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<blockquote data-quote="Mortis" data-source="post: 1724648" data-attributes="member: 16284"><p><strong>Annelid to Bone Snapper</strong></p><p></p><p>Giant Annelid</p><p>Colossal Animal</p><p> </p><p>Hit Dice: 25d8+231 (343 hp)</p><p>Initiative: -2</p><p>Speed: 80 ft (16 squares), burrow 60 ft</p><p>AC: 20 (-8 size, -2 Dex, +20 natural), touch 0, flat-footed 20</p><p>Base Attack/Grapple: +18/+50</p><p>Attack: Bite +27 melee (4d6+24)</p><p>Full Attack: Bite +27 melee (4d6+24)</p><p>Face/Reach: 40 ft/20 ft</p><p>Special Attacks: Improved grab, swallow whole, lure earth creature, paralyze earth creature</p><p>Special Qualities: Immunity to fire, tremorsense</p><p>Saves: Fort +25, Ref +12, Will +9</p><p>Abilities: Str 43, Dex 6, Con 29, Int 1, Wis 8, Cha 8</p><p>Skills: Climb +30, Swim +30</p><p>Feats: Awesome Blow, Blind-fight, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Toughness (2), Weapon Focus (Bite)</p><p>Environment: Any underground</p><p>Organization: Solitary</p><p>Challenge Rating: 17</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 26-50 HD (Colossal); 51+ HD (Colossal+)</p><p>Level Adjustment: --</p><p> </p><p>Full-grown annelids measure about 1,000 feet long and 25 feet in diameter. The largest annelids reach 40 feet in diameter and some 2,000 feet in length. Their bodies, grayish-br own in color, are segmented like earthworms. The longer the annelid, the more segments it has, up to perhaps 600 in the longest.</p><p>Biologically, an annelid is a long tube inside a larger tube. The annelid's mouth is a circular, funnel-like opening lined with three rows of sharp, conical teeth. The inner digestive tract of the annelid runs the entire length of its body. Each segment can live virtually on its own, for each has two hearts around the central tube, shaped like half-toruses (half-doughnuts).</p><p>Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an inch in diameter and a few feet long. The annelid has no other sensory equipment except light-and heat-sensitive patches at its front end.</p><p>Annelids are hermaphroditic, but only those of Colossal+ size ever reproduce. The annelid lures several earth creatures into range, paralyzes them, and lays eggs within nearby rocks. After several weeks, the eggs hatch, and the annelid grubs dine on the earth creatures' life force. Thus fed, the young grubs grow to several feet in diameter and begin to tunnel. They soon reach a length of 15 feet, but they grow more slowly thereafter. There is no known limit on an annelids life span.</p><p>Annelids subsist on the rock they eat. They have no other known diet. Annelids can live anywhere underground, even in lava pools. Exposure to light does not damage them, but they dislike it.</p><p> </p><p>Combat</p><p>The giant annelid coils itself in combat and strikes any creature that comes within range.</p><p> </p><p>Improved Grab (Ex): To use this ability, the giant annelid must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.</p><p> </p><p>Swallow Whole (Ex): A giant annelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d6+16 points of crushing damage plus 1d8 points of acid damage per round from the annelid’s gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the annelid’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light piercing or slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A collosal annelid's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 512 Tiny or smaller creatures.</p><p> </p><p>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 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. The creature receives a Will save (DC 31) to resist the effects. Elemental creatures with the earth subtype receive a -4 to their Will save to resist this effect.</p><p> </p><p>Paralyze Earth Creature (Ex): A creature that is affected by the giant annelid’s lure earth creature attack must succeed at a Fortitude save (DC 31) when it comes within 30 feet of the giant annelid. Failing the save results in paralysis for 1 day per HD of the giant annelid. Elemental creatures with the earth subtype receive a -4 to their Fortitude save to resist this effect.