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<blockquote data-quote="Mortis" data-source="post: 1724636" data-attributes="member: 16284"><p><strong>Afanc to Gorilla Bear</strong></p><p></p><p>Afanc</p><p>Gargantuan Magical Beast (Aquatic)</p><p></p><p>Hit Dice: 15d10+105 (196 hp)</p><p>Initiative: +4</p><p>Speed: Swim 40 ft (8 squares)</p><p>AC: 14 (-4 size, +8 natural), touch 6, flat-footed 14</p><p>Base Attack/Grapple: +15/+39</p><p>Attack: Bite +23 melee (5d4+18), or flipper +23 melee (3d4+12)</p><p>Full Attacks:Bite +23 melee (5d4+18), or 2 flippers +23 melee (3d4+12)</p><p>Face/Reach: 20 ft/15 ft</p><p>Special Attacks: Improved grab, swallow whole, Whirlpool</p><p>Special Qualities: Darkvision 60 ft, low-light vision</p><p>Saves: Fort +18 Ref +9 Will +6</p><p>Abilities: Str 35 Dex 11 Con 24 Int 6 Wis 13 Chr 10</p><p>Skills: Listen +14, Spot +14, Swim +16</p><p>Feats: Alertness, Great Fortitude, Improved Initiative, Toughness (3)</p><p>Environment: Warm aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 14</p><p>Treasure: None</p><p>Alignment: Always neutral (evil tendencies)</p><p>Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal)</p><p>Level Adjustment: --</p><p></p><p>The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. This great fish does have a whale-like body, though it has fish head, scales, and a vertical tail. They are capable of breathing both air and water, but have no capacity to move on land.</p><p>Afanc are minimally intelligent, and have learned how to trick sailors to their doom. Some stories suggest that some afanc have learned to speak or even sing, in voluminous yet dry voices.</p><p></p><p>COMBAT</p><p>The afanc likes to attack small ships with its whirlpool attack, or charge at small boats and rafts to capsize them. It will usually avoid ships more than 60 feet in length, but it may ram then to see what happens. If it can swallow prey in the water it will, otherwise it attacks with bite or flippers. Using its "disguise" as a whale, the afanc often waits for prey to come looking for it, rather than hunting.</p><p></p><p>Improved grab (Ex): To use this ability, an afanc must hit with it's 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): An afanc can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points of acid damage per round from the afanc's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing wepon to deal 30 points of damage to the afanc's digestive tract (AC 14). The afanc's gullet can hold 2 Large, 8 Medium-size, 32 Small, 128 Tiny 512 Diminutive or smaller</p><p>creatures.</p><p></p><p>Whirlpool (Ex): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving</p><p>at its normal speed.</p><p>It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons.</p><p></p><p>1983 Wizards of the Coast, Inc.</p><p>Originally found in Monster Manual II (1983), Monstrous Compendium Annual One (1994).</p><p></p><p></p><p>BABBLER</p><p>Large Magical Beast</p><p></p><p>Hit Dice: 5d10+5 (32 hp)</p><p>Initiative: +1</p><p>Speed: 40 ft (8 squares) (20 ft when standing erect)</p><p>AC: 14 (-1 size, +1 Dex, +5 natural), touch 9, flat-footed 13</p><p>Base Attack/Grapple: +5/+13</p><p>Attack: Claw +8 melee (1d6+4)</p><p>Full Attack: 2 claws +8 melee (1d6+4), bite +3 melee (1d8+2)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Sneak attack</p><p>Special Qualities: Darkvision 60 ft, low-light vision</p><p>Saves: Fort +5, Ref +5, Will +3</p><p>Abilities: Str 18, Dex 13, Con 12, Int 10, Wis 14, Cha 11</p><p>Skills: Balance +4, Hide +0, Jump +7, Listen +6, Spot +6, Swim +7</p><p>Feats: Alertness, Power Attack</p><p>Environment: Any marsh</p><p>Organization: Solitary or pack (2-4)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 6-10 HD (Large); 11-15 HD (Huge)</p><p>Level Adjustment: +1</p><p></p><p>Conjecture among sages state that a babbler is a mutated form of a lizard man, brought on by some wizardly experiment gone awry.