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<blockquote data-quote="Mortis" data-source="post: 1724689" data-attributes="member: 16284"><p><strong>Quipper to Giant Space Hamster</strong></p><p></p><p>QUIPPER</p><p>Fine Animal</p><p> </p><p>Hit Dice: 1/2d8 (1 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft (6 squares)</p><p>AC: 20 (+8 size, +2 Dex), touch 20, flat-footed 18</p><p>Base Attack/Grapple: +0/-18</p><p>Attack: Bite +10 melee (1d2-2)</p><p>Full Attack: Bite +10 melee (1d2-2)</p><p>Face/Reach: ½ ft/0 ft</p><p>Special Attacks: Frenzy</p><p>Special Qualities: Keen scent, low-light vision</p><p>Saves: Fort +0, Ref +2, Will +1</p><p>Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 12, Cha 2</p><p>Skills: Listen +6, Spot +6</p><p>Feats: Weapon Finesse</p><p>Environment: Temperate and cold aquatic</p><p>Organization: Shoal (5-50) or school (50-100)</p><p>Challenge Rating: 1/4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p>Level Adjustment: --</p><p> </p><p>The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and stream.</p><p> </p><p>COMBAT</p><p>Quippers attack by swarming an opponent and biting with their razorsharp teeth. Once blood is drawn, the entire pack goes into a frenzy attacking twice each round.</p><p> </p><p>Frenzy (Ex): If a quipper detects blood in the water, it and all quippers within a 90-foot radius will go into a frenzy as if affected by a haste spell. The frenzied quippers receive an extra partial action per round for 10 rounds, but do not gain the +4 bonus to AC.</p><p> </p><p>Keen Scent (Ex): A quipper can notice creatures by scent in a 90- foot radius and detect blood in the water at ranges of up to 500 feet.</p><p> </p><p>Skills: Quippers receive a +3 racial bonus to listen and spot checks.</p><p> </p><p>The Quipper first appeared in the 1e FF (1981).</p><p> </p><p> </p><p>ROCK REPTILE</p><p>Medium Animal</p><p> </p><p>Hit Dice: 5d8+20 (40 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft (4 squares)</p><p>AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15</p><p>Base Attack/Grapple: +3/+7</p><p>Attack: Bite +8 melee (1d4+6)</p><p>Full Attack: Bite +8 melee (1d4+6)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Ambush</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +8, Ref +6, Will +1</p><p>Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 10, Cha 6</p><p>Skills: Hide +8, Listen +5, Move Silently +6, Spot +5</p><p>Feats: Alertness, Weapon Focus (bite)</p><p>Environment: Any mountains, hills, plains, desert, and underground</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 3</p><p>Treasure: 25% coins; 25% goods; no items</p><p>Alignment: Always neutral</p><p>Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)</p><p>Level Adjustment: --</p><p> </p><p>The rock reptile is a weird lizard with a lumpy, warty hide that resembles rock. This allows the creature to blend seamlessly with its surroundings and attack by surprise. The lizard usually only comes out at night when its hiding works the best, but it might be encountered in daylight if it is sufficiently hungry.</p><p> </p><p>COMBAT</p><p>Rock reptiles hide until prey approaches, then spring out with its initial rush and attack.</p><p> </p><p>Ambush (Ex): A rock reptile darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll.</p><p> </p><p>Skills: Rock reptiles receive a +4 racial bonus to Hide and Move Silently checks. *In rocky or mountainous areas, the Hide bonus improves to +8.</p><p> </p><p> </p><p>SHEEP</p><p>Medium-Size Animal</p><p> </p><p>Hit Dice: 2d8+2 (11 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft (6 squares)</p><p>AC: 13 (+1 Dex, +2 natural)</p><p>Base Attack/Grapple: +1/+1</p><p>Attack: Bite +1 melee (1d4)</p><p>Full Attack: Bite +1 melee (1d4)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attack:</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +4, Ref +1, Will +0</p><p>Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4</p><p>Skills: Listen +4, Spot +5</p><p>Feats: Alertness</p><p>Environment: Any land</p><p>Organization: Herd (10-100)</p><p>Challenge Rating: 1/6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3 HD (Medium-size)</p><p>Level Adjustment: --</p><p> </p><p>The statistics here describe the common sheep.