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| #1raptorialJul 22, 2007 10:08:53 | Looking over Even More Modern again inspired me to put faces to the animals beyond the snakes and scorpions (other species of both courtesy of Menace Manual), plus even more modern animals...something that is amazingly lacking in d20 Modern. Although the first one isn't very big, at least you now have the knowledge that your attack roll can possibly take out a little bug. :P Anyone else who has some stat ideas or actual stats, feel free to add them in...maybe we can get something PDF-worthy in the end. ![]() Fine Spider: CR 1/8; Fine vermin; HD 1/8d8; Hp 1; Mas 9; Init +3; Spd 20 ft. (30 for hunting spiders), climb 10 ft. (replace with burrow for ground web weavers like Sydney funnel-webs); Defense 21, touch 21, flat-footed 18 (+8 size, +3 Dex); BAB +0; Grap -21; Atk +3 melee (1-5+poison, bite); Full atk +3 melee (1-5+poison, bite); FS ½ ft. by ½ ft.; Reach 0 ft.; SQ Darkvision 60 ft., poison (DC by species, see Even More Modern pg. 10), webs; AL none; SV Fort +1, Ref +3. Will +0; AP 0; Rep +0; Str ,1 Dex 17, Con 9, Int -, Wis 10, Cha 2. Skills: Climb +2 (+8 for tree-climbing spiders), Hide +22, Jump -4 (+2 for hunting spiders), Move Silently +8, Spot +10. Feats: None. Skills Bonuses: As per monstrous spiders, plus an added rule for climb bonuses as per Jump bonuses. Next time, the lionfish poisoned by Even More Modern. |
| #2raptorialJul 23, 2007 6:57:37 | The hardy resistance and quick reflexes of the lionfish makes it a tough customer for an animal its size. This fish can flavor an aquatic adventure, and are sometimes found in aquarium stores where they can get more physical with your landlubber players. For added fun, I added a conversion of a D&D SRD animal of the powerful African Big Five (which I changed a teensy bit by replacing low-light vision with scent due to its eye flaws, editing the skill, and upping the Charisma...seriously, a charging rhino must have more than 2 Charisma), and a big bully of the North woods. More conversions will come later. Lionfish: CR 1/6; Diminutive animal; HD 1/4d8+1; Hp 1; Mas 16; Init +4; Spd Swim 30 ft.; Defense 18, touch 18, flat-footed 14 (+4 size, +4 Dex); BAB +0; Grap -16; Atk +0 melee (1d2-4+poison, sting); Full atk +0 melee (1d2-4+poison, sting); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ Aquatic, poison (see Even More Modern, pg. 10); AL none; SV Fort +5, Ref +8. Will +0; AP 0; Rep +0; Str 2, Dex 18, Con 16, Int 1, Wis 11, Cha 3. Skills: Intimidate +3, Move Silently +6. Feats: Lightning Reflexes. Skill Bonuses: Due to their bold and easily recognized coloration, lionfish gain a +4 bonus to Intimidate checks. Bonus Feat: Lionfish gain the bonus feat Lightning Reflexes. Rhinoceros: CR 4; Large animal; HD 8d8+40; Hp 76; Mas 21; Init +0; Spd 30 ft.; Defense 16, touch 9, flat-footed 16 (-1 size, +7 natural); BAB +6; Grap +18; Atk +13 melee (2d6+8, gore); Full atk +13 melee (2d6+8, gore); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Powerful charge (4d6+24), scent; AL none; SV Fort +11, Ref +6. Will +3; AP 0; Rep +0; Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 6. Skills: Listen +9, Survival +4. Feats: None. ![]() Wolverine: CR 2; Medium animal; HD 2d8+15; Hp 28; Mas 19; Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; Defense 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); BAB +2; Grap +4; Atk +4 melee (1d4+2, claw); Full atk +4 melee (1d4+2, 2 claws) and –1 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision, rage, scent; AL none; SV Fort +7, Ref +5. Will +2; AP 0; Rep +0; Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10. Skills: Climb +10, Listen +4, Spot +4. Feats: Toughness. Bonus Feat: Wolverines gain the bonus feat Toughness. |