</p><p>A babbler appears as an 8-foot tall reptile, similar in appearance to a small gorgosaurus. Its body is yellow in color, with a gray underbelly. Mottled gray patches form weird, archaic designs and patterns on its body. The babbler spends most of its time on its belly, slithering through the swamps in search of prey. When hunting or attacking it stands erect using its strong, tough tail to maintain balance.</p><p>Babblers speak their own language and understand a smattering of Common.</p><p></p><p>COMBAT</p><p>Babblers stand on their hind legs during combat and slash with their front claws and bite with their long, sharp teeth.</p><p></p><p>Sneak Attack (Ex): A babbler deals +2d6 points of damage anytime it flanks an opponent or when the opponent is denied its Dexterity bonus to AC.</p><p></p><p>The Babbler first appeared in the 1e FF (1981).</p><p></p><p></p><p>BANDERLOG</p><p>Medium Magical Beast</p><p></p><p>Hit Dice: 4d10+4 (26 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft (8 squares), climb 30 ft</p><p>AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p>Base Attack/Grapple: +4/+6</p><p>Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2)</p><p>Full Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: </p><p>Special Qualities: Scent, darkvision 60 ft, low-light vision</p><p>Saves: Fort +5, Ref +6, Will +2</p><p>Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 6</p><p>Skills: Climb +15, Listen +6, Spot +7</p><p>Feats: Alertness, Skill Focus (Climb)</p><p>Environment: Warm forest</p><p>Organization: Gang (2-5) or pack (6-24 plus 1-4 6 HD leaders)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-7 HD (Medium-size)</p><p>Level Adjustment: +0</p><p></p><p>A banderlog appears as a baboon-like primate. It makes its home in tropical forests where it uses the terrain for offense and defense. The typical banderlog stands 4 feet tall and resembles a baboon.</p><p></p><p>COMBAT</p><p>Banderlogs prefer to attack opponents at range. Their preferred method of attack is to hide in trees and throw coconuts (or some other such item) at their foes. If engaged in melee, a banderlog bites with its long canine teeth.</p><p></p><p>Skills: Banderlogs receive a +10 racial bonus to climb checks.</p><p></p><p></p><p>CLUBNEK</p><p>Medium Magical Beast</p><p></p><p>Hit Dice: 2d10+2 (13 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft (6 squares)</p><p>AC: 12 (+2 natural), touch 10, flat-footed 12</p><p>Base Attack/Grapple: +2/+4</p><p>Attack: Claw +3 melee (1d6+2)</p><p>Full Attack: 2 claws +4 melee (1d6+2), beak -1 melee (1d8+1)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities: Darkvision 60 ft, low-light vision, sprint</p><p>Saves: Fort +4, Ref +3, Will +0</p><p>Abilities: Str 14, Dex 10, Con 12, Int 5, Wis 10, Cha 9</p><p>Skills: Jump +5, Listen +4, Spot +4</p><p>Feats: Alertness</p><p>Environment: Temperate forest and plains</p><p>Organization: Flock (2-8)</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 3-4 HD (Medium-Size); 5-6 HD (Large)</p><p>Level Adjustment: --</p><p></p><p>A clubnek is a large form of flightless bird, related to an ostrich. They have feathers in varying shades of green, and their hard bony beaks are a dull yellow. They are herbivores, mostly found wandering forests and meadowlands.</p><p></p><p>COMBAT</p><p>Clubneks are not aggressive unless they are threatened. Their actions in combat are erratic and unpredictable. The bird’s favorite method of attack is to jump at an opponent with both of its clawed feet, while jabbing with its beak.</p><p></p><p>Sprint (Ex): Once every five rounds, a clubnek can make a burst of high speed, reaching a maximum speed of 60 feet for that round.</p><p></p><p>The Clubnek first appeared in the 1e FF (1981).