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Animal Archives. Collection
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Introduction
Animal Archives 1:
North American Prehistoric Animals
Animal Archives Vol. 1
North American Prehistoric Animals
Design & Illustration
Jesse Mohn
The Campaign Construc-
tion System is a format
designed to help GMs
organize their campaign
binder. Each entry in this
product is layed out to it
a single page or series of
pages that can be easily
identiied and placed in
speciic categories of the
binder. With this system
a GM can print only the pages needed for their game, mix
and match content from various products in the line, and
reduce the clutter and weight of multiple products.
Editing
Angela Noll Mohn
Cover Design & Layout
Edward Bourelle
Proofreading
Art Braune & Jesse Mohn
SkeletonKey Staff
Edward Bourelle & Art Braune
Animal Archives Vol. 1: North American Prehistoric Animals is
©2004 Jesse Mohn. All rights reserved.
Each page is organized with the following information
A: Title of the entry contained on the page
B: Product title in which the entry can be found
C: Author and artist credits for that entry
D: Category label for binder organization
All animal illustrations and the animal cross bar are ©2004 Jesse
Mohn. All rights reserved.
All other design elements, including the cover design, are ©2004
Edward Bourelle. All rights reserved.
Reference to other copyrighted material in no way constitutes a chal-
lenge to the respective copyright holders of that material. SkeletonKey
Games, Campaign Construction System, the SkeletonKey Games logo,
and the Campaign Construction System logo are trademarks of Edward
Bourelle. Animal Archives is a trademark of Jesse Mohn.
Dungeons & Dragons and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.
‘d20 System’ and the d20 System logo are trademarks of Wizards of
the Coast, Inc. in the United States and other countries and are used
with permission.
The following text is Open Gaming Content: the name, statistics,
descriptive text, and combat section of each monster.
SkeletonKey Games
www.skeletonkeygames.com
info@skeletonkeygames.com
Jesse Mohn
www.jessemohn.com
Author: Jesse Mohn
Illustrator: Jesse Mohn
Credits
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Bear, short-faced
Animal Archives 1:
North American Prehistoric Animals
Arctodus simus
North America (Pleistocene)
Large Animal (mammal)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 40 ft. (10 squares)
Armor Class: 14 (+1 dex, +4 natural, -1 size), touch 10,
lat-footed 14
Base Attack/Grapple: +6/+25
Attack: Claw +14 melee (1d8+9)
Full Attack: 2 claws +14 melee (1d8+9), bite +9 melee
(2d6+4)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, Scent
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 29, Dex 13, Con 19, Int 2, Wis 12, Cha 5
Skills: Climb +12, Intimidate +12, Listen +4, Spot +5,
Swim +12
Feats: Endurance, Run, Track
Environment: Cold forests and hills
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-11 HD (Large)
The short-faced bear is the largest bear that has ever
existed, standing 11+ ft. tall and weighing up to 2,000
lbs. The short-faced bear looks much lankier than most
other bears, having noticeably longer legs. This allows
a short-faced bear to run faster than its cousins.
Short-faced bears are carnivores, but would rather
scavenge than hunt if possible. Like most bears,
they are territorial and aggressive if threatened.
COMBAT
The short-faced bear is fearless when dealing with
creatures smaller than itself. It will either charge a
creature it deems a threat (or meal), or stand and make
an intimidate check, followed by its standard attacks.
Improved Grab (Ex): To use this ability, a short-faced
bear must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking an
attack of opportunity.
Low-Light Vision (Ex): Short-faced bears can see
in conditions of lowered light as well as a human
can in daylight.
Scent (Ex): The creature can detect approaching
creatures, sniff out hidden foes, and track by sense
of smell.
Skills: A short-faced bear uses its Strength score instead
of its Charisma score for Intimidate skill checks.
Author: Jesse Mohn
Illustrator: Jesse Mohn
Monsters
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Bird, Green River Wader
Animal Archives 1:
North American Prehistoric Animals
Presbyornis pervetus
North America (Eocene)
Small Animal (bird)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares); ly 40 ft. (good) (8 squares)
AC: 13 (+1 size, +2 dex), touch 13, lat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d3-1)
Full Attack: Bite -1 melee (1d3-1)
Face/Reach: 5 ft./5 ft.
Special Qualities: low-light vision
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con 13, Int 1, Wis 13, Cha 5
Skills: Hide +7, Listen +5, Spot +6, Swim +8
Feats: Alertness
Environment: Temperate wetlands
Organization: Solitary or lock (2-12)
Challenge Rating: 1/3
Treasure: none
Alignment: Always neutral
Advancement: 2-5 HD (Small)
A green river wader stands between 2 1/2
and 3 feet tall. They resemble a cross
between two birds, having stilted legs
and a long, graceful neck like a stork,
and a head, bill, and webbed feet
like a duck. Green river waders are
attractive shoreline birds that live
and breed on freshwater lakes
and rivers.
Wealthy collectors pay handsomely
for green river waders (up to 700
gp!), and the birds are occasionally
used as familiars. As a familiar, green
river waders grant their wizard a +2
bonus to swim checks.
COMBAT
Green river waders are non-combative
in general, and will usually fly away
from danger.
Low-light Vision (Ex): A green river
wader can see in conditions of low-
ered light as well as a human can in
daylight.
Skills: A green river wader receives a
+8 racial bonus to all Swim checks.
Author: Jesse Mohn
Illustrator: Jesse Mohn
Monsters
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Bull Swine
Animal Archives 1:
North American Prehistoric Animals
Dinohyus
North America (Miocene)
Large Animal (Mammal)
Hit Dice: 6d8+18 (48 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
AC: 13 (-1 size, +1 dex, +3 natural), touch 10,
lat-footed 12
Base Attack/Grapple: +4/+13
Attack: Bite +9 melee (1d8+7/x3)
Full Attack: Bite +9 melee (1d8+7/x3)
Face/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical multiplier
Special Qualities: Ferocity, low-light vision, scent
Saves: Fort +10, Ref +6 Will +3
Abilities: Str 21, Dex 12, Con 16, Int 2, Wis 12, Cha 5
Skills: Intimidate +8, Listen +6, Spot +6
Feats: Great Fortitude, Toughness
Environment: Temperate grasslands
Organization: Solitary
Challenge Rating: 3
Treasure: none
Alignment: Always neutral
Advancement: 7-10 HD (Large)
The dinohyus, or “terrible hog” is a swine the size of
a bull. These fearsome animals are typically 6-7 feet at
the shoulder, and are up to 10 feet long. Bull swine are
omnivorous creatures, scavenging and hunting for plants
and animals alike. Bull swine are territorial, even driving
off others of their own kind (unless it happens to be their
mating season).
COMBAT
Bull swine typically charge at the nearest creature
deemed a threat, attacking until the threat leaves its
territory or the bull swine is dead.
Augmented Critical Multiplier (Ex): The critical
mutiplier for the bull swine’s bite is x3.
Ferocity (Ex): The bull swine is extremely talented in
shrugging off wounds, which allows it to continue to
ight while dying or disabled. The creature can ight and
act up to -10 hit points. When the bull swine reaches -10
hit points, the creature instantly falls over dead.
Low-light Vision (Ex): A bull swine can see in conditions
of lowered light as well as a human can in daylight.
Scent (Ex): The creature can detect approaching
creatures, sniff out hidden foes, and track by sense
of smell.
Skills: Bull swine use their Strength modiier instead of their
Charisma modiier when making Intimidate skill checks.
Author: Jesse Mohn
Illustrator: Jesse Mohn
Monsters
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