| #3cybergnomeJul 24, 2007 11:53:26 | COOL! I think that this is a really idea. Anyway, for my bit, here's a rat swarm that I converted to D20 Modern: ![]() Swarm (Rats) Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous. A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Traits: Disease (Ex): Bacterial infection - Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Swarm Traits (Ex): Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures. While most weapons are not very effective against swarms, any weapon that has an area of effect (as opposed to an attack roll against an individual target) deals normal damage to a swarm Swarms are immune to nonlethal damage and massive damage. Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Tactics: In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity A rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. The creature must make a fortitude save or contract a bacterial infection (see above). Rat Swarm (CR 2): tiny animal (swarm) Init: +2; Listen +6, Spot +7, Search -4 ⎯⎯⎯⎯⎯ Defense: 14 (+2 size +2 Dex); 12 touch, 12 flat-footed HD: 4d8+3 (21 hp); Mas: - Fort: +4, Ref: +6, Will: +2 ⎯⎯⎯⎯⎯ Speed: 15 ft. Space: 10 ft. (4 5 ft. squares) Reach: 0 ft. Standard Attacks: Swarm: (1d6 + disease) Full Attacks: Swarm: (1d6 + disease) BAB: +3; Grapple: - ⎯⎯⎯⎯⎯ Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2 SQ: half-damage from weapons, swarm traits, disease, distraction, low-light vision, scent Feats: alertness, stealthy, toughness Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +8, Spot +7, Swim +10 |
| #4raptorialJul 26, 2007 6:44:38 | I like the rat swarm, cybergnome. I'll be doing a game animal of some sort soon, possibly more than one. |
| #5raptorialAug 05, 2007 16:47:20 | Well, the Core Rulebook gave us the big grizzly bear, now for a smaller creature and a ball of fun. Black Bear: CR 2; Medium-size animal; HD 3d8+6; hp 19; Mas 15; Init +1; Spd 40 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); BAB +2; Grap +6; Atk +6 melee (1d4+4, claw); Full atk +6 melee (1d4+4, 2 claws) and +1 melee (1d6+2, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision, scent; AL none; SV Fort +5, Ref +4. Will +2; AP 0; Rep +0; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. Skills: Climb +4, Listen +4, Spot +4, Swim +8. Feats: None. Skills: A black bear has a natural +4 bonus to Swim checks. Pangolin: CR 1; Tiny animal; HD 1/2d8+4; hp 6; Mas 14; Init +1; Spd 20 ft., climb 15 ft., burrow 5 ft.; Defense 16, touch 13, flat-footed 15 (+2 size, +1 Dex, +3 natural); BAB +0; Grap -11; Atk -1 melee (2d4-3, claw); Full atk -1 melee (2d4-3, 2 claws); FS 2 ½ feet by 2 ½ feet; Reach 0 ft.; SQ Darkvision 60 ft., stench; AL none; SV Fort +4, Ref +3. Will +0; AP 0; Rep +0; Str 4, Dex 12, Con 14, Int 2, Wis 11, Cha 4. Skills: Climb +3, Escape Artist +7, Listen +1. Feats: Toughness. Skills: Pangolins have a +4 bonus to Climb and Listen checks. Bonus Feat: Pangolins gain Toughness as a bonus feat. For use as a nine-banded armadillo, remove stench, remove climb, and viola. |
| #6zombiegleemaxAug 05, 2007 17:40:44 | How about a Komodo Dragon / Monitor Lizard? And have you thought about writing up variations on Crocodiles / Alligators? |