</p><p></p><p></p><p>COOSHEE</p><p>Medium Magical Beast</p><p></p><p>Hit Dice: 3d10+6 (22 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft (8 squares)</p><p>AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +3/+6</p><p>Attack: Claw +6 melee (1d4+3)</p><p>Full Attack: 2 claws +6 melee (1d4+3), bite +1 melee (1d8+1)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Trip, improved grab</p><p>Special Qualities: Scent, sprint, resistance to charm, darkvision 60 ft, low-light vision</p><p>Saves: Fort +5, Ref +5, Will +2</p><p>Abilities: Str 17, Dex 15, Con 15, Int 4, Wis 12, Cha 6</p><p>Skills: Hide +5*, Listen +4, Move Silently +5, Spot +4, Survival +3*</p><p>Feats: Alertness, Stealthy</p><p>Environment: Any land and underground</p><p>Organization: Solitary, pair, or pack (4-9)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral (good tendencies)</p><p>Advancement: 4-7 HD (Medium-size); 8-9 HD (Large)</p><p>Level Adjustment: --</p><p></p><p>Cooshees are called elven dogs, as they are rarely found in the company of any other humanoid except elves. Elves use them as guard dogs and hunting dogs.</p><p>A cooshee appears as a 4-foot tall dog and weighs around 200 pounds. Its fur is green with brown spots and patches. Its tail is long and curls over its back and its ears come to a point above its head.</p><p>The cooshee’s bark can be heard up to one mile away. They rarely ever bark, except to warn their masters or other cooshees.</p><p></p><p>COMBAT</p><p>Cooshee will attempt to trip their opponents. Once down, an opponent is grappled and bitten.</p><p></p><p>Trip (Ex): A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 158 in the Player’s Handbook ) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee.</p><p></p><p>Improved Grab (Ex): To use this ability, the cooshee must hit an opponent of Medium-size or smaller with two claw attacks. If it gets a hold, it automatically deals bite damage each round it maintains the hold.</p><p></p><p>Sprint (Ex): Once per hour, a cooshee can take a charge action to move ten times its normal speed (400 feet).</p><p></p><p>Resistance to Charm (Ex): Cooshee gain a +4 bonus on all saves against charm-type effects.</p><p></p><p>Skills: *Cooshees receive a +4 racial bonus to Survival checks when tracking by scent. *Due to their coloration, cooshees gain a +8 racial bonus to Hide checks when in forest areas.</p><p></p><p>The Cooshee first appeared in module S4 (Gary Gygax, 1982).</p><p></p><p></p><p>GORILLA BEAR</p><p>Large Magical Beast</p><p></p><p>Hit Dice: 4d10+16 (38 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft (6 squares)</p><p>AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14</p><p>Base Attack/Grapple: +4/+16</p><p>Attack: Claw +11 melee (1d8+8)</p><p>Full Attack: 2 claws +11 melee (1d8+8)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Improved grab, hug</p><p>Special Qualities: Scent, darkvision 60 ft, low-light vision</p><p>Saves: Fort +8, Ref +6, Will +2</p><p>Abilities: Str 27, Dex 15, Con 19, Int 5, Wis 12, Cha 7</p><p>Skills: Climb +12, Listen +7, Spot +7, Swim +11</p><p>Feats: Alertness, Power Attack</p><p>Environment: Warm forest</p><p>Organization: Solitary or company (2-7)</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-9 HD (Large); 10-12 HD (Huge)</p><p>Level Adjustment: --</p><p></p><p>A gorilla bear looks exactly as its name implies; a bear merged with a gorilla. These jungle dwelling beasts have simian heads, body, and legs mixed with a bear’s powerful arms and sharp teeth. They are as aggressive as grizzly bears, and every bit as carnivorous as an ape. The gorilla bear is one of many types of beasts probably created by magical crossbreeding.</p><p></p><p>COMBAT</p><p>The gorilla bear lashes out with its two paw attacks at one opponent at a time, trying to make a hug attack. These large beasts are stunningly fast, and often underestimated as being slow and clumsy.</p><p></p><p>Improved Grab (Ex): To use this ability, the gorilla bear must hit an opponent of up to Medium size with both of its claw attacks. If it gets a hold, it can hug. If a gorilla bear hits an opponent with both of its claw attacks, it can try to hug its opponent.