Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Tuesday, March 18, 2014

Shifting out of neutral

So, after a great deal of on-and-off attempts at blogging, a new job, and plans for additional schooling, I have decided I should really get my butt back into gear and post some more. So without further ado, allow me to present a personal favorite: DILOPHOSAURUS!

Dilophosaurus CR 4

With a trilling hoot, the creature hops from the brush. Two short, parallel crests adorn its head, and its whiplike tail waves behind it.
XP 1,200
N Large Animal
Init +7; Senses: low-light vision, scent; Perception +12

DEFENSE
AC 17, touch 13, flat-footed 13 (+3 Dex, +1 Dodge, +4 natural, –1 size)
HP 45 (7d8+14)
Fort +7, Ref +8, Will +6

OFFENSE
Speed 40 ft.
Melee Bite +8 (1d8+4 plus poison), 2 claws +8 (1d6+4)
Special Attacks:
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 18, Dex 17, Con 15, Int 2, Wis 15, Cha 10
Base Atk: +5; CMB: +10; CMD: 23
Feats: Improved Initiative, Nimble Moves, Skill Focus (Stealth), Dodge
Skills: Perception +12

ECOLOGY
Environment: temperate or warm forests or swamps
Organization: solitary, pair, or pack (3-6)
Treasure: Incidental

Special AbilitiesPoison (Ex)Bite- Injury; Save Fort DC 15; Frequency 1/round for 6 rounds; Effect: 1d3 Dex damage; Cure: 2 consecutive saves. The save DC is Constitution based.


Description:
Growing nearly 20 ft. long, and weighing anywhere from 800-1000 lbs, dilophosaurs prey primarily on smaller creatures, though should medium prey like deer or humanoids look like easy prey, they will not pass on such an opportunity.
The crests are primarily used as identification, with no two dilophosaurs looking exactly alike. 

Tactics:
Dilophosaurus prefer striking and withdrawing, allowing its paralyzing venom to take hold. If escape is impossible, or if faced with an abundance of prey, they will move on to fresh targets as the first victims begin to slow.

Thursday, July 11, 2013

Weekly Pathfinder-Riding Drake

Lets get this started! This was inspired by a forum topic about some kind of dragonrider class.  Of course, this is only the base creature. Next up, I'll post animal companion stats and the prestige class to go with it.

RIDING DRAKE CR 5
This large, dark-scaled reptile sports massive wings above its forelegs. Its eyes glint with a savage intelligence, as its scaly tail flicks side to side.
XP 1,800 
N Large Magical Beast
Init +3; Senses Low-light vision, scent; Perception +12
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
Hp 51 (6d10+18)
Fort +8, Ref +8, Will +5
OFFENSE
Speed 40 ft., fly 120 ft. (average)
Melee bite +9 (1d8+6), 2 claws +9 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Qualities Powerful Bite
STATISTICS
Str 18, Dex 17, Con 16, Int 5, Wis 13, Cha 12
Base Atk +
5; CMB +9; CMD 23 (25 vs. trip)
Feats
Iron Will, Skill Focus (Perception), Power Attack
Skills
Fly +10, Perception +12;
Languages
Common (Cannot speak)

ECOLOGY
Environment mountains, forested hills
Organization solitary or pair
Treasure incidental
Special Abilities:
Powerful Bite: A riding drake adds 1-1/2 times its strength modifier to its bite damage.

Centuries, perhaps millennia ago, a reclusive order of magi and cavaliers set about breeding a draconic creature suitable for a mount.  Starting with the simplistic drakes, and working over generations, the breeders muddled the bloodlines of dozens of creatures.  Drakes, dragonnels, wyverns-even a smattering of true dragon blood. The eventual result was known as the riding drake- a four-legged, winged reptile that was more than animal but clearly less than true dragon.  The creatures are as varied in temperament and personality as horses, and form close bonds with their handlers.
Being artificially bred, riding drakes seldom live in the wild, but escapees have survived, and bred true. They prefer mountainous areas, though they also accept seaside cliffs or even large trees, in a pinch. The two main criteria are seclusion and ready food sources. Of course, this means a wild riding drake moving into an area can rather problematic for farmers. Thankfully, the creatures tend to move from year to year, until they find a spot they consider 'just right'.

