Animal Archives- Prehistoric Animals III.pdf

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Animal Archives: Prehistoric Animals III
P REHISTORIC A NIMALS III
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 by Wizards of the Coast, Inc.
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Credits
Animal Archives
Prehistoric Animals III
Animal Archives
Prehistoric Animals III
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
various products in the line, and reduce the clutter and
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
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 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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Arthropleura
Animal Archives
Prehistoric Animals III
(J OINTED S IDES )
(A RE - THROW - PLUR - AH )
CR 3
Always Neutral Large Vermin
Init +1; Senses darkvision 60 ft.; Listen +0, Spot +4
Languages
AC 18, touch 10, flatfooted 17
(-1 size, +1 Dex, +8 natural)
hp 39 (6 HD)
Immune vermin immunities
Fort +7, Ref +3, Will +2
Speed 40 ft.
(8 squares)
Melee bite +7
(2d6+6)
Space 10 ft.;
Reach 5 ft.
Base Atk +4; Grapple +12
Attack Options poison cloud
Abilities Str 19, Dex 13, Con 15, Int —, Wis 10, Cha 2
SQ vermin traits
Feats
Skills Hide +1, Spot +4
An arthropleura is a massive, multi-legged arthropod that
resembles millipedes and centipedes. These huge insect-
like creatures roam the undergrowth of large, tropical
forests and swamps, devouring decaying plant matter
and carrion. They are large enough to discourage most
predators, and have a rather benign temperament.
Environment warm forests
Organization solitary
Treasure none
Advancement 7-12 HD (Large); 13-18 HD (Huge)
A typical arthropleura is about 8 feet long and weighs
800 pounds.
Poison Cloud (Ex): Once per day, as a standard
action, an arthropleura can release a cloud of
poisonous gas from microscopic pores along
the sides of its body. This gas fills a 20-foot
cube centered on the arthropleura and forces
all creatures in the area of effect (besides other
arthropleura) to make a DC 15 Fortitude saving
throw or take 1d4 points of initial and secondary
Constitution damage. The cloud lasts for 1 round.
The Fortitude save is Constitution-based.
COMBAT
An arthropleura is typically not aggressive, although it
can deliver a powerful bite when riled. When agitated, an
arthropleura can emit a cloud of poisonous gas that can
be deadly to other creatures.
FOR PLAYER CHARACTERS
An arthropleura presents few uses for player characters;
it cannot be trained, and its flesh is repulsive (although
not poisonous) to the taste. However, a number of
enterprising goblin tribes have mastered a technique of
driving the massive arthropods toward enemies with a
system of goads, using the beasts as mobile chemical
weapon dispensers.
Skills: Arthropleura have a +4 racial bonus on Spot
checks and a +4 racial bonus on Hide checks.
The foliage ahead rustles softly; small trees and
undergrowth swaying and shifting as something large
moves among them. An acrid stench suddenly assails
your nostrils, and the jungle disgorges a monstrous,
armor-plated millipede. It scuttles toward you, antennae
waving madly, huge mandibles clacking together with
the force of a steel vice.
A celestial or fiendish arthropleura can be summoned with
summon monster IV or a higher level summon monster
spell. Treat a celestial or fiendish arthropleura as being on
the 4th-level list of the Summon Monster table.
Author: Aeryn Rudel
Illustrator: Jesse Mohn
2
Monster
A RTHROPLEURA
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Arthropleura
Animal Archives
Prehistoric Animals III
ARTHROPLEURA IN THE REAL WORLD
adamantine saves as if it had a magic enhance-
ment bonus one point higher than it actually does.
Arthropleura vies with the huge sea scorpions
Jaekelopterus and Pterygotus for largest arthropod of all
time. It lived in the oxygen-rich Carboniferous Period
(340-280 million years ago), which saw insects and
other arthropods reach colossal sizes never seen before
or since. Like all the giant arthropods, Arthropleura did
not survive into the Permian Period. As the climate dried
out, the giant forests of the Carboniferous disappeared,
reducing the oxygen levels in the atmosphere, which
made it possible for giants like Arthropleura to exist.
The descendents of Arthropleura live on in the form of
modern day centipedes and millipedes.
Corrosive Body (Ex): Any metallic object that
deals damage to a bladebiter is instantly
corroded and destroyed. Magical items may
make a DC 24 Reflex save to avoid being
completely ruined. Gold, mithral, and platinum
are immune, and adamantine saves as if it had
a magic enhancement bonus one point higher
than it actually does.
Eat Metal (Ex): A bladebiter eats corroded metals,
requiring the same amount of such metal as a
creature its size would normally require in food.
B LADEBITER
CR 9
Poison Cloud (Ex): Once per day, as a standard
action, a bladebiter can releases a cloud of
poisonous gas from microscopic pores along
the sides of its body. This gas fills a 20-foot
cube centered and forces all creatures in the
area of effect (besides other arthropleura) to
make a DC 24 Fortitude saving throw or take
1d6 points of initial and secondary Constitution
damage. The cloud lasts for 1 round.
Advanced Metallivore Arthropleura
Neutral Huge Magical Beast (Augmented Vermin)
Init +5; Senses darkvision 60 ft., smell metal
90 ft.; Listen +2, Spot +7
Languages
Smell Metal (Ex): A bladebiter can smell the presence
of any metal object within 90 feet. This distance
doubles if downwind from a metallic object.
AC 20, touch 9, flatfooted 19
(-2 size, +1 Dex, +11 natural)
hp 171 (18 HD)
Fort +16, Ref +7, Will +6
This massive centipede-like creature is covered in dull
gray, armored plates that look and feel like iron or steel.
It moves about on dozens of jointed legs, each ending in
a sharp, chitinous claw, and bears a tremendous set of
mandibles just below its large bulbous eyes.