</p><p></p><p>Hug (Ex): A gorilla bear deals 1d8+8 points of damage with a successful grapple check against Medium-size or smaller opponents.</p><p></p><p>Skills: Gorilla bears have excellent senses, and as such receive a +4 racial bonus to Listen and Spot checks.</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724636, member: 16284"] [b]Afanc to Gorilla Bear[/b] Afanc Gargantuan Magical Beast (Aquatic) Hit Dice: 15d10+105 (196 hp) Initiative: +4 Speed: Swim 40 ft (8 squares) AC: 14 (-4 size, +8 natural), touch 6, flat-footed 14 Base Attack/Grapple: +15/+39 Attack: Bite +23 melee (5d4+18), or flipper +23 melee (3d4+12) Full Attacks:Bite +23 melee (5d4+18), or 2 flippers +23 melee (3d4+12) Face/Reach: 20 ft/15 ft Special Attacks: Improved grab, swallow whole, Whirlpool Special Qualities: Darkvision 60 ft, low-light vision Saves: Fort +18 Ref +9 Will +6 Abilities: Str 35 Dex 11 Con 24 Int 6 Wis 13 Chr 10 Skills: Listen +14, Spot +14, Swim +16 Feats: Alertness, Great Fortitude, Improved Initiative, Toughness (3) Environment: Warm aquatic Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: Always neutral (evil tendencies) Advancement: 16-30 HD (Gargantuan); 31-45 HD (Colossal) Level Adjustment: -- The afanc is a gigantic, carnivorous fish that creates a whirlpool to sink ships. This predator swims leisurely in shallow saltwater oceans, and its grey or blue gray body leads it to be often mistaken for a whale at a distance. This great fish does have a whale-like body, though it has fish head, scales, and a vertical tail. They are capable of breathing both air and water, but have no capacity to move on land. Afanc are minimally intelligent, and have learned how to trick sailors to their doom. Some stories suggest that some afanc have learned to speak or even sing, in voluminous yet dry voices. COMBAT The afanc likes to attack small ships with its whirlpool attack, or charge at small boats and rafts to capsize them. It will usually avoid ships more than 60 feet in length, but it may ram then to see what happens. If it can swallow prey in the water it will, otherwise it attacks with bite or flippers. Using its "disguise" as a whale, the afanc often waits for prey to come looking for it, rather than hunting. Improved grab (Ex): To use this ability, an afanc must hit with it's 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): An afanc can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d4+6 crushing damage plus 2d4+4 points of acid damage per round from the afanc's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing wepon to deal 30 points of damage to the afanc's digestive tract (AC 14). The afanc's gullet can hold 2 Large, 8 Medium-size, 32 Small, 128 Tiny 512 Diminutive or smaller creatures. Whirlpool (Ex): An afanc can create a whirlpool by swimming in closer and closer circles around its target. It will usually attack craft between 30 feet and 60 feet in length in this way, starting near the surface of the water at a distance of 100 feet from the vessel, moving at its normal speed. It takes the afanc 1d4+4 rounds to create the whirlpool, every round moving faster, closer to the ship, and deeper into the water. As it completes the attack, its speed is doubled, and it is within 40 feet of the ship, which begins to sink below the waves at a rate of 10 feet per round. This attack can be stopped by distractions, such as crew jumping or falling into the water, or successful attack by spells or missile weapons. 