it isn't safe to eat by mosthumanoids. Poison Immunity Shitake snails are immune to all poisons, making the use of insecticides completelyuseless against them. [/FONT] [HR][/HR] [FONT=Calibri]BlastLizard A blast lizard is a small reptile with the ability to emit a cone of sonicenergy from an orifice in its forehead. Blast lizards are small, grayish-red creatures less than half the size of aman. They are carnivorous, possessing large claws for burrowing and powerfuljaws for cracking bones. However, their fierce appearance belies theirtypically inoffensive demeanor. Blast lizards dwell in harsh lands. The head of the blast lizard is marked by a small orifice set above and betweenthe eyes. The uninformed conclude that the creature breathes through thisopening, which it regularly opens and closes using a thin membrane. Thisassumption is dangerously wrong, however, as those familiar with blast lizardare aware. When startled or attacked, the blast lizard is capable of projectinga devastating cone of sonic energy from this orifice. Blast lizards come from a mostly desert world which is high in resources, whichmany governments want to exploit. Although a few mining outposts have had someproblems due to groups of blast lizards attacking mining teams, scaring themoff usually. So far no fatalities have been reported, although many injuries,which slows production. Blast Lizard Type: Reptile Size: Small CR: 3 Hit Points: 5d8+5 (27 hp) Mas: Init: +0 Speed: 20 ft, burrow 20 ft Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16 BAB/Grp: +3 /-1 FS/Reach: 5 ft by 5 ft / 5 ft Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1plus poison Special Attacks: Breath weapon, poison Special Qualities: Darkvision 30 ft Allegiances: Saves: Fort +5, Reflex +4, Will +1 Reputation: Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10 Skills: Hide +5, Move Silently +5, Listen +5 Feats: Dodge, Run Possessions: Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD(Large) Combat When threatened, a blast lizard first attempts to escape by burrowing away.Should this fail, it turns and unleashes its secret weapon, a cone of focusedsound that emanates from its blowhole. When attacking creatures smaller thanitself, the blast lizard relies on its bite, claws and tailattack. Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from theorifice in its forehead. The cone is 30 feet long and 15 feet wide at the end.Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC13) for half damage. Because this attack is so sudden, there is a -4circumstance penalty applied to the save unless the character knew of the blastlizard's ability prior to being targeted by it (either by being warned, seeingit in action, or by making a Knowledge (xenobiology) check, DC 20). Thispenalty only applies to the first breath weapon attack made by the first blastlizard an individual encounters. Those in the cone must also make a Fortitudesave, DC 13, or be deafened for 1d4 rounds, unless wearing proper earprotection. Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) witheach successful tail attack. The initial and secondary damage is the same, 1point of Constitution damage. Advancement Notes: Save DCs are increased by 1 per two HD added. The breathweapon damage increases 1 die per two HD of the creature. [/FONT] [HR][/HR] [FONT=Calibri]SpinedLizard Deep in swamps, one can find the spined lizard, a large, powerful reptile thatdigs in the shallow waters for grasses and roots to eat and suns itself onriverbanks during the heat of the day. They look like large crocodiles with athicket of spines running from the back of their head to the base of the tail.The tail ends in a large boney bulge with many sharp spikes sticking out of it.Although they are apparently sluggish and obviously quite stupid, spinedlizards are also easily panicked. When startled, this beast employs itsformidable natural defenses to drive off or kill any predator that disturbs itsdaily routine. Spined lizards can reach a length of 30 feet or longer, and they have fairlyflat, broad bodies that give them extra buoyancy when crossing rivers orrooting through the marsh bed for food. The reptile's trail is thick andmuscular, ending in a large bony knob as deadly as any mace, but that weaponisn't the most dangerous one in the creature's arsenal. The spined lizard'sbroad back is covered by row upon row of long, sharp spines that normally lieflat when the reptile is at rest. However, when the spined lizard isthreatened, those spines spring erect in a fearsome thicket. Because spinedlizards are normally fairly sluggish and they move along low to the ground,they are often hard to spot in the tall grasses along the shores of the marsh,and most attacks occurs when travelers stumble onto a foraging reptile. SpinedLizards are easily surprised and more easily panicked. When this occurs, thereptile's spikes stand erect, and the spined lizard rushes right at thepotential threat, intending to either scare the enemy away or trample it.What's more dangerous is when there are more than one spined lizard in thevicinity. The warning bellow from one will set the entire herd stampeding inevery direction, impaling or flattening everything in the way. Type: Reptile Size: Large CR: 2 Hit Points: 4d8+12 (30 hp) Mas: Init: +1 (Dex) Speed: 30 feet Defense: 17 (+1 Dex -1 size +7 natural) BAB/Grp: +3/+11 FS/Reach: 5 ft by 5 ft / 10 ft Attacks: Tail swipe +6 melee 1d6+6 Special Attacks: Defensive spines, tail lash Special Qualities: Allegiances: Saves: Fort +7, Reflex +5, Will +1 Reputation: Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6 Skills: Move Silently +5, Spot +3 Feats: Possessions: Advancement: 5-8 HD (Huge) Combat When threatened, the spined lizard uses its own body as a weapon, charging itsopponent and either crushing it under foot, or perforating it with its thicketof defensive spikes. If surrounded, the creature will thrash about, lashing predatorswith its powerful, club-like tail. Defensive Spines (Ex): The spined lizard's thicket of defensive spines presentsa formidable obstacle to would be predators, hindering attacks and impalingopponents when the reptile charges. If the spinded lizard charges, anyone inits path must make a Reflex save (DC 13) or be hit by 1d8 spikes, eachinflicting 1d4 points of damage. By the same token, anyone who hits a spinedlizard with an unarmed attack or with a weapon with 5 feet of reach or less,must make a Reflex save (DC 13) or be stabbed by 1d4 spines. Tail Lash (Ex): When surrounded by opponents, the spined lizard will lash outwith broad sweeps of its powerful tail, hoping to knock opponents to the groundso it can escape. Opponents hit with a tail lash must make a Reflex save (DC16) or be knocked prone.[/FONT] [/QUOTE]
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