</p><p> </p><p>COMBAT</p><p>Sheep generally flee from danger and avoid combat if possible. If cornered, they will attack by biting.</p><p> </p><p>The Sheep first appeared in the MC 1 (TSR, 1989).</p><p> </p><p> </p><p>SMILODON</p><p>Large Animal</p><p> </p><p>Hit Dice: 7d8+35 (65 hp)</p><p>Initiative: +3</p><p>Speed: 30 ft (6 squares)</p><p>AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +5/+17</p><p>Attack: Claw +12 melee (1d8+8)</p><p>Full Attack: 2 claws +12 melee (1d8+8), bite +7 melee (2d8+4)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Pounce, improved grab, rake 2d4+4</p><p>Special Qualities: Scent, low-light vision</p><p>Saves: Fort +10, Ref +8, Will +3</p><p>Abilities: Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6</p><p>Skills: Balance +9, Hide +8, Listen +5, Move Silently +10, Spot +5</p><p>Feats: Alertness, Stealthy</p><p>Environment: Any warm land</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 8-14 HD (Large); 15-21 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>The smilodon, also known as the sabre-tooth tiger, is a large catlike predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. They are otherwise very similar to modern tigers in most respects, but they are slightly larger and tougher.</p><p> </p><p>COMBAT</p><p>These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.</p><p> </p><p>Pounce (Ex): If a smilodon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p> </p><p>Improved Grab (Ex): To use this ability, the smilodon must hit with a claw or bite attack. If it gets a hold, it can rake. </p><p> </p><p>Rake (Ex): A smilodon that gets a hold can make two rake attacks (+12 melee) with its hind legs for 2d4+4 damage each. If the smilodon pounces an opponent, it can also rake.</p><p> </p><p>Skills: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks.</p><p> </p><p>The smilodon first appeared in the 1E Monster Manual (1977, Gary Gygax).</p><p> </p><p> </p><p>SNAKE, Marble</p><p>Large Animal</p><p> </p><p>Hit Dice: 3d8+9 (22 hp)</p><p>Initiative: +1</p><p>Speed: 20 ft (4 squares)</p><p>AC: 12 (–1 size, +1 Dex, +2 natural), touch 10, flat-footed 13</p><p>Base Attack/Grapple: +2/+10</p><p>Attack: Bite +5 melee (1d6+6)</p><p>Full Attack: Bite +5 melee (1d6+6)</p><p>Face/Reach: 5 ft (coiled)/10 ft</p><p>Special Attacks: Whistle</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +6, Ref +1, Will +0</p><p>Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 10, Cha 11</p><p>Skills: Hide +5, Listen +3, Move Silently +5, Spot +3</p><p>Feats: Alertness, Stealthy</p><p>Environment: Any land</p><p>Organization: Pack (1–4)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 4–6 HD (Large); 7–9 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>This giant milk–white snake has gold facial hair around his head much like a lion’s mane. Two very long fangs are set in a large mouth. Its eyes are multi-faceted, and in bright light, colors seem to swirl in tiny pools of each facet. Its skin is transparent in some places, allowing thin blood veins to show through, thus the name marble snake.</p><p>This reptile prefers high, sunny altitudes, and will search for weeks for a place to make its nest. Often it will elect to live in a ruined fortress or similar structures, burrowing through loose stones and dirt to make a tunnel. When not in its nest, or having laid it eggs (marble snakes lay 1–10 eggs) it will seek higher ground or ledges so that it can observe without being observed.</p><p>If two or more snakes are found together, they are probably a family unit. This family unit is often only temporary, as the female snake will search for a place to lay her eggs in solitude. The female will often leave the eggs after they hatch, though when some females find a suitable place to make their lair and they may decide to stay, but this is rare.</p><p> </p><p>COMBAT</p><p>Marble snakes are lazy creatures, preferring to have their dinner come to them instead of hunting for themselves. They have a special whistling sound that can charm an intended victim.