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<blockquote data-quote="Mortis" data-source="post: 1724684" data-attributes="member: 16284"><p><strong>Irish Deer to Phororhacos</strong></p><p></p><p>IRISH DEER</p><p>Large Animal</p><p> </p><p>Hit Dice: 4d8+12 (30 hp)</p><p>Initiative: +2</p><p>Speed: 50 ft (10 squares)</p><p>AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +3/+12</p><p>Attack: Gore +7 melee (2d6+7)</p><p>Full Attack: 2 gores +7 melee (2d6+7)</p><p>Face/Reach: 10 ft/10 ft (with antlers)</p><p>Special Attacks:</p><p>Special Qualities: Scent, low-light vision</p><p>Saves: Fort +7, Ref +6, Will +2</p><p>Abilities: Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6</p><p>Skills: Hide +5*, Listen +4, Move Silently +9, Spot +3</p><p>Feats: Alertness, Stealthy</p><p>Environment: Temperate forest</p><p>Organization: Solitary or herd (1-8)</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-8 HD (Large); 9-10 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>The irish deer is a creature as big as a moose, and is from the Pleistocene era. This shy, peaceful beast dwells in temperate forests. In form, the irish deer resembles something like a cross between a moose and a deer, a large yet majestic herbivore. Its impressive antlers spread to a width of ten feet, and its hide is somewhat shaggy.</p><p> </p><p>COMBAT</p><p>Irish deer are not aggressive creatures, but can be particularly dangerous during mating season. They are likely to attack anyone that disturbs them at this time, to drive off challengers. This beast attacks with its antlers, and can attack two targets if both are in range.</p><p> </p><p>Skills: Irish deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8.</p><p> </p><p>The Irish Deer first appeared in the 1E Monster Manual (Gary Gygax , 1977).</p><p> </p><p> </p><p>Kupuk</p><p>Medium Animal (Cold)</p><p> </p><p>Hit Dice: 5d8+10 (32 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft (4 squares), swim 40 ft</p><p>AC: 16 (+2 Dex, +2 natural), touch 14, flat-footed 14</p><p>Base Attack/Grapple: +3/+6</p><p>Attack:Claw +6 melee (1d4+3); or tail +6 melee (1d12+4)</p><p>Full Attack:2 claws +6 melee (1d4+3) and bite +1 melee (1d8+3); or tail +6 melee (1d12+4)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Frenzy</p><p>Special Qualities: Immune to cold, low-light vision</p><p>Saves: Fort +6 Ref +6 Will +2</p><p>Abilities: Str 16 Dex 15 Con 15 Int 2 Wis 12 Chr 6</p><p>Skills: Hide +5, Listen +5, Spot +5, Swim +8</p><p>Feats: Alertness, Skill Focus (swim)</p><p>Environment: Any cold land</p><p>Organization: Solitary or pack (4-16)</p><p>Challenge Rating: 3</p><p>Treasure: None</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>Kupuk are carnivorous creatures used pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated.</p><p>Kupuks have thick bodies covered in a hairless, leathery hide similar to a walrus, which is a dull yellow or light gray color. They have short but strong tails that end with a retractable spike at the tip.</p><p> </p><p>COMBAT</p><p>While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl.</p><p> </p><p>Frenzy (Ex): When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw.</p><p> </p><p>1992 Wizards of the Coast, Inc.</p><p>Originally found in FR 14 The Great Glacier (1992, Rick Swan).</p><p> </p><p> </p><p>MARMOSET, Giant</p><p>Medium–Size Animal</p><p> </p><p>Hit Dice: 3d8+3 (13 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft (8 squares), climb 30 ft</p><p>AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +2/+2</p><p>Attack: Claw +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4)</p><p>Full Attack: 2 claws +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +1, Ref +2, Will +0</p><p>Abilities: Str 11, Dex 15, Con 13, Int 2, Wis 11, Cha 11</p><p>Skills: Climb +11, Hide +5, Listen +3, Move Silently +5, Spot +3</p><p>Feats: Weapon Finesse</p><p>Environment: Warm forest</p><p>Organization: Pack (2–8)</p><p>Challenge Rating: 1</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 4–9 HD (Medium–size)</p><p>Level Adjustment: ---</p><p> </p><p>These ferocious monkeys roam the jungles freely and unopposed, for they are fierce and cunning fighters.