| #7raptorialAug 05, 2007 18:06:22 | Well, Menace Manual has the monitors, but yeah, the Medium and Huge crocodiles are only some of the species. We have the Small crocodilian caiman and the Large species too. I think I'll work on those next. |
| #8marcoasalazarmAug 10, 2007 14:45:15 | Nice. |
| #9rookbirdAug 10, 2007 17:36:16 | I don't know much about animals, but would a wolverine and black bear really both be classified as medium size? |
| #10jacemachineAug 10, 2007 18:15:21 | Great stuff Raptorial! This is a good thread! |
| #11raptorialAug 10, 2007 20:26:07 | I don't know much about animals, but would a wolverine and black bear really both be classified as medium size? Yes, they can. Both animals are within the 4-8 foot range of Medium-size. The funny thing with those are that 4 feet is also in Small, and 8 in Large, so I just went with the D&D size monitor of Medium for both. Now then, for the crocodilians to be completed. Also, what is up with the Aquatic subtype applying to the Medium-size and Huge crocodilians? They can't stay under water indefinately...hold breath would seem more appropriate. Even more confusing is why the Huge crocodile loses one point of Int. I also have arguements over why an intimidating Huge crocodile only has 2 Charisma, but I really won't touch that one and just accept it with my crocs. Small Crocodilian: CR 1; Small animal; HD 1d8+3; Hp 7; Mas 17; Init +3; Spd 30 ft., swim 40 ft.; Defense 16, touch 14, flat footed 13 (+1 size, +3 Dex, +2 natural); BAB +0; Grap -2; Atk +3 melee (1d4+2, bite) or +3 melee (1d6+1, tail slap); Full atk +3 melee (1d4+2, bite) or +3 melee (1d6+1, tail slap); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Hold breath (27 rounds), improved grab, low-light vision; AL none; SV Fort +5, Ref +5. Will +1; AP 0; Rep +0; Str 14, Dex 17, Con 17, Int 2, Wis 12, Cha 2. Skills: Hide +7 (+19 when submerged), Listen +3, Spot +3. Feats: None. These stats reflect dwarf crocodiles and small caimans and alligators. ![]() Large Crocodilian: CR 3; Large animal; HD 6d8+24; Hp 51; Mas 18; Init +0; Spd 20 ft., swim 30 ft.; Defense 14, touch 9, flat-footed 14 (-1 size, +5 natural); BAB +4; Grap +13; Atk +8 melee (1d10+5 [1d8+5 for gharials], bite) and +8 melee (1d12+5, tail slap); Full atk +8 melee (1d10+5 [1d8+5 for gharials], bite) and +8 melee (1d12+5, tail slap); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Hold breath, improved grab, low-light vision; AL none; SV Fort +9, Ref +5. Will +3; AP 0; Rep +0; Str 21, Dex 10, Con 18, Int 2, Wis 12, Cha 2. Skills: Hide -3 (+9 when submerged), Listen +5, Spot +5. Feats: None. These stats are for larger American alligators, gharials, and the many crocodiles in transition between Medium-size and Huge, such as the mugger crocodile pictured here. Skill Bonuses: Crocodilians gain a +12 bonus to Hide checks when submerged. |
| #12zombiegleemaxAug 10, 2007 21:11:55 | ![]() I know there must be some animals out of Africa to stat... |
| #13raptorialAug 10, 2007 22:32:05 |
Well, we have the African porcupines, secretary birds, mongeese/meerkats (most likely I will work these as weasels with some adjustments), giraffes, warthogs, leopads, lions, cheetahs, ostriches, etc...so yes. I'll work on the porcs and meerkats first. |
| #14zombiegleemaxAug 11, 2007 2:06:28 | Hm, I believe the Cheetah is in D&D as well. |
| #15raptorialAug 11, 2007 2:59:45 | Yeah, I use big cat stats from Urban Arcana to reflect mountain lions only, pretty much, and the tiger from the CRB for...a tiger. Otherwise, all the other big cats that are in the D&D SRD will be converted. |
