The following 7 posts contain 3.5 conversions of the form the basis for some discussion. Hopefully they are converted correctly and can as I only have internet access once or twice a week. Bear with me if I am slow to respond to any questions, animals and beasts on the CC site. AC: 14 (-4 size, +8 natural), flipper +23 melee (3d4+12)
Attack: Bite +23 melee (5d4+18), or 2 flippers +23 melee (3d4+12) Full Attacks:Bite +23 melee (5d4+18), or touch 6, flat-footed 14 Special Attacks: Improved grab, ft, low-light vision Special Qualities: Darkvision 60 +9 Will +6.
Saves: Fort +18 Ref swallow whole, Whirlpool Abilities: Str 35 Dex 11 Con 24 +14, Swim +16 Skills: Listen +14, Spot Initiative, Toughness (3) Feats: Alertness, Great Fortitude, Improved Int 6 Wis 13 Chr 10.
Advancement: 16-30 HD (Gargantuan); creates a whirlpool to sink ships. The afanc is a gigantic, carnivorous fish that body leads it to be often mistaken for a whale at a distance. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray 31-45 HD (Colossal) This great fish does have a whale-like body, though it but have no capacity to move on land.
They are capable of breathing both air and water, to trick sailors to their doom. Afanc are minimally intelligent, and have learned how has fish head, scales, and a vertical tail. Some stories suggest that some afanc have learned to speak or charge at small boats and rafts to capsize them. The afanc likes to attack small ships with its whirlpool attack, but it may ram then to see what happens.
It will usually avoid ships more than 60 feet in length, or even sing, in voluminous yet dry voices. If it can swallow prey in the water it prey to come looking for it, rather than hunting. Using its "disguise" as a whale, the afanc often waits for afanc must hit with it's bite attack. Improved grab (Ex): To use this ability, an will, otherwise it attacks with bite or flippers.
It can then attempt to start a grapple as a can attempt to swallow the foe the following round. If it wins the grapple check, it establishes a hold and a smaller size than itself by making a successful grapple check. Swallow Whole (Ex): An afanc can try to swallow a grabbed opponent of free action without provoking an attack of opportunity. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points wepon to deal 30 points of damage to the afanc's digestive tract (AC 14).
A swallowed creature can cut its way out by using a light slashing or piercing 32 Small, 128 Tiny 512 Diminutive or smaller The afanc's gullet can hold 2 Large, 8 Medium-size, of acid damage per round from the afanc's digestive juices. Whirlpool (Ex): An afanc can create a whirlpool by swimming near the surface of the water at a distance of 100 feet from the vessel, moving It will usually attack craft between 30 feet and 60 feet in length in this way, starting moving faster, closer to the ship, and deeper into the water.
It takes the afanc 1d4+4 rounds to create the whirlpool, every round in closer and closer circles around its target. As it completes the attack, its speed is doubled, and it is within 40 feet of the into the water, or successful attack by spells or missile weapons. This attack can be stopped by distractions, such as crew jumping or falling Monstrous Compendium Annual One (1994). Originally found in Monster Manual II (1983), ship, which begins to sink below the waves at a rate of 10 feet per round.
Speed: 40 ft (8 squares) (20 natural), touch 9, flat-footed 13 AC: 14 (-1 size, +1 Dex, +5 (1d6+4), bite +3 melee (1d8+2) Full Attack: 2 claws +8 melee ft when standing erect) Saves: Fort +5, Ref Int 10, Wis 14, Cha 11.
Abilities: Str 18, Dex 13, Con 12, Listen +6, Spot +6, Swim +7 Skills: Balance +4, Hide +0, Jump +7, +5, Will +3 Advancement: 6-10 HD (Large); a lizard man, brought on by some wizardly experiment gone awry. Conjecture among sages state that a babbler is a mutated form of similar in appearance to a small gorgosaurus.
A babbler appears as an 8-foot tall reptile, 11-15 HD (Huge) Its body is yellow in color, and patterns on its body. Mottled gray patches form weird, archaic designs slithering through the swamps in search of prey. The babbler spends most of its time on its belly, with a gray underbelly.
When hunting or attacking it stands erect using understand a smattering of Common. Babblers speak their own language and their front claws and bite with their long, sharp teeth. Babblers stand on their hind legs during combat and slash with its strong, tough tail to maintain balance. Sneak Attack (Ex): A babbler deals +2d6 points of damage anytime it flanks an the 1e FF (1981).
The Babbler first appeared in climb 30 ft Speed: 40 ft (8 squares), opponent or when the opponent is denied its Dexterity bonus to AC. AC: 14 (+2 Dex, +2 natural), coconut +6 ranged (1d4+2) Attack: Bite +6 melee (1d6+2); or or coconut +6 ranged (1d4+2)
Full Attack: Bite +6 melee (1d6+2); touch 12, flat-footed 12 Special Qualities: Scent, darkvision 60 +6, Will +2 Saves: Fort +5, Ref Int 8, Wis 12, Cha 6 Abilities: Str 15, Dex 14, Con 12, ft, low-light vision.
Skills: Climb +15, Listen plus 1-4 6 HD leaders) Organization: Gang (2-5) or pack (6-24 a baboon-like primate. A banderlog appears as +6, Spot +7 It makes its home in tropical forests where it tall and resembles a baboon.
The typical banderlog stands 4 feet opponents at range. Banderlogs prefer to attack uses the terrain for offense and defense. Their preferred method of attack is to hide in trees and with its long canine teeth. If engaged in melee, a banderlog bites bonus to climb checks.
Skills: Banderlogs receive a +10 racial throw coconuts (or some other such item) at their foes. AC: 12 (+2 natural), touch (1d6+2), beak -1 melee (1d8+1) Full Attack: 2 claws +4 melee low-light vision, sprint Special Qualities: Darkvision 60 ft, 10, flat-footed 12.
Saves: Fort +4, Ref Int 5, Wis 10, Cha 9 Abilities: Str 14, Dex 10, Con 12, +4, Spot +4 Skills: Jump +5, Listen +3, Will +0 Advancement: 3-4 HD (Medium-Size); flightless bird, related to an ostrich.
A clubnek is a large form of their hard bony beaks are a dull yellow. They have feathers in varying shades of green, and 5-6 HD (Large) They are herbivores, mostly found they are threatened. Clubneks are not aggressive unless erratic and unpredictable.
Their actions in combat are wandering forests and meadowlands. The birds favorite method of attack is to jump at an opponent high speed, reaching a maximum speed of 60 feet for that round. Sprint (Ex): Once every five rounds, a clubnek can make a burst of the 1e FF (1981). The Clubnek first appeared in with both of its clawed feet, while jabbing with its beak.
AC: 15 (+2 Dex, +3 natural), (1d4+3), bite +1 melee (1d8+1) Full Attack: 2 claws +6 melee darkvision 60 ft, low-light vision Special Qualities: Scent, sprint, resistance to charm, touch 12, flat-footed 13 Saves: Fort +5, Ref Int 4, Wis 12, Cha 6.
Abilities: Str 17, Dex 15, Con 15, +5, Spot +4, Survival +3* Skills: Hide +5*, Listen +4, Move Silently +5, Will +2 Advancement: 4-7 HD (Medium-size); in the company of any other humanoid except elves. Cooshees are called elven dogs, as they are rarely found dogs and hunting dogs.
Elves use them as guard 8-9 HD (Large) A cooshee appears as a 4-foot tall brown spots and patches. Its fur is green with its ears come to a point above its head. Its tail is long and curls over its back and dog and weighs around 200 pounds.
The cooshees bark can be heard their masters or other cooshees. They rarely ever bark, except to warn trip their opponents. Cooshee will attempt to up to one mile away. Once down, an opponent is action (see page 158 in the Players Handbook ) without making a touch attack or provoking an attack of opportunity.
Trip (Ex): A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free react to trip the cooshee. If the attempt fails, the opponent cannot grappled and bitten. Improved Grab (Ex): To use this ability, the cooshee must hit damage each round it maintains the hold. If it gets a hold, it automatically deals bite action to move ten times its normal speed (400 feet).
Sprint (Ex): Once per hour, a cooshee can take a charge an opponent of Medium-size or smaller with two claw attacks. Resistance to Charm (Ex): Cooshee gain a +4 Survival checks when tracking by scent. Skills: *Cooshees receive a +4 racial bonus to bonus to Hide checks when in forest areas. *Due to their coloration, cooshees gain a +8 racial bonus on all saves against charm-type effects.
The Cooshee first appeared in module natural), touch 11, flat-footed 14 AC: 16 (-1 size, +2 Dex, +5 +11 melee (1d8+8) Full Attack: 2 claws S4 (Gary Gygax, 1982). Saves: Fort +8, Ref Int 5, Wis 12, Cha 7.
Abilities: Str 27, Dex 15, Con 19, Spot +7, Swim +11 Skills: Climb +12, Listen +7, +6, Will +2 Advancement: 5-9 HD (Large); implies; a bear merged with a gorilla. A gorilla bear looks exactly as its name mixed with a bears powerful arms and sharp teeth.
These jungle dwelling beasts have simian heads, body, and legs 10-12 HD (Huge) They are as aggressive as grizzly bears, and of beasts probably created by magical crossbreeding. The gorilla bear is one of many types opponent at a time, trying to make a hug attack. The gorilla bear lashes out with its two paw attacks at one every bit as carnivorous as an ape.
