d20 modern Gears of War Part 4 Hollow creatures
Digger
Species Traits
Vermin Type(Ex): Diggers have all traits common to non-venomous Vermin.
Keen Senses (Ex): Diggers have Blind-Sight and Tremor Sense out to a range of 30ft.
Expert burrower (Ex): Diggers can burrow upto 4x normal speed
Demo-Charge (Ex): “Domesticated” Diggers are typically equipped with a modified Bolo-Grenade and launched from a Digger Launcher.
Bonus Feats: Diggers receive Alertness, Improved Initiative and Stealthy as bonus feats
Wild Digger CR1/4. Tiny Vermin HD:1/2d8. HP2. Mas11. Init:+7. Spd 5ft, burrow 30ft. Defense:16, Touch15, FF13(+2size, +3dex,+1Nat). Bab+0. Grapl-12. Atk/Full Atk:-2melee(1d3-4 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin Traits, Keen Senses, Expert Burrower. AL:None. Sv Frt+2, Ref+3, Wil+0. AP: N/A. Rep+0.Str3, Dex16, Con11, Int--, Wis11, Cha1.
Skills: Hide+13, Jump-2, Listen+4, Move Silently+7, Spot+4
Feats: Alertness, Improved Initiative, Stealthy
“Domesticated” Digger CR1/4. Tiny Vermin HD:1/2d8. HP2. Mas11. Init:+7. Spd 5ft, burrow 30ft. Defense:16, Touch15, FF13(+2size, +3dex,+1Nat). Bab+0. Grapl-12. Atk/Full Atk:-2melee(1d3-4 bite). FS:2.5ftx2.5ft. R:0ft. SQ: Vermin Traits, Keen Senses, Expert Burrower, Demo-Charge. AL:None. Sv Frt+2, Ref+3, Wil+0. AP: N/A. Rep+0.Str3, Dex16, Con11, Int--, Wis11, Cha1.
Skills: Hide+13, Jump-2, Listen+4, Move Silently+7, Spot+4
Feats: Alertness, Improved Initiative, Stealthy
Kryll
Species Traits
Animal traits (Ex): Kryll are animals and have all traits common to an animal.
Keen Senses (Ex): Kryll possess Low light vision
Blind Sight (Ex): Kryll possess Blind Sight out to a range of 60ft.
Swarm Traits (Ex): When grouped into swarms, Kryll have all standard traits for a swarm
Light Aversion (Ex): Kryll that get within 30ft of an artificial light source (that does not generate UV energy) must immediately make a DC 27 Will save, on a Failure the Kryll will flee in a randomly determined at 4x its default flight speed for the next 1d6 rounds. A Swarm must also make this check and on a failed check will immediately dissolve on a failure
Light Vulnerability (Ex): A Kryll exposed to direct sunlight or any artificial light source that generates UV energy (Such as a UV turret), Suffers 6d6 points of fire damage per round of exposure (a DC 17 Fort save halves the damage).
Bonus Feats: Kryll gain weapon Finesse (Bite) as a bonus Feat.
Kryll CR1/10. Diminutive animal HD: 1/4d8.HP1. Mas10. Init:+2. Spd 5ft fly 50ft (average). Defense:17, Touch16, FF15 (+4size, +2dex, +1Nat). Bab+0. Grapl -17. Atk/Full Atk:+6melee(1d4-5 bite). FS:1ftx1ft. R:0ft. SQ: Animal Traits, Low-Light vision, Blind Sight 60ft, Light Aversion, Light Vulnerability. AL: None. Sv Frt+2,Ref+4,Wil+2. AP: N/A. Rep+0.Str1, Dex15, Con10, Int1, Wis11, Cha10.
Skills: Listen+9, Move Silently+6, Spot+9
Feats: Weapon Finesse (Bite)
Kryll Swarm CR3. Medium Animal (goup of Diminutive animals) HD: 6d8.HP27. Mas10. Init:+2. Spd 5ft fly 50ft (average). Defense:13, Touch12, FF11 (+2dex, +1Nat). Bab+0. Grapl N/A. Atk/Full Atk: Swarm(2d8). FS:5ftx5ft. R:0ft. SQ: Swarm traits, Animal Traits, Low-Light vision, Blind Sight 60ft, Light Aversion, Light Vulnerability. AL: None. Sv Frt+2,Ref+4,Wil+2. AP: N/A. Rep+0.Str1, Dex15, Con10, Int1, Wis11, Cha10.