</p><p>They travel in large family groups; the males outnumber the females and every female will have at least one young with her. If a young marmoset monkey can be caught and trained, it will make an excellent guard. Some marmosets grow large enough for a halfling to comfortably ride, and some halflings living in jungles have been seen riding them into battle.</p><p> </p><p>COMBAT</p><p>Though their natural weapons cause a great deal of damage, they often prefer to throw large stones from the side of a cliff down onto their prey. If fighting on the ground, they will also use their furry tail spike in battle, but if in the trees, they will hang from their tails and use their bite and claws instead.</p><p> </p><p>The Giant Marmoset first appeared in module B3 (Jean Wells, 1981).</p><p> </p><p> </p><p>MOOSE</p><p>Large Animal</p><p> </p><p>Hit Dice: 5d8+15 (37 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft (6 squares)</p><p>AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13</p><p>Base Attack/Grapple: +3/+11</p><p>Attack: Butt +6 melee (1d8+6); or hoof +6 melee (1d6+4)</p><p>Full Attack: Butt +6 melee (1d8+6); or 2 hooves +6 melee (1d6+4)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks:</p><p>Special Qualities: Low-light vision, Scent</p><p>Saves: Fort +7, Ref +2, Will +1</p><p>Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6</p><p>Skills: Hide +1*, Listen +4, Move Silently +5, Spot +4</p><p>Feats: Alertness, Endurance</p><p>Environment: Cold and temperate forest, plains, and hills</p><p>Organization: Solitary</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 6-7 HD (Large)</p><p>Level Adjustment: ---</p><p> </p><p>Moose are the largest members of the deer family. Generally inoffensive if left alone, they can become aggressive if approached. They have thick hides and powerful hooves and antlers with which they defend themselves.</p><p> </p><p>COMBAT</p><p>Skills: Moose receive a +2 racial bonus to Hide and Move Silently checks. *In forest area, the Hide bonus increases to +4.</p><p> </p><p> </p><p>Narwhale</p><p>Huge Animal (Aquatic)</p><p> </p><p>Hit Dice: 4d10+24 (46 hp)</p><p>Initiative: +2</p><p>Speed: Swim 50 ft (10 squares)</p><p>AC: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12</p><p>Base Attack/Grapple: +3/+21</p><p>Attack:Horn +11 melee (2d12+15)</p><p>Full Attack:Horn +11 melee (2d12+15)</p><p>Face/Reach: 15 ft/10 ft</p><p>Special Attacks:</p><p>Special Qualities: Blindsight 120 ft, hold breath, low-light vision</p><p>Saves: Fort +10 Ref +6 Will +3</p><p>Abilities: Str 31 Dex 14 Con 23 Int 2 Wis 14 Chr 6</p><p>Skills: Listen +7, Spot +8, Swim +18</p><p>Feats: Alertness, Endurance</p><p>Environment: Cold aquatic</p><p>Organization: Solitary or pod (1-6)</p><p>Challenge Rating: 04</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)</p><p>Level Adjustment: --</p><p> </p><p>The narwhale is also called the "unicorn of the ocean," for the long spiral horn that protrudes centrally from the skull of males. This whale lives in frigid arctic waters, and grows to a considerable size of 20-40 feet. The horn, which is used for digging through the sea floor for shellfish more than combat, is 6-12 feet in length.</p><p>These peaceful creatures are sometimes seen as pets or guards in communities of dolphins and aquatic elves.</p><p> </p><p>COMBAT</p><p>Narwhales are not aggressive creatures, but will defend themselves in times of emergency. Females attack by ramming targets (2d4 damage), then fleeing.