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.
Turtle Duck

Hybrid Animal
Type: Tiny Hybrid Animal
Hit Dice: 1D8+3 (7HP)
Initiative: +3
Movement: 15 ft (3 squares), Swim 20 ft (4 Squares)
Armor Class: 17 (+1 Small, +6 Natural) (AC 25 When Hiding In It’s Shell)
Touch AC: 11
Flat-Footed AC: 17
Base Attack/Grapple: +0/-3
Base Attack: Bite +2 Melee (1D4+1 Damage)
Full Attack: 2 Bites +2 Melee (1D4+1 Damage)
Space/Reach: 1 Foot/0 Feet
Special Qualities: Hide in Shell
Saving Throws: Fort +5, Ref +0, Will +3
Abilities: Str 10, Dex 12, Con 16, Int 1, Wis 12, Cha 4
Skills: Listen +1, Spot +1, Swim +5
Feats: Alertness
Environment: Temperate Zones
Organization: Solitary (1), Pair (2), or Group (2D12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always Neutral
Turtle Ducks were created by Galathrax. One was specially commissioned for a former student that wanted a familiar they could use on ship. The specific request was for a familiar that would be able to protect itself better than most other familiars. After some research, the Turtle Duck was created. Galathrax accidentally created several of these creatures, and sold them as pets, and as familiars. They have since become very popular due to their appearance, as well as the delicious eggs that they can produce.
Turtle Ducks do have wings, but they are tucked inside their shells. They are a favorite familiar of magic-users that are anywhere near water most of the time.
Hide in Shell (Ex): A turtle making a total defense action gets a +8 competence bonus to its armor class instead of the typical +4 dodge bonus.
Strategies & Tactics: Turtle Ducks generally hide in their shells and wait, or dive deep underwater and wait out their predator.
Ecology: Turtle Ducks can be found anywhere there is relatively warm weather, and lots of water for them to swim in.

Turtle Ducks As Familiars: A Turtle Duck may be selected as a familiar. It grants its master a +3 bonus on swim checks.