Author Topic: Dire Critters  (Read 39490 times)

Offline Braininthejar

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Re: Dire Critters
« Reply #80 on: November 02, 2015, 06:04:48 AM »
the base creature is tiny. Would the template push it all the way to large?

Offline bhu

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Re: Dire Critters
« Reply #81 on: November 02, 2015, 04:09:03 PM »
the base creature is tiny. Would the template push it all the way to large?

Actually on reading I find out the Hagfish species range from Diminutive to almost Medium!  Did I miss any abilities they may have?

Offline Braininthejar

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Re: Dire Critters
« Reply #82 on: November 02, 2015, 04:22:22 PM »
Not sure what all of them are to represent. Blind? It isn't eyeless, though its sight organ is primitive.

While we speak sizes, I have been thinking some more on the dragons from Berk.

If a dragon consists of a head some 6-7 feet in diameter and lots of relatively thin tail, with no other "body", is it large or huge?

Offline bhu

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Re: Dire Critters
« Reply #83 on: November 02, 2015, 04:28:32 PM »
Slime Defense is obvious, blind is because they are all but effectively blind and so would be immune to illusions and other attacks requiring vision, sluggish metabolism is cause they can go months without eating, torque is their ability to increase their bite power by tying themselves in knots.  Im wondering if I should give them improved grapple as well.

As for the size question, that would prolly depend on it's weight

Offline Braininthejar

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Re: Dire Critters
« Reply #84 on: November 02, 2015, 06:02:17 PM »
the knot thing is for escaping grapples, not for grappling the opponent.

Offline bhu

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Re: Dire Critters
« Reply #85 on: November 02, 2015, 06:19:07 PM »
Found a few articles suggesting its for escape, cleaning slime off itself, and to increase power when ripping flesh off prey (which is usually stationary as it's prey is carrion).

Offline bhu

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Re: Dire Critters
« Reply #86 on: November 14, 2015, 02:49:40 AM »
Dire Ceratogaulus
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 30 ft.
Armor Class:          15 (-1 Size, -1 Dex, +7 Natural), touch 8, flat-footed 15
Base Attack/Grapple:  +6/+18
Attack:               Bite +13 melee (3d6+8 point)
Full Attack:          1 Bite +13 melee (3d6+8 point) and 2 Claws +8 melee (2d6+4)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Death from Below, Frightful Presence
Special Qualities:    Low-Light Vision, Scent, Tremorsense 60 ft.
Saves:                Fort +11, Ref +5, Will +3
Abilities:            Str 26, Dex 8, Con 20, Int 2, Wis 12, Cha 10
Skills:               Hide +3, Listen +8, Search +4, Spot +1
Feats:                Blind-Fight, Improved Initiative, Improved Natural Attack
Environment:          Warm or Temperate Plains, Underground
Organization:         Solitary
Challenge Rating:    4
Treasure:             None
Alignment:            Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"GOOOOOOOOOOOOOOOOOOOOPHEEEEERSS!  RUN!  RUN FER YER LIVES!"

The Dire Ceratogaulus is the bison sized version of the prehistoric horned gopher.  Mostly known for devouring fields, extreme persnickityness, and occasionally boogieing down out on the plains.

Death from Below (Ex):  If the Dire Ceratogaulus begins it's turn underground, and has enough Burrow speed to reach the surface, it can explode from below, doing 3d6+12 points of damage to every non-flying opponent in it's 10 foot area.  Opponents can make a DC 22 Reflex Save for half damage (Save DC is Str based).  Whether it makes the Save or not, anything in the gophers area is pushed into the nearest available unoccupied space.  Any opponent who fails the Save is also knocked prone.

Frightful Presence (Ex): Whenever the Dire Ceratogaulus uses it's Death from Below attack, all living opponents within 40 feet must make a DC 14 Willpower Save (Save DC is Cha based) or be Shaken for the rest of the encounter.  Opponents who succeed in making their Save are immune to this gophers Frightful Presence for 24 hours.

Skills: Ceratogaulus have a +4 Racial Bonus to Hide, Listen and Search Checks.