</p><p> </p><p>Hold Breath (Ex): A narwhale can hold it's breath for a number of rounds equal to 8 x it's Constitution score before it risks drowning. (Usually 184 rounds.)</p><p> </p><p>Skills: A narwhale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take a 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. </p><p> </p><p>1983 Wizards of the Coast, Inc.</p><p>Originally found in Monster Manual II (1983), Monstrous Compendium Two (1989) under "whale", Monstrous Manual (1993).</p><p> </p><p> </p><p>OLIPHANT</p><p>Huge Animal</p><p> </p><p>Hit Dice: 8d8+40 (76 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft (8 squares)</p><p>AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16</p><p>Base Attack/Grapple: +6/+23</p><p>Attack: Slam +13 melee (2d6+9); or stamp +8 melee (2d6+5); or gore +13 melee (2d8+13)</p><p>Full Attack: Slam +13 melee (2d6+9), 2 stamps +8 melee (2d6+5); or gore +13 melee (2d8+13)</p><p>Face/Reach: 15 ft/10 ft</p><p>Special Attacks: Trample 2d8+13</p><p>Special Qualities: Low-light vision, Scent</p><p>Saves: Fort +11, Ref +6, Will +5</p><p>Abilities: Str 28, Dex 11, Con 21, Int 2, Wis 15, Cha 11</p><p>Skills: Listen +9, Spot +8</p><p>Feats: Alertness, Power Attack, Improved Bull Rush</p><p>Environment: Any cold or temperate plain</p><p>Organization: Solitary (male), family unit (1–8, 25% chance to be accompanied by a calf if 3 or more are encountered, 75% by a half– grown animal)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9–24 HD (Huge)</p><p>Level Adjustment: ---</p><p> </p><p>The oliphant is probably a modern–day relative to the mastodon. Its hairy hide enables it to survive in cooler temperate or sub–arctic climates. The solitary oliphant avoids inhabited areas, although it can be captured and trained if young enough.</p><p>The intelligence of an oliphant is such that when properly trained they become engines of destruction, especially large males. When fed and cared for, these creatures can grow to 10 feet or greater size and great bulk, far larger than their wild fellows. Trained oliphants are used in war and other military duties, armored with feather or scale and plate reinforcements, spikes projecting from head and forelegs, and bearing castle–like houdas that house archers and pikemen. (Elephants are likewise armed in warm climes, but these less intelligent creatures lack the ferocity of trained oliphants.)</p><p>Oliphants do not fear fire unless it directly threatens them. They are aggressive and tend to try to eliminate threats rather than flee from them. Oliphant tusks range in value from 100 to 400 gp each; the ivory is worth about four gold pieces per pound.</p><p> </p><p>COMBAT</p><p>An oliphant attacks with its down–curving tusks and heavy forelegs; its trunk is too short to be used as an effective weapon.</p><p> </p><p>Trample (Ex): An oliphant can trample Medium–size or smaller creatures for 2d8+13 point of damage. Opponents who do not make attacks of opportunity against the oliphant can attempt a Reflex save (DC 23) to halve the damage.</p><p> </p><p>The Oliphant first appeared in the 1e MM II (Gary Gygax, 1983).</p><p> </p><p> </p><p>Pernicon</p><p>Fine Animal</p><p> </p><p>Hit Dice: ½d8 ((4 hp))</p><p>Initiative: +3</p><p>Speed: 30 ft (6 squares), fly 10 ft. (poor)</p><p>AC: 21 (+8 size, +3 Dex), touch 21, flat-footed 18</p><p>Base Attack/Grapple: +0/-21</p><p>Attack:Touch +11 melee (1d3-5)</p><p>Full Attack:Touch +11 melee (1d3-5)</p><p>Face/Reach: ½ ft/0 ft</p><p>Special Attacks: Attach, constitution drain, death grip</p><p>Special Qualities: Detect water, low-light vision</p><p>Saves: Fort +0 Ref +5 Will +2</p><p>Abilities: Str 1 Dex 16 Con 11 Int 2 Wis 11 Chr 2</p><p>Skills: Listen +4, Spot +4</p><p>Feats: Alertness, Weapon Finesse (B)</p><p>Environment: Warm desert</p><p>Organization: Hive (4-40) or swarm (30-300)</p><p>Challenge Rating: 1/5</p><p>Treasure: One-quarter standard</p><p>Alignment: Usually neutral</p><p>Advancement: —</p><p>Level Adjustment: --</p><p> </p><p>Adventurers wandering the vast reaches of desert lands might happen upon a brightly colored insect resembling a large grasshopper. These rainbow-swathed locusts are actually pernicons, insects that are well known in desert lands not only for their powerful abdominal pincher but also for their uncanny ability to detect moisture.</p><p>If a pernicon is within 120 feet of at least one gallon of water, the segmented antennae on its head vibrate rapidly. The droning hum of a swarm of pernicons is somewhat unnerving to anyone unaccustomed to hearing it, but those who know the desert know that where that sound is heard water is not too far away. Any characters traveling in the desert that hears</p><p>the hum of a pernicon swarm may make a Wilderness Lore check (DC 15) or Knowledge (nature) check (DC 20) to locate the water supply.</p><p>Perhaps one of the most unusual aspects of the pernicons is that they are not unintelligent vermin. Pernicons possess a rudimentary intelligence that goes beyond other animals.</p><p> </p><p>Combat</p><p>When a pernicon attacks it buries its large, strong abdominal pinchers into the flesh of its victim. The pernicon receives Weapon Finesse as a bonus feat.</p><p> </p><p>Attach (Ex): If a pernicon hits with a touch attack, it uses its abdominal pincher to latch onto the opponent’s body. An attached pernicon has an AC of 18.</p><p> </p><p>Constitution Drain (Ex): A pernicon drains bodily fluids, dealing 1 point of temporary Constitution damage each round it remains attached. Once it has drained 2 points of Constitution damage, it detaches and flies away to digest the meal.</p><p> </p><p>Death Grip (Ex): If a pernicon is killed while attached to the victim’s body, its pinchers remain buried deep in the flesh. Forcefully removing the pinchers of a pernicon deals 1d4 points of damage to the victim. A Heal check (DC 15) or cure minor wounds spell can remove them without further injury.</p><p> </p><p>Detect Water (Ex): A pernicon can automatically detect the presence of at least a gallon of water at a range of 120 feet.</p><p> </p><p>1981 Wizards of the Coast, Inc. Originally found in 1e Fiend Folio</p><p> </p><p> </p><p>PHORORHACOS</p><p>Large Animal</p><p> </p><p>Hit Dice: 7d8+28 (59 hp)</p><p>Initiative: +3</p><p>Speed: 40 ft (8 squares)</p><p>AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13</p><p>Base Attack/Grapple: +5/+14</p><p>Attack: Claw +10 melee (1d4+5)</p><p>Full Attack: 2 claws +10 melee (1d4+5), bite +4 melee (2d6+2)</p><p>Face/Reach: 10 ft by 5 ft/15 ft</p><p>Special Attacks: Improved grab, shake</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +9, Ref +8, Will +3</p><p>Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10</p><p>Skills: Jump +11, Listen +8, Spot +8</p><p>Feats: Alertness, Run, Weapon Focus (claw) </p><p>Environment: Temperate and warm plains</p><p>Organization: Solitary or flock (2-12)</p><p>Challenge Rating: 5</p><p>Treasure: None (eggs are worth 70-100 gp each)</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 phororhacos is a large, flightless bird of the Pleistocene-era with a huge head and a powerful beak. It is six feet tall at the shoulder, and ten feet overall. Adult males have a red crest and a tuft of orange feathers on the back of its head. This bird is covered in dark gray and brown feathers, and its legs are light gray with black claws. The phororhacos emits a fierce, deep, braying battle cry when fighting or challenging another of its kind for territory.