Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
D&D Older Editions
3.5 Animal & Beast Conversions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mortis" data-source="post: 1724696" data-attributes="member: 16284"><p><strong>Spotted Lion - Verme</strong></p><p></p><p>SPOTTED LION</p><p>Large Animal</p><p> </p><p>Hit Dice: 6d8+24 (51 hp)</p><p>Initiative: +3</p><p>Speed: 30 ft (6 squares)</p><p>AC: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13</p><p>Base Attack/Grapple: +4/+15</p><p>Attack: Claw +10 melee (1d4+6)</p><p>Full Attack: 2 claws +10 melee (1d4+6), bite +5 melee (1d12+3)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Pounce, improved grab, rake 2d4+3</p><p>Special Qualities: Scent, low-light vision</p><p>Saves: Fort +9, Ref +9, Will +3</p><p>Abilities: Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 6</p><p>Skills: Balance +9, Hide +8*, Jump +7, Listen +5, Move Silently +10, Spot +5</p><p>Feats: Alertness, Run, Stealthy</p><p>Environment: Warm plains and desert</p><p>Organization: Solitary or pride (2-8)</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 7-12 HD (Large); 13-18 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>Spotted lions, also known as cave lions, are larger, fiercer lions, roaming the plains of the Pleistocene era. Spotted lions look like their later cousins, but their pelts are dappled with dark mottling.</p><p> </p><p>COMBAT</p><p>Spotted lions hunt in much the same way as their normal lions.</p><p> </p><p>Pounce (Ex): If a spotted lion 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 spotted lion must hit with a claw or bite attack. If it gets a hold, it can rake.</p><p> </p><p>Rake (Ex): A spotted lion that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lion pounces on an opponent, it can also rake.</p><p> </p><p>Skills: Spotted lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy growth, the Hide bonus improves to +12.</p><p> </p><p>The Spotted Lion first appeared in the 1E Monster Manual (1977, Gary Gygax).</p><p> </p><p> </p><p>SQUEALER</p><p>Large Animal</p><p> </p><p>Hit Dice: 12d8+27 (81 hp)</p><p>Initiative: +2</p><p>Speed: 40 ft (8 squares), climb 30 ft</p><p>AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12</p><p>Base Attack/Grapple: +9/+19</p><p>Attack: Bite +15 melee (1d8+6)</p><p>Full Attack: Bite +15 melee (1d8+6), 2 claws +10 melee (1d6+3)</p><p>Face/Reach: 10 ft/5 ft</p><p>Special Attacks: Improved grab, tear, rake</p><p>Special Qualities: Sound imitation, low-light vision</p><p>Saves: Fort +10, Ref +10, Will +5</p><p>Abilities: Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 10</p><p>Skills: Hide +0*, Listen +8, Spot +8</p><p>Feats: Alertness, Power Attack, Toughness, Weapon Focus (Bite, Claw)</p><p>Environment: Temperate and warm forest</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 13-17 HD (Large); 18-36 HD (Huge)</p><p>Level Adjustment: --</p><p> </p><p>The squealer is a large, bulky, fierce creature found in the forests. It is about the size of a large gorilla and is fearless, even attacking prey that is larger than it. A squealer’s fur is long and yellowish-green in alternating splotches. It has hunched shoulders and a forward-thrusting pig-like head. Razor-sharp teeth line its mouth. Its forelimbs, each about</p><p>4 feet long sprout from its body; three from the hunched back and the other two from high on the hindquarters. A fifth limb, about 4 feet long, grows from the middle of its back. This limb can be turned forward or rearward. All five of its limbs are prehensile and end in sharpened talons.</p><p> </p><p>COMBAT</p><p>The squealer attacks using its bite and claws. One of its favorite tactics is to hide in a tree, grasping a limb with three of its claws. When prey passes beneath it, it swings head down to bite and claw. If it can grapple its prey, it drops on its prey, raking with its hind legs.