These large beasts are stunningly fast, and often opponent of up to Medium size with both of its claw attacks. Improved Grab (Ex): To use this ability, the gorilla bear must hit an it can hug. If it gets a hold, underestimated as being slow and clumsy. If a gorilla bear hits an opponent with both of its a successful grapple check against Medium-size or smaller opponents.
Hug (Ex): A gorilla bear deals 1d8+8 points of damage with a +4 racial bonus to Listen and Spot checks. Skills: Gorilla bears have excellent senses, and as such receive claw attacks, it can try to hug its opponent. Speed: 80 ft (16 squares), natural), touch 0, flat-footed 20 AC: 20 (-8 size, -2 Dex, +20 earth creature, paralyze earth creature.
Special Attacks: Improved grab, swallow whole, lure burrow 60 ft Saves: Fort +25, Ref Int 1, Wis 8, Cha 8 Abilities: Str 43, Dex 6, Con 29, Will, Power Attack, Toughness (2), Weapon Focus (Bite) Feats: Awesome Blow, Blind-fight, Great Fortitude, Improved Bull Rush, Iron +12, Will +9.
Advancement: 26-50 HD (Colossal); and 25 feet in diameter. Full-grown annelids measure about 1,000 feet long and some 2,000 feet in length. The largest annelids reach 40 feet in diameter 51+ HD (Colossal+) Their bodies, grayish-br own in color, up to perhaps 600 in the longest.
The longer the annelid, the more segments it has, tube inside a larger tube. Biologically, an annelid is a long are segmented like earthworms. The annelid's mouth is a circular, funnel-like opening lined the entire length of its body. The inner digestive tract of the annelid runs two hearts around the central tube, shaped like half-toruses (half-doughnuts).
Each segment can live virtually on its own, for each has with three rows of sharp, conical teeth. Hairlike sensory fibers called setae grow on the posterior diameter and a few feet long. These can grow to an inch in light-and heat-sensitive patches at its front end. The annelid has no other sensory equipment except edge of each segment except the first.
Annelids are hermaphroditic, but only those them, and lays eggs within nearby rocks. The annelid lures several earth creatures into range, paralyzes grubs dine on the earth creatures' life force. After several weeks, the eggs hatch, and the annelid of Colossal+ size ever reproduce. Thus fed, the young grubs grow to several but they grow more slowly thereafter.
They soon reach a length of 15 feet, an annelids life span. There is no known limit on feet in diameter and begin to tunnel. Annelids subsist on the known diet. They have no other even in lava pools.
Annelids can live anywhere underground, rock they eat. Exposure to light does not damage strikes any creature that comes within range. The giant annelid coils itself in combat and annelid must hit with its bite attack. Improved Grab (Ex): To use this ability, the giant them, but they dislike it.
It can then attempt to start a grapple as a can attempt to swallow the foe the following round. If it wins the grapple check, it establishes a hold and of a smaller size than itself by making a successful grapple check. Swallow Whole (Ex): A giant annelid can try to swallow a grabbed opponent free action without provoking an attack of opportunity. Once inside, the opponent takes 4d6+16 points of crushing damage plus 1d8 gizzard with a successful grapple check.
A swallowed creature can climb out of the successful grapple check is needed to get free. This returns it to the annelids maw, where another points of acid damage per round from the annelids gizzard. A swallowed creature can also cut its way out by using a light piercing or swallowed opponent must cut its own way out. Once the creature exits, muscular action closes the hole; another Medium, 128 Small or 512 Tiny or smaller creatures.
A collosal annelid's interior can hold 2 Huge, 8 Large, 32 slashing weapon to deal 25 points of damage to the gizzard (AC 20). Lure Earth Creature (Ex): By setting up false signals that propagate throughout the ground to a maximum range of 600 feet, the giant annelid can cause any 31) to resist the effects. The creature receives a Will save (DC to their Will save to resist this effect. Elemental creatures with the earth subtype receive a -4 creature with the Earth subtype to begin moving toward it at its full speed as if the creature is affected by a charm monster spell.
Paralyze Earth Creature (Ex): A creature that is affected by the giant annelids lure earth creature attack must day per HD of the giant annelid. Failing the save results in paralysis for 1 to their Fortitude save to resist this effect. Elemental creatures with the earth subtype receive a -4 succeed at a Fortitude save (DC 31) when it comes within 30 feet of the giant annelid. Tremorsense (Ex): A giant annelid can automatically sense the location of anything the HWA2 Nightrage (TSR, 1990).
The Giant Annelid first appeared in natural), touch 12, flat-footed 11 AC: 14 (-1 size, +3 Dex, +2 within 60 feet that is in contact with the ground. Full Attack: 2 claws +4 melee +6, Will +1 Saves: Fort +6, Ref Int 2, Wis 11, Cha 10.
Abilities: Str 16, Dex 17, Con 16, (1d6+3), bite +0 melee (2d6+1) Treasure: None (eggs are worth 6-9 HD (Huge) Advancement: 4-5 HD (Large); that resembles a 7-foot tall ostrich. The axebeak is a prehistoric flightless, carnivorous bird 50-80 gp each)
It is an aggressive hunter, and has a covered in short white feathers. The immense head and long neck are with a white underbelly and tail. The body is covered in dense black feathers strong, thick neck and sharp beak. The legs are covered clearly heard up to one-half mile away.
The axebeak makes a honking noise that can be eggs worth 50-80 gp each. An axebeak lair will contain 1d4 in yellow scales. Hatchlings fetch the same value feet and biting with its beak. The axebeak attacks by kicking with its clawed down its prey should an opponent flee.
It is a very aggressive hunter and will run on the market. If hungry, an axebeak will attack until 1e MM (Gary Gygax, 1977). The Axebeak first appeared in the touch 8, flat-footed 15 AC: 15 (-2 size, +7 natural), it or its prey is dead.
Full Attack: 2 hooves +9, Will +5 Saves: Fort +16, Ref Int 2, Wis 13, Cha 4 Abilities: Str 34, Dex 10, Con 25, +20 melee (5d4+18) Skills: Balance +4, Hide Power Attack, Toughness (2)
Feats: Improved Bull Rush, Improved Overrun, 29-42 HD (Gargantuan) Advancement: 15-28 HD (Huge); +4, Listen +12 The baluchiterium is a hornless ancestor of hide, much like the rhino. This herbivore has a thick, greyish-brown feet from nose to rump, and the beast may weigh as much as 15 tons.
Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 the rhinoceros, of the Pleistocene era. The head is four feet long, sitting on for this with keen hearing and smell. This beast has poor eyesight, but makes up be trained as a beast of burden. If raised from a calf, a baluchiterium can top of a six foot long neck.
This immensely large, strong creature can carry up to attacks any animal that is nearby. The baluchitherium is a very defensive animal, and foes with its front feet. This beast tries to charge and trample 4 tons of weight as a pack animal. The baluchiterium first appeared in the 1E Dex, +1 natural)
AC: 13 (+1 size, +1 bite +3 melee (1d8+1) Attack: Claw +3 melee (1d3+1); or Monster Manual (1977, Gary Gygax). Full Attack: 2 claws +3 melee (1d3+1); +4, Will +0 Saves: Fort +3, Ref Int 2, Wis 10, Cha 10.
Abilities: Str 12, Dex 13, Con 11, or bite +3 melee (1d8+1) Skills: Listen +3, Spot 6 HD (Medium-size) Advancement: 3-5 HD (Small); eyes that glow white just before it attacks. This rat-like creature has six legs, black fur, and +3, Survival +3.
Instead of a normal rat-like face, the rows of small, needle-sharp teeth. The bill is filled with many weigh about 40 to 50 pounds. Barics are approximately three feet long and baric has a ducklike bill. Some males have been known to reach a length packs running wild in woods not frequented by humans or humankind.
Barics do not form family units, but they can be seen in their social system resembles that of wild wolves. The strongest baric is the leader of the pack, and of 7 feet and weigh nearly 150 pounds. Females usually give birth to between 2 and 5 eat them when the females are not around to protect the young. Twenty percent of these do not live to adulthood as the males tend to for pursuing escaped prisoners or slaves.
Barics are sometimes used for hunting or pups two or three times a year. However, due to their unpredictable nature, training and them before they could be saved. Many have turned on their trainers and killed its sharp claws and teeth. Barics attack with a vicious combination of handling a baric is very dangerous.
The Baric first appeared in module Swim 40 ft Speed: 20 ft (4 squares), touch 8, flat-footed 16 AC: 16 (-2 size, +8 natural), B3 (Jean Wells, 1981). Saves: Fort +14, Ref Int 2, Wis 12, Cha 6.
Abilities: Str 34, Dex 10, Con 25, +3, Swim +21 Skills: Listen +3, Spot +7, Will +4 Feats: Endurance, Improved Bull Rush, + 1-3 cows) Organisation: Solitary (Bull), Herd (Bull 21-30 HD (Gargantuan)
Advancement: 11-20 HD (Huge), Power Attack, Toughness The behemoth is a huge relative of the hippopotamus that entire upper half of a human in their mouth. Behemoths can open their huge jaws wide enough to fit the their mouth, which they use to uproot aquatic plants. They have outward pointing tusks that project from each side of lives in deep bodies of water in tropical locations.