| #16Wolfen_FenrisonAug 12, 2007 12:51:46 | ![]() ![]() ![]() ![]() ![]() ![]() WOW!!! that is really impressive. A special request, Megaladon, Giant Squid (which has been captured), Giant Boar (they had an article about it on the D&D site). Keep up the good work mate. |
| #17raptorialAug 12, 2007 19:49:15 | If you check the SRD, they have megalodon and a giant squid, the latter of which I will advance to replicate the "big ones" that have been caught. I'll add the big hogs to my list too. |
| #18zombiegleemaxAug 16, 2007 6:25:48 | Did you finish the porcupines yet? I'm interested to see how you translated their spines into d20 Modern terms. |
| #19raptorialAug 16, 2007 18:38:41 | This is mostly from my observations of some captive specimens in a nice enclosure replicating the Sahara, as well as watching some very focused despite being attacked ones in documentaries (which is where the Concentration came from). I have a pen made of a discarded crested porcupine spine somewhere... Also, I did a major overhaul of the giant squid. I feel that a Charisma of 2 is not fitting for something that terrified sailors enough to make legends of the kraken. Just assume the Charisma score as an upped stat through advancement, I guess. The Intelligence and Wisdom scores I honestly wasn't sure about, but I will give the GM the options of upping those if he/she so wishes. North African Crested Porcupine: CR 1/2; Small animal; HD 1d8+3; Hp 7; Mas 16; Init +0; Spd 20 ft., burrow 10 ft.; Defense 14, touch 11, flat-footed 14 (+1 size, +3 natural); BAB +0; Grap -6; Atk -1 melee (1d4-2, tail mace); Full atk -1 melee (1d4-2, tail mace) and -6 melee (1d6-3, back spines); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Low-light vision, scent, spines (DC 16); AL none; SV Fort +5, Ref +2. Will +1; AP 0; Rep +0; Str 6, Dex 11, Con 16, Int 2, Wis 12, Cha 5. Skills: Concentration +4, Listen +3, Spot +2. Feats: None. Spines (Ex): If a target is dealt 4 or more damage by either the tail mace or back spines attack, it must make a Reflex save (DC 10 plus the porcupine’s Strength score) or have 1d4 spines lodged in its flesh. They may make a move action to take the spines out, but are instantly dealt 1d6 points of nonlethal damage. These porcupines use their spined tails like small maces, as well as their back coverings. These stats can reflect a North American porcupine by swapping the burrow speed for a climb speed. Advanced Giant Squid (Architeuthis dux): CR 17; Gargantuan animal; HD 19d8+114; Hp 199; Mas 22; Init +0; Spd 80 ft.; Defense 17, touch 6, flat-footed 17 (-4 size, +11 natural); BAB +13; Grap +35; Atk +19 melee (2d6+9, tentacle rake); Full atk Bite +19 melee (2d6+9, 10 tentacle rakes) and +14 melee (3d6+4, bite); FS 20 ft. by 20 ft.; Reach 15 ft. (35 ft. with tentacles); SQ As per giant squid; AL none; SV Fort +17, Ref +11. Will +7; AP 0; Rep +0; Str 29, Dex 10, Con 22, Int 1, Wis 12, Cha 6. Skills: Listen +8, Move Silently +5, Spot +8, Survival +4. Feats: None. |
| #20zombiegleemaxAug 16, 2007 18:57:51 | Hm, it'd be interesting to see Captain Nemo and his crew vs the squid from 20,000 Leagues Under The Sea ![]() |
| #21RagitsuSep 14, 2007 7:05:55 | How about the electricl eel? |
| #22raptorialSep 14, 2007 14:49:02 | I'll add eels to my "to do list", and will have giant boars and rays done soon. |
| #23RagitsuOct 10, 2007 5:06:59 | How's it progressing? |
| #24tael_zenithOct 10, 2007 5:27:23 | I Approve. Nice Job! That is all. P.S. Be Polite and show respect people. Rap doesn't have to do this, and lack of appreciation is what killed IronStar's Car Lot. |
