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Dinosaur Menagerie
1 year ago  ::  Aug 11, 2008 - 12:28PM #1
warforged51092
Posts: 30
Date Joined: 08/20/07
Finally my dinosaurs are finally posted.


Beipiaosaurus
Medium Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (2d4 +2)
Full Attack: Claw +3 melee (2d4 +2) and bite -2 melee (1d4 +1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Vomit, Augmented Critical
Special Qualities: Low-light vision
Saves: Fort +9, Ref +5, Will +0
Abilities: Str 15, Dex 14, Con 19, Int 2, Wis 10, Cha 10
Skills: Hide +3, Listen +4, Spot +4
Feats: Great Fortitude

Environment: Warm forests, marshes
Organization: Solitary, Pair, or Family (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Your party stumbles on an odd goose-shaped creature digging into a rotten log. The creature gives a startled hoot and waddles away.

Beipiaosaurs are one of the smallest of the odd therizinasaurs. This medium sized creature eats all manner of things: plants, carrion, insects, eggs, etc. Beipiaosaurs are generally peaceful.

Beipiaosaurs have a +2 racial bonus on fortitude saves vs. ingested poison and disease.

Beipiaosaurs have a +2 racial bonus on listen and spot checks.

Combat
Beipiaosaurs would much rather run than fight. But if cornered, it will lash out with its savage claws and a foul mixture of half-digested gunk.

Augmented Critical (sp): A beipiaosaurus's claw attack threatens a critical on 19 or 20

Vomit (sp): as a standard action, a beipiaosaurus can vomit up its stomach contents. All in a 10 ft. cone must make a ref. save or take 1d6 acid damage. A separate fort. save must be taken by all within 10 ft. of the creature or be nauseated for 1d4 rounds. Both saves are constitution based.


Shuvuuia
Tiny Animal
Hit Dice: 1/8d8+0.25 (0 hp)
Initiative: +6 (+6 Dex)
Speed: 60 ft. (12 squares)
Armor Class: 19 (+2 size, +6 Dex, +1 natural), touch 18, flat-footed 13
Base Attack/Grapple: 0/-11
Attack: Claw -1 melee (1d3 -3)
Full Attack: Claw -1 melee (1d3 -3) and bite -6 melee (1d2 -5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Stench
Special Qualities: Low-light vision
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 5, Dex 23, Con 15, Int 2, Wis 13, Cha 10
Skills: Hide +15, Listen +7, Spot +3
Feats: Run

Environment: Warm deserts
Organization: Solitary, Pair, Brood (2-5), or Flock (5-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 1.125-0.25 HD (Tiny); 1.25-0.375 HD (Small)
Level Adjustment: -

A small bird-like creature races by your party. It is fallowed by an un-godly reek

Shuvuuias are small members of the alvarezsaurid family. Its only defense is its speed and stench.

Shuvuuias have a +4 racial bonus on spot checks.

Combat
Shuvuuias are tiny and defenseless.

Stench (Ex): When a shuvuuia is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except shuvuuia) within 30 feet of a shuvuuia must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same shuvuuia’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

I like the ToB idea for the primordial killer and I am looking forward to the primordial shaman
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1 year ago  ::  Aug 11, 2008 - 12:32PM #2
warforged51092
Posts: 30
Date Joined: 08/20/07
THIS POST WAS A TEST. SORRY FOR INTERRUPTING THE AWESOMENESS.
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1 year ago  ::  Aug 11, 2008 - 12:47PM #3
warforged51092
Posts: 30
Date Joined: 08/20/07
Another dinosaur!