Behemoths spend most of their life in lake or river and running along the bottom. They swim by sinking to the floor of their breath for up to half an hour. Behemoths have expansive lungs and can hold their the water, and are excellent swimmers. Bull behemoths are always aggressive, but cows are behemoth territory, the beasts attack.
If swimmers or small boats come near canoe that passes over them. Behemoths try to overturn a boat or usually docile unless a calf is present. Overturn (Ex): Behemoths can overturn Medium-size or smaller craft on a Strength check (DC is 20 its passengers and contents into the water. If the check succeeds, the boat overturns spilling fly 60 ft (good)
Speed: 10 ft (2 squares), plus 1 for every 100 pounds of total weight of the craft and contents). AC: 19 (+2 size, +5 Dex, +2 bite +2 melee (1d6-1) Full Attack:2 claws +7 melee (1d4-1), +7 Will +2 Saves: Fort +1 Ref natural), touch 17, flat-footed 14.
Abilities: Str 8 Dex 20 Con 12 plains, and mountains Environment: Any forest, hill, raptors such as falcons and eagles. Blood hawks are gray birds related to other Int 2 Wis 14 Chr 6 They are unusually strong for their size, however, and to attack humans--often to the exclusion of all others.
These fierce birds of prey get their name for their propensity will raid the bodies of their prey for gemstones. Male blood hawks are attracted to bright, shiny objects, and their beaks and claws are razor sharp. They line their nests with these gems, of the air swiftly and silently. Blood hawks attack en masse, swooping out preferring humans over any other potential prey.
They slash at their prey with claws and beaks, in hopes of attracting a female. Skills: Blood hawks receive a +8 racial touch 12, flat-footed 14 AC: 16 (+2 Dex, +4 natural), tail slap +0 melee (1d3+1) Full Attack: Bite +5 melee (1d8+2), bonus to Spot checks in daylight.
Saves: Fort +7, Ref Int 2, Wis 12, Cha 10 Abilities: Str 14, Dex 14, Con 16, +4, Spot +5 Skills: Hide +2*, Listen +6, Will +2 Environment: Temperate and warm forest, 10-12 HD (Large)
Advancement: 5-9 HD (Medium-size); descendant of a long-extinct class of carnivorous dinosaur. The bonesnapper is believed by sages to be a small marsh, and underground Though unintelligent, the bonesnapper is fond of decorating its lair in color, mottled with dark gray spots. The bonesnapper resembles a 5-foot tall tyrannosaurus rex, graygreen 500 pounds.
A bonesnapper weighs about with the bones of its victims, particularly the jawbones. Its eyes are scarlet and bite and tail slap. The bonesnapper attacks with its powerful often roaring in the process. It rushes straight at the nearest foe, its teeth yellow-white.
If attacked from another direction, it whirls to the death. The bonesnapper will fight bonesnapper must hit with its bite attack. Improved Grab (Ex): To use this ability, the to face its new adversary. Skills: *Bonesnappers receive a +4 racial bonus to the 1e FF (1981).
The Bonesnapper first appeared in touch 18, flat-footed 14 AC: 18 (+4 size, +4 Dex), Hide checks when in forest-like surroundings. Saves: Fort +0 Ref Int 1 Wis 12 Chr 2 Abilities: Str 1 Dex 19 Con 10 +21, Move Silently +9.
Skills: Balance +13, Climb +13, Hide +6 Will +1 The camprat is a voracious little nocturnal scavenger that print) due to their aggravating habit of chewing their way into anything edible. Though generally harmless, camprats have earned themselves many colorful names (not generally suitable for to prairie dogs or small gophers. These little rodents are similar in appearance can eat more than its size lets on.
The fur is a light, sandy brown with a streak down and stubby. The tail is short long, very sharp front teeth. The camprats has small beady eyes, and their spine that shades to dark brown or even black. The front teeth of a camprat grow constantly, and the little creatures to eat practically anything thats not on fire.
These razor-sharp teeth and an indomitable digestive system allow them deterred by food stored in thick leather sacks or hanging from trees. These scavengers will go to great lengths to steal food, and are not must gnaw on things to keep them trimmed and sharp. Trees that have been gnawed and stripped to death are equal numbers of males and females. Camprats live in loosely bonded packs, with roughly members to work together to secure food for each other.
These packs appear to have no leader or organizational structure, but the a sure sign of camprats in the area. Camprats are very timid, and only or jumping over, or gnawing through any obstacles. These creatures would rather flee than fight, by climbing no significant risk of disease. These rats are surprisingly clean and carry fight larger creatures when cornered.
Leap (Ex): A camprat is its maximum jumping distance is not limited by height. It gains a +30 competence bonus on all Jump checks, and seconds, one inch of soft wood in 60 seconds and one inch of hard wood in 90 seconds. Gnaw (Ex): Camprats can chew through thick cloth in 5 seconds, thin leather in 15 seconds, thick leather in 30 a natural jumper. Skills: Camprats receive a +4 racial bonus to Hide and Move Silently for Climb checks.
They use their Dexterity modifier Appendix, MC5 (1990), under the rat entry. Originally found in Greyhawk Adventures (1988), Monstrous Compendium Greyhawk checks and a +8 racial bonus to Balance and Climb checks. Speed: 30 ft ( 6 touch 9, flat-footed 12 AC: 12 (-1 Dex, +3 natural), +2 Will +0.
Saves: Fort +5 Ref squares), swim 40 ft Abilities: Str 17 Dex 9 Con 17 Silently +1, Swim +5 Skills: Balance +2, Hide +1, Move forest and marsh Environment: Temperate and warm Int 2 Wis 10 Chr 2.
Advancement: 3-4 HD (Medium-sized); rodents, closely resembling a guinea pig. The capybara is the largest of all length from 6-8 feet and weighing anywhere from 300-400 pounds. The giant capybara is much larger than its common cousin, ranging in 5-6 HD (Large) This animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the lair around ponds, lakes, rivers, streams, marshes, and swamps.
The capybara lives in forests with dense vegetation and also of water, finding safety there whenever it is threatened. It will stay within 100 yards of a small body underside; the faces, outer limb surface and rump sometimes have a black coloration to them. While the capybara is slow and lumbering pace, it is a good attacked, and will usually never initiate an attack. The capybara is easily frightened and will normally flee if food source it will seek meat, and hunt living creatures.
These beasts are not normally carnivorous, but if something happens with its swimmer, and can stay submerged for up to 8 rounds. Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40 inches, a Bestiary: A Walk Through the Woods", Robert Bendetti) Originally found in Dragon Magazine #119 (1987, "The Dragon's fly 60 ft (poor) Speed: 10 ft (2 squares), height of 20 inches or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).
AC: 13 (-1 size, +1 Dex, +3 +1 Will +1 Saves: Fort +4 Ref Int 2 Wis 10 Chr 6 Abilities: Str 17 Dex 11 Con 12 natural), touch 10, flat-footed 12 Advancement: 4-6 HD (Large); hunting from cliffs in mountainous regions.
Condors are the largest of avian aerial scavengers, and have a wingspan of 13 to 20 feet. Condors measure three to six feet from beak to tail 7-9 HD (Huge) Their feathers are black be covered with black pinfeathers. The head is sometimes bald, but may they rarely land except to feed or sleep.
Their great wingspan allows them to soar for hours, and and shiny. As with all birds in the vulture family, condors lack strong off the stored fat for days. They gorge themselves on carcasses and live and the chicks mature in two years. Condor hens lay 1 - 2 eggs per year, talons for killing prey and feed strictly on carrion.
Condor eggs and hatchlings are worth as spotters or retrievers. They can be trained to act them to serve as aerial mounts. Humanoids of Small size or smaller can train 30 - 60 gp. Condors can carry up to 80 extra pounds, either held worth one sp each, other wing feathers one cp each.
Their feathers are prized for their size and beauty; pinion feathers are ten gp, depending on the market. An intact condor is worth five to in their claws or riding on their backs. Condors are scavengers by nature, and will and try to flee if harassed. Naturally, they will defend with bites if attacked, MC3 (1989), under the "Vulture" entry.
Originally found in Forgotten Realms Monstrous Compendium, not usually hunt live prey. AC: 13 (+2 Dex, +1 natural), gore +4 melee (1d6+1) Attack: Hoof +4 melee (1d4+1); or or gore +4 melee (1d6+1) Attacks: 2 hooves +4 melee (1d4+1); touch 12, flat-footed 11.
Saves: Fort +1, Ref Int 2, Wis 14, Cha 6 Abilities: Str 12, Dex 15, Con 12, Silently +7, Spot +5 Skills: Hide +8*, Listen +5, Move +4, Will +2 Shy and wary, deer range from typical white-tailed deer.
These statistics represent the deer-like animals, such as caribou and antelope. These statistics can also be used to represent other the arctic to the tropics. Deer attack using their opponent and butting with its horns (gore damage). Antelope, when defending their herd, attack by charging an to bucks with antlers.
The gore attack only applies hooves or antlers. Skills: Deer receive a +4 racial bonus bonus increases to +8. *In forested areas, the Hide natural), touch 13, flat-footed 14 AC: 16 (+1 size, +2 Dex, +3 to Hide and Move Silently checks.