| #25raptorialOct 10, 2007 6:13:35 | Sorry, I nearly forgot I was doing this stuff. :embarrass I've been working on three campaign settings, Marcoasalazarm's Coreline here and two of my own in PDF, so I've been kinda sporadically on and off of this concept. I have the boar and electric eel done. Advanced Boar: CR 4; Medium-size animal; HD 5d8+15; Hp 37; Mas 17; Init +0; Spd 40 ft.; Defense 17, touch 10, flat-footed 17 (+7 natural); BAB +3; Grap +7; Atk +7 melee (1d8+4, gore); Full atk +7 melee (1d8+4, gore); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Ferocity, low-light vision, scent; AL none; SV Fort +7, Ref +4. Will +2; AP 0; Rep +0; Str 18, Dex 10, Con 17, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +3. Feats: None. This is the boar from Menace Manual upped to max HD. At 8 feet, this beast is pushing the boundaries of Medium-size. He is definately the epitomy of "feral hog" or "big boar". ![]() Electric Eel: CR 1; Medium-size animal; HD 1d8+2; Hp 6; Mas 15; Init +0; Spd Swim 20 ft.; Defense 12, touch 10, flat-footed 12 (+2 natural); BAB +0; Grap +2; Atk +2 melee (1d4+2 plus 1d8 electricity, slam); Full atk +2 melee (1d4+2 plus 1d8 electricity, slam); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Aquatic, tremorsense 50 ft.; AL none; SV Fort +4, Ref +2. Will +0; AP 0; Rep +0; Str 14, Dex 10, Con 15, Int 1, Wis 10, Cha 3. Skills: Concentration +3, Listen +2, Survival +1. Feats: None. Advancement: 2-4 HD (Medium). Electric eels, a member of the family that includes knifefish and ghost fish, are found in swampy or muddy areas of the Amazon Basin. Touching an electric eel is quite the shocking experience...literally. With many electrocytes on the eel, an electric shock is delivered that a potential predator will never forget. They also use these electrocytes as sensors to compensate for poor eyesight. Another interesting fact is that electric eels get most of their oxygen from taking breaths of air above the murky waters. There are few human deaths from electric eels, but repeated zaps can cause circulatory and respiratory shutdown. This is not likely to happen unless you are stupid enough to bother the eel's slow and silent hunts or accidentally tick one off with a misstep (the latter of which is probably the source of the "horse being dropped to its knees" story). INTERESTING YET POINTLESS NOTE: I've kept a clown knifefish before, and those small critters even have a bit of current to them. Nothing that would hurt you, but still kind of neat to watch them sense prey with it. I would definately NOT recommend one to a casual fishkeeper, though, as they will get pretty big and eat smaller fish near them. |
| #26RagitsuOct 10, 2007 6:18:07 | If you grapple it (with conductive materials worn, obviously) you suffer the electricity damage, right? |
| #27raptorialOct 10, 2007 16:45:45 | Yes, unless you are wearing some well-insulated gloves, the electricity damage is done in a grapple. |
| #28raptorialOct 16, 2007 6:37:58 | The manta ray is converted from D&D's Monster Manual, and the stingray is an orginal creation taking the manta and scaling it and its abilities down and changing some things around accordingly. I chose the stingray's secondary damage from the fact that fatigue is a common side-effect of the poison, which sounded best put as Strength loss.![]() Manta Ray: CR 1; Large animal; HD 4d8; Hp 18; Mas 10; Init +0; Spd Swim 30 ft.; Defense 12, touch 9, flat-footed 12 (-1 size, +3 natural); BAB +3; Grap +9; Atk -1 melee* (1d6+1, ram); Full atk –1 