</p><p> </p><p>Tremorsense (Ex): A giant annelid can automatically sense the location of anything within 60 feet that is in contact with the ground.</p><p> </p><p>The Giant Annelid first appeared in the HWA2 Nightrage (TSR, 1990).</p><p> </p><p> </p><p>AXEBEAK</p><p>Large Animal</p><p> </p><p>Hit Dice: 3d8+9 (22 hp)</p><p>Initiative: +3</p><p>Speed: 60 ft (12 squares)</p><p>AC: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11</p><p>Base Attack/Grapple: +2/+9 </p><p>Attack: Claw +4 melee (1d6+3)</p><p>Full Attack: 2 claws +4 melee (1d6+3), bite +0 melee (2d6+1)</p><p>Face/Reach: 10 ft/10 ft</p><p>Special Attacks: --</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +6, Ref +6, Will +1</p><p>Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 11, Cha 10</p><p>Skills: Listen +3, Spot +3</p><p>Feats: Run, Weapon Focus (Bite)</p><p>Environment: Temperate and warm land</p><p>Organization: Solitary, pair, or flock (3-6)</p><p>Challenge Rating: 2</p><p>Treasure: None (eggs are worth 50-80 gp each)</p><p>Alignment: Always neutral</p><p>Advancement: 4-5 HD (Large); 6-9 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>The axebeak is a prehistoric flightless, carnivorous bird that resembles a 7-foot tall ostrich. It is an aggressive hunter, and has a strong, thick neck and sharp beak.</p><p>The immense head and long neck are covered in short white feathers. The body is covered in dense black feathers with a white underbelly and tail. The legs are covered in yellow scales. The axebeak makes a honking noise that can be clearly heard up to one-half mile away.</p><p>An axebeak lair will contain 1d4 eggs worth 50-80 gp each. Hatchlings fetch the same value on the market.</p><p> </p><p>COMBAT</p><p>The axebeak attacks by kicking with its clawed feet and biting with its beak. It is a very aggressive hunter and will run down its prey should an opponent flee. If hungry, an axebeak will attack until it or its prey is dead.</p><p> </p><p>The Axebeak first appeared in the 1e MM (Gary Gygax, 1977).</p><p> </p><p> </p><p>BALUCHITHERIUM</p><p>Huge Animal</p><p> </p><p>Hit Dice: 14d8+104 (167 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft (6 squares)</p><p>AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15</p><p>Base Attack/Grapple: +10/+30 </p><p>Attack: Hoof +20 melee (5d4+18)</p><p>Full Attack: 2 hooves +20 melee (5d4+18)</p><p>Face/Reach: 15 ft/10 ft</p><p>Special Attacks: --</p><p>Special Qualities: Low-light vision, Scent</p><p>Saves: Fort +16, Ref +9, Will +5</p><p>Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 13, Cha 4</p><p>Skills: Balance +4, Hide +4, Listen +12</p><p>Feats: Improved Bull Rush, Improved Overrun, Power Attack, Toughness (2)</p><p>Environment: Any plains</p><p>Organization: Solitary or herd (1-3)</p><p>Challenge Rating: 12</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)</p><p>Level Adjustment: --</p><p> </p><p> </p><p>The baluchiterium is a hornless ancestor of the rhinoceros, of the Pleistocene era. This herbivore has a thick, greyish-brown hide, much like the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much as 15 tons. The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen hearing and smell.</p><p>If raised from a calf, a baluchiterium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of weight as a pack animal.</p><p> </p><p>COMBAT</p><p>The baluchitherium is a very defensive animal, and attacks any animal that is nearby. This beast tries to charge and trample foes with its front feet.</p><p> </p><p>The baluchiterium first appeared in the 1E Monster Manual (1977, Gary Gygax).