Speed 40 ft. (8 squares)
Melee bite +21 (4d6+13)
Space 15 ft.; Reach 10 ft.
Base Atk +13; Grapple +30
Attack Options Improved Sunder, Power Attack,
poison cloud
Special Action breath weapon 6/day
Bladebiters are massive centipede-like arthropods that
inhabit deep jungles and swamps. Oddly enough, their
diet consists solely of ferrous metals, such as iron, which
are broken down and corroded by the beast’s saliva for
digestion. Obviously, this dietary requirement often
brings bladebiters into conflict with those who regularly
carry large amounts of metal on their persons, such as
adventurers. Bladebiters can literally smell metal, and
will eagerly pursue and attack those who carry it.
Abilities Str 28, Dex 12, Con 20, Int 3, Wis 10, Cha 6
SQ eat metal
Feats Alertness, Improved Initiative, Improved
Natural Attack (bite), Improved Sunder, Power
Attack, Track, Weapon Focus (bite)
Skills Hide +7, Listen +2, Search +5, Spot +7
Breath Weapon (Su): 35-foot cone, six times per
day, corrodes metal, Reflex DC 24; see below. Any
metallic object (besides gold, mithral, platinum,
and adamantine) exposed to the breath weapon
corrodes and becomes useless immediately.
The size of the object in question does not alter
the speed of this effect. Unattended, nonmagical
metal items receive no save. Held or carried
objects, as well as magic items, get a Reflex save
to negate the effect. Metals that do not readily
corrode (gold, mithral, platinum) are immune, and
A bladebiter is 20 feet long and weighs 4,000 pounds.
COMBAT
Although not overly aggressive, a bladebiter often
attacks creatures carrying metal items when hungry. It
open combat with its breath weapon, especially against
creatures carrying large amounts of ferrous metals, such
as those wearing heavy armor. It then rushes forward
to consume the resulting slag, generally ignoring other
foes. When pressed, a bladebiter releases a poison cloud,
and then attacks with its bite.
Author: Aeryn Rudel
Blackdirge Publishing
3
Monster
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Doedicurus
Animal Archives
Prehistoric Animals III
D OEDICURUS (P ESTLE T AIL ) CR 4
(D EE - DIK - YOO - RUSS )
An adult doedicurus has few natural enemies, as it is
simply too large and well protected for even large predators
to tackle. However, sentient humanoid races have been
known to hunt these beasts for their bony carapace, which
can be fashioned into surprisingly effective armor.
Always Neutral Large Animal
Init +0; Senses low-light vision; Listen +11, Spot +5
Languages
A doedicurus is 5 feet high, 12 feet long, and can weigh
up to 2 tons.
AC 21, touch 9, flatfooted 21
(-1 size, +12 natural)
hp 59 (7 HD)
Fort +9, Ref +5, Will +3
COMBAT
A doedicurus is not normally aggressive, although males
during the breeding season can become temperamental
and dangerous to approach. When provoked, a doedicurus
lashes out with its spiked tail club, and can deliver
terrible, bone crushing blows with this natural weapon.
The tail club of a doedicurus is considered a two-handed
weapon for purposes of the Power Attack feat.
Speed 20 ft. (4 squares)
Melee tail club +11 (2d6+10 plus knock down/x3)
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grapple +16
Attack Options Power Attack, augmented critical,
knock down
Abilities Str 25, Dex 10, Con 19, Int 2, Wis 12, Cha 6
Feats Alertness, Endurance, Power Attack
Skills Listen +11, Spot +5
Typically, a doedicurus will strike once with its club,
hoping to stun or knock over an attacker, and then
flee. Only males during the rutting season are likely to
continue to attack a downed foe, and often commit up to
5 points of their base attack bonus to the Power Attack
feat, especially when battling other males for mates.
Environment temperate and warm woodlands
and grasslands
Organization solitary or herd (2-12)
Treasure none
Advancement 8-14 HD (Large); 15-21 HD (Huge)
FOR PLAYER CHARACTERS
Despite its slow movement rate, a doedicurus makes and
excellent and tireless mount. In addition, when trained
for combat, a doedicurus can be a powerful ally to
its rider, adding its fearsome tail club to any melee to
devastating effect. A doedicurus can carry 798 pounds as
a light load. Rearing a doedicurus from infancy requires
a DC 22 Handle Animal check.
Augmented Critical (Ex): The tail club of a
doedicurus inflicts triple damage on a
successful critical hit.
Knock Down (Ex): Any creature struck by the
tail club of a doedicurus must make a DC 20
Reflex save or be knocked prone. The save
DC is Strength-based.
In addition to its capabilities as a mount, the armored
carapace of a doedicurus can be fashioned into armor
equivalent to scale mail. A single doedicurus produces
enough bony plates for a single masterwork suit of
scalemail for a creature one size category smaller than
itself. Scale mail constructed from a doedicurus carapace
weighs 25% less than metal armor.
This animal resembles a massive, armored armadillo,
with a huge, domed carapace made of tiny overlapping
bony plates. Its head is covered in a thick bony cap,
while its tail is surrounded by ring of hardened bone and
tipped with a vicious spiked club.
A doedicurus is a large armored mammal found in warm
and temperate woodlands. It is normally a peaceful
grazer, but will use the huge, spiked club on its tail to
drive away or even kill predators. These animals gather
in herds of up to a dozen individuals for mutual defense
and to protect the young.
A doedicurus can be summoned with summon nature’s
ally V or a higher level summon nature’s ally spell. Treat
a doedicurus as being on the 5th-level list of the Summon
Nature’s Ally table. A celestial or fiendish doedicurus
can be summoned with summon monster VI or a higher
Author: Aeryn Rudel
Blackdirge Publishing
4
Monster
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