[2008] Animal Archives - Prehistoric Animals II.pdf

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Animal Archives: Prehistoric Animals II
P REHISTORIC A NIMALS II
C REATED AND ILLUSTRATED BY
J ESSE M OHN
W RITTEN BY
A ERYN “B LACKDIRGE ” R UDEL
Requires the use of the Dungeons & Dragons Revised Edition
Core Books, published bu Wizards of the Coast, Inc.
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Credits
Animal Archives
Prehistoric Animals II
Animal Archives
Prehistoric Animals II
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 fit
a single page or series of
pages that can be easily
identified and placed in
specific categories of the
binder. With this system
a GM can print only the
pages needed for their game, mix and match content from
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weight of multiple products.
Created by
Jesse Mohn
Written by
Aeryn Rudel
Editing
John Ball
Illustrations
Jesse Mohn
Graphic Design & Layout
Edward Bourelle & Erik Nowak
SkeletonKey Staff
Edward Bourelle & Art Braune
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
Animal Archives is ©2008
Jesse Mohn. All rights reserved.
Illustrations are ©2008 Jesse Mohn. All rights reserved.
Reference to other copyrighted material in no way constitutes
a challenge 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. Blackdirge Publishing
and the Blackdirge Publishing logo are trademarks of Aeryn Rudel.
Blackdyrge is a trademark of Aeryn Rudel.
Dungeons & Dragons and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other countries
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of the Coast, Inc. in the United States and other countries and are
used with permission.
The following is designated as Open Game Content: all new rules and
stat blocks (but not the proper names of characters and places or their
backgrounds). To be clear, the Animal Archives property is CLOSED.
Author: Aeryn Rudel
Blackdirge Publishing
1
Credits
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Andrewsarchus
Animal Archives
Prehistoric Animals II
(A NDREW S R ULER )
(A ND - RUE - SARK - USS )
CR 6
A huge wolf-like carnivore lopes into view. Its head is
massive, with powerful jaws that look easily capable of
crushing bone. The beast’s body is stout, thickly muscled,
and propelled by short, powerful limbs that end in five
curious hoof-like nails. Its huge jaws suddenly split in a
feral grin, lips pulling back to reveal the dull yellow of its
massive fangs. It emits a low, guttural growl and charges.
Always Neutral Large Animal
Init +2; Senses low-light vision, scent;
Listen +7, Spot +7
Languages
An andrewsarchus is a large, mammalian predator that
resembles an oversized hyena/wolf crossbreed. It is
typically found along coastal plains, but will often travel
farther inland in search of prey. An andrewsarchus will
usually be the largest natural predator in its area, and
will control a large territory covering as much as twenty
square miles.
AC 17, touch 11, flatfooted 15
(-1 size, +2 Dex, +6 natural)
hp 75 (10 HD)
Fort +10, Ref +9, Will +4
Speed 40 ft. (8 squares)
Melee bite +15 (2d8+12)
Space 10 ft.; Reach 5 ft.
Base Atk +7; Grapple +19
Atk Options crushing jaws, improved grab
An andrewsarchus commonly preys on large herbivores,
although it will happily devour smaller carnivores if it
can catch them. Like all large predators, an andrewsarchus
is quite content to scavenge rather than hunt, and it often
uses its powerful sense of smell to find carrion even
miles away.
Abilities Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 6
Feats Alertness, Improved Natural Attack (bite),
Stealthy, Track B , Weapon Focus (bite)
Skills Hide +5, Listen +7, Move Silently +9, Spot +7,
Survival +4*
A fully-grown andrewsarchus is 6 feet at the shoulder,
14 feet long, and weighs roughly 2,000 pounds. These
animals can, however, grow much larger, and specimens
reaching nearly 20 feet in length and weighing more
than 2 tons have been reported by druids and rangers in
isolated areas.
Environment temperate and coastal plains
Organization solitary
Treasure none
Advancement 11-15 HD (Large); 16-30 HD (Huge)
COMBAT
Crushing Jaws (Ex): An andrewsarchus can use
its incredibly powerful jaws to crush the bones
of its prey. It deals 2d8+12 points of damage
with a successful grapple check.
An andrewsarchus is not a sophisticated hunter, and lacks
many of the advantages that smaller mammalian predators
enjoy, such a pack hunting. Typically, an andrewsarchus
targets large, slow moving herbivores, which it can bring
down with its sheer size and strength. Not particularly
fleet of foot, it uses simple ambush tactics, hiding in tall
grass or a concealing copse of trees. It then waits for a
suitable prey item to come close enough to be caught by
a short sprint.
Improved Grab (Ex): To use this ability, an
andrewsarchus must hit an opponent of any
size with its bite attack. It can then attempt
to start a grapple as a free action without pro-
voking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can
use its crushing jaws ability on the next round.
In melee, an andrewsarchus attacks the closest moving
target, attempting to latch on with its powerful jaws and
crush the life from its victim. If it manages to bring down
one member of a group, it does not engage in a protracted
battle with dangerous foes, preferring to simply retreat
with its kill.
Skills: An andrewsarchus has a +2 racial bonus
on Hide, Listen, Move Silently, and Spot checks.
*It has a +4 racial bonus on Survival checks
when tracking by sent.
Author: Aeryn Rudel
Blackdirge Publishing
2
Monster
A NDREWSARCHUS
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Andrewsarchus
Animal Archives
Prehistoric Animals II
FOR PLAYER CHARACTERS
ANDREWSARCHUS IN THE REAL WORLD
A druid of 10th level or higher may summon an
andrewsarchus as an alternative animal companion.
Powerful gnoll druids often take these massive beasts as
animal companions, and the ability to command one is a
mark of power and prestige among the savage humanoids.