</p><p> </p><p>Improved Grab (Ex): To use this ability, the squealer must hit a Medium-size or smaller creature with two claw attacks. If it gets a hold, it tears the flesh.</p><p> </p><p>Tear (Ex): A squealer automatically hits a held opponent with all its melee attacks each round it maintains the hold.</p><p> </p><p>Rake (Ex): A squealer that attacks from the trees and leaps on an opponent can make two additional claw attacks for 1d6+3 points of damage each.</p><p> </p><p>Sound Imitation (Ex): The squealer can mimic any animal or beast sound it has heard. It does this whenever it likes. Listeners can detect the ruse with a successful Will save (DC 16).</p><p> </p><p>Skills: The squealer receives a +12 racial bonus to Hide checks when in forested areas.</p><p> </p><p>The squealer first appeared in the 1e MM II (Gary Gygax, 1983).</p><p> </p><p> </p><p>Squirrel, Carnivorous Flying</p><p>Diminutive Animal</p><p> </p><p>HD: 1/2d8 (2 hp)</p><p>Init: +2</p><p>Speed: 20 ft (4 squares), fly 40 ft (clumsy)</p><p>AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14</p><p>Base Attack/Grapple: +0/-16</p><p>Attack: Bite +2 melee (1d2-4)</p><p>Full Attack: Bite +2 melee (1d2-4)</p><p>Face/Reach: 1 ft/0 ft</p><p>Special Attacks:</p><p>Special Qualities: Low-light vision, Scent</p><p>Saves: Fort +0 Ref +4 Will +2</p><p>Abilities: Str 3 Dex 15 Con 10 Int 2 Wis 14 Cha 6</p><p>Skills: Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2</p><p>Feats: Weapon Finesse</p><p>Environment: Cold and temperate forest</p><p>Organization: Swarm (3-18)</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: ---</p><p>Level Adjustment: ---</p><p> </p><p>The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures.</p><p> </p><p>COMBAT</p><p>Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they fall. For every 5 feet they glide, they gain a +1 to their attack roll.</p><p> </p><p>Dragon Magazine #66 (1982), Monster Manual II (1983).</p><p> </p><p> </p><p>Swan</p><p>Medium-size Animal</p><p> </p><p>HD: 1d8+2 (6 hp)</p><p>Init: +3</p><p>Speed: 10 ft (2 squares), fly 50 ft (poor)</p><p>AC: 16 (+3 Dex, +3 natural)</p><p>Base Attack/Grapple: +0/+0</p><p>Attack: Wing +3 melee (1); or bill +2 melee (1d2)</p><p>Full Attack: 2 wings +3 melee (1), bill +2 melee (1d2)</p><p>Face/Reach: 5 ft/5 ft</p><p>Special Attacks: Blind</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +2 Ref +5 Will +0</p><p>Abilities: Str 10 Dex 16 Con 14 Int 2 Wis 11 Cha 10</p><p>Skills: Listen +6, Spot +6, Swim +6</p><p>Feats: Weapon Finesse</p><p>Environment: Temperate marsh and aquatic</p><p>Organization: Solitary or flock (2-16)</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 2-3 HD (Medium-Size)</p><p>Level Adjustment: --</p><p> </p><p>Swans are beautiful aquatic birds that inhabit rivers, ponds, lakes, and marshes. These avains are peaceful creatures, and spend most of their time floating on the water in family groups. If a lone swan is encountered, it is always male, but otherwise a group of swans is formed of mated pairs and their young. Very rarely, a swanmay will be found swimming with a flock of swans, in her swan form.</p><p> </p><p>COMBAT</p><p>Swans are not agressive and will usually fly or swim away when threatened. If their acute senses detect intruders, all swans join in a loud warning chorus and flee. They will, however, defend a nest of eggs or their young. In combat, the adult swans attack forcefully with a flying leap, trying to blind and disorient the intruder.</p><p> </p><p>Blind (Ex): If a swan hits an opponent with any of its wing or bill attacks, the opponent will be blinded and confused for that round and the following one, if he fails a Reflex save (DC 12).</p><p> </p><p>Skills: Swans recieve a +6 racial bonus to Listen and Spot checks.