Friday, July 10, 2015

Squirrel Spider

Squirrel Spider
Hybrid Animal
Hit Dice: 1D8 (4 HP)
Initiative: +3 (+3 DEX)
Speed: 30 Ft (6 Squares), Climb 20 Ft
Armor Class: 15 (+3 Size, +2 DEX)
Touch AC: 15
Flat-Footed AC: 12
Base Attack/Grapple: +0/-6
Attack: Bite +4 Melee (1D3-4 and Poison)
Full Attack: Bite +4 Melee (1D3-4 and Poison)
Space/Reach: 2½ Ft X 2½ Ft/0 Ft
Special Attacks: --
Special Qualities: Darkvision 60 Ft, Scent, Tremorsense 60 Ft, Vermin Traits
Saves: Fort +2, Ref +4, Will +1
Abilities: STR 7, DEX 17, CON 10, INT 2, WIS 12, CHA 2
Skills: Balance +10, Climb +12, Jump -2*, Move Silently +10, Search +10, Spot +4
Feats: Weapon Finesse (Bite)
Environment: Any land
Organization: Solitary (1), Colony (1D4+1), Swarm (1D6+5) or Group (2D8)
Challenge Rating: ½
Alignment: Always Neutral
Advancement: --
Level Adjustment: --
    This is a fairly common species found in almost any clime or terrain, but most commonly referring to tree-living species. These statistics can be used for any kind of squirrel spider, whether they have Venom, or Web, or not. Most species have both. If the Squirrel Spider does not have these, lower the CR appropriately. No web, CR ⅓, no poison ¼, and neither web nor poison ⅕. Squirrel spiders typically live on a diet of nuts, berries, and insects.
Combat:
Poison (Ex): A Squirrel Spider can have a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Web (Ex): Squirrel Spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Squirrel Spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
    Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
    A Squirrel Spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Tremorsense (Ex): A Squirrel Spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Skills: Squirrel Spiders receive a +4 racial bonus to Hide, Move Silently, Search, and Spot checks and a +8 racial bonus to Climb and Balance checks. They use their Dexterity modifier for Climb checks. A Squirrel Spider can always choose to take 10 on Climb checks, even if rushed or threatened. Squirrel Spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting Squirrel Spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-Spinning Squirrel Spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
    These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
•Darkvision out to 60 feet.
Alignment: Always neutral. Vermin are not governed by a human sense of morality.
Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.

Saturday, July 4, 2015

Flying Squirrel-Dog

Flying Squirrel-Dog
Tiny Hybrid Animal
Hit Dice: ½ D8+1 (5 HP)
Initiative: +2 (+2 DEX)
Speed: 20 Ft (4 Squares), Climb 20 Ft, Fly ???
Armor Class: 14 (+2 Size, +2 Dex)
Touch AC: 14
Flat-Footed AC: 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 Melee (1D3)
Full Attack: Bite +4 Melee (1D3)
Space/Reach: 2½ X 2½ Ft/0 Ft
Special Attacks: --
Special Qualities: Glide, Scent
Saves: Fort +3, Rex +4, Will +2
Abilities: STR 4, DEX 15, CON 12, INT 2. WIS 12, CHA 4
Skills: Balance +10, Climb +12, Move Silently +10, Search +10
Feats: Weapon Finesse (Bite)
Environment: Any Forest
Organization: Solitary (1), or Herd (5D6)
Challenge Rating: ¼
Alignment: Neutral
Treasure: None
Advancement: 3-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: --
A Flying Squirrel-Dog is a hybrid species of squirrel renowned for their ability to “fly” short distances. They do not actually fly, but instead glide using the broad flaps of skin, which extend between their front and rear legs.
Combat: These hybrid animals are known for being territorial, attacking only if their territory is encroached upon. They have been known to use their glide ability to drop on unsuspecting individuals. Their bite is quite vicious due to their extremely sharp teeth.
Glide (Ex): Using their wing flaps, flying squirrels can glide at a ratio of 2 feet horizontally for every 1-foot vertically. In other words, a flying squirrel which starts out 50 feet above the ground can glide to a distance 100 feet before touching ground. While gliding, a flying squirrel cannot take any other action.
Skills: Flying squirrels receive a +4 racial bonus to Move Silently and Search checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks.