melee* (1d6+1, ram); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Aquatic, Low-light vision; AL none; SV Fort +4, Ref +4. Will +2; AP 0; Rep +0; Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2. Skills: Listen +5, Spot +4, Swim +10. Feats: None. Advancement: 5–6 HD (Large) Although once known as devilfish, manta rays are harmless sea giants that feed upon the rich bounty of plankton swarms in the warm water oceans of the world. Manta rays rarely attack, even when provoked. *The manta ray's ram attack is considered a secondary attack. Skill Bonuses: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. ![]() Stingray: CR 1/2; Small animal; HD 1d8; Hp 4; Mas 10; Init +1; Spd Swim 30 ft.; Defense 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural); BAB +0; Grap -4; Atk +1 melee (1d3+0 plus poison, sting); Full atk +1 melee (1d3+0 plus poison, sting); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Aquatic, low-light vision, poison (DC 12, initial 1d6 Con, secondary 1d6 Con; 1d4 Str); AL none; SV Fort +2, Ref +3. Will +1; AP 0; Rep +0; Str 10, Dex 12, Con 10, Int 1, Wis 12, Cha 2. Skills: Hide +6 (+10 when buried in sediment), Listen +3, Spot +2, Swim +8. Feats: None. Stingrays are coastal bottom-feeders that can be found in most of our planet's tropical waters. Stingrays usually defend themselves by swimming away, only using their infamous stinging spine in the case of being stepped on or attacked by a large predator such as a shark. Sometimes loathed, sometimes loved, stingrays are fascinating shallow-water creatures for any beach adventure. These stats reflect the more common small stingrays, but can be advanced for larger specimens. The massive Mekong giant stingray can use the stats of the manta ray, but with a primary sting attack dealing 1d6 damage and having a Fortitude save DC against its poison at 14. Skill Bonuses: A stingray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| #29RagitsuOct 16, 2007 8:08:54 | How about the.. Gila Monster? (Or heck, most any venomous reptile) or Piranhas? (I know Stormwrack has stats, but i'd prefer a d20 Modern version) |
| #30raptorialOct 16, 2007 21:53:25 | There are d20 Modern stats for piranha in Urban Arcana (and the Urban Arcana piece of the SRD, right near the West Nile mosquito swarm), and I'll certainly have to do the Gila monster soon. |
| #31RagitsuOct 16, 2007 22:02:56 | Piranha swarms, but nothing individual. |
| #32RagitsuNov 06, 2007 7:22:56 | Bump. |
| #33rappy_dupMar 17, 2008 23:57:12 | Hello there, Rappy, AKA Raptorial, here again. I hate to bump after so long, but I am finally back from my varied other projects to remember this one's existence. My first new entry in the bestiary is the Gila monster. I give a good dose of thanks to the paper Biochemistry of Helodermatid Venom for helping me understand Gila monster venom better. It also employs the use of my new GM's Suggestions piece..always look for the piece in red. Helodermatid: CR1/4 ; Tiny animal; HD ½d8+1; Hp 3; Mas 15; Init +1 (Dex); Spd 15 ft., burrow 5 ft.; Defense 14, touch 13, flat-footed 13 (+2 size, +1 Dex, +1 natural); BAB +0; Grap -2; Atk +3 melee (1d3-3, bite); Full atk +3 melee (1d3-3, bite); FS 2 ½ ft. by 2 ½ ft.; Reach 0 ft.; SQ Heavy holder, improved grab (bite), low-light vision, poison, scent; AL none; SV Fort +4, Ref +3, Will +1; AP 0; Rep +0; Str 5, Dex 12, Con 15, Int 2, Wis 12, Cha 2 Skills: Hide +14, Listen +3, Move Silently +7. Feats: None. Advancement: None. One of the two members of the genus Heloderma, Gila monsters are a species found in the deserts of the Southwest