</p><p> </p><p>Monstrous Manual II (Gary Gygax, 1983)</p><p> </p><p> </p><p>TURTLE, Giant Snapping</p><p>Gargantuan Animal</p><p> </p><p>Hit Dice: 10d8+70 (115 hp)</p><p>Initiative: -2</p><p>Speed: 10 ft (2 squares), swim 20 ft</p><p>AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20</p><p>Base Attack/Grapple: +7/+30</p><p>Attack: Bite +15 melee (2d8+11)</p><p>Full Attack: Bite +15 melee (2d8+11)</p><p>Face/Reach: 40 ft/15 ft</p><p>Special Attacks: Improved grab</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +14, Ref +7, Will +2</p><p>Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8</p><p>Skills: Listen +5, Spot +5, Swim +16</p><p>Feats: Alertness, Endurance,Iron Will, Weapon Focus (Bite)</p><p>Environment: Any aquatic</p><p>Organization: Solitary or band (2-4)</p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 11-19 HD (Gargantuan); 20-30 HD (Colossal)</p><p>Level Adjustment: --</p><p> </p><p>Giant snapping turtles appear as 40-foot diameter turtles. They are aggressive and have a voracious appetite. Most are found in large lakes and rivers.</p><p> </p><p>COMBAT</p><p>Giant snapping turtles lurk near the shore or on the bottom of a body of water where they remain motionless. When prey passes nearby it shoots its neck out and bites.</p><p> </p><p>Improved Grab (Ex): To use this ability, the giant snapping turtle must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent.</p><p> </p><p>Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage per round from the giant snapping turtle’s digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The giant snapping turtle’s interior can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller opponents.</p><p> </p><p>The Giant Snapping Turtle first appeared in the 1e MM (Gary Gygax, 1977).</p><p> </p><p> </p><p>Verme</p><p>Gargantuan Animal (Aquatic)</p><p> </p><p>Hit Dice: 18d8+150 (231 hp)</p><p>Initiative: -1</p><p>Speed: Swim 50 ft (10 squares)</p><p>AC: 15 (-4 size, -1 Dex, +10 natural), touch 5, flat-footed 15</p><p>Base Attack/Grapple: +13/+39</p><p>Attack:Bite +24 melee (3d8+21)</p><p>Full Attack:Bite +24 melee (3d8+21)</p><p>Face/Reach: 20 ft/15 ft</p><p>Special Attacks: Improved Grab, Swallow Whole</p><p>Special Qualities: Resist edge weapons, fire resistance 20, armored head, low-light vision</p><p>Saves: Fort +19 Ref +10 Will +6</p><p>Abilities: Str 39 Dex 9 Con 27 Int 2 Wis 10 Chr 6</p><p>Skills: Listen +12, Spot +12, Swim +15</p><p>Feats: Alertness, Awesome Blow, Improved Bull Rush, Power Attack, Toughness (2), Weapon Focus (bite)</p><p>Environment: Any aquatic</p><p>Organization: Solitary</p><p>Challenge Rating: 19</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 19-36 HD (Gargantuan); 37-54 (Colossal)</p><p>Level Adjustment: --</p><p> </p><p>The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even</p><p>humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims.</p><p>A verme resembles a catfish of unbelievable size, between 50 to 80 feet in length, with very large scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in</p><p>shallow waters.</p><p> </p><p>COMBAT</p><p>A hungry verme is a ravenous predator that will not be denied. It swallows any prey it hits, and is able to capsize even large craft. It will attempt to swallow creatures attacking its head before it attacks those on its sides. The fire resistance of the fish applies only to its outer body; fire affects the beast normally inside of the mouth or internally.</p><p> </p><p>Improved Grab (Ex): To use this ability, a Verme 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): A Verme can try to swallow a grabbed opponent of Large or smaller size than itself by making a successful grapple check. Once inside, the opponent takes 3d8+4 points of crushing damage plus 2d8+4 points of acid damage per round from the verme's digestive juices. A swallowed creature can attempt to cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. A gargantuan verme's interior can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminutive or smaller opponents.</p><p> </p><p>Resist Edged Weapons (Ex): A verme's thick, slimy scales make slashing and piercing weapons nearly useless against it. Attacks from such weapons inflict only 1 point of damage, plus magic and strength bonuses.</p><p> </p><p>Armored Head (Ex): The verme's bony head provides it with a +2 bonus to its natural armor class against anyone attacking its head. Any creatures subject to the verme's bite attack are considered to be facing its head in that round.</p><p> </p><p>1983 Wizards of the Coast, Inc.</p><p>Originally found in Monster Manual II (1983), Monstrous Compendium Annual Two (1995) under "fish".</p></blockquote><p></p>