Friday, June 26, 2015

Gorillaphant

Gorillaphant
Intelligent Hybrid Animal
Hit Dice: 2D8+6 (14 HP)
Initiative: +2 (+2 DEX)
Speed: 40 Ft (8 Squares)
Armor Class: 16 (-2 Size, +2 DEX, +6 Natural)
Touch AC: 10
Flat-Footed AC: 14
Base Attack/Grapple: +7/+20
Attack: Spear +7 Melee (1D10+5)
Full Attack: Spear +7 Melee (1D10+5), or 2 Claws +7 Melee 1D6+5, and 2 Stamps +10 Melee (2D6+5 Each)
Space/Reach: 10 Ft X 15 Ft/10 Ft
Special Attacks: Trample (2D8+15)
Special Qualities: Low-Light Vision, Scent
Saves: Fort +12, Ref +7, Will +6
Abilities: STR 30, DEX 15, CON 21, INT 10, WIS 13, CHA 7
Skills: Intimidate +3, Listen +10, Spot +10
Feats: Alertness, Toughness
Environment: Warm Plains
Organization: Solitary (1), Pair (2), or Herd (4D6)
Challenge Rating: 6
Alignment: Usually Neutral
Advancement: Per Character Class
Level Adjustment: +6
    These creatures were created by Galathrax as a sentient species to be his guardians and conversationalists. Unfortunately, they were not comfortable in that area due to the cold weather. At their first opportunity, they fled South to warmer weather. Had they stayed, Galathrax may have actually won for the contest.
    They are essentially a form of Centaur that has an Elephant torso, and legs attached to an Ape torso, arms, and head.
Combat: Gorillaphants prefer Spears and other Simple Weapons. They prefer not to attack unless absolutely necessary, but have no issues attacking any that encroach upon their territory. They tend to stay away from other sentient races as they were mistreated by Galathrax, and the stories of their escape from the treacherous Half-Elf are legendary.
Trample (Ex): Reflex half DC 25. 2D8+15 Damage. The save DC is Strength-based.
Gorillaphants as Player Characters: Gorillaphants have the following racial modifiers when played as a player character.
·  Stat: +15 STR, -2 DEX, -2 CHA -2 INT, -2 WIS, -2 CHA
·  Low-Light Vision: These characters have 30 Ft Low-Light Vision
·  Scent: These characters have an enhanced sense of smell, and can use their Scent feature to track be scent if they have the Track Feat.
·  Level Adjustment: These characters

·  Skill Modifiers: Gorillaphants have a -20 to the Climb skill, and a +2 Circumstance Modifier to their Intimidate Check.

Monday, June 22, 2015

Challenge Ratings for all Monsters

1/8
  Demon Mouse

1/6
  Turtle Giraffe, Tiny

1/4
  Babird
  Meowl

1/3
  Turtle Duck

1/2
  Flying Squirrel-Dog
  Squirrel Spider

1
  Horsecock
  Turtle Giraffe, Medium

3
  Dragon Lizard
  Steagle
  Turtle Giraffe, Large

5
  Rinohk

6
  Gorillaphant

8
  Bearsharktopus

20
  Sharknado



I will update this weekly, with my regular weekly post. Thank you those friends who messaged me privately and brought it to my attention. I wish I had thought of it.

Sunday, June 21, 2015

Hybrid Animal Type

Hybrid Animal Type: A hybrid animal is a living, nonhuman creature. They are two or more creatures combined magically, usually vertebrates with no magical abilities and no innate capacity for language or culture.
·  Features: A hybrid animal has the following features (unless otherwise noted in a creature’s entry).
·  d8 Hit Dice.
·  Base attack bonus equal to 3/4 total Hit Dice (as cleric).
·  Good Fortitude and Reflex saves (certain animals have different good saves).
·  Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
·  Traits: A hybrid animal possesses the following traits (unless otherwise noted in a creature’s entry).
·  Due to their hybrid nature, Intelligence scores can be magically enhanced, so any INT score is possible.
·  Low-light vision.
·  Alignment: Always neutral.
·  Treasure: None.
·  Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
·  Proficient with no armor unless trained for war.

·  Hybrid Animals eat, sleep, and breathe.

