Beast in the Bayou [Archive] - Wizards Community

Post/Author/DateTimePost
Raptorial

10-01-06, 02:23 AM
I decided to create a place called Gator Bayou, and I thought that I might as well share the creatures and characters I created for it. First are the native Gatorfolk and Raccolns.
http://www.rjritchie.com/scorn/images/flgator.jpg
Gatorfolk
Large Monstrous Humanoid
Hit Dice: 2d8+14 (23 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. swim 50 ft.
Armor Class: 30 (-1 size, +3 Dex, +18 natural), touch 12, flat-footed 32
Base Attack/Grapple: +2/+16
Attack: Bite +11 melee (2d8 +10)
Full Attack: Bite +11 melee (2d8 +10) or dagger +11 melee (1d4 +10) or tail +6 melee (1d8 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Skills: Balance -2, Climb +5, Escape Artist -2, Hide -6, Jump +5, Listen +1, Move Silently -1, Sleight of Hand -2, Speak Draconic, Spot +4, Swim -4, Tumble -2
Feats: Track
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Environment: Warm swamp
Organization: Solitary or Gang (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Evil
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

You notice what appears to be a long-headed lizardfolk warrior moving through the misty swamplands. As you prepare to fire upon it, a large bipedal alligator bursts from the water and all goes black.

Combat
Usually, a gatorfolk will hide in the water and then burst forth to attack with its powerful jaws. If it can't attack with its head or tail, it will hack and slash with the dagger held at its side.

Raccoln
Small Monstrous Humanoid
Hit Dice: 1d8+3 (7 hp)
Initiative: +6 (+6 Dex)
Speed: 20 ft. (4 squares), burrow 10 ft. (2 squares), swim 30 ft. (6 squares)
Armor Class: 17 (+1 size, +6 Dex), touch 17, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d3 +0)
Full Attack: Bite +2 melee (1d3 +0) or dagger -3 melee (1d4 ++0)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +3, Ref +10, Will +2
Abilities: Str 11, Dex 23, Con 16, Int 11, Wis 11, Cha 15
Skills: Escape Artist +8, Listen +2, Sleight of Hand +10
Feats: Lightning Reflexes
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Environment: Warm swamp
Organization: Solitary, or Brood (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: -

A little creature pops out of its burrow, looking for all the world like an anthropomorphic nutria. It then walks up to you, grinning like a mad hatter. It then proceeds to snatch your pouch of gold coins, cackling madly.

Rattolns are a small, nutria-like race who live in warrens underneath the marshy ground of Gator Bayou. They make a living conning people into trusting them. Whenvever they get the chance, the Rattolns will proceed to steal anything they can get their furry paws on. Rattolns aren't into fighting.
Raptorial

10-01-06, 08:07 PM
Next are some of the beasts that live in the deep waters.
Swamp Haunt
Large Undead
Hit Dice: 3d12 (19 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft. (6 squares), swim 50 ft. (10 squares)
Armor Class: 31 (-1 size, +6 Dex, +16 natural), touch 15, flat-footed 25
Base Attack/Grapple: +1/+15
Attack: Spirit bow +6 ranged (2d6 +10)
Full Attack: Spirit bow +6/+1 ranged (2d6 +10) or bite +10 melee (1d6 +5) or claw +10 melee (1d8 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful presence
Special Qualities: Darkvision 60ft., undead traits
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 30, Dex 22, Con 0, Int 17, Wis 13, Cha 1
Skills: Concentration +12, Hide +2, Jump +15, Listen +6, Spot +7, Swim +13
Feats: Blind Fighting,Great Fortitude
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Environment: Warm swamp
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Evil
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

A horrid stench rises from the swamp waters as a dessicated corpse rise from the depths. It lets out an unearthly moan, and then swims towards you...

The swamp haunt is a horrid beast that resembles a mummified gatorfolk. They move among the cypress trees, waiting for prey. Although a swamp haunt can easily come out during the day, it choose to be nocturnal so that its shadowy husk is rendered nearly invisible. Even the ferocious draconic beasts of the deeper waters avoid haunts due to their unsettling appearance and the nasty sting of the spirit bow.