[QUOTE="Mortis, post: 1724696, member: 16284"] [b]Spotted Lion - Verme[/b] SPOTTED LION Large Animal Hit Dice: 6d8+24 (51 hp) Initiative: +3 Speed: 30 ft (6 squares) AC: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13 Base Attack/Grapple: +4/+15 Attack: Claw +10 melee (1d4+6) Full Attack: 2 claws +10 melee (1d4+6), bite +5 melee (1d12+3) Face/Reach: 10 ft/5 ft Special Attacks: Pounce, improved grab, rake 2d4+3 Special Qualities: Scent, low-light vision Saves: Fort +9, Ref +9, Will +3 Abilities: Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 6 Skills: Balance +9, Hide +8*, Jump +7, Listen +5, Move Silently +10, Spot +5 Feats: Alertness, Run, Stealthy Environment: Warm plains and desert Organization: Solitary or pride (2-8) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: -- Spotted lions, also known as cave lions, are larger, fiercer lions, roaming the plains of the Pleistocene era. Spotted lions look like their later cousins, but their pelts are dappled with dark mottling. COMBAT Spotted lions hunt in much the same way as their normal lions. Pounce (Ex): If a spotted lion 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 spotted lion must hit with a claw or bite attack. If it gets a hold, it can rake. Rake (Ex): A spotted lion that gets a hold can make two rake attacks (+10 melee) with its hind legs for 2d4+3 damage each. If the lion pounces on an opponent, it can also rake. Skills: Spotted lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy growth, the Hide bonus improves to +12. The Spotted Lion first appeared in the 1E Monster Manual (1977, Gary Gygax). SQUEALER Large Animal Hit Dice: 12d8+27 (81 hp) Initiative: +2 Speed: 40 ft (8 squares), climb 30 ft AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +9/+19 Attack: Bite +15 melee (1d8+6) Full Attack: Bite +15 melee (1d8+6), 2 claws +10 melee (1d6+3) Face/Reach: 10 ft/5 ft Special Attacks: Improved grab, tear, rake Special Qualities: Sound imitation, low-light vision Saves: Fort +10, Ref +10, Will +5 Abilities: Str 23, Dex 15, Con 14, Int 2, Wis 12, Cha 10 Skills: Hide +0*, Listen +8, Spot +8 Feats: Alertness, Power Attack, Toughness, Weapon Focus (Bite, Claw) Environment: Temperate and warm forest Organization: Solitary or gang (2-4) Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 13-17 HD (Large); 18-36 HD (Huge) Level Adjustment: -- The squealer is a large, bulky, fierce creature found in the forests. It is about the size of a large gorilla and is fearless, even attacking prey that is larger than it. A squealer’s fur is long and yellowish-green in alternating splotches. It has hunched shoulders and a forward-thrusting pig-like head. Razor-sharp teeth line its mouth. Its forelimbs, each about 4 feet long sprout from its body; three from the hunched back and the other two from high on the hindquarters. A fifth limb, about 4 feet long, grows from the middle of its back. This limb can be turned forward or rearward. All five of its limbs are prehensile and end in sharpened talons. COMBAT The squealer attacks using its bite and claws. One of its favorite tactics is to hide in a tree, grasping a limb with three of its claws. When prey passes beneath it, it swings head down to bite and claw. If it can grapple its prey, it drops on its prey, raking with its hind legs. Improved Grab (Ex): To use this ability, the squealer must hit a Medium-size or smaller creature with two claw attacks. If it gets a hold, it tears the flesh. Tear (Ex): A squealer