Saturday, June 20, 2015

Steagle

Steagle
Large Hybrid Animal
Hit Dice: 4D8+15 (33 HP)
Initiative: +1 (DEX +1)
Speed: 60 Ft (12 Squares)
Armor Class: 14 (-1 Size, +1 Dex, +4 Natural)
Touch AC: 10
Flat-Footed AC: 13
Base Attack/Grapple: +3/+10
Attack: Gore +6 Melee (1D8+3)
Full Attack: Gore +6 Melee (1D8+3), or 2 Hooves +6 Melee (1D6+3) and 1 Bite +6 Melee (1D8+2)
Space/Reach: 10 Ft X 10 Ft/5 Ft
Special Qualities: Scent
Saves: Fort +7, Ref +5, Will +1
Abilities: STR 16, DEX 12, CON 16 INT 2, WIS 11, CHA 6
Skills: Hide +1, Listen +3, Move Silently +2, Swim +8
Feats: Endurance, Run
Environment: Any Cold
Organization: Solitary (1), Pair (2), or Herd (5D6)
Challenge Rating: 3
Advancement: 6-7 HD (Large)
Level Adjustment: --
    The Steagle is a mix between a Stag (Deer) and an Eagle. They are omnivorous, eating both meat and vegetable matter. Like stags, they grow their antlers over several months before mating season. The antlers are used in a curious mating ritual in which two males bash their antlers together over and over until one walks away defeated. The victorious male then claims his pick of female Steagles to mate with. Sometime in early Winter they shed their antlers. In early Spring, their young are born.
   Steagles were created by a crazy wizard named Laurella. She was trying to create a flying stag. Unfortunately, this is what she wound up creating. Viewing them as failures, she discarded them. Fortunately, they have thrived. Sportsmen have found these to be a more interesting hunt, and some have even lost their lives to these majestic creatures.
Combat: Steagles are herd animals that instinctively flee in the face of danger. If cornered or otherwise trapped, however, their horns and hooves can be formidable weapons.

Sunday, June 14, 2015

Sharknado

Totally Implausible Natural Disaster
Hit Dice: 52D8+632 (1048 HP)
Initiative: 6 (+2 DEX, +4 Improved Initiative)
Speed: 100 Ft (20 Squares)
Armor Class: 13 (-4 Size, +2 DEX, +5 Natural)
Touch AC: 8
Flat-Footed AC: 11
Base Attack/Grapple: +25/+35
Attack: Bite +4 to +10 Melee (1D6+1 to 2D6+1)
Full Attack: 1D10 Bites +4 to +10 Melee (1D6+1 to 2D6+1)
Space/Reach: 15 ft/15 ft
Special Qualities: Blind Sense, Keen Scent, Weakness to Fire
Saves: Fort 15, Ref +10, Will +10
Abilities: (Waterspout, Not Sharks) STR 50, DEX 15, CON 32, INT -, WIS -, CHA –
Feats: Alertness, Weapon Finesse, Improved Initiative
Environment: Any Salt Water
Organization: Solitary, Pair, or Triple
Challenge Rating: 20
Treasure: None
Alignment: None
Advancement: 53-58 (pair), 59-70 (Triple), or (71-140) Hurricane

A Sharknado occurs when a waterspout (tornado or hurricane over the water) picks up a whole bunch of sharks, and throws them around, causing havoc. The waterspout is the least of the concerns, however, as the rising water allows more sharks to move inland, and into the port cities.

Sharks are carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Weakness to Fire (Ex): Fire does triple damage to the waterspout of a sharknado. Dealing half or more fire damage to the waterspout's existing hit points in one round will cause the waterspout to dissipate.

History of Weird Weather:

  • 1st Century: Pliny The Elder wrote about storms of frogs and fish.
  • 1794: French soldiers stationed in Lalain, near Lille, reported toads falling from the sky during heavy rain.
  • 1857: Sugar crystals as big as quarter of an inch in diameter fell over the course of two days in Lake County, California.
  • 1876: A woman in Kentucky reported meat flakes raining from the sky. Tests found the meat was venison.
  • 1902: Dust whipped up in Illinois caused muddy rain to fall over many north-eastern U.S. states.
  • 1940: A tornado in Russia brought a shower of coins from the 16th Century.
  • 1969: Golf balls fell from the sky on Punta Gorda in Florida.
  • 1976: In San Luis Opisbo in California, blackbirds and pigeons rained from the sky for two days.
  • 2010: In Lajaminu, Australia live spangled perch fell from the sky.