</p><p> </p><p> </p><p>BARIC</p><p>Small Animal</p><p> </p><p>Hit Dice: 2d8 (9 hp)</p><p>Initiative: +1</p><p>Speed: 40 ft (8 squares)</p><p>AC: 13 (+1 size, +1 Dex, +1 natural)</p><p>Base Attack/Grapple: +0/-3</p><p>Attack: Claw +3 melee (1d3+1); or bite +3 melee (1d8+1)</p><p>Full Attack: 2 claws +3 melee (1d3+1); or bite +3 melee (1d8+1)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities: Low-light vision, Scent</p><p>Saves: Fort +3, Ref +4, Will +0</p><p>Abilities: Str 12, Dex 13, Con 11, Int 2, Wis 10, Cha 10</p><p>Skills: Listen +3, Spot +3, Survival +3</p><p>Feats: Alertness</p><p>Environment: Any land and underground</p><p>Organization: Solitary or pack (1–8)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3-5 HD (Small); 6 HD (Medium-size)</p><p>Level Adjustment: --</p><p> </p><p>This rat-like creature has six legs, black fur, and eyes that glow white just before it attacks. Instead of a normal rat-like face, the baric has a duck–like bill. The bill is filled with many rows of small, needle-sharp teeth.</p><p>Barics are approximately three feet long and weigh about 40 to 50 pounds. Some males have been known to reach a length of 7 feet and weigh nearly 150 pounds. Barics do not form family units, but they can be seen in packs running wild in woods not frequented by humans or humankind. The strongest baric is the leader of the pack, and their social system resembles that of wild wolves. Females usually give birth to between 2 and 5 pups two or three times a year. Twenty percent of these do not live to adulthood as the males tend to eat them when the females are not around to protect the young.</p><p>Barics are sometimes used for hunting or for pursuing escaped prisoners or slaves. However, due to their unpredictable nature, training and handling a baric is very dangerous. Many have turned on their trainers and killed them before they could be saved.</p><p> </p><p>COMBAT</p><p>Barics attack with a vicious combination of its sharp claws and teeth.</p><p> </p><p>The Baric first appeared in module B3 (Jean Wells, 1981).</p><p> </p><p> </p><p>BEHEMOTH</p><p>Huge Animal</p><p> </p><p>Hit Dice: 10d8+73 (118 hp)</p><p>Initiative: +0</p><p>Speed: 20 ft (4 squares), Swim 40 ft</p><p>AC: 16 (-2 size, +8 natural), touch 8, flat-footed 16</p><p>Base Attack/Grapple: +7/+27</p><p>Attack: Bite +17 melee (2d6+18)</p><p>Full Attack: Bite +17 melee (2d6+18)</p><p>Face/Reach: 15 ft/10 ft</p><p>Special Attacks: Overturn</p><p>Special Qualities: Low-light Vision</p><p>Saves: Fort +14, Ref +7, Will +4</p><p>Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6</p><p>Skills: Listen +3, Spot +3, Swim +21</p><p>Feats: Endurance, Improved Bull Rush, Power Attack, Toughness</p><p>Environment: Warm Aquatic</p><p>Organisation: Solitary (Bull), Herd (Bull + 1-3 cows)</p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)</p><p>Level Adjustment: --</p><p> </p><p> </p><p>The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants.</p><p>Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom. Behemoths have expansive lungs and can hold their breath for up to half an hour.</p><p> </p><p>COMBAT</p><p>Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them.</p><p> </p><p>Overturn (Ex): Behemoths can overturn Medium-size or smaller craft on a Strength check (DC is 20 plus 1 for every 100 pounds of total weight of the craft and contents). If the check succeeds, the boat overturns spilling its passengers and contents into the water.</p><p> </p><p> </p><p>Blood Hawk</p><p>Tiny Animal</p><p> </p><p>Hit Dice: 1d8+1 (5 hp)</p><p>Initiative: +5</p><p>Speed: 10 ft (2 squares), fly 60 ft (good)</p><p>AC: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14</p><p>Base Attack/Grapple: +0/-8</p><p>Attack: Claw +7 melee (1d4-1)</p><p>Full Attack:2 claws +7 melee (1d4-1), bite +2 melee (1d6-1)</p><p>Face/Reach: 2½ ft/0 ft</p><p>Special Attacks:</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +1 Ref +7 Will +2</p><p>Abilities: Str 8 Dex 20 Con 12 Int 2 Wis 14 Chr 6</p><p>Skills: Listen +4, Spot +4*</p><p>Feats: Weapon Finesse</p><p>Environment: Any forest, hill, plains, and mountains</p><p>Organization: Flock (4-15)</p><p>Challenge Rating: ¼</p><p>Treasure: Triple gems</p><p>Alignment: Always neutral</p><p>Advancement: --</p><p>Level Adjustment: --</p><p> </p><p>Blood hawks are gray birds related to other raptors such as falcons and eagles. They are unusually strong for their size, however, and their beaks and claws are razor sharp. These fierce birds of prey get their name for their propensity to attack humans--often to the exclusion of all others.