Animals, Monsters and other Beasties
Animals
The Grey Kangaroo
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 Claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws)
Environment: Bushland
Organization: Solitary, pair, or mob (3-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d8's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
The Red Kangaroo
Size/Type: Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 60 ft. (20 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Claw +7 melee (1d6+10)
Full Attack: 2 Claws +7 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound,
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +5, Move Silently +1, Spot +3, Survival +1*
Feats: Weapon Focus (Claws), Alertness, Powerful build
Environment: Red desert
Organization: Solitary, pair, or Mob (3-16)
Challenge Rating: 3
Advancement: 7-18 HD (Large)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 10ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 10ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 10ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 15ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
The Giant Kangaroo
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 100 ft. (20 squares)
Armor Class: 15 (-2 huge, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +8/+0
Attack: Claw +13 melee (2d8+10)
Full Attack: 2 Claws +13 melee (2d8+10)
Space/Reach: 10 ft./15 ft.
Special Attacks: Tail stand kick
Special Qualities: Low-light vision, Scent, Pounce, Bound
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +7, Spot +5, Survival +5
Feats: Weapon Focus(Claws), Alertness, Endurance, Diehard
Environment: Red desert, Bushland
Organization: Solitary or pair,
Challenge Rating: 6
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Tail stand kick (Ex)
A kangaroo can stand up on its tail as a move action. Doing so prevents it from moving further but gives many benefits. Its hit die for its claw attacks increase to d12's and it reach increases to 20ft. If connects a hit connects it knocks a creature back 5 feet and if both claw attacks hit the kangaroo rends the creature for an additional two claw attacks plus 1/2 strength bonus. To get out of the tail stand the kangaroo only needs to move but the movement rate is decreased by 20ft (minimum 10ft).
Bound
Kangaroos bound instead of walking. If they are able to move the minimum movement rate is 15ft. This however doesn't allow them to turn very quickly. They are only able to change direction by no more than 90 degrees every 15ft. If the kangaroo chooses not to bound but instead walk its movement rate is reduced to 20 ft and there is no minimum speed. This allows the kangaroo to move as normal. Using the tail stand kick allows the kangaroo to choose any direction as its starting direction.
Possum
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +2 melee (1d2-1)
Full Attack: 2 claws +2 melee (1d2-1) and bite -3 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, scent,
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Agile,
Environment: Bushland
Organization: Solitary, Passel(3 -5),
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Rage (Ex)
A Possum that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Koala
Size/Type: Small Animal
Hit Dice: 2d8+3 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), Climb 10 ft, Swim 10 ft
Armor Class: 16 (+1 size, +0 Dex, +5 natural), touch 10, flat-footed 10
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1)
Full Attack: 2 claws +1 melee (1d2-1) and bite -4 melee (1d3-1)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Endurance,
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Drop Bear
Size/Type: Medium Animal
Hit Dice: 3d8+15 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 15 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Claw +4 melee (1d4+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Drop
Special Qualities: Low-light vision, Scent
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: —
Drop
Should you walk beneath a square a drop bear threatens it will fall from above on top of you dealing 2d6 bludgeoning damage + any additional fall damage it would take. If you know about the drop bear before entering the square you may make a Reflex save dc 15 to avoid the damage and the drop bear will take the appropriate fall damage. Should the drop bear hit you with this attack it gets both a free attack with a claw and a free grapple attempt should it choose to take it. The drop bear may use this attack to initiate its Rage feature.
Rage (Ex)
A drop bear that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Wombat
Size/Type: Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares), Burrow 5 ft.
Armor Class: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/+0
Attack: Claw +2 melee (1d4+2)
Full Attack: 2 claws +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Hard arse
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +5, Listen +5, Spot +7
Feats: Endurance
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Hard arse(Ex)
Once a wombat burrows it can use its hardened butt to stop attackers. Anytime the wombat burrows in, it gains DR2/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 2d6+2 bludgeoning damage.