1983 Wizards of the Coast, Inc. Originally found in Monster Manual II (1983), Monstrous Compendium Annual One (1994). BABBLER Large Magical Beast Hit Dice: 5d10+5 (32 hp) Initiative: +1 Speed: 40 ft (8 squares) (20 ft when standing erect) AC: 14 (-1 size, +1 Dex, +5 natural), touch 9, flat-footed 13 Base Attack/Grapple: +5/+13 Attack: Claw +8 melee (1d6+4) Full Attack: 2 claws +8 melee (1d6+4), bite +3 melee (1d8+2) Face/Reach: 10 ft/5 ft Special Attacks: Sneak attack Special Qualities: Darkvision 60 ft, low-light vision Saves: Fort +5, Ref +5, Will +3 Abilities: Str 18, Dex 13, Con 12, Int 10, Wis 14, Cha 11 Skills: Balance +4, Hide +0, Jump +7, Listen +6, Spot +6, Swim +7 Feats: Alertness, Power Attack Environment: Any marsh Organization: Solitary or pack (2-4) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 6-10 HD (Large); 11-15 HD (Huge) Level Adjustment: +1 Conjecture among sages state that a babbler is a mutated form of a lizard man, brought on by some wizardly experiment gone awry. A babbler appears as an 8-foot tall reptile, similar in appearance to a small gorgosaurus. Its body is yellow in color, with a gray underbelly. Mottled gray patches form weird, archaic designs and patterns on its body. The babbler spends most of its time on its belly, slithering through the swamps in search of prey. When hunting or attacking it stands erect using its strong, tough tail to maintain balance. Babblers speak their own language and understand a smattering of Common. COMBAT Babblers stand on their hind legs during combat and slash with their front claws and bite with their long, sharp teeth. Sneak Attack (Ex): A babbler deals +2d6 points of damage anytime it flanks an opponent or when the opponent is denied its Dexterity bonus to AC. The Babbler first appeared in the 1e FF (1981). BANDERLOG Medium Magical Beast Hit Dice: 4d10+4 (26 hp) Initiative: +2 Speed: 40 ft (8 squares), climb 30 ft AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+6 Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2) Full Attack: Bite +6 melee (1d6+2); or coconut +6 ranged (1d4+2) Face/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Scent, darkvision 60 ft, low-light vision Saves: Fort +5, Ref +6, Will +2 Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 12, Cha 6 Skills: Climb +15, Listen +6, Spot +7 Feats: Alertness, Skill Focus (Climb) Environment: Warm forest Organization: Gang (2-5) or pack (6-24 plus 1-4 6 HD leaders) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-7 HD (Medium-size) Level Adjustment: +0 A banderlog appears as a baboon-like primate. It makes its home in tropical forests where it uses the terrain for offense and defense. The typical banderlog stands 4 feet tall and resembles a baboon. COMBAT Banderlogs prefer to attack opponents at range. Their preferred method of attack is to hide in trees and throw coconuts (or some other such item) at their foes. If engaged in melee, a banderlog bites with its long canine teeth. Skills: Banderlogs receive a +10 racial bonus to climb checks. CLUBNEK Medium Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +0 Speed: 30 ft (6 squares) AC: 12 (+2 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Claw +3 melee (1d6+2) Full Attack: 2 claws +4 melee (1d6+2), beak -1 melee (1d8+1) Face/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Darkvision 60 ft, low-light vision, sprint Saves: Fort +4, Ref +3, Will +0 Abilities: Str 14, Dex 10, Con 12, Int 5, Wis 10, Cha 9 Skills: Jump +5, Listen +4, Spot +4 Feats: Alertness Environment: Temperate forest and plains Organization: Flock (2-8) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Medium-Size); 5-6 HD (Large) Level Adjustment: -- A clubnek is a large form of flightless bird, related to an ostrich. They have feathers in varying shades of green, and their hard bony beaks are a dull yellow. They are herbivores, mostly found wandering forests and meadowlands. COMBAT Clubneks are not aggressive unless they are threatened. Their actions in combat are erratic and unpredictable. The bird’s favorite method of attack is to jump at an opponent with both of its clawed feet, while jabbing with its beak. Sprint (Ex): Once every five rounds, a clubnek can make a burst of high speed, reaching a maximum speed of 60 feet for that round. The Clubnek first appeared in the 1e FF (1981). COOSHEE Medium Magical Beast Hit Dice: 3d10+6 (22 