</p><p> </p><p>COMBAT</p><p>The phororhacos is a fearless killer and attack even if outnumbered. It initiates combat by jumping on a victim, its two claw attacks inflicting double damage as it jumps. After the first round, it attacks with claw kicks and its beak.</p><p> </p><p>Improved Grab (Ex): To use this ability, the phororhacos must hit a Small size or smaller opponent with its bite attack. If it gets a hold, it can shake its victim.</p><p> </p><p>Shake (Ex): The phororhacos can pick up an opponent in its mouth and shake it around. The beast then throws the victim to the ground, dealing 1d6 points of falling damage. Such victims must succeed at a Fortitude save (DC 10 + damage taken) or become stunned for one round.</p><p> </p><p>Skills: Phororhacos receive a +6 racial bonus to Jump checks.</p><p> </p><p>The Phororhacos first appeared in the FR MC3 (1989).</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724684, member: 16284"] [b]Irish Deer to Phororhacos[/b] IRISH DEER Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +2 Speed: 50 ft (10 squares) AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Gore +7 melee (2d6+7) Full Attack: 2 gores +7 melee (2d6+7) Face/Reach: 10 ft/10 ft (with antlers) Special Attacks: Special Qualities: Scent, low-light vision Saves: Fort +7, Ref +6, Will +2 Abilities: Str 20, Dex 14, Con 16, Int 2, Wis 12, Cha 6 Skills: Hide +5*, Listen +4, Move Silently +9, Spot +3 Feats: Alertness, Stealthy Environment: Temperate forest Organization: Solitary or herd (1-8) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Large); 9-10 HD (Huge) Level Adjustment: -- The irish deer is a creature as big as a moose, and is from the Pleistocene era. This shy, peaceful beast dwells in temperate forests. In form, the irish deer resembles something like a cross between a moose and a deer, a large yet majestic herbivore. Its impressive antlers spread to a width of ten feet, and its hide is somewhat shaggy. COMBAT Irish deer are not aggressive creatures, but can be particularly dangerous during mating season. They are likely to attack anyone that disturbs them at this time, to drive off challengers. This beast attacks with its antlers, and can attack two targets if both are in range. Skills: Irish deer receive a +4 racial bonus to Hide and Move Silently checks. *In forested areas, the Hide bonus increases to +8. The Irish Deer first appeared in the 1E Monster Manual (Gary Gygax , 1977). Kupuk Medium Animal (Cold) Hit Dice: 5d8+10 (32 hp) Initiative: +2 Speed: 20 ft (4 squares), swim 40 ft AC: 16 (+2 Dex, +2 natural), touch 14, flat-footed 14 Base Attack/Grapple: +3/+6 Attack:Claw +6 melee (1d4+3); or tail +6 melee (1d12+4) Full Attack:2 claws +6 melee (1d4+3) and bite +1 melee (1d8+3); or tail +6 melee (1d12+4) Face/Reach: 5 ft/5 ft Special Attacks: Frenzy Special Qualities: Immune to cold, low-light vision Saves: Fort +6 Ref +6 Will +2 Abilities: Str 16 Dex 15 Con 15 Int 2 Wis 12 Chr 6 Skills: Hide +5, Listen +5, Spot +5, Swim +8 Feats: Alertness, Skill Focus (swim) Environment: Any cold land Organization: Solitary or pack (4-16) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Medium-size); 11-15 HD (Large) Level Adjustment: -- Kupuk are carnivorous creatures used pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated. Kupuks have thick bodies covered in a hairless, leathery hide similar to a walrus, which is a dull yellow or light gray color. They have short but strong tails that end with a retractable spike at the tip. COMBAT While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl. Frenzy (Ex): When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw. 1992 Wizards of the Coast, Inc. Originally found in FR 14 The Great Glacier (1992, Rick Swan). MARMOSET, Giant Medium–Size Animal Hit Dice: 3d8+3 (13 hp) Initiative: +2 Speed: 40 ft (8 