Discovered by and named for renowned paleontologist
Roy Chapman Andrews, Andrewsarchus is the largest
terrestrial mammalian predator known to science. It
roamed Central Asia during the Eocene Epoch (60-
32 million years ago), and was one of the first large
mammalian predators to evolve after the great extinction
at the end of the Cretaceous.
If taken as a cub, an andrewsarchus may be trained as
a mount or watch beast. Such training requires a DC
25 Handle Animal check, plus additional checks for
teaching the required skills. A typical andrewsarchus can
carry up to 1,038 lbs as a light load.
Despite its wolf-like appearance, Andrewsarchus is
unrelated to modern carnivorous mammals, such as
wolves or great cats. Instead, it belonged to an extinct
order of mammals called the mesonychids, the only group
of ungulates (hoofed-mammals) to become carnivores.
Oddly enough, the closest living relatives of Andrewsarchus
are docile herbivores: cattle, sheep, and goats.
An andrewsarchus can be summoned with summon
nature’s ally VI or a higher level summon nature’s ally
spell. Treat an andrewsarchus as being on the 6th-level
list of the Summon Nature’s Ally table. A celestial or
fiendish andrewsarchus can be summoned with summon
monster VII or a higher level summon monster spell.
Treat a celestial or fiendish andrewsarchus as being on
the 7th-level list of the Summon Monster table.
Author: Aeryn Rudel
Illustrator: Jesse Mohn
3
Monster
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Andrewsarchus
Animal Archives
Prehistoric Animals II
I CE P ROWLER CR 11
Improved Grab (Ex): To use this ability, an ice
prowler must hit an opponent of any size with its
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 use its crushing jaws
ability on the next round.
Advanced Abominable Andrewsarchus
NE Huge Magical Beast (Augmented Animal, Cold)
Init +0; Senses low-light vision, scent;
Listen +7, Spot +7
Languages
AC 20, touch 8, flatfooted 20 (-2 size, +12 natural)
hp 207 (18 HD)
Immunity cold
Fort +20, Ref +11, Will +7
Weakness vulnerability to fire
A massive, shaggy coated beast stalks out of the winter
storm. Its fur is a pristine white that blends almost
perfectly with the gusting flurries of snow and ice that swirl
about. The monster has a truly gargantuan, lupine head,
featuring immense jaws lined with dull yellow fangs, and
small yellowish eyes that seem to blaze with chill malice.
It moves swiftly toward you on four powerful legs, each
ending in a curious paw tipped with hoof-like nails.
Speed 50 ft. (10 squares)
Melee bite +25 (3d8+22 plus 1d6 cold) or
Melee slam +24 (2d6+22 plus 1d6 cold)
Space 15 ft.; Reach 10 ft.
Base Atk +11; Grapple +34
Atk Options crushing jaws, freezing touch,
improved grab
Special Actions breath weapon
Ice prowlers are far northern offshoots of the temperate-
dwelling andrewsarchus. They are found in extreme artic
conditions and have adapted to their harsh environment
by developing a number of magical abilities to survive in
the unforgiving climate.
Abilities Str 40, Dex 10, Con 24, Int 3, Wis 13, Cha 6
SQ ice walking
Feats Alertness, Endurance, Great Fortitude,
Improved Natural Attack (bite), Skill Focus
(Hide), Stealthy, Track B , Weapon Focus (bite)
Skills Hide +6 (+14 in areas of ice and snow),
Listen +8, Move Silently +8, Spot +8, Survival
+5 (+9 when tracking by scent)
Ice prowlers are much larger than a common andrew-
sarchus, standing nearly 10 feet at the shoulder and
measuring 25 feet from snout to tail. In addition, the fur of
an ice prowler is stark white and very long and thick. This
coloration allows it to easily blend into its icy surroundings,
and it is quite stealthy for such a large creature.
Breath Weapon (Su): Once per day, an ice
prowler can expel a 50-foot cone of ice particles
and frigid air. Creatures caught in the area of the
breath weapon can attempt a DC 26 Reflex
saving throw for half damage. Creatures failing
the Reflex saving throw take full damage and
are slowed , as the spell, for 1d4 rounds.
Although ice prowlers are not much more intelligent
than a standard andrewsarchus, they do display a definite
maliciousness. They have been known to toy with prey,
or simply kill for the sport of it; a trait not normally
associated with their smaller kin.
Ice prowlers often share habitat with winter wolves, and
the two beasts are natural enemies. In individual clashes,
the much larger ice prowler typically gets the upper hand;
however, the winter wolf’s greater intelligence and pack
mentality keep the two species on relatively even terms.
Crushing Jaws (Ex): An ice prowler can use its
incredibly powerful jaws to crush its prey. It
deals 3d8+22 points of damage plus 1d6 cold
damage with a successful grapple check.
Freezing Touch (Su): The touch of an ice prowler
deals 1d6 points of cold damage. In addition, a crea-
ture that take damage from an ice prowler ‘s freezing
touch ability must make a successful DC 26 For-
titude saving throw or suffer 1 point of Dexterity
damage as its limbs stiffen from the dread chill.
COMBAT
An ice prowlers prefers to attack from ambush; using
its natural coloration to hide in dense snowdrifts or on
icy tundra. Typically, it waits for a potential meal to
wander within charging distance, then rushes out and
attempts to seize the victim in its jaws. Against larger
foes, or groups of smaller creatures, an ice prowler
leads with its breath weapon, hoping to neutralize and
disable its prey.
Ice Walking (Ex): An ice prowler can negotiate
any icy surface as if using the spell spider climb.
This ability is always in effect.
Author: Aeryn Rudel
Blackdirge Publishing
4
Monster
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