Attack: Bite +3 melee (1d4+1); or spine spines +3 melee (1 & poison) Full Attack: Bite +3 melee (1d4+1); or 1d4 +5, Will +0 Saves: Fort +3, Ref +3 melee (1 & poison) Abilities: Str 12, Dex 15, Con 11, +2, Spot +2.
Skills: Hide +4*, Listen its home on the bottom of lakes, rivers, or streams. A dragonfish is a small, 2-foot long, flat, fish that makes Int 2, Wis 11, Cha 4 Its scales are brown, for a victim to step on it so its poisonous spines penetrate the victims flesh. Dragonfish are not aggressive and prefer to lie on the bottom of a body of water, waiting attacks with its bite.
If forced into melee, a dragonfish mottled with black. Spine (Ex): The dragonfishs back is penetrate and break off in its flesh. A creature stepping on a dragonfish has 1d4 spines poison into the wound. Each spine deals damage and injects covered with long, sharp spines.
Removing a spine deals 1d2 of temporary Constitution, secondary damage 1d2 points of temporary Constitution. Poison (Ex): Spine, Fortitude save (DC 11); initial damage 1d2 points +12 racial bonus to Hide checks. Skills: *When not moving, a dragonfish gains a points of damage. The Dragonfish first appeared in natural), touch 12, flat-footed 13.
AC: 16 (-1 size, +3 Dex, +4 or tail lash +0 melee (1d4) Attack: Bite +5 melee (1d8 & disease); the 1e FF (1981). Full Attack: Bite +5 melee (1d8 & +7, Will +2 Saves: Fort +4, Ref Int 1, Wis 12, Cha 2.
Abilities: Str 10, Dex 17, Con 11, disease), tail lash +0 melee (1d4) Skills: Hide +1, Listen 9-15 HD (Huge) Advancement: 6-8 HD (Large); known for its fearsome diseased bite. A giant moray eel is a feared predator, +6, Spot +6.
It appears as an 8-foot long eel with mottled brown leathery skin, incisor teeth. It has pronounced a reef, seaweed, or underneath stones. A giant moray eel will conceal itself in with lighter brown or yellow spots on its dorsal area. When its prey passes by, it lunges out, biting regardless of the size of the prey.
It will attack almost anything that passes near it, in its jaws or on a foe attempting to flank it. The eel will only use its tail lash on a foe trapped its prey and striking with blinding speed. Improved Grab (Ex): To use this ability, a giant moray it tears the flesh. If it gets a hold, all its melee attacks each round it maintains the hold.
Tear (Ex): A giant moray eel automatically hits a held opponent with eel must hit a foe with its bite attack. Disease (Ex): The bite inflicts its foe with forms of fear and disease, magical or otherwise. Immunities (Ex): Giant moray eels are immune to all of Constitution (after that, refer to the Suffocation rules on page 304 of the DMG). Amphibious (Ex): Giant moray eels can survive out of the water for 1 minute per point a disease akin to mummy rot.
The Giant Moray Eel first appeared touch 11, flat-footed 13 AC: 13 (+1 size, +2 natural), (1d2+2), bite 2 melee (1d4+1) Full Attack: 2 claws +3 melee in the MC Annual 3. Saves: Fort +4, Ref Int 2, Wis 9, Cha 6.
Abilities: Str 14, Dex 11, Con 14, aquatic, or underground Environment: Temperate or warm land, +2, Will -1 Advancement: 2 HD (Small); frog about three feet long. The killer frog appears as a normal enjoys the taste of flesh.
It is a vicious hunter and 3 HD (Medium-size) The killer frog attacks with its two frog must hit with its tongue attack. Improved Grab (Ex): To use this ability, the killer its mouth on the same round for a bite attack. A grabbed victim of Small size or smaller is pulled into front talons and its bite.
The Killer Frog first appeared in the touch 15, flat-footed 14 AC: 15 (+4 size, +1 Dex), (1d2-5 and poison) Attack: Bite +5 melee 1e MM (Gary Gygax, 1977). Full Attack: Bite +5 melee +3, Will +1.
Saves: Fort +2, Ref Int 2, Wis 12, Cha 4 Abilities: Str 1, Dex 12, Con 11, (1d2-5 and poison) Advancement: 2 HD (Diminutive); with black stripes on its hindquarters. A poisonous frog appears as a normal frog deadly poison.
Its skin secretes a 3 HD (Small) A poisonous frog attacks by poisonous frog is subjected to its poison. Any creature that is bitten or touches the is 1d2 Strength, Fortitude save (DC 10). Poison (Ex): Bite or touch; temporary and secondary damage biting its opponent.
The Poisonous Frog first appeared in the natural), touch 11, flat-footed 13 AC: 15 (1 size, +2 Dex, +4 or bite +6 melee (1d4+4) Attack: Tail slap +6 melee (1d6+4); 1e MM (Gary Gygax, 1977). Full Attack: Tail slap +6 melee (1d6+4); ft, low-light vision.
Special Qualities: Amphibious, darkvision 60 Int 8, Wis 12, Cha 8 Abilities: Str 18, Dex 15, Con 16, or bite +6 melee (1d4+4) Skills: Hide +0*, Listen merhorse or sea horse. A hippocampus is also called a are halffish.
Like the merfolk, they +6, Spot +6 The front half of a hippocampus resembles a horse, complete fins rather than hooves. The legs, however, end in wide that of a great fish. The hindquarters of the animal are with a flowing mane and long, strong legs.
Their bodies are covered in fine scales in aqua, deep blue, and deep green. Typical colors include ivory, pale green, pale blue, steeds for they are strong, swift, and very intelligent. Aquatic races often tame these animals, and they make fine the fore parts, large scales elsewhere. Although they cannot speak, they understand Aquan, and cornered or if another hippocampi or ally is threatened.
Hippocampi are not aggressive creatures and will only attack if an opponent with its tail. In combat a hippocampus will slap at can learn another language if properly trained. They rarely rely on +8 bonus to Hide checks when underwater. Skills: *Due to their coloration, hippocampi receive a a young creature, or DC28 for an adult) and that the creature be willing.
Training a hippocampus as an aquatic mount requires a successful Handle Animal check (DC21 for their bite attack. Hippocampi mature at the same one-half by using a magical bridle enchanted for this purpose. Trainers can reduce the DC by 5 and the rearing time by market, while young are worth 2,500 gp each. Hippocampi eggs are worth 1,500 gp apiece on the open rate as horses.
Professional trainers (usually tritons) charge 1,000 gp an exotic saddle. Riding a trained hippocampus requires he or she succeeds at a Ride check (see Ride, page 80 in the Players Handbook ). A hippocampus can fight while carrying a rider, but the rider cannot attack in the same round unless to rear or train a hippocampus. Carrying Capacity: A light load for a Hippocampus is up to heavy load, 467-700lbs.
medium load 234-466lbs; and a 1e MM (Gary Gygax, 1977). The Hippocampus first appeared in the 233lbs; a medium load 234-466lbs; and a heavy load, 467-700lbs. AC: 14 (+4 natural), touch tail slash +8 melee (2d6+3) Attack: Claw +8 melee (1d4+3); or or tail slash +8 melee (2d6+3), bite +3 melee (1d6+1)
Full Attack: 4 claws +8 melee (1d4+3), bite +3 melee (1d6+1); 10, flat-footed 14 Face/Reach: 5 ft/5 ft (10 +4 Will +2 Saves: Fort +6 Ref Int 6 Wis 12 Cha 10 Abilities: Str 16 Dex 11 Con 14 ft with tail)
Skills: Hide +4*, Listen 10-15 HD (Large) Advancement: 6-9 HD (Medium-size); dungeons, caves, or caverns and rarely ventures forth. The horast or whipper beast makes its home in subterranean +9, Spot +9 It prefers the dampness and darkness of its underdark realm to the light long with a 5-11 foot long tail.
The horast ranges in length from 6-9 feet long, thin, segmented length of bone that ends in three dagger-like barbs. Silvery-gray, coarse, thick fur covers its body, save the tail which appears as a of the surface world (though it has no specific vulnerability to sunlight). The horast's body is round, flat, and raises to two legs when attacking). It has six-legs upon which it moves (it legs and slashing with four claws.
The horast attacks by raising itself on two thick as is its head. If it chooses not to attack with its claws, it uses into it if pursuing their prey. Though horasts hate sunlight they will venture forth on Listen and Spot checks. Skills: Horasts receive a +4 racial bonus its barbed tail to stab and slash an opponent.
*Due to their coloration, they receive a +8 racial bonus (Mary Lynn Skirvin) Originally found in Dragon #27 climb 20 ft Speed: 40 ft (8 squares), to Hide checks in stony and rock-covered areas. Full Attack: 2 claws +6 melee 60 ft, low-light vision.
Special Qualities: Pass without trace, darkvision +7, Will +2 Saves: Fort +5, Ref (1d4+1), bite +1 melee (1d6) Abilities: Str 13, Dex 15, Con 12, Move Silently +6, Spot +6 Skills: Climb +10, Hide +5*, Listen +6, (2-8 plus 50% noncombatants)
Organization: Pack (2-5) or band Int 9, Wis 13, Cha 12 A kech is a monkey-like creature and tough, leathery leaf-like skin; green in color. It has a fanged filled mouth, fiery blue eyes, home on the ground or in trees. Kech are excellent climbers and are equally at about 6 feet tall.