</p><p>Male blood hawks are attracted to bright, shiny objects, and will raid the bodies of their prey for gemstones. They line their nests with these gems, in hopes of attracting a female.</p><p> </p><p>Combat</p><p>Blood hawks attack en masse, swooping out of the air swiftly and silently. They slash at their prey with claws and beaks, preferring humans over any other potential prey.</p><p> </p><p>Skills: Blood hawks receive a +8 racial bonus to Spot checks in daylight.</p><p> </p><p>1981 Wizards of the Coast, Inc.</p><p>Originally found in 1e Fiend Folio</p><p> </p><p> </p><p>BONESNAPPER</p><p>Medium Animal</p><p> </p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft (4 squares)</p><p>AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14</p><p>Base Attack/Grapple: +3/+5</p><p>Attack: Bite +5 melee (1d8+2)</p><p>Full Attack: Bite +5 melee (1d8+2), tail slap +0 melee (1d3+1)</p><p>Damage: Bite 1d8+2, tail slap 1d3+1</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +7, Ref +6, Will +2</p><p>Abilities: Str 14, Dex 14, Con 16, Int 2, Wis 12, Cha 10</p><p>Skills: Hide +2*, Listen +4, Spot +5</p><p>Feats: Cleave, Power Attack</p><p>Environment: Temperate and warm forest, marsh, and underground</p><p>Organization: Solitary or pack (2-4)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)</p><p>Level Adjustment: --</p><p> </p><p>The bonesnapper is believed by sages to be a small descendant of a long-extinct class of carnivorous dinosaur. Though unintelligent, the bonesnapper is fond of decorating its lair with the bones of its victims, particularly the jawbones.</p><p>The bonesnapper resembles a 5-foot tall tyrannosaurus rex, graygreen in color, mottled with dark gray spots. A bonesnapper weighs about 500 pounds. Its eyes are scarlet and its teeth yellow-white.</p><p> </p><p>COMBAT</p><p>The bonesnapper attacks with its powerful bite and tail slap. It rushes straight at the nearest foe, often roaring in the process. If attacked from another direction, it whirls to face its new adversary. The bonesnapper will fight to the death.</p><p> </p><p>Improved Grab (Ex): To use this ability, the bonesnapper must hit with its bite attack.</p><p> </p><p>Skills: *Bonesnappers receive a +4 racial bonus to Hide checks when in forest-like surroundings.</p><p> </p><p>The Bonesnapper first appeared in the 1e FF (1981).</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724648, member: 16284"] [b]Annelid to Bone Snapper[/b] Giant Annelid Colossal Animal Hit Dice: 25d8+231 (343 hp) Initiative: -2 Speed: 80 ft (16 squares), burrow 60 ft AC: 20 (-8 size, -2 Dex, +20 natural), touch 0, flat-footed 20 Base Attack/Grapple: +18/+50 Attack: Bite +27 melee (4d6+24) Full Attack: Bite +27 melee (4d6+24) Face/Reach: 40 ft/20 ft Special Attacks: Improved grab, swallow whole, lure earth creature, paralyze earth creature Special Qualities: Immunity to fire, tremorsense Saves: Fort +25, Ref +12, Will +9 Abilities: Str 43, Dex 6, Con 29, Int 1, Wis 8, Cha 8 Skills: Climb +30, Swim +30 Feats: Awesome Blow, Blind-fight, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Toughness (2), Weapon Focus (Bite) Environment: Any underground Organization: Solitary Challenge Rating: 17 Treasure: None Alignment: Always neutral Advancement: 26-50 HD (Colossal); 51+ HD (Colossal+) Level Adjustment: -- Full-grown annelids measure about 1,000 feet long and 25 feet in diameter. The largest annelids reach 40 feet in diameter and some 2,000 feet in length. Their bodies, grayish-br own in color, are segmented like earthworms. The longer the annelid, the more segments it has, up to perhaps 600 in the longest. Biologically, an annelid is a long tube inside a larger tube. The annelid's mouth is a circular, funnel-like opening lined with three rows of sharp, conical teeth. The inner digestive tract of the annelid runs the entire length