Virginia Wilde
First Post
Never posted a monster here before, and under some friendly encouragement (from my friends), I thought I'd put a couple up here. I'd really appreciate feedback, as it would help me refine these creatures (and parts of my campaign).
Blindsight (Ex): The creatures below possess a form of blindsight that utilizes high frequency light waves. Darkness, such as that from darkness spells and similar sources, does not ruin this blindsight.
Alright, if the pictures aren't showing, they're at Garr's site:
www.geocities.com/garr_keehan/stagjaw.jpg and www.geocities.com/garr_keehan/balow.jpg. They do exist, but you may have to copy and paste......urg...I hate geocities......
Forest Stagjaw (Stagjaw silvus spp)
Medium-sized Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6 + 2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Poison, improved grab.
Special Qualities: 120 ft. Blindsight, Bizaare Anatomy
Saves: For +5, Ref +6, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 7
Skills: Listen +5, Spot +5, Wilderness Lore +5
Feats: Weapon Finesse (Bite)
Climate/Terrain: Cool and temperate forest
Organization: Pair or pack (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral.
Advancement: 3 HD (Medium-size); 4-5 HD (Large)
Bizaare Anatomy: A stagjaw's anatomy is different than more familiar animals, making it difficult to hurt (this effectively gives the creature damage reduction 2/-). A stagjaw without a head is still alive, although it cannot attack. It starves to death in 1d4 days.
Poison: A stagjaw that succeeds in a grapple check begins pumping digestive juices into its prey using its pincer-like jaws. Fortitude save (DC 13), initial damage 1d6 dex, secondary damage 1d4 con. The venom begins by paralyzing or slowing its prey (blocking nerve receptors), then becomes a digestive enzyme as the chemical itself breaks down.
Ballow (Pluocrystaphagus sp.)
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (+1 dex)
Speed: 60 ft.
AC: 13 (+1 dex, +2 natural)
Attacks: Piercing tongue +6 melee
Damage: Tongue 1d6+3 melee
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Poison.
Special Qualities: 120 ft. Blindsight, Bizaare Anatomy
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 12, Con 16, Int 1, Wis 11, Cha 6
Skills: Listen +5, Spot +5.
Climate/Terrain: Cool and temperate forest and plains.
Organization: Solitary or herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral.
Advancement: ---
Bizaare Anatomy: A ballow's anatomy is different than more familiar animals, making it difficult to hurt (this effectively gives the creature damage reduction 2/-).
Poison: A ballow that hits with its tongue injects an anti-coagulant into the victim, used for aiding in drinking plant juices. Fortitude save (DC 15), initial damage 1d4 str, secondary damage 1d4 str.
Blindsight (Ex): The creatures below possess a form of blindsight that utilizes high frequency light waves. Darkness, such as that from darkness spells and similar sources, does not ruin this blindsight.
Alright, if the pictures aren't showing, they're at Garr's site:
www.geocities.com/garr_keehan/stagjaw.jpg and www.geocities.com/garr_keehan/balow.jpg. They do exist, but you may have to copy and paste......urg...I hate geocities......
Forest Stagjaw (Stagjaw silvus spp)
Medium-sized Animal

Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6 + 2
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Poison, improved grab.
Special Qualities: 120 ft. Blindsight, Bizaare Anatomy
Saves: For +5, Ref +6, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 7
Skills: Listen +5, Spot +5, Wilderness Lore +5
Feats: Weapon Finesse (Bite)
Climate/Terrain: Cool and temperate forest
Organization: Pair or pack (3-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral.
Advancement: 3 HD (Medium-size); 4-5 HD (Large)
Bizaare Anatomy: A stagjaw's anatomy is different than more familiar animals, making it difficult to hurt (this effectively gives the creature damage reduction 2/-). A stagjaw without a head is still alive, although it cannot attack. It starves to death in 1d4 days.
Poison: A stagjaw that succeeds in a grapple check begins pumping digestive juices into its prey using its pincer-like jaws. Fortitude save (DC 13), initial damage 1d6 dex, secondary damage 1d4 con. The venom begins by paralyzing or slowing its prey (blocking nerve receptors), then becomes a digestive enzyme as the chemical itself breaks down.
Ballow (Pluocrystaphagus sp.)
Large Animal

Hit Dice: 4d8+12 (30 hp)
Initiative: +1 (+1 dex)
Speed: 60 ft.
AC: 13 (+1 dex, +2 natural)
Attacks: Piercing tongue +6 melee
Damage: Tongue 1d6+3 melee
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Poison.
Special Qualities: 120 ft. Blindsight, Bizaare Anatomy
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 16, Dex 12, Con 16, Int 1, Wis 11, Cha 6
Skills: Listen +5, Spot +5.
Climate/Terrain: Cool and temperate forest and plains.
Organization: Solitary or herd (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral.
Advancement: ---
Bizaare Anatomy: A ballow's anatomy is different than more familiar animals, making it difficult to hurt (this effectively gives the creature damage reduction 2/-).
Poison: A ballow that hits with its tongue injects an anti-coagulant into the victim, used for aiding in drinking plant juices. Fortitude save (DC 15), initial damage 1d4 str, secondary damage 1d4 str.
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