They speak their own so forth to weaken parties and travelers. Kech prefer indirect combat, utilizing pits, traps, snares, and a lone target however. They will not hesitate to face language and Common. Opponents that are considerably superior will be members of the party (those on watch usually).
The kech will concentrate their attacks on one or two will If successful, they attacked at night while resting. drag their prey off latches onto the opponents body and tears the flesh. Rend (Ex.): If a kech hits with both claw attacks, it points of damage.
This attack automatically deals 2d4+1 into the forest. Pass Without Trace (Ex.): The kech can move across is impossible. Tracking by nonmagical means bonus to climb checks. Skills: Kech receive a +8 racial any groundice, snow, mud, without leaving any footprints.
They also receive a +2 racial bonus racial bonus to Hide checks when in a forested area. *Due to their coloration and leaf-like skin, kech receive a +12 Manual II (Gary Gygax, 1983). The Kech first appeared in Monster to Listen and Spot checks. Speed: 5 ft (1 square), natural), touch 24, flat-footed 22.
AC: 28 (+8 size, +6 Dex, +4 +8 Will +1 Saves: Fort +2 Ref climb 50 ft Abilities: Str 1 Dex 22 Con 10 +10*, Listen +3, Spot +3 Skills: Balance +6, Climb +10*, Jump (5-10), tribe (20-60)
Organization: Band (1-4), family Int 10 Wis 12 Chr 13 Monkey spiders are 1-inch long simians that are often mistaken for spiders a prehensile tail, and humanlike hands and faces. They are slim and furry, have gangly limbs and rangers and druids, but they make poor pets. Monkey spiders make excellent familiars, or animal companions for from any distance greater than two feet due to their size.
They are intelligent and loyal and can gestures in a language that is said to be as sophisticated as Common. They communicate with each other through a complex series of hoots, chirps, sibilants, and but they tend to avoid fighting anything larger than they are. Monkey spiders may be fierce combatants against bees, wasps and other insects, be taught to understand Common. If forced into battle with anything larger than a Diminutive sized creature, they bite attack on whatever is within reach.
If it cannot bite the eyes, it uses its of any attacker of Tiny or larger size. Eyebite (Ex): Monkey spiders attempt to bite the eyes try to bite the eyes of their aggressor and then escape. This attack causes no damage, but the monkey will continue to produce a burning sensation, leaving the character temporarily blinded. Affected characters must spend a whole round rubbing their eyes, or the saliva 5 feet upward or 10 feet down.
Leap (Ex): Monkey spiders can jump up to spider's saliva is caustic and stings fiercely. *Their powerful leg muscles give them a Appendix II (1991, David "Zeb" Cook). Originally found in MC11, Forgotten Realms Monstrous Compendium burrow 10 ft Speed: 30 ft (6 squares), +10 to Climb and Jump checks.
AC: 19 (-2 size, +2 Dex, +9 tentacle +20 melee (1d8+8) Attack:Bite +20 melee (3d8+12); or 2 tentacles +20 melee (1d8+8) Full Attack:Bite +20 melee (3d8+12); or natural), touch 10, flat-footed 17 Face/Reach: 15 ft/10 ft (20 60 ft, low-light vision.
Special Qualities: Immune to cold, darkvision +10 Will +4 Saves: Fort +13 Ref feet with tentacles) Abilities: Str 27 Dex 15 Con 21 Move Silently +8, Spot +6 Skills: Climb +8, Hide +8, Listen +4, Weapon Focus (bite, tentacle)
Feats: Alertness, Power Attack, Stealthy, Int 2 Wis 10 Chr 2 Advancement: 14-26 HD (Huge); feared predators of the arctic plains. The tirichik is one of the most an insatiable appetite for humanoid flesh. This monster is vicious, stealthy, and has 27-39 HD (Gargantuan)
The tirichik is a large insectoid creature dragon and a huge centipede. It resembles a cross between a white at one end, and is covered with white scales. Its body is long and tubular, with a dragonlike head about 30 feet in length. A tirichik will hide inside a crevasse, snowy hills, or other using its tentacles to probe for food.
When prey is scarce, the beast will go hunting, up to 20 feet, using them like daggers. Tentacles (Ex): A tirichik can thrust its tentacles out convenient hiding place, and strike at its prey from ambush. Attacks may be made on the tentacles, with or more points of damage will sever a tentacle. A single attack from a slashing weapon that causes 5 to grow a new tentacle.
It takes the tirichik about a month a -2 penalty to the attack roll. The tentacles are the beast's main method for sensing prey, being able by the use of special elastic tendons in its neck. Elongate (Ex): The tirichik can temporarily detach its head from its spine, to strike like a snake, gaining a +2 bonus to its attack roll. This causes the head to stretch 5 feet from the spine, and allows the creature to detect heat and movement up to 300 feet away.
This elongation prevents the tirichik from attacking in the and reattaching its skull. following round withdrawing its neck attack once every other round. Thus, it can only use this next round, as it must spend the Skills: Tirichik receive a +5 bonus to Great Glacier (1992, Rick Swan).
Originally found in FR 14 The fly 10 ft (average) Speed: 20 ft (4 squares), Hide checks in its native environment. Full Attack: Bite +3 melee (1d6); or +4, Will +0 Saves: Fort +2, Ref Int 7, Wis 11, Cha 10.
Abilities: Str 10, Dex 14, Con 10, 2 claws +3 melee (1d4) Skills: Hide +6, Listen and marsh, and underground Environment: Cold and temperate forest vaguely human features, giving them a very alien appearance. Vulchlings are an avian race that resemble vultures but have +5, Spot +5.
Though they occasionally associate with harpies and more rarely vrock is often left unattended when the creatures have other things to do. There is usually a small clutch of eggs in a vulchling lair, which only attack with surprise. Vulchlings are cowardly creatures and demons, they prefer the solitude of their desolate lairs. They wait for unsuspecting prey to come along, then swoop down upon natural), touch 11, flat-footed 12.
AC: 14 (-1 size, +2 Dex, +3 +7 melee (2d6+7) Full Attack: 2 gores them from their high roost and attack with their talons. Abilities: Str 20, Dex 14, Con 16, Silently +9, Spot +3 Skills: Hide +5*, Listen +4, Move 9-10 HD (Huge)
Advancement: 5-8 HD (Large); Int 2, Wis 12, Cha 6 The irish deer is a creature as big as in temperate forests. This shy, peaceful beast dwells a moose and a deer, a large yet majestic herbivore. In form, the irish deer resembles something like a cross between a moose, and is from the Pleistocene era.
Its impressive antlers spread to a width of ten be particularly dangerous during mating season. Irish deer are not aggressive creatures, but can at this time, to drive off challengers. They are likely to attack anyone that disturbs them feet, and its hide is somewhat shaggy. This beast attacks with its antlers, and can attack to Hide and Move Silently checks.
Skills: Irish deer receive a +4 racial bonus bonus increases to +8. *In forested areas, the Hide two targets if both are in range. The Irish Deer first appeared in the 1E swim 40 ft Speed: 20 ft (4 squares), touch 14, flat-footed 14.
AC: 16 (+2 Dex, +2 natural), Monster Manual (Gary Gygax , 1977). Attack:Claw +6 melee (1d4+3); or melee (1d8+3); or tail +6 melee (1d12+4) Full Attack:2 claws +6 melee (1d4+3) and bite +1 cold, low-light vision Special Qualities: Immune to tail +6 melee (1d12+4)
Saves: Fort +6 Ref Int 2 Wis 12 Chr 6 Abilities: Str 16 Dex 15 Con 15 Spot +5, Swim +8 Skills: Hide +5, Listen +5, +6 Will +2 Advancement: 6-10 HD (Medium-size); animals by arctic peoples.
Kupuk are carnivorous creatures used pack apparently egg-laying mammals. These dog-like animals are 11-15 HD (Large) These friendly creatures can be very trustworthy and a walrus, which is a dull yellow or light gray color. Kupuks have thick bodies covered in a hairless, leathery hide similar to with a retractable spike at the tip.
They have short but strong tails that end dependable companions, and are easily domesticated. While kupuks are loving companions to their friends, then have tail if they can maneuver opponents to their rear. They usually attack with claws and bite, but attack with their muzzle triumphantly in the air and let out a loud victory howl. When a kupuk hits an opponent with its tail, it will raise its an equal capacity for viciousness to their enemies.
Frenzy (Ex): When a kupuk is engaged in defending its eggs attack and damage rolls until the opponents are killed or withdraw. In this state, the kupuk adds a +1 circumstance bonus to all melee (1d8); or tail +4 melee (1d4) Attack: Claw +4 melee (1d6); or bite +4 or pups, it whips itself into a wild frenzy. Full Attack: 2 claws +4 melee (1d6); or bite +2, Will +0.
Saves: Fort +1, Ref Int 2, Wis 11, Cha 11 Abilities: Str 11, Dex 15, Con 13, +4 melee (1d8); or tail +4 melee (1d4) Skills: Climb +11, Hide +5, Listen +3, for they are fierce and cunning fighters. These ferocious monkeys roam the jungles freely and unopposed, every female will have at least one young with her.