Combat: Dire Ceratogaulus tend to track prey via their Tremorsense before exploding from below.  Depending on how successful their surprise assault is they will either duck back into the earth and repeat, or stay and begin the mauling.



Giant Ceratogaulus
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be witnessing the inexplicable. "

Playing Gawd Leads To Trouble
"So let me get this straight...you had Necromancers resurrect an extinct species so you could clone it, and then make giant versions?"

"That's the gist of it, yes."

"Sir, there are horror stories that begin this way."

"I'm a Wizard, my life is a horror story."

You Can Hear It Coming

"So you decided to replace the Mole Rats with a less flawed model?"

"Well it has what I'd call an ill temper...and it's a bit territorial."
« Last Edit: August 07, 2022, 06:00:09 PM by bhu »

Offline Braininthejar

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Re: Dire Critters
« Reply #87 on: November 14, 2015, 06:36:55 PM »
I always find it funny how fast D&D creatures can burrow - always gives me Bugs Bunny vibes

Offline bhu

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Re: Dire Critters
« Reply #88 on: July 20, 2017, 11:45:48 PM »
 Dire Cachalot Whale
                      Gargantuan Magical Beast
Hit Dice:             18d10+144 (243 hp)
Initiative:           +1
Speed:                Swim 50 ft. (10 squares)
Armor Class:          23 (-4 Size, +1 Dex, +16 Natural), touch 7, flat-footed 22
Base Attack/Grapple:  +18/+44
Attack:               Bite +28 melee (4d6+14)
Full Attack:          Bite +28 melee (4d6+14) and Tail Slap +28 melee (1d8+7)
Space/Reach:          20 ft./15 ft.
Special Attacks:      Improved Grab, Swallow Whole, Capsize Ship, Ram, Sonar Stun
Special Qualities:    Blindsight 130 ft., Darkvision 60 ft., Hold Breath
Saves:                Fort +19, Ref +12, Will +8
Abilities:            Str 39, Dex 13, Con 26, Int 10, Wis 15, Cha 15
Skills:               Intimidate +11, Knowledge (Geography, History, Nature) +2, Listen +13, Spot +5, Survival +6, Swim +22
Feats:                Alertness, Diehard, Endurance, Frightful Presence, Greater Powerful Charge, Improved Natural Attack (Bite), Powerful Charge
Environment:          Temperate Aquatic
Organization:         Solitary or Pair
Challenge Rating:     11
Treasure:             None
Alignment:            Usually Neutral
Advancement:          19-27 HD (Gargantuan), 28-54 HD (Colossal)
Level Adjustment:     ---

This is an absolutely enormous Cachalot Whale.  All of the nasty stories you hear about whales?  His.  This guy is responsible for all of them.

Improved Grab (Ex): To use this ability, a Dire Whale must hit 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 try to swallow the foe in the following round.

Swallow Whole (Ex):  A Dire Whale can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d8+7 points of bludgeoning damage plus 2d8+7 points of acid damage per round from the whale’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 35 points of damage to the whale’s digestive tract (AC 18). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan Dire Whale's gullet can hold 2 Huge, 8 Large or Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Capsize Ship (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.

Ram (Ex): The Dire Whale does 8d6+28 damage with a successful Charge atack (this does not include the excess damage from it's Feats).

Sonar Stun (Ex): Dire Whales can narrowly focus their sonar in an attempt to disorient prey.  This is a Ranged attack with a range of 240 feet, and it loses it's Blindsight for the round it uses this ability.  The target must make a DC 27 Fortitude Save (Save DC is Con based) or be Stunned 1d6 rounds.

Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills: Dire Whales gain a +8 Racial Bonus to Listen and Swim Checks, and may always Take 10 on a Swim Check.

Combat: Pretty much the same as regular Cachalot Whales, with the addition of Sonar blasts.



Giant Cachalot Whale
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be looking into Farmer John's coastal defenses.  Honestly, I'm quite shocked your lands extend to a port. "

The Black Whale
"Sweet Jebus..."

"My greatest creation, and our main defense against pirates."

"What do you have that needs defending?."

"We ship in a lot of grain."