of its body. Each segment can live virtually on its own, for each has two hearts around the central tube, shaped like half-toruses (half-doughnuts). Hairlike sensory fibers called setae grow on the posterior edge of each segment except the first. These can grow to an inch in diameter and a few feet long. The annelid has no other sensory equipment except light-and heat-sensitive patches at its front end. Annelids are hermaphroditic, but only those of Colossal+ size ever reproduce. The annelid lures several earth creatures into range, paralyzes them, and lays eggs within nearby rocks. After several weeks, the eggs hatch, and the annelid grubs dine on the earth creatures' life force. Thus fed, the young grubs grow to several feet in diameter and begin to tunnel. They soon reach a length of 15 feet, but they grow more slowly thereafter. There is no known limit on an annelids life span. Annelids subsist on the rock they eat. They have no other known diet. Annelids can live anywhere underground, even in lava pools. Exposure to light does not damage them, but they dislike it. Combat The giant annelid coils itself in combat and strikes any creature that comes within range. Improved Grab (Ex): To use this ability, the giant annelid must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Swallow Whole (Ex): A giant annelid can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d6+16 points of crushing damage plus 1d8 points of acid damage per round from the annelid’s gizzard. A swallowed creature can climb out of the gizzard with a successful grapple check. This returns it to the annelid’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light piercing or slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A collosal annelid's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small or 512 Tiny or smaller creatures. 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 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. The creature receives a Will save (DC 31) to resist the effects. Elemental creatures with the earth subtype receive a -4 to their Will save to resist this effect. Paralyze Earth Creature (Ex): A creature that is affected by the giant annelid’s lure earth creature attack must succeed at a Fortitude save (DC 31) when it comes within 30 feet of the giant annelid. Failing the save results in paralysis for 1 day per HD of the giant annelid. Elemental creatures with the earth subtype receive a -4 to their Fortitude save to resist this effect. Tremorsense (Ex): A giant annelid can automatically sense the location of anything within 60 feet that is in contact with the ground. The Giant Annelid first appeared in the HWA2 Nightrage (TSR, 1990). AXEBEAK Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +3 Speed: 60 ft (12 squares) AC: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 Base Attack/Grapple: +2/+9 Attack: Claw +4 melee (1d6+3) Full Attack: 2 claws +4 melee (1d6+3), bite +0 melee (2d6+1) Face/Reach: 10 ft/10 ft Special Attacks: -- Special Qualities: Low-light vision Saves: Fort +6, Ref +6, Will +1 Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 11, Cha 10 Skills: Listen +3, Spot +3 Feats: Run, Weapon Focus (Bite) Environment: Temperate and warm land Organization: Solitary, pair, or flock (3-6) Challenge Rating: 2 Treasure: None (eggs are worth 50-80 gp each) Alignment: Always neutral Advancement: 4-5 HD (Large); 6-9 HD (Huge) Level Adjustment: -- The axebeak is a prehistoric flightless, carnivorous bird that resembles a 7-foot tall ostrich. It is an aggressive hunter, and has a strong, thick neck and sharp beak. The immense head and long neck are covered in short white feathers. The body is covered in dense black feathers with a white underbelly and tail. The legs are covered in yellow scales. The axebeak makes a honking noise that can be clearly heard up to one-half mile away. An axebeak lair will contain 1d4 eggs worth 50-80 gp each. Hatchlings fetch the same value on the market. COMBAT The axebeak attacks by kicking with its clawed feet and biting with its beak. It