animals of interesting nature. [Archive] - Wizards Community

Post/Author/DateTimePost
beejazz

04-25-05, 12:35 PM
I need stats for animal life in a different world from ours. Specific ideas include a "Gur", an animal with rhino hindlegs, gorrila forearms, and a bear head. The other is a sort of flat-headed, reptilian wolf.
Feathercircle

04-27-05, 09:14 AM
If you can get a hold of it, try to find "After Man" or any of the similar books by Dougal Dixon- I don't think they're still in print, but it's fairly likely that your local library either has or can get hold of copies. It's a whole book full of hypothetical animals which might evolve after the age of man- some of them are fairly familiar-looking, some are pretty alien, and all of them fill basic garden-variety ecological niches.

Also noteworthy are anything from the recent "The Future is Wild" series on Animal Planet (though you might want to avoid that if you're trying to be truly unfamiliar- your players may have seen it), and the Speculative Dinosaur Project (http://www.bowdoin.edu/~dbensen/Spec/Index.html) , although it's obviously a little dino-heavy. Basically, any speculative or alternate evolution resource would probably be really helpful to you.
beejazz

04-27-05, 11:58 AM
very useful for concepts. still need stats! animals as a monster type are highly underrated. i expect few responses. very sad
Feathercircle

04-27-05, 01:27 PM
::shrugs:: For most of them you can just take stats of existing animals and modify them slightly- the changes are more in appearance and ecological role than in any real combat capacity. If you've got a small, flying predator, stat it as a hawk, whether it's a bird or pterosaur or a flish (air-breathing flying fish-thing)- the way it interacts with the players will be fundamentally the same. If something's got cameoflauge-color fur, give it circumstantial bonuses to Hide checks- if it echolocates, give it Blindsight. If you've got ichthyosaurs or aquatic birds filling the same role as dolphins do today, just use dolphin stats and change the name and appearance.

There's no need to make more work for yourself than neccessary. This extends to more "monstrous" encounters as well- switch an ability or two around, change a monster's appearance and behavior, and most players won't realize that they're the same. The only thing you'll really want to spend time on with an all-new repertoire of animals like this is to figure out what should be allowed as a familiar/improved familiar, and what abilities they'll grant to their masters.
abraham

04-27-05, 05:35 PM
on may 14 theres going to be a special on e.t's on dicovery or the learning channel,not sure of which channel it is though.
Feathercircle

04-28-05, 08:31 AM
Heh, you want stats- I'll whip up a few real quick to show you how easy it is...in 3.0 because I'm more familiar with it. All of this took only about an hour to throw together, most of which was consumed by flipping through the SRD and googling for pictures. See if you can guess without looking which existing animals these guys were tweaked from.

(Spoiler text to keep this entry from getting ridiculously long).

Falanx (http://www.mun.ca/biology/scarr/Falanx2.jpg)

Medium-Size Animal
Hit Dice: 2d8+4 (13 hp)Initiative: +2 (Dex)
Speed: 50 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Feats: Weapon Finesse (bite)
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size);4-5 HD (Large)

Trip (Ex): A falanx that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the falanx.
Skills: *Falanxes receive a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Rabbuck (http://www.geocities.co.jp/Technopolis/9540/rabbuck.gif)
Medium-Size Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 hooves +2 melee
Damage: Hoof 1d2+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: -
Climate/Terrain: Any land
Organization: Solitary or Herd (2-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -


Night Stalker (http://www.mun.ca/biology/scarr/Dixon_Night_Stalker.jpg)

Medium-Size Animal
Hit Dice: 2d8+4 (13 hp)Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: 2 claws +3 melee, bite -2 melee
Damage: Bite 1d6+1, claws 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Blindsight
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +6, Move Silently +4, Wilderness Lore +1
Feats: Weapon Finesse (claw) -
Climate/Terrain: Island of Batavia
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium-size);4-5 HD (Large)
Pounce (Ex): If a night stalker leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.


Gurrath (http://www.rom.gr/rom16/periodiko/gurrath.psdGURATH.JPG)

Medium-Size Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +4 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 15 (+4 Dex, +1 natural)
Attacks: Bite +6 melee; 2 claws +1 melee
Damage: Bite 1d6+3; claw 1d3+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d3+1
Special Qualities: Scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +9*,Listen +6, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite, claw)
Climate/Terrain: Warm forest and plains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Pounce (Ex): If a gurrath leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the gurrath must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A gurrath that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the gurrath pounces on an opponent, it can also rake.
Skills: Gurraths receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.


Reedstilt (http://www.geocities.co.jp/Technopolis/9540/reedstilt.gif)

Tiny Animal
Hit Dice: 1/2 d8 (2 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d3-4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Listen +5, Hide +17*, Spot +4
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate swamps
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Cat
Skills: Reedstilts receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass, reeds or heavy undergrowth, the Hide bonus rises to +8


Truteal (http://www.geocities.co.jp/Technopolis/9540/truteal.gif)

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 15 ft.
AC: 14 (+2 size, +2 Dex)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qualities: Blindsight
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Listen +14, Hide +18, Move Silently +10
Climate/Terrain: Any temperate land and underground
Organization: Solitary or clan (1-10)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: -
Skills: Truteals receive a +4 racial bonus to Hide, Listen and Move Silently checks


Tree Drummer (http://uguisu.mydns.jp/kago/archives/images/tree_drummer.JPG)

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +2 (Dex)
Speed: 15 ft., climb 15 ft
AC: 14 (+2 size, +2 Dex)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Listen +10, Climb +12, Hide +14, Move Silently +10
Climate/Terrain: Any forest
Organization: Solitary (1-3)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: -
Skills: Tree drummers receive a +4 racial bonus to Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.


Testadon (http://www.geocities.co.jp/Technopolis/9540/testadon22.jpg)

Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +0
Speed: 15 ft
AC: 15 (+2 size, +3 natural)
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qualities: DR 1/-, Curl
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 12, Cha 2
Skills: Listen +10, Hide +14, Move Silently +10
Climate/Terrain: Any forest
Organization: Solitary (1-3)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: -
Curl: As a move-equivalent action, a testadon may curl up, it's plates interlocking into an armored sphere. In this state, it gains a +3 bonus to its AC. Emerging from this curl is a free action.


Of these, the reedstilt, truteal, tree drummer, and testadon are viable as familiars.
beejazz

04-28-05, 12:02 PM
WOW :bow: well... with that, dinosaur stats, a psionic squirrel swarm (based on cranium rat swarm in FF), plus about three variations on giant land sloths in various manuals... I might be set! thanx!