Formidable Capsizer of Ships

"It would appear to be destroying on of your grain ships now.  You have a farm, why import grain?"

"Why, to feed the sabotage division of course!"
« Last Edit: July 30, 2022, 08:58:50 PM by bhu »

Offline bhu

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Re: Dire Critters
« Reply #89 on: July 21, 2018, 08:45:11 PM »
                      Wombat
                      Small Animal
Hit Dice:             1d8+2 (6 hp)
Initiative:           +3
Speed:                30 ft. (3 squares), Burrow 5 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +0/-3
Attack:               Claw +4 melee (1d3+1)
Full Attack:          2 Claws +4 melee (1d3+1) and 1 bite -1 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tunnel Fighting
Special Qualities:    Low-light Vision, Speed Burst, Armored Butt
Saves:                Fort +4, Ref +5, Will +1
Abilities:            Str 12, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills:               Hide +7, Listen +6, Move Silently +3, Search -3, Spot +2, Survival +2
Feats:                Weapon Finesse
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Wombats are adorable little Australian critters that are deceptively strong for their size.   

Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 3/- against opponents they are unaware of.

Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

Combat: Normally shy and retiring, Wombats can be utterly vicious if cornered or scared.




                      Dire Wombat
                      Large Animal
Hit Dice:             8d8+40 (76 hp)
Initiative:           +5
Speed:                50 ft. (5 squares), Burrow 10 ft.
Armor Class:          16 (-1 Size, +1 Dex, +6 Natural), touch <#>, flat-footed <#>
Base Attack/Grapple:  +6/+17
Attack:               Claw +12 melee (1d6+7)
Full Attack:          2 Claws +12 melee (1d6+7) and 1 Bite +10 melee (1d6+3)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Tunnel Fighting
Special Qualities:    Low-light Vision, Speed Burst, Armored Butt
Saves:                Fort +11, Ref +7, Will +3
Abilities:            Str 25, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills:               Hide +1, Listen +6, Move Silently +3, Search -2, Spot +3, Survival +4
Feats:                Dodge, Improved Initiative, Multiattack
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

Most Wombats are pet sized, despite not making very good pets.  Dire Wombats are rhinoceros sized.  They're also a tad more persnickety and less easily intimidated.

Tunnel Fighting: The Wombat's penalties for fighting in restricted spaces (see Underdark page 112) are lowered by an additional -2.

Speed Burst: If scared, or it wishes to leave, once per hour the Wombat may move up to ten times it's base Land Speed for 1 full round as long as it takes the Run action.

Armored Butt: Wombats have thick smooth hide on their behinds to prevent predators from pulling them from burrows, giving them DR 6/- against opponents they are unaware of.

Skills: Wombats gain a +4 Racial Bonus on Listen Checks.

Combat: Dire Wombats will run for brief periods of time to convince opponents they are fleeing.  Then the little fluffy bastards circle back around and charge you from behind.




Giant Wombats
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be fangirling over Wombats "

Adorable, But Temperamental
"I love these things, but you probably shouldn't have made them giant"

"On that we agree.  They are spectacularly stubborn."

"And adorable!"

"They're pretty popular."

They Poop Cubes

"How do you keep them here?"

"We have stone floors under the dirt.  Somehow they still get out.  We found one in the Aviary last week."

"The Aviary?"
« Last Edit: August 21, 2022, 07:15:32 PM by bhu »

Offline bhu

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Re: Dire Critters
« Reply #90 on: August 24, 2022, 01:02:08 AM »
Dire Tardigrade
                      Fine Magical Beast (Aquatic, Amphibious)
Hit Dice:             1/4d10+2 (3 hp)
Initiative:           +0
Speed:                10 ft. (2 squares), Climb 10 ft., Swim 10 ft.
Armor Class:          19 (+8 Size, +1 Natural), touch 18, flat-footed 19
Base Attack/Grapple:  +1/-19 (+1 when attached)
Attack:               Grapple +1 melee touch (attach)
Full Attack:          Grapple +1 melee touch (attach)
Space/Reach:          1/2 ft./0 ft.
Special Attacks:      Attach, Stylets
Special Qualities:    Blind, Deaf, Blindsense 10 ft., Mindless, Scent, Suspended Animation, Tremorsense 10 ft., Energy Resistance 5 (Acid, Cold, Desiccation and Fire), Hardiness, DR 5/slashing and piercing
Saves:                Fort +4, Ref +2, Will +1
Abilities:            Str 1, Dex 11, Con 15, Int -, Wis 12, Cha 2
Skills:               Climb +3, Swim +3
Feats:                ---
Environment:          Any
Organization:         Solitary
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          1/2d10 (Diminutive)
Level Adjustment:     ---