</p><p> </p><p>Whistle (Ex): Any creature within 50 feet of a marble snake must make a Will save (DC 12) or become entranced for 1d4 rounds (treat as charm person). The whistling sounds will draw the victim to a snake, which will kill it after toying with it for a while. Once it has actually struck its intended victim, the victim is no longer under the snake’s influence and may then attack the snake.</p><p> </p><p>The Marble Snake first appeared in module B3 (Jean Wells, 1981).</p><p> </p><p> </p><p>SPACE HAMSTER, Giant</p><p>Large Animal</p><p> </p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 20 ft (4 squares), burrow 10 ft</p><p>AC: 12 (-1 size, +1 Dex, +2 natural)</p><p>Attacks: Bite +6 melee</p><p>Damage: Bite 1d8+6</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Improved grab, cheek pouch</p><p>Special Qualities: Immune to disease, low-light vision</p><p>Saves: Fort +7, Ref +2, Will +1</p><p>Abilities: Str 19, Dex 13, Con 16, Int 1, Wis 10, Cha 10</p><p>Skills: Climb +15, Listen +4, Spot +4</p><p>Feats: Alertness, Endurance</p><p>Environment: Temperate hills and plains</p><p>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 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)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-8 HD (Large); 9-12 HD (Huge)</p><p>Level Adjustment: ---</p><p> </p><p>Giant space hamsters are found in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled though they appear to be fat. A giant space hamster can hold 200 pounds of food in its cheeks.</p><p>Like their tiny ancestors, giant space hamsters enjoy all sorts of green vegetables, fruits, nuts, grains, and water. They sometimes eat raw or cooked meat; wild giant space hamsters especially enjoy giant insects. One giant hamster can easily put away 30 pounds of food and 10 gallons of water per day. These creatures are very clean; their gnome handlers often dump wood shavings in their lairs.</p><p> </p><p>COMBAT</p><p>Giant space hamsters normally only have one type of attack–a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly. However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Domesticated females protecting their litter may also attack.</p><p> </p><p>Improved Grab (Ex): To use this ability, a giant space hamster must hit with its bite attack. If successful, it may stuff a foe in its cheek pouch.</p><p> </p><p>Cheek Pouch (Ex): By making a successful grapple check against an opponent of Small or smaller size, the giant space hamster can stuff a foe in its cheek pouch. A trapped foe can escape by making a successful Strength check (DC 16) or by dealing 5 points of damage to the hamster’s cheek. A trapped foe can only attack with a Tiny slashing or piercing weapon, and then only if it was in hand when the foe was stuffed in the cheek pouch.</p><p> </p><p>Immune to Disease (Ex): Giant space hamsters are immune to all magical and nonmagical diseases.</p><p> </p><p>Skills: Giant space hamsters receive a +8 racial bonus to climb checks.</p><p> </p><p>GIANT SPACE HAMSTER RANCHES AND GNOMES</p><p>Giant space hamsters are usually kept on huge hamster ranches run by gnome colonists on various worlds. These giant hamsters travel in small packs, browsing on the local landscape and living in special hamster hutches constructed by their gnomish keepers. The hamster hutches often include artificial burrows and gnomes have constructed enormous and colorful pipe systems (some of them transparent) through which these creatures may crawl aboveground.</p><p>Wild packs of these creatures exist on worlds long settled by gnomes, though they make easy prey for many carnivores and are thus quite rare in the wilderness. Wild giant space hamsters are the same size as domestic ones, but they dig their own burrows (6 feet wide and 120 to 180 feet long) in hillsides.</p><p>Gnomes are unable to figure out how to reduce their breeding rates, aside from separating the sexes (this conclusion was suggested after a 22 year long research program that included five gnome fatalities).