squares), climb 30 ft AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Claw +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4) Full Attack: 2 claws +4 melee (1d6); or bite +4 melee (1d8); or tail +4 melee (1d4) Face/Reach: 5 ft/5 ft Special Attacks: Special Qualities: Low-light vision Saves: Fort +1, Ref +2, Will +0 Abilities: Str 11, Dex 15, Con 13, Int 2, Wis 11, Cha 11 Skills: Climb +11, Hide +5, Listen +3, Move Silently +5, Spot +3 Feats: Weapon Finesse Environment: Warm forest Organization: Pack (2–8) Challenge Rating: 1 Treasure: Standard Alignment: Always neutral Advancement: 4–9 HD (Medium–size) Level Adjustment: --- These ferocious monkeys roam the jungles freely and unopposed, for they are fierce and cunning fighters. They travel in large family groups; the males outnumber the females and every female will have at least one young with her. If a young marmoset monkey can be caught and trained, it will make an excellent guard. Some marmosets grow large enough for a halfling to comfortably ride, and some halflings living in jungles have been seen riding them into battle. COMBAT Though their natural weapons cause a great deal of damage, they often prefer to throw large stones from the side of a cliff down onto their prey. If fighting on the ground, they will also use their furry tail spike in battle, but if in the trees, they will hang from their tails and use their bite and claws instead. The Giant Marmoset first appeared in module B3 (Jean Wells, 1981). MOOSE Large Animal Hit Dice: 5d8+15 (37 hp) Initiative: +1 Speed: 30 ft (6 squares) AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Butt +6 melee (1d8+6); or hoof +6 melee (1d6+4) Full Attack: Butt +6 melee (1d8+6); or 2 hooves +6 melee (1d6+4) Face/Reach: 10 ft/5 ft Special Attacks: Special Qualities: Low-light vision, Scent Saves: Fort +7, Ref +2, Will +1 Abilities: Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6 Skills: Hide +1*, Listen +4, Move Silently +5, Spot +4 Feats: Alertness, Endurance Environment: Cold and temperate forest, plains, and hills Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 6-7 HD (Large) Level Adjustment: --- Moose are the largest members of the deer family. Generally inoffensive if left alone, they can become aggressive if approached. They have thick hides and powerful hooves and antlers with which they defend themselves. COMBAT Skills: Moose receive a +2 racial bonus to Hide and Move Silently checks. *In forest area, the Hide bonus increases to +4. Narwhale Huge Animal (Aquatic) Hit Dice: 4d10+24 (46 hp) Initiative: +2 Speed: Swim 50 ft (10 squares) AC: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12 Base Attack/Grapple: +3/+21 Attack:Horn +11 melee (2d12+15) Full Attack:Horn +11 melee (2d12+15) Face/Reach: 15 ft/10 ft Special Attacks: Special Qualities: Blindsight 120 ft, hold breath, low-light vision Saves: Fort +10 Ref +6 Will +3 Abilities: Str 31 Dex 14 Con 23 Int 2 Wis 14 Chr 6 Skills: Listen +7, Spot +8, Swim +18 Feats: Alertness, Endurance Environment: Cold aquatic Organization: Solitary or pod (1-6) Challenge Rating: 04 Treasure: None Alignment: Always neutral Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan) Level Adjustment: -- The narwhale is also called the "unicorn of the ocean," for the long spiral horn that protrudes centrally from the skull of males. This whale lives in frigid arctic waters, and grows to a considerable size of 20-40 feet. The horn, which is used for digging through the sea floor for shellfish more than combat, is 6-12 feet in length. These peaceful creatures are sometimes seen as pets or guards in communities of dolphins and aquatic elves. COMBAT Narwhales are not aggressive creatures, but will defend themselves in times of emergency. Females attack by ramming targets (2d4 damage), then