View Single Post

Thread: [Creature] Forget the giant rats...

  1. - Top - End - #1
    Banned
     
    The Vorpal Tribble's Avatar

    Join Date
    Dec 2004
    Location
    The Mindfields
    Gender
    Female

    Lightbulb [Creature] Forget the giant rats...

    Porcupine


    Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 17 (+1 dex, +5 natural, +1 size), touch 12, flat-footed 16
    Base Attack/Grapple: +0/+3
    Attack: Pierce +1 melee (1d4-1)
    Full Attack: Pierce +1 melee (1d4-1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Quills
    Special Qualities: Low-light vision, scent
    Saves: Fort +5, Ref +2, Will +1
    Abilities Str 9, Dex 13, Con 16, Int 2, Wis 12, Cha 6
    Skills:Climb +7, Listen +3, Spot +3, Survival +5
    Feats: Run, Weapon Finesse(B)
    Environment: Cold or Temperate Forest
    Organization: Solitary, Mates, or Prickle (4-8 porcupines)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always neutral
    Advancement: 2-3 HD (small)
    Level Adjustment: -

    Porcupines are large, nocturnal rodents with compact bodies covered in needle-sharp quills. They at first appear harmless, but when threatened the spines stand out sharply. Porcupines tend to be peaceful herbivores found in trees at night, though hide in the day.

    Porcupines stand only some 8-12 inches high, but weigh 20-40 lbs.

    Combat
    A porcupine tends to freeze around potential predators, and then lash out with their quill-filled tails when it closes in. They then run while it deals with the painful shock.

    Quills (Ex): A porcupine's needle-sharp quills deal 1d4 damage to any creature that successfully hits it with an unarmed attack. Strength bonuses that the aggressor applied to its attack against the porcupine are also added to the damage (+5 maximum). Damage taken from porcupine quills heal at half the normal rate unless removed with a DC 16 heal check. Creatures with natural armor of +5 or more take only half damage from a porcupine's quills.

    Porcupines gain a +4 racial bonus to avoid being grappled.

    Skills: Porcupines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

    -=-=-=-=-=-=-=-=-=-=-=-

    Dire Beaver


    Medium Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +1
    Speed: 20 ft.(4 squares), swim 50 ft.
    Armor Class: 16 (+1 dex, +5 natural), touch 11, flat-footed 15
    Base Attack/Grapple: +2/+8
    Attack: Bite +5 melee (1d4+2)
    Full Attack: Bite +5 melee (1d4+2) and slam -1 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Gnawer
    Special Qualities: Hold breath, low-light vision, scent
    Saves: Fort +6, Ref +4, Will +2
    Abilities Str 14, Dex 13, Con 17, Int 2, Wis 12, Cha 6
    Skills: Craft (carpentry) +2, Listen +4, Spot +4, Swim +12
    Feats: Improved Grapple, Weapon Focus (bite)
    Environment: Cold forest or aquatic
    Organization: Solitary, mates, or colony (3-16)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: 4 HD (medium), 5-8 HD (Large)
    Level Adjustment: -

    Dire beavers appear much like a normal beaver, except they are eight feet in length and leaner in form. with a whip-like tail. Their broad faced sport incisors nearly 6 inches in length. Their webbed feet are made for swimming, with long, curved claws.

    Dire beavers weigh 200 lbs. and is as tall as a large dog at its shoulder.

    Combat
    A dire beaver is much more territorial than their lesser brethren. They will slap their tail loudly to warn off intruders. If this does not make them leave they hobble forward to bite and try to drag the creature into the chill waters where it lives.

    Gnawer (Ex): A dire beaver's bite does double damage when dealing damage to wooden objects or plant creatures.

    Hold Breath (Ex): A dire beaver can hold its breath for a number of rounds equal to 10 x its constitution score.

    Skills: A dire beaver 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
    Last edited by The Vorpal Tribble; 2011-02-07 at 01:44 PM.