automatically hits a held opponent with all its melee attacks each round it maintains the hold. Rake (Ex): A squealer that attacks from the trees and leaps on an opponent can make two additional claw attacks for 1d6+3 points of damage each. Sound Imitation (Ex): The squealer can mimic any animal or beast sound it has heard. It does this whenever it likes. Listeners can detect the ruse with a successful Will save (DC 16). Skills: The squealer receives a +12 racial bonus to Hide checks when in forested areas. The squealer first appeared in the 1e MM II (Gary Gygax, 1983). Squirrel, Carnivorous Flying Diminutive Animal HD: 1/2d8 (2 hp) Init: +2 Speed: 20 ft (4 squares), fly 40 ft (clumsy) AC: 16 (+4 size, +2 Dex), touch 16, flat-footed 14 Base Attack/Grapple: +0/-16 Attack: Bite +2 melee (1d2-4) Full Attack: Bite +2 melee (1d2-4) Face/Reach: 1 ft/0 ft Special Attacks: Special Qualities: Low-light vision, Scent Saves: Fort +0 Ref +4 Will +2 Abilities: Str 3 Dex 15 Con 10 Int 2 Wis 14 Cha 6 Skills: Balance +3, Climb +6, Hide +3, Move Silently +5, Spot +2 Feats: Weapon Finesse Environment: Cold and temperate forest Organization: Swarm (3-18) Treasure: None Alignment: Always neutral Advancement: --- Level Adjustment: --- The carnivorous flying squirrel is a relative of the common squirrel, with the ability to glide, and a taste for fresh meat. This squirrel has loose folds of skin on the insides of its legs, which give the squirrel its unique abilities. This little mammal cannot actually fly, but it glides through the air when it jumps out of a tree. They lair in communal nests in tree tops, where they sometimes bring small, shiny treasures. COMBAT Carnivorous flying squirrels are vicious little creatures, and attack larger targets in groups when the odds are at least 2 to 1. Their main method of attack is to jump out of a tree, silently gaining speed as they fall. For every 5 feet they glide, they gain a +1 to their attack roll. Dragon Magazine #66 (1982), Monster Manual II (1983). Swan Medium-size Animal HD: 1d8+2 (6 hp) Init: +3 Speed: 10 ft (2 squares), fly 50 ft (poor) AC: 16 (+3 Dex, +3 natural) Base Attack/Grapple: +0/+0 Attack: Wing +3 melee (1); or bill +2 melee (1d2) Full Attack: 2 wings +3 melee (1), bill +2 melee (1d2) Face/Reach: 5 ft/5 ft Special Attacks: Blind Special Qualities: Low-light vision Saves: Fort +2 Ref +5 Will +0 Abilities: Str 10 Dex 16 Con 14 Int 2 Wis 11 Cha 10 Skills: Listen +6, Spot +6, Swim +6 Feats: Weapon Finesse Environment: Temperate marsh and aquatic Organization: Solitary or flock (2-16) Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Medium-Size) Level Adjustment: -- Swans are beautiful aquatic birds that inhabit rivers, ponds, lakes, and marshes. These avains are peaceful creatures, and spend most of their time floating on the water in family groups. If a lone swan is encountered, it is always male, but otherwise a group of swans is formed of mated pairs and their young. Very rarely, a swanmay will be found swimming with a flock of swans, in her swan form. COMBAT Swans are not agressive and will usually fly or swim away when threatened. If their acute senses detect intruders, all swans join in a loud warning chorus and flee. They will, however, defend a nest of eggs or their young. In combat, the adult swans attack forcefully with a flying leap, trying to blind and disorient the intruder. Blind (Ex): If a swan hits an opponent with any of its wing or bill attacks, the opponent will be blinded and confused for that round and the following one, if he fails a Reflex save (DC 12). Skills: Swans recieve a +6 racial bonus to Listen and Spot checks. Monstrous Manual II (Gary Gygax, 1983) TURTLE, Giant Snapping Gargantuan Animal Hit Dice: 10d8+70 (115 hp) Initiative: -2 Speed: 10 ft (2 squares), swim 20 ft AC: 20 (-4 size, -2 Dex, +16 natural), touch 4, flat-footed 20 Base Attack/Grapple: +7/+30 Attack: Bite +15 melee (2d8+11) Full Attack: Bite +15 melee (2d8+11) Face/Reach: 