Combat
Usually swamp haunts use their spirit bow to snipe from the waters. The spirit bow has the range of a typical bow, but utilizes spirit arrows, which normally deal 2d6+10 damage but is doubled when used against anything with a good alignment. If seen, it will attempt to rend with its claws and teeth.
Frightful Presence (Ex): A swamp haunt’s very presence unsettling to foes. It takes effect automatically when the haunt performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. The range is 30 feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the swamp haunt has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 swamp haunt's racial HD + its Cha modifier). An opponent that succeeds on the saving throw is immune to that the swamp haunt's frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Uses its Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep.

Next is the gator beast. I based it on a picture I saw here-http://www.marshalls-art.com/pages/pcreatures/largecreatures/bayou3.htm
Gator Beast
Huge Animal
Hit Dice: 5d8+45 (67 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), swim 60 ft. (12 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+23
Attack: Bite +13 melee (3d6 +12)
Full Attack: Bite +13 melee (3d6 +12) and claw +8 melee (1d8 +6) and tail +8 melee (2d6 +6)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: fast healing 3, low-light vision, scent
Saves: Fort +13, Ref +8, Will +0
Abilities: Str 35, Dex 15, Con 29, Int 2, Wis 9, Cha 5
Skills: Hide -6, Listen +1, Move Silently +6, Spot +1
Feats: Lightning Reflexes,Track
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Environment: Warm swamp
Organization: Solitary, or Pair
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: -

A beast the gatorfolk speak of in high esteem, the gator beast is said to dwell in the deepest corridors of the bayou that is named after it. Few have seen the beast and lived to tell the tale.

The gator beast is a ferocious monster considered by the gatorfolk to be their great and powerful ancestor. It is a monstrosity of bloodthirsty intent that prowls the fens and bends of the Bayou's inner circle. It appears to be a cross between an alligator and a baryonyx.

Combat
Fast Healing (Ex): A gator beast regains hit points at an exceptionally fast rate.. Fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a gator beast to regrow lost body parts.
Scent (Ex): A gator beast can detect approaching enemies, sniff out hidden foes, and track by sense of smell. It can identify familiar odors just as humans do familiar sights.The gator beast can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When it detects a scent, the exact location of the source is not revealed only its presence somewhere within range. The gator beast can take a move action to note the direction of the scent.Whenever it comes within 5 feet of the source, the gator beast pinpoints the source’s location.Since it has the Track feat and the scent ability, the gator beast can follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. The gator beast tracking by scent ignore the effects of surface conditions and poor visibility.

Aquaronos
Gargantuan Dragon (Aquatic)
Hit Dice: 27d12+273 (448 hp)
Initiative: +1 (+1 Dex)
Speed: swim 70 ft. (14 squares)
Armor Class: 43 (-4 size, +1 Dex, +36 natural), touch 7, flat-footed 25
Base Attack/Grapple: +27/+54
Attack: Bite +38 melee (3d8 +15)
Full Attack: Bite +38 melee (3d8 +15) and tail +33 melee (2d6 +7)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., dragon traits, low-light vision
Saves: Fort +27, Ref +18, Will +19
Abilities: Str 41, Dex 13, Con 31, Int 4, Wis 14, Cha 6
Skills: Concentration +20, Hide -11, Intimidate +28, Listen +22, Sense Motive +10, Spot +14, Survival +12
Feats: Cleave,Die Hard,Dodge,Endurance,Great Cleave,Great Fortitude,Iron Will,Lightning Reflexes,Power Attack,Toughness
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Environment: Warm swamp
Organization: Solitary
Challenge Rating: 26
Treasure: Double Standard
Alignment: Always neutral
Advancement: 28-54 HD (Gargantuan); 55-81 HD (Colossal)
Level Adjustment: -

A massive leviathan of the deep, it rises from the swamp's dark waters. Its toothy maw engulfs you in shadows and death is sure to follow.