</p><p>Giant space hamsters can easily have several litters in one year, and grow to breeding adulthood in about two years. These creatures live 18 years at most, and remain fertile all their adult lives.</p><p>These creatures did not evolve naturally, as one might guess. They were created by a gnome research committee attempting to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish spelljammer craft. These devices produce internal power from torque. The giant space hamsters produced by the committee ran for hours inside their big wheels, and were eventually spread through space.</p><p> </p><p>The Giant Space Hamster first appeared in the Spelljammer Monstrous Compendium Supplement.</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724689, member: 16284"] [b]Quipper to Giant Space Hamster[/b] QUIPPER Fine Animal Hit Dice: 1/2d8 (1 hp) Initiative: +2 Speed: 30 ft (6 squares) AC: 20 (+8 size, +2 Dex), touch 20, flat-footed 18 Base Attack/Grapple: +0/-18 Attack: Bite +10 melee (1d2-2) Full Attack: Bite +10 melee (1d2-2) Face/Reach: ½ ft/0 ft Special Attacks: Frenzy Special Qualities: Keen scent, low-light vision Saves: Fort +0, Ref +2, Will +1 Abilities: Str 6, Dex 15, Con 10, Int 1, Wis 12, Cha 2 Skills: Listen +6, Spot +6 Feats: Weapon Finesse Environment: Temperate and cold aquatic Organization: Shoal (5-50) or school (50-100) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: -- The quipper is a rare form of cold-water piranha. They are dark green in color and are found in freshwater lakes and stream. COMBAT Quippers attack by swarming an opponent and biting with their razorsharp teeth. Once blood is drawn, the entire pack goes into a frenzy attacking twice each round. Frenzy (Ex): If a quipper detects blood in the water, it and all quippers within a 90-foot radius will go into a frenzy as if affected by a haste spell. The frenzied quippers receive an extra partial action per round for 10 rounds, but do not gain the +4 bonus to AC. Keen Scent (Ex): A quipper can notice creatures by scent in a 90- foot radius and detect blood in the water at ranges of up to 500 feet. Skills: Quippers receive a +3 racial bonus to listen and spot checks. The Quipper first appeared in the 1e FF (1981). ROCK REPTILE Medium Animal Hit Dice: 5d8+20 (40 hp) Initiative: +2 Speed: 20 ft (4 squares) AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +3/+7 Attack: Bite +8 melee (1d4+6) Full Attack: Bite +8 melee (1d4+6) Face/Reach: 5 ft/5 ft Special Attacks: Ambush Special Qualities: Low-light vision Saves: Fort +8, Ref +6, Will +1 Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 10, Cha 6 Skills: Hide +8, Listen +5, Move Silently +6, Spot +5 Feats: Alertness, Weapon Focus (bite) Environment: Any mountains, hills, plains, desert, and underground Organization: Solitary or pair Challenge Rating: 3 Treasure: 25% coins; 25% goods; no items Alignment: Always neutral Advancement: 6-10 HD (Medium-size); 11-15 HD (Large) Level Adjustment: -- The rock reptile is a weird lizard with a lumpy, warty hide that resembles rock. This allows the creature to blend seamlessly with its surroundings and attack by surprise. The lizard usually only comes out at night when its hiding works the best, but it might be encountered in daylight if it is sufficiently hungry. COMBAT Rock reptiles hide until prey approaches, then spring out with its initial rush and attack. Ambush (Ex): A rock reptile darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll. Skills: Rock reptiles receive a +4 racial bonus to Hide and Move Silently checks. *In rocky or mountainous areas, the Hide bonus improves to +8. SHEEP Medium-Size Animal Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft (6 squares) AC: 13 (+1 Dex, +2 natural) Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Face/Reach: 5 ft/5 ft Special Attack: Special Qualities: Low-light vision Saves: Fort +4, Ref +1, Will +0 Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4 Skills: Listen +4, Spot +5 Feats: Alertness Environment: Any land Organization: Herd (10-100) Challenge Rating: 1/6 Treasure: None Alignment: Always neutral Advancement: 3 HD (Medium-size) Level Adjustment: -- The statistics here describe the common