"Jebediah, what the hell are these?"

"Dunno, but I need you and Abner to get rid of 'em.   Thays eatin' mah oozes!"

"What the hell do you have oozes for?"

"...reasons..."

The mighty, mighty Dire Tardigrade is a whole 3 inches long. 

Attach (Ex):  If a Tardigrade hits with a touch attack, it uses its many legs to latch onto the opponent’s body. An attached Tardigrade is effectively grappling its prey. The Tardigrade loses its Dexterity bonus to AC and has an AC of 19, but holds on with great tenacity. Tardigrades have a +20 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Tardigrade can be struck with a weapon or grappled itself. To remove an attached Tardigrade through grappling, the opponent must achieve a pin against the Tardigrade.

Stylets (Ex): A Tardigrade drains bbodily fluids, dealing 1 point of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 2 points of Constitution damage, it detaches and scurries off to digest the meal. If its victim dies before the Tardigrades appetite has been sated, the Tardigrade detaches and seeks a new target.

Blind (Ex): Tardigrades are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Deaf (Ex): Tardigrades are immune to aural effects, illusions, and other attack forms that rely on hearing.

Suspended Animation (Ex): If a Tardigrade fails a Save against any of the effects listed under Hardiness that would cause it to take lethal damage or ability damage, it instead desiccates itself and goes into suspended animation.  While in this state it is immune to poison, disease, suffocation, pressure, starvation/thirst, extreme temperatures, dehydration and any spell/effect or ability requiring a Fortitude Save.  It's Energy Resistance and DR increase to 10.  It is unaware, and cannot move (it is considered helpless).  Sufficient water will rehydrate the Tardigrade, and restore it in 1d6 rounds.  It may survive in this state for (Con score x2) years.

Hardiness (Ex):  Tardigrades have a +4 Racial Bonus to pressure, and cold/warm water (see Stormwrack page 10).  They likewise have a +4 Racial Bonus on Saves against poison and disease.  They have a +4 Racial Bonus on Saves against Altitude Sickness and extreme cold (DMG page 90 and Frostburn page 10), as well as extreme heat, heatstroke and dehydration (see Sandstorm page 12+).  They have a +4 Racial Bonus on Saves against suffocation, thirst and starvation (see DMG).  If using d20 Modern rules, the Tardigrade also gains this +4 Bonus on Saves against Radiation, decompression, and exposure to vacuum (see D20 Future).  A Tardigrade can resist unusual attacks with great fortitude. If it makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect.

Skills: Dire Tardigrades have a +8 Racial Bonus on Climb and Swim Checks, and can always Take 10 on a Climb or Swim Check.

Combat: Dire Tardigrades attach themselves to whatever blunders near, feed and leave.  Circumstances permitting, mind you.




Giant Tardigrade
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom, we...What in the Nine Hells is that?."

Virtually Immortal
"Fascinating."

"I'm not really sure what they are, we found a bunch of them in the vats the day after we enlarged the elephants.  They seem resistant to just about everything, and are hardy survivors."

"What do they eat?"

"Plants and oozes mostly.  We had to confine them to stop them from ambushing the Gelatinous Cubes on the cleaning staff."

Cults Worship Them
"Have they been any trouble since?"

"Only if you consider some religious nut screaming 'our Messiah has come at last' like a Banshee, and repeatedly bowing before it while asking for it to command him."


"Where is he now?"

"In our dungeon, screaming about the coming of Gozer."
« Last Edit: August 28, 2022, 08:21:47 PM by bhu »