The aquaronos is a massive draconic beast that prowls the deep waters, feeding upon even the deadly gator beasts. The only thing it fears is another of its species or the occasional wandering great wyrm gold dragon. Its appearance is that of a mosasaur-like creature with a tail ending in a fin and a plump, razor-backed body.

Combat
An aquaronos attacks in ways similar to a carp dragon.

A dragon possesses the following traits.
Immunity to magic, sleep effects, and paralysis effects.

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Foxhengeyokai

10-01-06, 08:29 PM
For the aquaronos, It's AC is WAY TOO LOW a 19th level fighter may not even have to roll to hit it! I wish i could be of more help though.
Raptorial

10-02-06, 01:56 AM
I increased the aqua's armor class. I now present some of the arboreal residents up in the heights of the cypresses.
Letorith
Large Plant
Hit Dice: 2d8+12 (21 hp)
Initiative: +3 (+3 Dex)
Speed: 5 ft. (1 square), climb 5 ft. (1 square)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/+13
Attack: Tentacle +8 melee (1d6 +8)
Full Attack: Tentacle +8 melee (1d6 +8)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Blindsense, low-light vision, plant traits
Saves: Fort +9, Ref +3, Will -4
Abilities: Str 27, Dex 17, Con 23, Int 1, Wis 2, Cha 0
Skills: Climb +9, Escape Artist +4, Hide +2, Listen -4, Spot -4
Feats: Endurance
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Environment: Warm swamp
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-6 HD (Huge)
Level Adjustment: -

A glob of moss is draped over a log. Suddenly it starts crawling forward, its tentacles now showing.

Letorith are plants that live in the trees of Gator Bayou. They appear to be a normal, if a bit large, pile of moss. When they unexpectedly start to move they unfurl their tentacles and reveal their predatory nature.

Combat
Blindsense (Ex): Using subsonic waves, a letorith notices things it cannot see. The letorith does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent it cannot see still has total concealment against the letorith, and it still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a letorith. It is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

A plant creature possesses the following traits.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Plants breathe and eat, but do not sleep.

Swampburbler
Large Animal
Hit Dice: 3d8+21 (34 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares), climb 30 ft. (6 squares), swim 15 ft. (3 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+16
Attack: Bite +11 melee (2d8 +10)
Full Attack: Bite +11 melee (2d8 +10) and claw +6 melee (1d6 +5)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +10, Ref +6, Will +0
Abilities: Str 31, Dex 17, Con 24, Int 2, Wis 8, Cha 5
Skills: Climb +11, Hide -1, Jump +11, Listen -1, Spot +2, Swim +11
Feats: Die Hard,Endurance
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Environment: Warm swamp
Organization: Solitary, or Gang (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

A creature that looks like a hairless gorilla shambles through the undergrowth. It disappears into the trees before you can take a closer look at this bizarre beast.

Swampburblers are ugly primates found in the Bayou. The natural prey is the Pufflit, a tiny reptile. They have habits similar to gorillas, and dislike combat. A swampburbler will only attack if it has no other choice.

Pufflit
Tiny Magical Beast (Shapechanger)
Hit Dice: 1/8d10+0.25 (0 hp)
Initiative: +6 (+6 Dex)
Speed: 5 ft. (1 square), fly 60 ft. (perfect), climb 5 ft. (1 square)
Armor Class: 18 (+2 size, +6 Dex), touch 18, flat-footed 12
Base Attack/Grapple: 0/-11
Attack: Bite -0.875 melee (1d3 -3)
Full Attack: Bite -0.875 melee (1d3 -3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Alternate form, darkvision 60ft., low-light vision
Saves: Fort +4, Ref +10, Will +0
Abilities: Str 5, Dex 23, Con 15, Int 2, Wis 11, Cha 4
Skills: Balance +7, Hide +15, Listen 0, Move Silently +7, Spot +2
Feats: Lightning Reflexes
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Environment: Warm land
Organization: Solitary, or Covey (2-5)
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 tiny creature darts among the trees, a perfect example of serene grace and beauty. Its scales shine in the light, producing a dazzling display.