They travel in large family groups; the males outnumber the females and Move Silently +5, Spot +3 If a young marmoset monkey can be caught and halflings living in jungles have been seen riding them into battle. Some marmosets grow large enough for a halfling to comfortably ride, and some throw large stones from the side of a cliff down onto their prey. Though their natural weapons cause a great deal of damage, they often prefer to trained, it will make an excellent guard.
If fighting on the ground, they will also use their furry tail spike in battle, but if module B3 (Jean Wells, 1981). The Giant Marmoset first appeared in natural), touch 10, flat-footed 13 AC: 14 (-1 size, +1 Dex, +4 in the trees, they will hang from their tails and use their bite and claws instead. Attack: +6 melee (1d8+6); or 2 hooves +6 melee (1d6+4)
Full Attack: +6 melee (1d8+6); or +2, Will +1 Saves: Fort +7, Ref hoof +6 melee (1d6+4) Abilities: Str 18, Dex 12, Con 16, Silently +5, Spot +4 Skills: Hide +1*, Listen +4, Move plains, and hills.
Environment: Cold and temperate forest, Int 2, Wis 11, Cha 6 Moose are the largest members can become aggressive if approached. Generally inoffensive if left alone, they antlers with which they defend themselves. They have thick hides and powerful hooves and of the deer family.
Skills: Moose receive a +2 racial bonus bonus increases to +4. *In forest area, the Hide natural), touch 10, flat-footed 12 AC: 14 (-2 size, +2 Dex, +4 to Hide and Move Silently checks. Special Qualities: Blindsight 120 ft, +6 Will +3.
Saves: Fort +10 Ref Int 2 Wis 14 Chr 6 Abilities: Str 31 Dex 14 Con 23 hold breath, low-light vision Skills: Listen +7, Spot 9-12 HD (Gargantuan) Advancement: 5-8 HD (Huge); long spiral horn that protrudes centrally from the skull of males.
The narwhale is also called the "unicorn of the ocean," for the +8, Swim +18 This whale lives in frigid arctic waters, and grows for shellfish more than combat, is 6-12 feet in length. The horn, which is used for digging through the sea floor guards in communities of dolphins and aquatic elves. These peaceful creatures are sometimes seen as pets or to a considerable size of 20-40 feet.
Narwhales are not aggressive creatures, but will (2d4 damage), then fleeing. Females attack by ramming targets rounds equal to 8 x it's Constitution score before it risks drowning. Hold Breath (Ex): A narwhale can hold it's breath for a number of defend themselves in times of emergency. (Usually 184 check to perform some special action or avoid a hazard.
Skills: A narwhale has a +8 racial bonus on any Swim a Swim check, even if distracted or endangered. It can always choose to take a 10 on rounds.) It can use the run action while swimming, Two (1989) under "whale", Monstrous Manual (1993). Originally found in Monster Manual II (1983), Monstrous Compendium touch 8, flat-footed 16.
AC: 16 (2 size, +8 natural), provided it swims in a straight line. Attack: Slam +13 melee (2d6+9); or stamp +8 melee (2d6+5); or gore +13 melee (2d8+13) Full Attack: Slam +13 melee (2d6+9), 2 stamps +8 +6, Will +5 Saves: Fort +11, Ref melee (2d6+5); or gore +13 melee (2d8+13)
Abilities: Str 28, Dex 11, Con 21, Improved Bull Rush Feats: Alertness, Power Attack, if 3 or more are encountered, 75% by a half grown animal) Organization: Solitary (male), family unit (18, 25% chance to be accompanied by a calf Int 2, Wis 15, Cha 11 The oliphant is probably a modernday in cooler temperate or subarctic climates.
Its hairy hide enables it to survive be captured and trained if young enough. The solitary oliphant avoids inhabited areas, although it can relative to the mastodon. The intelligence of an oliphant is such that when properly greater size and great bulk, far larger than their wild fellows. When fed and cared for, these creatures can grow to 10 feet or reinforcements, spikes projecting from head and forelegs, and bearing castlelike houdas that house archers and pikemen.
Trained oliphants are used in war and other military duties, armored with feather or scale and plate trained they become engines of destruction, especially large males. (Elephants are likewise armed in warm climes, but these less it directly threatens them. Oliphants do not fear fire unless eliminate threats rather than flee from them. They are aggressive and tend to try to intelligent creatures lack the ferocity of trained oliphants.)
Oliphant tusks range in value from 100 to 400 gp each; is too short to be used as an effective weapon. An oliphant attacks with its downcurving tusks and heavy forelegs; its trunk smaller creatures for 2d8+13 point of damage. Trample (Ex): An oliphant can trample Mediumsize or the ivory is worth about four gold pieces per pound. Opponents who do not make attacks of opportunity against the oliphant can MM II (Gary Gygax, 1983).
The Oliphant first appeared in the 1e fly 10 ft. Speed: 30 ft (6 squares), attempt a Reflex save (DC 23) to halve the damage. AC: 21 (+8 size, +3 Dex), drain, death grip Special Attacks: Attach, constitution +5 Will +2.
Saves: Fort +0 Ref touch 21, flat-footed 18 Abilities: Str 1 Dex 16 Con 11 upon a brightly colored insect resembling a large grasshopper. Adventurers wandering the vast reaches of desert lands might happen for their powerful abdominal pincher but also for their uncanny ability to detect moisture. These rainbow-swathed locusts are actually pernicons, insects that are well known in desert lands not only Int 2 Wis 11 Chr 2.
If a pernicon is within 120 feet of at least one gallon who know the desert know that where that sound is heard water is not too far away. The droning hum of a swarm of pernicons is somewhat unnerving to anyone unaccustomed to hearing it, but those desert that hears Any characters traveling in the of water, the segmented antennae on its head vibrate rapidly. the hum of a pernicon swarm may make a Wilderness Lore check (DC pernicons is that they are not unintelligent vermin.
Perhaps one of the most unusual aspects of the goes beyond other animals. Pernicons possess a rudimentary intelligence that 15) or Knowledge (nature) check (DC 20) to locate the water supply. When a pernicon attacks it buries its large, strong as a bonus feat. The pernicon receives Weapon Finesse uses its abdominal pincher to latch onto the opponents body.
Attach (Ex): If a pernicon hits with a touch attack, it abdominal pinchers into the flesh of its victim. An attached pernicon has an of temporary Constitution damage each round it remains attached. Constitution Drain (Ex): A pernicon drains bodily fluids, dealing 1 point detaches and flies away to digest the meal. Once it has drained 2 points of Constitution damage, it AC of 18.
Death Grip (Ex): If a pernicon is killed while attached to the 1d4 points of damage to the victim. Forcefully removing the pinchers of a pernicon deals spell can remove them without further injury. A Heal check (DC 15) or cure minor wounds victims body, its pinchers remain buried deep in the flesh. Detect Water (Ex): A pernicon can automatically detect the presence of at Coast, Inc.
1981 Wizards of the Fiend Folio Originally found in 1e least a gallon of water at a range of 120 feet. Full Attack: 2 claws +10 melee 5 ft/15 ft Face/Reach: 10 ft by +8, Will +3.
Saves: Fort +9, Ref (1d4+5), bite +4 melee (2d6+2) Abilities: Str 20, Dex 17, Con 19, +8, Spot +8 Skills: Jump +11, Listen 70-100 gp each) Treasure: None (eggs are worth Int 2, Wis 12, Cha 10.
Advancement: 8-14 HD (Large); with a huge head and a powerful beak. The phororhacos is a large, flightless bird of the Pleistocene-era shoulder, and ten feet overall. It is six feet tall at the 15-21 HD (Huge) Adult males have a red crest and a tuft of and its legs are light gray with black claws.
This bird is covered in dark gray and brown feathers, fighting or challenging another of its kind for territory. The phororhacos emits a fierce, deep, braying battle cry when orange feathers on the back of its head. The phororhacos is a fearless killer claw attacks inflicting double damage as it jumps. It initiates combat by jumping on a victim, its two claw kicks and its beak.
After the first round, it attacks with and attack even if outnumbered. Improved Grab (Ex): To use this ability, the phororhacos must hit can shake its victim. If it gets a hold, it in its mouth and shake it around. Shake (Ex): The phororhacos can pick up an opponent a Small size or smaller opponent with its bite attack.
The beast then throws the victim to the + damage taken) or become stunned for one round. Such victims must succeed at a Fortitude save (DC 10 bonus to Jump checks. Skills: Phororhacos receive a +6 racial ground, dealing 1d6 points of falling damage. The Phororhacos first appeared in touch 20, flat-footed 18.
AC: 20 (+8 size, +2 Dex), +2, Will +1 Saves: Fort +0, Ref the FR MC3 (1989). Abilities: Str 6, Dex 15, Con 10, form of cold-water piranha. The quipper is a rare found in freshwater lakes and stream.
They are dark green in color and are Int 1, Wis 12, Cha 2 Quippers attack by swarming an opponent and into a frenzy attacking twice each round. Once blood is drawn, the entire pack goes 90-foot radius will go into a frenzy as if affected by a haste spell. Frenzy (Ex): If a quipper detects blood in the water, it and all quippers within a biting with their razorsharp teeth.