40 ft/15 ft Special Attacks: Improved grab Special Qualities: Low-light vision Saves: Fort +14, Ref +7, Will +2 Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8 Skills: Listen +5, Spot +5, Swim +16 Feats: Alertness, Endurance,Iron Will, Weapon Focus (Bite) Environment: Any aquatic Organization: Solitary or band (2-4) Challenge Rating: 9 Treasure: None Alignment: Always neutral Advancement: 11-19 HD (Gargantuan); 20-30 HD (Colossal) Level Adjustment: -- Giant snapping turtles appear as 40-foot diameter turtles. They are aggressive and have a voracious appetite. Most are found in large lakes and rivers. COMBAT Giant snapping turtles lurk near the shore or on the bottom of a body of water where they remain motionless. When prey passes nearby it shoots its neck out and bites. Improved Grab (Ex): To use this ability, the giant snapping turtle must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent. Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage per round from the giant snapping turtle’s digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The giant snapping turtle’s interior can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller opponents. The Giant Snapping Turtle first appeared in the 1e MM (Gary Gygax, 1977). Verme Gargantuan Animal (Aquatic) Hit Dice: 18d8+150 (231 hp) Initiative: -1 Speed: Swim 50 ft (10 squares) AC: 15 (-4 size, -1 Dex, +10 natural), touch 5, flat-footed 15 Base Attack/Grapple: +13/+39 Attack:Bite +24 melee (3d8+21) Full Attack:Bite +24 melee (3d8+21) Face/Reach: 20 ft/15 ft Special Attacks: Improved Grab, Swallow Whole Special Qualities: Resist edge weapons, fire resistance 20, armored head, low-light vision Saves: Fort +19 Ref +10 Will +6 Abilities: Str 39 Dex 9 Con 27 Int 2 Wis 10 Chr 6 Skills: Listen +12, Spot +12, Swim +15 Feats: Alertness, Awesome Blow, Improved Bull Rush, Power Attack, Toughness (2), Weapon Focus (bite) Environment: Any aquatic Organization: Solitary Challenge Rating: 19 Treasure: Standard Alignment: Always neutral Advancement: 19-36 HD (Gargantuan); 37-54 (Colossal) Level Adjustment: -- The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims. A verme resembles a catfish of unbelievable size, between 50 to 80 feet in length, with very large scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in shallow waters. COMBAT A hungry verme is a ravenous predator that will not be denied. It swallows any prey it hits, and is able to capsize even large craft. It will attempt to swallow creatures attacking its head before it attacks those on its sides. The fire resistance of the fish applies only to its outer body; fire affects the beast normally inside of the mouth or internally. Improved Grab (Ex): To use this ability, a Verme 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): A Verme can try to swallow a grabbed opponent of Large or smaller size than itself by making a successful grapple check. Once inside, the opponent takes 3d8+4 points of crushing damage plus 2d8+4 points of acid damage per round from the verme's digestive juices. A swallowed creature can attempt to cut it's way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut it's own way out. A gargantuan verme's interior can hold 2 large, 8 medium, 32 small, 128 tiny or 512 diminutive or smaller opponents. Resist Edged Weapons (Ex): A verme's thick, slimy scales make slashing and piercing weapons nearly useless against it. Attacks from such weapons inflict only 1 point of damage, plus magic and strength bonuses. Armored Head (Ex): The verme's bony head provides it with a +2 bonus to its natural armor class against anyone attacking its head. Any creatures subject to the verme's bite attack are considered to be facing its head in that round. 1983 Wizards of the Coast, Inc. Originally found in Monster Manual II (1983), Monstrous Compendium Annual Two (1995) under "fish". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
3.5 Animal & Beast Conversions
Top