Thursday, July 4, 2013

Weekly Pathfinder: Carnotaurus

All right, first actual productive post on the blog-Carnotaurus. I drew a more than a little inspiration from Mr. Crichton's work for this one.

Carnotaurus CR 6

A ripple in the shadows is all the warning you receive before the creature lashes out. Two stubby horns sit above its eyes, and its stubby maw is full of slashing teeth.
XP 2,400
N Huge animal
Init +7; Senses low-light vision, scent; Perception +10


DEFENSE
AC 19, touch 12, flat-footed 15 (+3 Dex, +1 Dodge, +7 natural, –2 size)
hp 76 (9d8+36)
Fort +9, Ref +9, Will +7


OFFENSE
Speed 50 ft.
Melee bite +12 (2d6+12 plus Bleed)
Space 15 ft.; Reach 15 ft.
Special Attacks: Bleed (1d4)


STATISTICS
Str 27, Dex 16, Con 19, Int 2, Wis 14, Cha 9
Base Atk +6; CMB +16; CMD 30
Feats Dodge, Improved Initiative, Mobility, Skill Focus (Stealth), Spring Attack
Skills Perception +10 Stealth +13; Racial Modifiers +8 Stealth (+12 in dim light or heavily wooded areas)
Special Qualities: Camouflage


ECOLOGY
Environment Warm coastline or forest.
Organization solitary, pair, or pack(3-6)
Treasure none


Special Ability:
Camouflage: When in areas of forest or jungle, Carnotaurus may hide even without cover.


Carnotaurus are mid-sized therapods, averaging 26-29 feet in length, and weighing roughly 3500 lbs.  They possess a limited color-changing ability, similar to chameleons. Though not as powerful or large as other river predators like dire bears or giant snapping turtles, they are often more feared thanks to their stealthiness.  


Tactics: Carnotaurus prefer attacking from ambush, utilizing the forest surroundings and their color-changing abilities.  They will often bite only once or twice, letting the prey bleed out before returning to finish their weakened victim.  If presented with multiple prey (like an adventuring party) they will try to bite several, taking advantage of Mobility and Spring Attack to strike and withdraw.

Thursday, June 27, 2013

Weekly Pathfinder-Baryonyx

Baryonyx CR 6

The enormous reptile lunges at you from the river, its crocodilian snout filled with teeth, and its thumbs tipped with massive claws.
XP 2,400
N Huge animal
Init +2; Senses: low-light vision, scent; Perception +15
DEFENSE
AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
HP 75 (10d8+30)
Fort +10, Ref +9, Will +7
OFFENSE
Speed 50 ft.; Swim 30 ft.
Melee bite +11 (2d6+6), 2 claws +12 (1d8+6 plus reposition)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 22, Dex 14, Con 17, Int 2, Wis 15, Cha 11
Base Atk: +7; CMB: +15 (+19 Reposition); CMD: 28
Feats:Blind-Fight, Combat Reflexes, Iron Will, Vital Strike, Weapon Focus (Claws)
Skills: Perception +15 Swim +14; Racial Modifiers +4 Perception +8 Swim
ECOLOGY
Environment: temperate or warm rivers, lakes; coastal
Organization: solitary, pair, or family group (1-2 adults plus 1-4 young)
Treasure: Incidental

Special Abilities
Reposition: On a successful claw attack against a Large or smaller opponent, Baryonyx may attempt a free reposition combat maneuver without provoking attacks of opportunity. It has a +4 bonus on reposition attempts.

Description:
Baryonyx is a fearsome river predator. While they primarily eat fish, they will not pass up small prey that presents itself, including deer, turtles, wading birds (like herons), or humanoids.

These stats can also be used for Suchomimus (Advanced simple template) or Spinosaurus (Giant simple template and +3 HD

Tactics:

Baryonyx typically prefer claw attacks to drag their opponents into unfavorable terrain, whether its beaching aquatic creatures, or heaving land animals into a body of water.