The frenzied quippers receive an extra partial action per round for 10 and detect blood in the water at ranges of up to 500 feet. Keen Scent (Ex): A quipper can notice creatures by scent in a 90- foot radius to listen and spot checks. Skills: Quippers receive a +3 racial bonus rounds, but do not gain the +4 bonus to AC. The Quipper first appeared in touch 12, flat-footed 15.
AC: 17 (+2 Dex, +5 natural), +6, Will +1 Saves: Fort +8, Ref the 1e FF (1981). Abilities: Str 18, Dex 14, Con 18, Silently +6, Spot +5 Skills: Hide +8, Listen +5, Move desert, and underground.
Environment: Any mountains, hills, plains, Int 2, Wis 10, Cha 6 Treasure: 25% coins; 25% a lumpy, warty hide that resembles rock. The rock reptile is a weird lizard with its surroundings and attack by surprise. This allows the creature to blend seamlessly with goods; no items.
The lizard usually only comes out at night when its hiding works the best, out with its initial rush and attack. Rock reptiles hide until prey approaches, then spring its hiding place with blinding speed. Ambush (Ex): A rock reptile darts out of but it might be encountered in daylight if it is sufficiently hungry. On the first round after it emerges, it gains to Hide and Move Silently checks.
Skills: Rock reptiles receive a +4 racial bonus Hide bonus improves to +8. *In rocky or mountainous areas, the a +4 conditional bonus to its attack roll. Saves: Fort +4, Ref Int 1, Wis 11, Cha 4 Abilities: Str 10, Dex 13, Con 12, the common sheep.
The statistics here describe +1, Will +0 Sheep generally flee from danger and attack by biting. If cornered, they will MC 1 (TSR, 1989). The Sheep first appeared in the avoid combat if possible.
Full Attack: 2 claws +12 melee grab, rake 2d4+4 Special Attacks: Pounce, improved +8, Will +3 Saves: Fort +10, Ref (1d8+8), bite +7 melee (2d8+4) Abilities: Str 26, Dex 17, Con 20, Move Silently +10, Spot +5.
Skills: Balance +9, Hide +8, Listen +5, a large catlike predator of the Pleistocene era. The smilodon, also known as the sabre-tooth tiger, is Int 2, Wis 12, Cha 6 This beast was the most aggressive and are responsible for the creature's deadly reputation. Their six-inch long fangs inflict terrible wounds, and respects, but they are slightly larger and tougher.
They are otherwise very similar to modern tigers in most fearsome predator of its time. These giant predators attack anything they think they can kill and can make a full attack even if it has already taken a move action. Pounce (Ex): If a smilodon leaps upon a foe during the first round of combat, it must hit with a claw or bite attack. Improved Grab (Ex): To use this ability, the smilodon eat, attacking with their powerful jaws and sharp teeth.
If it gets a hold, attacks (+12 melee) with its hind legs for 2d4+4 damage each. Rake (Ex): A smilodon that gets a hold can make two rake it can also rake. If the smilodon pounces an opponent, it can rake. Skills: Smilodons receive a +4 racial bonus to Monster Manual (1977, Gary Gygax).
The smilodon first appeared in the 1E natural), touch 10, flat-footed 13 AC: 12 (1 size, +1 Dex, +2 Balance, Hide, and Move Silently checks. Saves: Fort +6, Ref Int 3, Wis 10, Cha 11 Abilities: Str 18, Dex 13, Con 16, Silently +5, Spot +3.
Skills: Hide +5, Listen +3, Move +1, Will +0 Advancement: 46 HD (Large); his head much like a lions mane. This giant milkwhite snake has gold facial hair around in a large mouth. Two very long fangs are set 79 HD (Huge)
Its eyes are multi-faceted, and in bright light, colors seem veins to show through, thus the name marble snake. Its skin is transparent in some places, allowing thin blood weeks for a place to make its nest. This reptile prefers high, sunny altitudes, and will search for to swirl in tiny pools of each facet. Often it will elect to live in a ruined fortress or similar will seek higher ground or ledges so that it can observe without being observed.
When not in its nest, or having laid it eggs (marble snakes lay 110 eggs) it they are probably a family unit. If two or more snakes are found together, structures, burrowing through loose stones and dirt to make a tunnel. This family unit is often only temporary, as the female snake will place to make their lair and they may decide to stay, but this is rare. The female will often leave the eggs after they hatch, though when some females find a suitable come to them instead of hunting for themselves.
Marble snakes are lazy creatures, preferring to have their dinner search for a place to lay her eggs in solitude. They have a special whistling sound that save (DC 12) or become entranced for 1d4 rounds (treat as charm person). Whistle (Ex): Any creature within 50 feet of a marble snake must make a Will will kill it after toying with it for a while. The whistling sounds will draw the victim to a snake, which can charm an intended victim.
Once it has actually struck its intended victim, the victim is no module B3 (Jean Wells, 1981). The Marble Snake first appeared in burrow 10 ft Speed: 20 ft (4 squares), longer under the snakes influence and may then attack the snake. AC: 12 (-1 size, +1 disease, low-light vision.
Special Qualities: Immune to Int 1, Wis 10, Cha 10 Abilities: Str 19, Dex 13, Con 16, Dex, +2 natural) Skills: Climb +15, Listen will be two males and two females, 20% per adult female that 1d4 young are present, and 20% per adult female that 1d4 juveniles are present) Organization: Small pack (1d4 adults, encounters of 2 or less will both be female, encounters of 3 will be two females one male, while encounters of 4 9-12 HD (Huge)
Advancement: 5-8 HD (Large); +4, Spot +4 Giant space hamsters are found in a variety of colors, but appear to be fat. They are well muscled though they pounds of food in its cheeks. A giant space hamster can hold 200 are usually golden brown with white underbellies, bands, and spots.
Like their tiny ancestors, giant space hamsters enjoy all sorts giant space hamsters especially enjoy giant insects. They sometimes eat raw or cooked meat; wild food and 10 gallons of water per day. One giant hamster can easily put away 30 pounds of of green vegetables, fruits, nuts, grains, and water. These creatures are very clean; their gnome handlers type of attacka nasty bite.
Giant space hamsters normally only have one as domestic breeds are quite cowardly. They avoid even this on most occasions, often dump wood shavings in their lairs. However, wild breeds are more aggressive, and they briefly may also attack. Domesticated females protecting their litter space hamster must hit with its bite attack.
Improved Grab (Ex): To use this ability, a giant charge at anyone who approaches a burrow. If successful, it may stuff a smaller size, the giant space hamster can stuff a foe in its cheek pouch. Cheek Pouch (Ex): By making a successful grapple check against an opponent of Small or or by dealing 5 points of damage to the hamsters cheek. A trapped foe can escape by making a successful Strength check (DC 16) foe in its cheek pouch.
A trapped foe can only attack with a Tiny slashing or piercing weapon, and then only immune to all magical and nonmagical diseases. Immune to Disease (Ex): Giant space hamsters are racial bonus to climb checks. Skills: Giant space hamsters receive a +8 if it was in hand when the foe was stuffed in the cheek pouch. Giant space hamsters are usually kept on huge hamster and living in special hamster hutches constructed by their gnomish keepers.
These giant hamsters travel in small packs, browsing on the local landscape pipe systems (some of them transparent) through which these creatures may crawl aboveground. The hamster hutches often include artificial burrows and gnomes have constructed enormous and colorful ranches run by gnome colonists on various worlds. Wild packs of these creatures exist on worlds long settled by gnomes, though they make own burrows (6 feet wide and 120 to 180 feet long) in hillsides. Wild giant space hamsters are the same size as domestic ones, but they dig their (this conclusion was suggested after a 22 year long research program that included five gnome fatalities).
Gnomes are unable to figure out how to reduce their breeding rates, aside from separating the sexes easy prey for many carnivores and are thus quite rare in the wilderness. Giant space hamsters can easily have several litters in one year, remain fertile all their adult lives. These creatures live 18 years at most, and as one might guess. These creatures did not evolve naturally, and grow to breeding adulthood in about two years.
They were created by a gnome research committee attempting to develop a relatively passive creature large enough to power from torque. These devices produce internal inside their big wheels, and were eventually spread through space. The giant space hamsters produced by the committee ran for hours wind up the giant rubber bands attached to the huge running wheels inside gnomish spelljammer craft. The Giant Space Hamster first appeared in natural), touch 13, flat-footed 13.
AC: 17 (-1 size, +4 Dex, +4 (1d4+6), bite +5 melee (1d12+3) Full Attack: 2 claws +10 melee the Spelljammer Monstrous Compendium Supplement. Special Attacks: Pounce, improved +9, Will +3 Saves: Fort +9, Ref Int 3, Wis 13, Cha 6.
Abilities: Str 24, Dex 18, Con 18, grab, rake 2d4+3 Skills: Balance +9, Hide +8*, Jump +7, Listen 13-18 HD (Huge) Advancement: 7-12 HD (Large); lions, roaming the plains of the Pleistocene era. Spotted lions, also known as cave lions, are larger, fiercer +5, Move Silently +10, Spot +5.
Spotted lions look like their later cousins, but way as their normal lions. Spotted lions hunt in much the same it can make a full attack even if it has already taken a move action. Pounce (Ex): If a spotted lion leaps upon a foe during the first round of combat, their pelts are dappled with dark mottling. Improved Grab (Ex): To use this ability, the spotted lion it can rake.