fleeing. Hold Breath (Ex): A narwhale can hold it's breath for a number of rounds equal to 8 x it's Constitution score before it risks drowning. (Usually 184 rounds.) Skills: A narwhale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take a 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 1983 Wizards of the Coast, Inc. Originally found in Monster Manual II (1983), Monstrous Compendium Two (1989) under "whale", Monstrous Manual (1993). OLIPHANT Huge Animal Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 40 ft (8 squares) AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16 Base Attack/Grapple: +6/+23 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 melee (2d6+5); or gore +13 melee (2d8+13) Face/Reach: 15 ft/10 ft Special Attacks: Trample 2d8+13 Special Qualities: Low-light vision, Scent Saves: Fort +11, Ref +6, Will +5 Abilities: Str 28, Dex 11, Con 21, Int 2, Wis 15, Cha 11 Skills: Listen +9, Spot +8 Feats: Alertness, Power Attack, Improved Bull Rush Environment: Any cold or temperate plain Organization: Solitary (male), family unit (1–8, 25% chance to be accompanied by a calf if 3 or more are encountered, 75% by a half– grown animal) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 9–24 HD (Huge) Level Adjustment: --- The oliphant is probably a modern–day relative to the mastodon. Its hairy hide enables it to survive in cooler temperate or sub–arctic climates. The solitary oliphant avoids inhabited areas, although it can be captured and trained if young enough. The intelligence of an oliphant is such that when properly trained they become engines of destruction, especially large males. When fed and cared for, these creatures can grow to 10 feet or greater size and great bulk, far larger than their wild fellows. Trained oliphants are used in war and other military duties, armored with feather or scale and plate reinforcements, spikes projecting from head and forelegs, and bearing castle–like houdas that house archers and pikemen. (Elephants are likewise armed in warm climes, but these less intelligent creatures lack the ferocity of trained oliphants.) Oliphants do not fear fire unless it directly threatens them. They are aggressive and tend to try to eliminate threats rather than flee from them. Oliphant tusks range in value from 100 to 400 gp each; the ivory is worth about four gold pieces per pound. COMBAT An oliphant attacks with its down–curving tusks and heavy forelegs; its trunk is too short to be used as an effective weapon. Trample (Ex): An oliphant can trample Medium–size or smaller creatures for 2d8+13 point of damage. Opponents who do not make attacks of opportunity against the oliphant can attempt a Reflex save (DC 23) to halve the damage. The Oliphant first appeared in the 1e MM II (Gary Gygax, 1983). Pernicon Fine Animal Hit Dice: ½d8 ((4 hp)) Initiative: +3 Speed: 30 ft (6 squares), fly 10 ft. (poor) AC: 21 (+8 size, +3 Dex), touch 21, flat-footed 18 Base Attack/Grapple: +0/-21 Attack:Touch +11 melee (1d3-5) Full Attack:Touch +11 melee (1d3-5) Face/Reach: ½ ft/0 ft Special Attacks: Attach, constitution drain, death grip Special Qualities: Detect water, low-light vision Saves: Fort +0 Ref +5 Will +2 Abilities: Str 1 Dex 16 Con 11 Int 2 Wis 11 Chr 2 Skills: Listen +4, Spot +4 Feats: Alertness, Weapon Finesse (B) Environment: Warm desert Organization: Hive (4-40) or swarm (30-300) Challenge Rating: 1/5 Treasure: One-quarter standard Alignment: Usually neutral Advancement: — Level Adjustment: -- Adventurers wandering the vast reaches of desert lands might happen upon a brightly colored insect resembling a large grasshopper. These rainbow-swathed locusts are actually pernicons, insects that are well known in desert lands not only for their powerful abdominal pincher but also for their uncanny ability to detect