Suchomimus 
Gargantuan Animal
Hit Dice: 12d8+123 (177 hp)
Initiative: +1 (+1 Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (-4 size, +1 Dex, +8 natural), touch 7, flat-footed 14
Base Attack/Grapple: +9/+36
Attack: Bite +20 melee (2d8 +15)
Full Attack: Bite +20 melee (2d8 +15) and claw +18 melee (2d6 +7)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, rake, swallow whole
Special Qualities: Low-light vision
Saves: Fort +18, Ref +9, Will +5
Abilities: Str 41, Dex 13, Con 31, Int 2, Wis 12, Cha 12
Skills: Hide -11, Listen +9, Spot +9, Survival +3, Swim +25
Feats: Alertness,Improved Overrun,Multiattack,Power Attack,Toughness

Environment: Warm marshes
Organization: Solitary, or Pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: -

The mangrove trees behind your party explodes as a massive crocodile like monster bursts from behind. Its jaws open as it charges.

Suchomimus is a large, sail-less member of the spinosaurs. Exttreamly territorial, they attack anything that enters their terriotory. They only meet with others of their species during a short mating season.

Suchomimuses have a +5 racial bonus on swim checks and a +2 bonus on spot and listen checks.

Combat
Suchomimus combat is simple: ambush, bite, swallow.

Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.A monster with the rake ability must begin its turn grappling to use its rake  it can’t begin a grapple and rake in the same turn.

Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
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1 year ago  ::  Aug 11, 2008 - 8:38PM #4
warforged51092
Posts: 30
Date Joined: 08/20/07
Thought some dino-themed armor and weapons for the more humanoid character would be a cool addition for the thread. Need help on prices though.

Tricerashield
The Tricerashield is a +2(weapon) defending heavy steel spiked shield. 3 times a day as a standard action, the weilder of the Tricerashield may make a bullrush attempt w/out provoaking an AoO and end with a full attack. During this the weilder has a +5 bonus on attack, damage, and strenght rolls with the Tricerashield.

Stegoshield
The Stegoshield is a +2(armor) spearblock heavy steel razored shield. 3 times a day as a free action anyone attacking the weilder must make a DC 15 will save or be shaken for 1d6 rounds.

Stegopick
The Stegopick is a +2 wounding heavy pick. When used in combination with the Stegoshield the weilder gains an additional +2 AC while fighting defensivley and a +2 on attack and damage rolls while fighting defensevley

Behemoth Whip
The Behemoth Whip is a +2 thundering whip. In addition to the extra sonic damage from the thundering feature the foe is also stunned for 1d4 rounds. This weapon can also be weilded be a character one size smaller but with no penalty

Ankymace
The ankymace is a +2 clouting heavy mace. On a successful critical the foe is also stunned for 1d6 rounds

Ankyloshield
The Ankyloshield is a +3 axe block steel tower shield. While used in combination with the ankymace the owner gains an additonal +3 on AC, attack, and damage rolls while fighting defensivley

Tyrannoaxe
The Tyrannoaxe is a +2 wounding domineering greataxe. On a critcal the Tyrannoaxe deals an additional +1 constitution damage and the foe is stunned for 1d4 rounds

and a special one for Raptoral...
RAPTOR CLAWS
The Raptor Claws are a pair of +2 wounding Kukri. On a critical the raptor claws deal an additional +1 constitution damage and on a succesful hit with both weapons the foe takes an additional 1d6 damage. The weilder also gains the pounce attack
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1 year ago  ::  Aug 12, 2008 - 3:28AM #5
bhu
Posts: 4,745
Date Joined: 11/27/05
WHat does clouting do??
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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1 year ago  ::  Aug 12, 2008 - 12:48PM #6
warforged51092
Posts: 30
Date Joined: 08/20/07
Clouting (CArc p143)
Any Weapon
On a hit, the opponent is moved backward 10’ (or knocked Prone if he/she cannot move backwards) (FortNeg, DC19). If the opponent fails the first save, he/she is Stunned for 1 round (FortNeg, DC19).
Mod Abj 11 Craft Arms & Armor Repulsion — +3
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1 year ago  ::  Aug 12, 2008 - 3:23PM #7
warforged51092
Posts: 30
Date Joined: 08/20/07
Never recalled seeing a Brachiosaurus on this thread so i thought i would make one.