If it gets a hold, attacks (+10 melee) with its hind legs for 2d4+3 damage each. Rake (Ex): A spotted lion that gets a hold can make two rake must hit with a claw or bite attack. If the lion pounces on an to Balance, Hide, and Move Silently checks. Skills: Spotted lions receive a +4 racial bonus the Hide bonus improves to +12.
*In areas of tall grass or heavy growth, opponent, it can also rake. The Spotted Lion first appeared in the 2 claws +10 melee (1d6+3) Full Attack: Bite +15 melee (1d8+6), +10, Will +5 Saves: Fort +10, Ref 1E Monster Manual (1977, Gary Gygax).
Abilities: Str 23, Dex 15, Con 14, +8, Spot +8 Skills: Hide +0*, Listen Weapon Focus (Bite, Claw) Feats: Alertness, Power Attack, Toughness, Int 2, Wis 12, Cha 10 Advancement: 13-17 HD (Large); creature found in the forests.
The squealer is a large, bulky, fierce fearless, even attacking prey that is larger than it. It is about the size of a large gorilla and is 18-36 HD (Huge) A squealers fur is long and a forward-thrusting pig-like head. It has hunched shoulders and its mouth.
Razor-sharp teeth line yellowish-green in alternating splotches. Its forelimbs, each back and the other two from high on the hindquarters. 4 feet long sprout from its body; three from the hunched from the middle of its back. A fifth limb, about 4 feet long, grows about.
This limb can be turned and end in sharpened talons. All five of its limbs are prehensile bite and claws. The squealer attacks using its forward or rearward. One of its favorite tactics is to hide in a head down to bite and claw.
When prey passes beneath it, it swings its prey, raking with its hind legs. If it can grapple its prey, it drops on tree, grasping a limb with three of its claws. Improved Grab (Ex): To use this ability, the squealer must hit it tears the flesh. If it gets a hold, its melee attacks each round it maintains the hold.
Tear (Ex): A squealer automatically hits a held opponent with all a Medium-size or smaller creature with two claw attacks. Rake (Ex): A squealer that attacks from the trees and leaps on an opponent animal or beast sound it has heard. Sound Imitation (Ex): The squealer can mimic any it likes. It does this whenever can make two additional claw attacks for 1d6+3 points of damage each.
Listeners can detect the ruse with a to Hide checks when in forested areas. Skills: The squealer receives a +12 racial bonus MM II (Gary Gygax, 1983). The squealer first appeared in the 1e successful Will save (DC 16). Speed: 20 ft (4 squares), touch 16, flat-footed 14.
AC: 16 (+4 size, +2 Dex), +4 Will +2 Saves: Fort +0 Ref fly 40 ft (clumsy) Abilities: Str 3 Dex 15 Con 10 Move Silently +5, Spot +2 Skills: Balance +3, Climb +6, Hide +3, the ability to glide, and a taste for fresh meat.
The carnivorous flying squirrel is a relative of the common squirrel, with Int 2 Wis 14 Cha 6 This squirrel has loose folds of skin on the insides of the air when it jumps out of a tree. This little mammal cannot actually fly, but it glides through where they sometimes bring small, shiny treasures. They lair in communal nests in tree tops, its legs, which give the squirrel its unique abilities.
Carnivorous flying squirrels are vicious little creatures, and attack larger targets in a tree, silently gaining speed as they fall. Their main method of attack is to jump out of a +1 to their attack roll. For every 5 feet they glide, they gain groups when the odds are at least 2 to 1. Dragon Magazine #66 (1982), Monster fly 50 ft (poor)
Speed: 10 ft (2 squares), bill +2 melee (1d2) Attack: Wing +3 melee (1); or Manual II (1983). Full Attack: 2 wings +3 melee +5 Will +0 Saves: Fort +2 Ref Int 2 Wis 11 Cha 10.
Abilities: Str 10 Dex 16 Con 14 (1), bill +2 melee (1d2) Skills: Listen +6, Spot rivers, ponds, lakes, and marshes. Swans are beautiful aquatic birds that inhabit time floating on the water in family groups. These avains are peaceful creatures, and spend most of their +6, Swim +6.
If a lone swan is encountered, it is always male, but otherwise a a flock of swans, in her swan form. Very rarely, a swanmay will be found swimming with fly or swim away when threatened. Swans are not agressive and will usually group of swans is formed of mated pairs and their young. If their acute senses detect intruders, all swans join of eggs or their young.
They will, however, defend a nest leap, trying to blind and disorient the intruder. In combat, the adult swans attack forcefully with a flying in a loud warning chorus and flee. Blind (Ex): If a swan hits an opponent with any of its wing or bill attacks, the opponent will be to Listen and Spot checks. Skills: Swans recieve a +6 racial bonus swim 20 ft.
Speed: 10 ft (2 squares), blinded and confused for that round and the following one, if he fails a Reflex save (DC 12). AC: 20 (-4 size, -2 Dex, +16 +7, Will +2 Saves: Fort +14, Ref Int 1, Wis 8, Cha 8 Abilities: Str 32, Dex 6, Con 25, natural), touch 4, flat-footed 20.
Skills: Listen +5, Spot Weapon Focus (Bite) Feats: Alertness, Endurance,Iron Will, 20-30 HD (Colossal) Advancement: 11-19 HD (Gargantuan); +5, Swim +16 Giant snapping turtles appear as a voracious appetite.
They are aggressive and have lakes and rivers. Most are found in large 40-foot diameter turtles. Giant snapping turtles lurk near the shore or on the bottom its neck out and bites. When prey passes nearby it shoots snapping turtle must hit with its bite attack.
Improved Grab (Ex): To use this ability, the giant of a body of water where they remain motionless. If it gets a hold, it automatically deals bite opponent of Huge or smaller size by making a successful grapple check. Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed of acid damage per round from the giant snapping turtles digestive juices. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points damage and can attempt to swallow the opponent.
A swallowed creature can cut its way out by using claws or a light piercing or slashing swallowed opponent must cut its own way out. Once the creature exits, muscular action closes the hole; another Large, eight Medium-size, or sixteen Small or smaller opponents. The giant snapping turtles interior can hold two Huge, four weapon to deal 25 points of damage to the giant snapping turtles gut (AC 20). The Giant Snapping Turtle first appeared in natural), touch 5, flat-footed 15.
AC: 15 (-4 size, -1 Dex, +10 20, armored head, low-light vision Special Qualities: Resist edge weapons, fire resistance the 1e MM (Gary Gygax, 1977). Saves: Fort +19 Ref Int 2 Wis 10 Chr 6 Abilities: Str 39 Dex 9 Con 27 +12, Swim +15.
Skills: Listen +12, Spot +10 Will +6 Feats: Alertness, Awesome Blow, Improved Bull Rush, Power a large shark or even a baby whale in one gulp. The verme is probably the largest of all fish, able to swallow known to venture out into saltwater oceans. These fish prefer great rivers, but are occasionally Attack, Toughness (2), Weapon Focus (bite)
It can swallow creatures in the water, and can also eat things on the riverbanks, indigestible items, remnants of previously swallowed victims. Its stomach is likely to contain metallic and other length, with very large scales, and a mouthful of needles for teeth. A verme resembles a catfish of unbelievable size, between 50 to 80 feet in reaching its enormous armored head out of the water to snatch cattle or even Its underside is pale yellow, and its flanks run from dark brown it is high, to help it lurk along the bottom in.
This gigantically long fish is flat along the belly, and wider than that will not be denied. A hungry verme is a ravenous predator to a mottling of green and brown along the back. It swallows any prey it hits, and is before it attacks those on its sides. It will attempt to swallow creatures attacking its head fire affects the beast normally inside of the mouth or internally.
The fire resistance of the fish applies only to its outer body; able to capsize even large craft. Improved Grab (Ex): To use this ability, a free action without provoking an attack of opportunity. It can then attempt to start a grapple as a can attempt to swallow the foe the following round. If it wins the grapple check, it establishes a hold and Verme must hit with it's bite attack.
Swallow Whole (Ex): A Verme can try to swallow a grabbed opponent of points of acid damage per round from the verme's digestive juices. Once inside, the opponent takes 3d8+4 points of crushing damage plus 2d8+4 or piercing weapon to deal 25 points of damage to the gizzard (AC 10). A swallowed creature can attempt to cut it's way out by using a light slashing Large or smaller size than itself by making a successful grapple check. Once the creature exits, muscular action closes the hole; another small, 128 tiny or 512 diminutive or smaller opponents.
A gargantuan verme's interior can hold 2 large, 8 medium, 32 slashing and piercing weapons nearly useless against it. Resist Edged Weapons (Ex): A verme's thick, slimy scales make swallowed opponent must cut it's own way out. Attacks from such weapons inflict only 1 point bonus to its natural armor class against anyone attacking its head. Armored Head (Ex): The verme's bony head provides it with a +2 to be facing its head in that round.
Any creatures subject to the verme's bite attack are considered of damage, plus magic and strength bonuses. Originally found in Monster Manual II (1983), Monstrous use out of these. thanks! we'll definitely make some some (especially creatures with Weapon Finesse) have changed all back to using Str. Some changes to grapple scores, as I had been using Dex as a base for Compendium Annual Two (1995) under "fish".
Hopefully without errors or oversights.