moisture. If a pernicon is within 120 feet of at least one gallon of water, the segmented antennae on its head vibrate rapidly. The droning hum of a swarm of pernicons is somewhat unnerving to anyone unaccustomed to hearing it, but those who know the desert know that where that sound is heard water is not too far away. Any characters traveling in the desert that hears the hum of a pernicon swarm may make a Wilderness Lore check (DC 15) or Knowledge (nature) check (DC 20) to locate the water supply. Perhaps one of the most unusual aspects of the pernicons is that they are not unintelligent vermin. Pernicons possess a rudimentary intelligence that goes beyond other animals. Combat When a pernicon attacks it buries its large, strong abdominal pinchers into the flesh of its victim. The pernicon receives Weapon Finesse as a bonus feat. Attach (Ex): If a pernicon hits with a touch attack, it uses its abdominal pincher to latch onto the opponent’s body. An attached pernicon has an AC of 18. Constitution Drain (Ex): A pernicon drains bodily fluids, dealing 1 point of temporary Constitution damage each round it remains attached. Once it has drained 2 points of Constitution damage, it detaches and flies away to digest the meal. Death Grip (Ex): If a pernicon is killed while attached to the victim’s body, its pinchers remain buried deep in the flesh. Forcefully removing the pinchers of a pernicon deals 1d4 points of damage to the victim. A Heal check (DC 15) or cure minor wounds spell can remove them without further injury. Detect Water (Ex): A pernicon can automatically detect the presence of at least a gallon of water at a range of 120 feet. 1981 Wizards of the Coast, Inc. Originally found in 1e Fiend Folio PHORORHACOS Large Animal Hit Dice: 7d8+28 (59 hp) Initiative: +3 Speed: 40 ft (8 squares) AC: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +5/+14 Attack: Claw +10 melee (1d4+5) Full Attack: 2 claws +10 melee (1d4+5), bite +4 melee (2d6+2) Face/Reach: 10 ft by 5 ft/15 ft Special Attacks: Improved grab, shake Special Qualities: Low-light vision Saves: Fort +9, Ref +8, Will +3 Abilities: Str 20, Dex 17, Con 19, Int 2, Wis 12, Cha 10 Skills: Jump +11, Listen +8, Spot +8 Feats: Alertness, Run, Weapon Focus (claw) Environment: Temperate and warm plains Organization: Solitary or flock (2-12) Challenge Rating: 5 Treasure: None (eggs are worth 70-100 gp each) Alignment: Always neutral Advancement: 8-14 HD (Large); 15-21 HD (Huge) Level Adjustment: -- The phororhacos is a large, flightless bird of the Pleistocene-era with a huge head and a powerful beak. It is six feet tall at the shoulder, and ten feet overall. Adult males have a red crest and a tuft of orange feathers on the back of its head. This bird is covered in dark gray and brown feathers, and its legs are light gray with black claws. The phororhacos emits a fierce, deep, braying battle cry when fighting or challenging another of its kind for territory. COMBAT The phororhacos is a fearless killer and attack even if outnumbered. It initiates combat by jumping on a victim, its two claw attacks inflicting double damage as it jumps. After the first round, it attacks with claw kicks and its beak. Improved Grab (Ex): To use this ability, the phororhacos must hit a Small size or smaller opponent with its bite attack. If it gets a hold, it can shake its victim. Shake (Ex): The phororhacos can pick up an opponent in its mouth and shake it around. The beast then throws the victim to the ground, dealing 1d6 points of falling damage. Such victims must succeed at a Fortitude save (DC 10 + damage taken) or become stunned for one round. Skills: Phororhacos receive a +6 racial bonus to Jump checks. The Phororhacos first appeared in the FR MC3 (1989). [/QUOTE]
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