Brachiosaurus   
Colossal Animal

Hit Dice: 28d8+395 (521 hp) 
Initiative: +0 
Speed: 30 ft. (6 squares) 
Armor Class: 20 (-8 size, +18 natural), touch 2, flat-footed 20 
Base Attack/Grapple: +21/+56 
Attack: Slam +32 melee (2d8 +19) 
Full Attack: Slam +32 melee (2d8 +19) and tail +27 melee (4d6 +9) 
Space/Reach: 30 ft.+/20 ft.+ 
Special Attacks: Trample 
Special Qualities: Low-light vision 
Saves: Fort +32, Ref +16, Will +12 
Abilities: Str 49, Dex 11, Con 39, Int 2, Wis 12, Cha 12 
Skills: Hide -16, Listen +13, Spot +13, Survival +7, Swim +22 
Feats: Alertness,Awsome Blow,Cleave,Endurance,Great Fortitude,Improved Bull Rush,Improved Overrun,Iron Will,Power Attack,Toughness 

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Environment: Warm plains 
Organization: Solitary, Pair, Company (2-5), Patrol (5-20), or Platoon (20-40) 
Challenge Rating: 1/8 
Treasure: None
Alignment: Always neutral 
Advancement: 29-84 HD (Colossal) 
Level Adjustment: - 

Your party comes upon a misty clearing with a few scattered trees. Suddenly the trees move, revealing them to be legs of several massive beasts towering towards the heavens.


Brachiosaurus is a large, tall dinosaur from which the brachiosauridae family gets its name. These peaceful creatures live in herds where they truly eat at the tops of the trees.


Combat
Brachiosaurs rarely fight, counting on its bulk to protect it. However, brachiosaurs will bravely fight in defense of their young



Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
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1 year ago  ::  Aug 12, 2008 - 9:04PM #8
warforged51092
Posts: 30
Date Joined: 08/20/07
Another animal


Tiktaalik
Small Animal

Hit Dice: 1/4d8+5 (6 hp)
Initiative: +2 (+2 Dex)
Speed: 10 ft. (2 squares), burrow 5 ft. (1 square), swim 20 ft. (4 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: 0/-5
Attack: Bite +0 melee (1d4 -1)
Full Attack: Bite +0 melee (1d4 -1)
Space/Reach: 5 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, regeneration
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 9, Dex 15, Con 21, Int 2, Wis 12, Cha 8
Skills: Hide +8*, Listen +5, Spot +2, Swim +9
Feats: Endurance

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Environment: Warm marshes
Organization: Solitary, Brace, or Covey (2-5)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Small); 3-4 HD (Medium)
Level Adjustment: -

While drinking from the river, you are starled by an odd fish-lizard. It gives a wet snarl and slips back into the mud.


Tiktaaliks, also known as "God-Killers", are odd little creatures seeming to be made of both fish and amphibians. Their nick-name comes from the habit of being hunted down by clerics for seeming to be able to destroy any creation myth for being alive.

Tiktaalik have a +2 racial bonus on hide and listen checks. The hide bonus increases to +4 while in muddy areas.

Combat
Tiktaalik are resilient beasts despite being noncaombative

Regeneration (Ex): Tiktaalik can regrow parts of its body at a rate of 1 HP per hour. It can still be killed like normal
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1 year ago  ::  Aug 12, 2008 - 9:42PM #9
Rappy
Posts: 313
Date Joined: 02/09/08
I've done brachs earlier under the name sauroposeidon, but there have been more than one version of creatures before. I like the tiktaalik.
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1 year ago  ::  Aug 13, 2008 - 7:16AM #10
warforged51092
Posts: 30
Date Joined: 08/20/07
Sorry for repeating the Briachio and thanks for the compliment on the Tiktaalik.
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