Giant Wombat
Size/Type: Huge Animal
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 50 ft. (6 squares), Burrow 20 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 15, flat-footed 17
Base Attack/Grapple: +8/+4
Attack: Claw +4 melee (3d8+10)
Full Attack: 2 claws +13 melee (3d8+10) and bite +8 melee (2d10+10)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Rend
Special Qualities: Low-light vision, Darkvision 60ft, Scent, DR 8/Magic
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 25, Dex 15, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +9, Spot +7, Survival +5
Feats: Alertness, Track, Endurance, Improved Natural Attack (claws)
Environment: Bushland
Organization: Solitary, pair,
Challenge Rating: 7
Advancement: 12-22 HD (Huge)
Level Adjustment: —
Rend(Ex)
If the Giant wombat strikes the same target with two claw attacks, it automatically deals extra damage equal to that of two claw attacks plus 1/2 its Strength bonus.
Hard arse(Ex)
Once a Giant wombat burrows it can use its hardened butt to stop attackers. Anytime the Giant wombat burrows, it gains DR5/bludgeoning in addition it looses its claw attacks and may make a slam attack against anyone who follows it into its burrow. This deals 4d8+10 bludgeoning damage.
Tassie Devil
Size/Type: Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–5
Attack: Bite +4 melee (1d4) + Disease
Full Attack: Bite +4 melee (1d4) + Disease and claw –1 melee (1) or if attached 2 claw +4 (1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Attach
Special Qualities: Low-light vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +7, Listen +5, Spot +5
Feats: Endurance, Track, Weapon Finesse
Environment: Busland
Organization: Solitary, pair, or cete (3–5)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Cancerous Bite (Disease) Whenever the Tasmanian Devil makes a successful bite attack, it forces the target to make a fortitude save DC 15 or get Tasmanian Cancer. This does not cause any initial effects, however whenever the target goes up an age category it looses an additional point of constitution due to the disease.
Rage (Ex)
A Tasmanian devil that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.
Platypus
Size/Type: Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 15 ft. (3 squares), Swim 30 ft
Armor Class: 15 (+1 size, +0 Dex, +4 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+5
Attack: Claw +4 melee (1d2-1) + platypus poison
Full Attack: 2 claws +4 melee (1d2-1) + platypus poison
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: platypus poison
Special Qualities: Scent, hold breath, Low-light vision
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 8, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5
Feats: Alertness, Endurance,
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: ˝
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —
Platypus Poison
Upon a successful attack the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single successful Fort save delays the affects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.
Giant Platypus
Size/Type: Huge Animal
Hit Dice: 18d8+60 (141 hp)
Initiative: +2
Speed: 30 ft. (4 squares), Swim 60 ft
Armor Class: 18 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+27
Attack: Bite +18 melee (1d8+9)
Full Attack: Bite +18 melee (1d8+9) and 2 claws +13 melee (1d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, platypus poison
Special Qualities: Scent, hold breath, Low-light vision,
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Feats: Improved Natural Attack (bite), Toughness (2), Weapon Focus (bite), Alertness, Endurance
Skills: Balance +5, Escape Artist +11, Listen +3, Spot +5, Swim +14
Environment: Billabong
Organization: Solitary, pair,
Challenge Rating: 9
Alignment: Always neutral
Advancement: 19-20 (Huge)
Level Adjustment: —
Improved Grab (Ex)
To use this ability, a giant platypus must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.
Swallow Whole (Ex)
A giant platypus can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the platypuses digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Giant platypuses gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Platypus Poison
Upon a successful attack with its claws, the platypus poisons its victim. Fortitude save DC 15. Initial damage is 1d6 non lethal every round. This will never kill someone but can knock them out, and if in water, make them drown. The player is also more susceptible to pain when poisoned taking an extra 1d4 non lethal damage every time an attack is successful. This damage cannot be reduced by DR or immunity. A single successful Fort save delays the effects for 1 round, a second successful saves means the poison has passed. If the creature is hit more than once by the platypus the save DC increases by 1 for each additional hit after the first.