is a very aggressive hunter and will run down its prey should an opponent flee. If hungry, an axebeak will attack until it or its prey is dead. The Axebeak first appeared in the 1e MM (Gary Gygax, 1977). BALUCHITHERIUM Huge Animal Hit Dice: 14d8+104 (167 hp) Initiative: +0 Speed: 30 ft (6 squares) AC: 15 (-2 size, +7 natural), touch 8, flat-footed 15 Base Attack/Grapple: +10/+30 Attack: Hoof +20 melee (5d4+18) Full Attack: 2 hooves +20 melee (5d4+18) Face/Reach: 15 ft/10 ft Special Attacks: -- Special Qualities: Low-light vision, Scent Saves: Fort +16, Ref +9, Will +5 Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 13, Cha 4 Skills: Balance +4, Hide +4, Listen +12 Feats: Improved Bull Rush, Improved Overrun, Power Attack, Toughness (2) Environment: Any plains Organization: Solitary or herd (1-3) Challenge Rating: 12 Treasure: None Alignment: Always neutral Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan) Level Adjustment: -- The baluchiterium is a hornless ancestor of the rhinoceros, of the Pleistocene era. This herbivore has a thick, greyish-brown hide, much like the rhino. Adults stand 15 to 18 feet at the shoulder, and may measure as long as 28 feet from nose to rump, and the beast may weigh as much as 15 tons. The head is four feet long, sitting on top of a six foot long neck. This beast has poor eyesight, but makes up for this with keen hearing and smell. If raised from a calf, a baluchiterium can be trained as a beast of burden. This immensely large, strong creature can carry up to 4 tons of weight as a pack animal. COMBAT The baluchitherium is a very defensive animal, and attacks any animal that is nearby. This beast tries to charge and trample foes with its front feet. The baluchiterium first appeared in the 1E Monster Manual (1977, Gary Gygax). BARIC Small Animal Hit Dice: 2d8 (9 hp) Initiative: +1 Speed: 40 ft (8 squares) AC: 13 (+1 size, +1 Dex, +1 natural) Base Attack/Grapple: +0/-3 Attack: Claw +3 melee (1d3+1); or bite +3 melee (1d8+1) Full Attack: 2 claws +3 melee (1d3+1); or bite +3 melee (1d8+1) Face/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Low-light vision, Scent Saves: Fort +3, Ref +4, Will +0 Abilities: Str 12, Dex 13, Con 11, Int 2, Wis 10, Cha 10 Skills: Listen +3, Spot +3, Survival +3 Feats: Alertness Environment: Any land and underground Organization: Solitary or pack (1–8) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-5 HD (Small); 6 HD (Medium-size) Level Adjustment: -- This rat-like creature has six legs, black fur, and eyes that glow white just before it attacks. Instead of a normal rat-like face, the baric has a duck–like bill. The bill is filled with many rows of small, needle-sharp teeth. Barics are approximately three feet long and weigh about 40 to 50 pounds. Some males have been known to reach a length of 7 feet and weigh nearly 150 pounds. Barics do not form family units, but they can be seen in packs running wild in woods not frequented by humans or humankind. The strongest baric is the leader of the pack, and their social system resembles that of wild wolves. Females usually give birth to between 2 and 5 pups two or three times a year. Twenty percent of these do not live to adulthood as the males tend to eat them when the females are not around to protect the young. Barics are sometimes used for hunting or for pursuing escaped prisoners or slaves. However, due to their unpredictable nature, training and handling a baric is very dangerous. Many have turned on their trainers and killed them before they could be saved. COMBAT Barics attack with a vicious combination of its sharp claws and teeth. The Baric first appeared in module B3 (Jean Wells, 1981). BEHEMOTH Huge Animal Hit Dice: 10d8+73 (118 hp) Initiative: +0 Speed: 20 ft (4 squares), Swim 40 ft AC: 16 (-2 size, +8 natural), touch 8, flat-footed 16 Base Attack/Grapple: +7/+27 Attack: Bite +17 melee (2d6+18) Full Attack: Bite +17 melee (2d6+18) Face/Reach: 15 ft/10 ft Special Attacks: Overturn Special Qualities: Low-light Vision Saves: Fort +14, Ref +7, Will +4 Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6 Skills: Listen +3, Spot +3, Swim +21 Feats: Endurance, Improved Bull Rush, Power Attack, Toughness Environment: Warm Aquatic Organisation: Solitary (Bull), Herd (Bull + 1-3 cows) Challenge Rating: 9 Treasure: None Alignment: Always Neutral Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan) Level Adjustment: -- The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants. Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom. Behemoths have expansive lungs and can hold their breath for up to half an hour. COMBAT Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them. Overturn (Ex): Behemoths can overturn Medium-size or smaller craft on a Strength check (DC is 20 plus 1 for every 100 pounds of total weight of the craft and contents). If the check succeeds, the boat overturns spilling its passengers and contents into the water. Blood Hawk Tiny Animal Hit Dice: 1d8+1 (5 hp) Initiative: +5 Speed: 10 ft (2 squares), fly 60 ft (good) AC: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14 Base Attack/Grapple: +0/-8 Attack: Claw +7 melee (1d4-1) Full Attack:2 claws +7 melee (1d4-1), bite +2 melee (1d6-1) Face/Reach: 2½ ft/0 ft Special Attacks: Special Qualities: Low-light vision Saves: Fort +1 Ref +7 Will +2 Abilities: Str 8 Dex 20 Con 12 Int 2 Wis 14 Chr 6 Skills: Listen +4, Spot +4* Feats: Weapon Finesse Environment: Any forest, hill, plains, and mountains Organization: Flock (4-15) Challenge Rating: ¼ Treasure: Triple gems Alignment: Always neutral Advancement: -- Level Adjustment: -- Blood hawks are gray birds related to other raptors such as falcons and eagles. They are unusually strong for their size, however, and their beaks and claws are razor sharp. These fierce birds of prey get their name for their propensity to attack humans--often to the exclusion of all others. Male blood hawks are attracted to bright, shiny objects, and will raid the bodies of their prey for gemstones. They line their nests with these gems, in hopes of attracting a female. Combat Blood hawks attack en masse, swooping out of the air swiftly and silently. They slash at their prey with claws and beaks, preferring humans over any other potential prey. Skills: Blood hawks receive a +8 racial bonus to Spot checks in daylight. 1981 Wizards of the Coast, Inc. Originally found in 1e Fiend Folio BONESNAPPER Medium Animal Hit Dice: 4d8+12 (30 hp) Initiative: +2 Speed: 20 ft (4 squares) AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2) Full Attack: Bite +5 melee (1d8+2), tail slap +0 melee (1d3+1) Damage: Bite 1d8+2, tail slap 1d3+1 Face/Reach: 5 ft/5 ft Special Attacks: Improved grab Special Qualities: Low-light vision Saves: Fort +7, Ref +6, Will +2 Abilities: Str 14, Dex 14, Con 16, Int 2, Wis 12, Cha 10 Skills: Hide +2*, Listen +4, Spot +5 Feats: Cleave, Power Attack Environment: Temperate and warm forest, marsh, and underground Organization: Solitary or pack (2-4) Challenge Rating: 3 Treasure: Standard Alignment: Always neutral Advancement: 5-9 HD (Medium-size); 10-12 HD (Large) Level Adjustment: -- The bonesnapper is believed by sages to be a small descendant of a long-extinct class of carnivorous dinosaur. Though unintelligent, the bonesnapper is fond of decorating its lair with the bones of its victims, particularly the jawbones. The bonesnapper resembles a 5-foot tall tyrannosaurus rex, graygreen in color, mottled with dark gray spots. A bonesnapper weighs about 500 pounds. Its eyes are scarlet and its teeth yellow-white. COMBAT The bonesnapper attacks with its powerful bite and tail slap. It rushes straight at the nearest foe, often roaring in the process. If attacked from another direction, it whirls to face its new adversary. The bonesnapper will fight to the death. Improved Grab (Ex): To use this ability, the bonesnapper must hit with its bite attack. Skills: *Bonesnappers receive a +4 racial bonus to Hide checks when in forest-like surroundings. The Bonesnapper first appeared in the 1e FF (1981). [/QUOTE]
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