hp) Initiative: +2 Speed: 40 ft (8 squares) AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+6 Attack: Claw +6 melee (1d4+3) Full Attack: 2 claws +6 melee (1d4+3), bite +1 melee (1d8+1) Face/Reach: 5 ft/5 ft Special Attacks: Trip, improved grab Special Qualities: Scent, sprint, resistance to charm, darkvision 60 ft, low-light vision Saves: Fort +5, Ref +5, Will +2 Abilities: Str 17, Dex 15, Con 15, Int 4, Wis 12, Cha 6 Skills: Hide +5*, Listen +4, Move Silently +5, Spot +4, Survival +3* Feats: Alertness, Stealthy Environment: Any land and underground Organization: Solitary, pair, or pack (4-9) Challenge Rating: 2 Treasure: None Alignment: Always neutral (good tendencies) Advancement: 4-7 HD (Medium-size); 8-9 HD (Large) Level Adjustment: -- Cooshees are called elven dogs, as they are rarely found in the company of any other humanoid except elves. Elves use them as guard dogs and hunting dogs. A cooshee appears as a 4-foot tall dog and weighs around 200 pounds. Its fur is green with brown spots and patches. Its tail is long and curls over its back and its ears come to a point above its head. The cooshee’s bark can be heard up to one mile away. They rarely ever bark, except to warn their masters or other cooshees. COMBAT Cooshee will attempt to trip their opponents. Once down, an opponent is grappled and bitten. Trip (Ex): A cooshee that hits with a claw or bite attack can attempt to trip the opponent as a free action (see page 158 in the Player’s Handbook ) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cooshee. Improved Grab (Ex): To use this ability, the cooshee must hit an opponent of Medium-size or smaller with two claw attacks. If it gets a hold, it automatically deals bite damage each round it maintains the hold. Sprint (Ex): Once per hour, a cooshee can take a charge action to move ten times its normal speed (400 feet). Resistance to Charm (Ex): Cooshee gain a +4 bonus on all saves against charm-type effects. Skills: *Cooshees receive a +4 racial bonus to Survival checks when tracking by scent. *Due to their coloration, cooshees gain a +8 racial bonus to Hide checks when in forest areas. The Cooshee first appeared in module S4 (Gary Gygax, 1982). GORILLA BEAR Large Magical Beast Hit Dice: 4d10+16 (38 hp) Initiative: +2 Speed: 30 ft (6 squares) AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +11 melee (1d8+8) Face/Reach: 10 ft/5 ft Special Attacks: Improved grab, hug Special Qualities: Scent, darkvision 60 ft, low-light vision Saves: Fort +8, Ref +6, Will +2 Abilities: Str 27, Dex 15, Con 19, Int 5, Wis 12, Cha 7 Skills: Climb +12, Listen +7, Spot +7, Swim +11 Feats: Alertness, Power Attack Environment: Warm forest Organization: Solitary or company (2-7) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 5-9 HD (Large); 10-12 HD (Huge) Level Adjustment: -- A gorilla bear looks exactly as its name implies; a bear merged with a gorilla. These jungle dwelling beasts have simian heads, body, and legs mixed with a bear’s powerful arms and sharp teeth. They are as aggressive as grizzly bears, and every bit as carnivorous as an ape. The gorilla bear is one of many types of beasts probably created by magical crossbreeding. COMBAT The gorilla bear lashes out with its two paw attacks at one opponent at a time, trying to make a hug attack. These large beasts are stunningly fast, and often underestimated as being slow and clumsy. Improved Grab (Ex): To use this ability, the gorilla bear must hit an opponent of up to Medium size with both of its claw attacks. If it gets a hold, it can hug. If a gorilla bear hits an opponent with both of its claw attacks, it can try to hug its opponent. Hug (Ex): A gorilla bear deals 1d8+8 points of damage with a successful grapple check against Medium-size or smaller opponents. Skills: Gorilla bears have excellent senses, and as such receive a +4 racial bonus to Listen and Spot checks. [/QUOTE]
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