Pufflits are adorable reptiles that inhabit the canopy of Gator Bayou. A pufflit's front limbs have an elongated fourth toe with a fleshy membrane resulting in a wing. Its back legs have a lesser flap of skin, and are primarily used for steering. A pufflit's agility in the air is almost unmatched. On the ground or in the trees, however, the are clumsy and vulnerable to attack. The species has a remarkable way of evading the swampburblers that consider them a delicacy. A pufflit can transform into a copy of a swampburbler to avoid being noticed by its predator. Pufflits are iridescent green, red, blue, or gold, and are popular pets among the rattolns.

Combat
Alternate Form (Su): The pufflit has the alternate form of a swampburbler (see above).

Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype. Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).
Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.
Raptorial

10-06-06, 01:00 PM
Another being, a colossal crocodiliform outsider stuck here.
Crolcodorsius
Colossal Outsider (Reptilian)
Hit Dice: 32d8+515 (659 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 50 ft. (10 squares), fly 30 ft. (poor), swim 50 ft. (10 squares)
Armor Class: 34 (-8 size, +5 Dex, +27 natural), touch 7, flat-footed 29
Base Attack/Grapple: +32/+70
Attack: Bite +46 melee (5d6 +22)
Full Attack: Bite +46 melee (5d6 +22) and claw +41 melee (3d8 +11) and tail +41 melee (4d6 +11)
Space/Reach: 30 ft.+/30 ft.+
Special Attacks: Frightful presence, rake
Special Qualities: Darkvision 60ft., outsider traits
Saves: Fort +36, Ref +25, Will +25
Abilities: Str 54, Dex 20, Con 42, Int 23, Wis 21, Cha 12
Skills: Balance +15, Climb +32, Heal +35, Hide +29, Intimidate +61, Jump +32, Knowledge (arcana) +36, Knowledge (the planes) +56, Listen +55, Sense Motive +35, Spot +25, Survival +55
Feats: Blind Fighting,Die Hard,Endurance,Extra Turning,Great Fortitude,Improved Initiative,Iron Will,Lightning Reflexes,Run,Toughness,Track
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Environment: Warm swamp
Organization: Solitary
Challenge Rating: 25
Treasure: Double Standard
Alignment: Chaotic Evil
Advancement: 33-96 HD (Colossal)
Level Adjustment: -

"Flee pitiful beings! Run from the awesome might that is Crolcodorsius!"

Crolcodorsius was trapped upon this plane long ago during an interdimensional shifting. He has often tried to get back, but the circumstances have never been at his favor. He now bides his time in the depths of Gator Bayou, watching and waiting for the right moment to return to his homeplane...

Combat
He's a big honkin' reptilian outsider! How do you think he fights?!
Frightful Presence (Ex): Crolcodorsius' very presence unsettling to foes. It takes effect automatically when Crolcodorsius performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. The range is 50 feet, and the duration is 5d8 rounds. This ability affects only opponents with fewer Hit Dice or levels than Crolcodorsius has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 Crolcodorsius' racial HD + Crolcodorsius' Cha modifier). An opponent that succeeds on the saving throw is immune to Crolcodorsius' frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Rake (Ex): Crolcodorsius gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but Crolcodorsius 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. Crolcodorsius must begin its turn grappling to use its rake-it can’t begin a grapple and rake in the same turn.

An outsider possesses the following traits.
Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
Raptorial

10-09-06, 06:14 PM
I have to say, I really don't know what to make. Anyone have any ideas? Also, I found a gatorfolk's picture and posted it.
Dracomortis

10-09-06, 07:17 PM
What about some kind of ooze-like creature made from that moss that's always hanging on trees in swamps, that hides amongst the branches and grabs creatures that pass below, pulling them up and strangling them with its mass? Despite the fact that I lived in Florida for five years I can't think of it's name for the life of me...