USA. The other species in the genus, the Mexican beaded lizard, shares with the Gila monster the distinction of being the only truly venomous lizards. The phrase "beautiful but deadly" definately comes to mind when describing these lizards: the Gila monster having a pattern of black with whirling bands of either pink, orange, or yellow, and the beaded lizard having a bead pattern of similar colors. GM's Suggestions: Helodermatids are sometimes employed in the pet trade, so a player might meet face to face with one in a house, or even have a Gila monster. Another potential encounter situation might be a zoo close encounter, or possibly one in the wild. A Gila monster might also be a great flavor-enhancer for the typical scorpions, snakes, or spiders in the "I stick my hand in the empty old thing in the desert" scenario. For more magical campaigns, a Gila monster familiar might be the talk of the town. Heavy Holder (Ex): Helodermatids are doggers beyond their size, and will grapple on with their jaws and grind with gusto of a creature beyond their size. As such, they gain a +8 bonus to Grapple checks. When grappling against a humanoid size Small or Medium, beings with hands that fit "the prime spot", this bonus increases to +12. Poison (Ex): Helodermatids have grooves that produce venom upon gnawing down onto a prey item that, while not as deadly as that of a black widow or rattlesnake, can still cause a painful reaction. Most bites result in heavy swelling on the limb bitten, usually a hand stuck in a Gila burrow, but more serious side effects such as hypotension can occur. Fortitude save (DC 14); initial damage 1d2 Dexterity, secondary 1 Constitution. Skill Bonuses: Helodermatids gain a +4 bonus to Hide and Move Silently checks. Helodermatids as Familiars: A helodermatid grants his owner a +4 bonus to Fortitude saves against extreme heat and poison. |
| #34marcoasalazarmJul 23, 2008 1:34:12 | bumping this. |
| #35azisienJul 23, 2008 8:31:39 | The HP calculation for the wolverine looks off. I couldn't tell if it got Toughness once or twice, but either way it looks wrong. 2 HD * 19 Con = 8, plus 3 or 6 is 11 or 14? |
| #36lonewolf_the_hunterAug 01, 2008 17:06:55 | Gonna have to borrow these but first, a couple of new dog stats scince I didn't see these on any of the other post.Lap dog Representing Scotties, toy poodles and foxes. Lap Dog: CR1/4 Tiny animal. HD: 1/2d8. HP:2. Mas 10. Init:+1. Spd:30ft. Def: 13, Touch: 13, FF:12 (+2 size, +1 dex). BaB/Grapl: +0/-11. Atk/Full Atk: -1 melee (1d3-3 bite). FS/R: 2.5x2.5ft/2.5ft. SQ: Low-light vision, Dog traits. AL: None or Owner. SV: Fort+2, Ref +3, Will+1. AP 0. Rep+0. Str5, Dex13, Con10, Int2, Wis12, Cha7 Skills: Jump-1, Listen +5, Spot+5, Survival+1(+5 when tracking by scent), Swim+2. Big dog Great Danes, Saint Bernard, ect. Dog: CR1 Medium animal. HD: 2d8+2. HP:11. Mas 12. Init:+1. Spd:30ft. Def: 13, Touch: 13, FF:12 (+1 dex, +2 Natural). BaB/Grapl: +1/+3. Atk/Full Atk: +3 melee (1d4+3 bite). FS/R: 5x5ft/5ft. SQ: Low-light vision, Dog traits. AL: None or Owner. SV: Fort+3, Ref +3, Will+1. AP 0. Rep+0. Str15, Dex13, Con12, Int2, Wis12, Cha7 Skills: Jump+3, Listen +5, Spot+5, Survival+1(+5 when tracking by scent), Swim+5. |
| #37rappy_dupAug 02, 2008 4:03:39 | Those are a nice fresh start! :D You may indeed borrow some of them, but it might be easier if you go over to Giants in the Playground and look for "Molti Segreti Nascosti". I did updates to some of these stats as well as more animals such as the camel. |
| #38RagitsuMar 09, 2009 2:17:17 | Bump. |