sheep. COMBAT Sheep generally flee from danger and avoid combat if possible. If cornered, they will attack by biting. The Sheep first appeared in the MC 1 (TSR, 1989). SMILODON Large Animal Hit Dice: 7d8+35 (65 hp) Initiative: +3 Speed: 30 ft (6 squares) AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +5/+17 Attack: Claw +12 melee (1d8+8) Full Attack: 2 claws +12 melee (1d8+8), bite +7 melee (2d8+4) Face/Reach: 10 ft/5 ft Special Attacks: Pounce, improved grab, rake 2d4+4 Special Qualities: Scent, low-light vision Saves: Fort +10, Ref +8, Will +3 Abilities: Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6 Skills: Balance +9, Hide +8, Listen +5, Move Silently +10, Spot +5 Feats: Alertness, Stealthy Environment: Any warm land Organization: Solitary or pair Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 8-14 HD (Large); 15-21 HD (Huge) Level Adjustment: -- The smilodon, also known as the sabre-tooth tiger, is a large catlike predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. They are otherwise very similar to modern tigers in most respects, but they are slightly larger and tougher. COMBAT These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth. Pounce (Ex): If a smilodon leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the smilodon must hit with a claw or bite attack. If it gets a hold, it can rake. Rake (Ex): A smilodon that gets a hold can make two rake attacks (+12 melee) with its hind legs for 2d4+4 damage each. If the smilodon pounces an opponent, it can also rake. Skills: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks. The smilodon first appeared in the 1E Monster Manual (1977, Gary Gygax). SNAKE, Marble Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 20 ft (4 squares) AC: 12 (–1 size, +1 Dex, +2 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+10 Attack: Bite +5 melee (1d6+6) Full Attack: Bite +5 melee (1d6+6) Face/Reach: 5 ft (coiled)/10 ft Special Attacks: Whistle Special Qualities: Low-light vision Saves: Fort +6, Ref +1, Will +0 Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 10, Cha 11 Skills: Hide +5, Listen +3, Move Silently +5, Spot +3 Feats: Alertness, Stealthy Environment: Any land Organization: Pack (1–4) Challenge Rating: 2 Treasure: Standard Alignment: Always neutral Advancement: 4–6 HD (Large); 7–9 HD (Huge) Level Adjustment: -- This giant milk–white snake has gold facial hair around his head much like a lion’s mane. Two very long fangs are set in a large mouth. Its eyes are multi-faceted, and in bright light, colors seem to swirl in tiny pools of each facet. Its skin is transparent in some places, allowing thin blood veins to show through, thus the name marble snake. This reptile prefers high, sunny altitudes, and will search for weeks for a place to make its nest. Often it will elect to live in a ruined fortress or similar structures, burrowing through loose stones and dirt to make a tunnel. When not in its nest, or having laid it eggs (marble snakes lay 1–10 eggs) it will seek higher ground or ledges so that it can observe without being observed. If two or more snakes are found together, they are probably a family unit. This family unit is often only temporary, as the female snake will search for a place to lay her eggs in solitude. The female will often leave the eggs after they hatch, though when some females find a suitable place to make their lair and they may decide to stay, but this is rare. COMBAT Marble snakes are lazy creatures, preferring to have their dinner come to them instead of hunting for themselves. They have a special whistling sound that can charm an intended victim. Whistle (Ex): Any creature within 50 feet of a marble snake must make a Will save (DC 12) or become entranced for 1d4 rounds (treat as charm person). The whistling sounds will draw the victim to a snake, which will kill it after toying with it for a while. Once it has actually struck its intended victim, the victim is no longer under the snake’s influence and may then attack the snake. The Marble Snake first appeared in module B3 (Jean Wells, 1981). SPACE HAMSTER, Giant Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +1 (Dex) Speed: 20 ft (4 squares), burrow 10 ft AC: 12 (-1 size, +1 Dex, +2 natural) Attacks: Bite +6 melee Damage: Bite 1d8+6 Face/Reach: 10 ft/5 ft Special Attacks: Improved grab, cheek pouch Special Qualities: Immune to disease, low-light vision Saves: Fort +7, Ref +2, Will +1 Abilities: Str 19, Dex 13, Con 16, Int 1, Wis 10, Cha 10 Skills: Climb +15, Listen +4, Spot +4 Feats: Alertness, Endurance Environment: Temperate hills and plains 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 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) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: --- Giant space hamsters are found in a variety of colors, but are usually golden brown with white underbellies, bands, and spots. They are well muscled though they appear to be fat. A giant space hamster can hold 200 pounds of food in its cheeks. Like their tiny ancestors, giant space hamsters enjoy all sorts of green vegetables, fruits, nuts, grains, and water. They sometimes eat raw or cooked meat; wild giant space hamsters especially enjoy giant insects. One giant hamster can easily put away 30 pounds of food and 10 gallons of water per day. These creatures are very clean; their gnome handlers often dump wood shavings in their lairs. COMBAT Giant space hamsters normally only have one type of attack–a nasty bite. They avoid even this on most occasions, as domestic breeds are quite cowardly. However, wild breeds are more aggressive, and they briefly charge at anyone who approaches a burrow. Domesticated females protecting their litter may also attack. Improved Grab (Ex): To use this ability, a giant space hamster must hit with its bite attack. If successful, it may stuff a foe in its cheek pouch. Cheek Pouch (Ex): By making a successful grapple check against an opponent of Small or smaller size, the giant space hamster can stuff a foe in its cheek pouch. A trapped foe can escape by making a successful Strength check (DC 16) or by dealing 5 points of damage to the hamster’s cheek. A trapped foe can only attack with a Tiny slashing or piercing weapon, and then only if it was in hand when the foe was stuffed in the cheek pouch. Immune to Disease (Ex): Giant space hamsters are immune to all magical and nonmagical diseases. Skills: Giant space hamsters receive a +8 racial bonus to climb checks. GIANT SPACE HAMSTER RANCHES AND GNOMES Giant space hamsters are usually kept on huge hamster ranches run by gnome colonists on various worlds. These giant hamsters travel in small packs, browsing on the local landscape and living in special hamster hutches constructed by their gnomish keepers. The hamster hutches often include artificial burrows and gnomes have constructed enormous and colorful pipe systems (some of them transparent) through which these creatures may crawl aboveground. Wild packs of these creatures exist on worlds long settled by gnomes, though they make easy prey for many carnivores and are thus quite rare in the wilderness. Wild giant space hamsters are the same size as domestic ones, but they dig their own burrows (6 feet wide and 120 to 180 feet long) in hillsides. Gnomes are unable to figure out how to reduce their breeding rates, aside from separating the sexes (this conclusion was suggested after a 22 year long research program that included five gnome fatalities). Giant space hamsters can easily have several litters in one year, and grow to breeding adulthood in about two years. These creatures live 18 years at most, and remain fertile all their adult lives. These creatures did not evolve naturally, as one might guess. They were created by a gnome research committee attempting to develop a relatively passive creature large enough to wind up the giant rubber bands attached to the huge running wheels inside gnomish spelljammer craft. These devices produce internal power from torque. The giant space hamsters produced by the committee ran for hours inside their big wheels, and were eventually spread through space. The Giant Space Hamster first appeared in the Spelljammer Monstrous Compendium Supplement. [/QUOTE]
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