Skills: Listen+9, Move Silently+6, Spot+9
Feats: Weapon Finesse (Bite)
Shrieker
Traits
Keen Sight (Ex): Shriekers have Darkvision out to 60ft
Light Sensitivity (Ex): Shriekers suffer a -1 penalty to rolls and checks in full daylight conditions
Gas Bag (Ex): Sheikers are filled with lighter than air flamable gases, if a Shreiker suffers enough damage to drop it to -1 Hit Points with a single attack, it explodes dealing 2d8 fire damage to anything within 5ft (Ref 15 negates).
Bonus Feats: Shriekers receive Weapon Finesse (Bite) and Improved Critical (Bite) as bonus Feats
Shrieker CR1. Small Vermin HD:2d8.HP9. Mas11. Init:+. Spd 5ft, 40ft fly (Perfect). Defense:16, Touch13, FF14(+1Size, +2dex+3Nat). Bab+1. Grapl-5. Atk:+3melee(1d3-2/19-20 bite). Full Atk: -7ranged (2d6 RI: 50ft 2x Gorgon SMG's auto-fire). FS:5ftx5ft. R:5ft. SQ: Vermin Traits, Darkvision 60ft, Light Sensitivity, Gas Bag. AL: None or Locust Horde. Sv Frt+3, Ref+2, Wil-2. AP: N/A. Rep+0. Str6, Dex14, Con11, Int---, Wis6, Cha6.
Skills: Climb+3, Jump+3.
Feats: Weapon Finesse (Bite), Improved Critical (Bite)
Possessions: Harnessed twin Gorgon SMGs (4lb each)w/auto-loader gadget, 98 rounds of ammo per SMG.
Ticker
Traits
Creature Type: Vermin.
Size: Small, +1 Size bonus to Attack and Defense, +4 size bonus to Hide checks, -4 Size penalty to Grapple checks, ¾ carrying capacity compared to Medium sized creatures
Keen Senses (Ex): Tickers have Tremor Sense out to 30ft
Light Blindness (Ex): Tickers suffer a -2 penalty to all checks and rolls in full daylight conditions
Base Land Speed: 20ft, Burrow 20ft.
Bonus Feats: All Tickers receive Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Total Omnivore (Ex): Tickers can consume and draw nourishment from both organic and inorganic materials, even completely synthetic ones.
Demo-Pack (Ex): a Tamed Ticker has a rigged Imulsion tank strapped to its back, if the tank is ruptured (Def 12, Hard 2, HP8) or if the Ticker disrupts it (Move action, counts as a Trick) the Tank will detonate 1d4 rounds later, dealing 6d6 points of slashing and fire damage to everything within 10ft (Ref 15 for half)
Wild Ticker CR1. Small Vermin HD:2d8. HP 9. Mas11. Init:+. Spd 20ft, burrow 20ft. Defense:16, Touch13, FF14(+1size, +2dex,+3Nat). Bab+1. Grapl-2. Atk:+4melee(1d4 Bite) or +4ranged. Full Atk:+4melee(1d3 Claws x2) and +2melee (1d4 bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ:Total Omnivore, Keen Senses, Light Blindness. AL:None. Sv Frt+3, Ref+2, Wil+0. AP: N/A. Rep+0. Str13, Dex14, Con11, Int---, Wis11, Cha4.
Skills: Hide+9, Jump+4, Listen+3, Move Silently+5, Spot+3
Feats: Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Possessions: 25% chance it has 1d4-1undigested large or smaller weapons/items in its stomach.
Tamed Ticker CR1. Small Vermin HD:2d8. HP 9. Mas11. Init:+. Spd 20ft, burrow 20ft. Defense:16, Touch13, FF14(+1size, +2dex,+3Nat). Bab+1. Grapl-2. Atk:+4melee(1d4 Bite) or +4ranged. Full Atk:+4melee(1d3 Claws x2) and +2melee (1d4 bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ:Total Omnivore, Keen Senses, Light Blindness, Demo-Pack. AL: Master. Sv Frt+3, Ref+2, Wil+0. AP: N/A. Rep+0. Str13, Dex14, Con11, Int---, Wis11, Cha4.
Skills: Hide+9, Jump+4, Listen+3, Move Silently+5, Spot+3
Feats: Multi attack, Weapon Finesse (Bite), and Weapon Finesse (Claw)
Possessions: 25% chance it has 1d4-1undigested large or smaller weapons/items in its stomach, Demo-Pack.
Wretch
Traits
Creature Type: Aberration.
Size: Small, +1 Size bonus to Attack and Defense, +4 size bonus to Hide checks, -4 Size penalty to Grapple checks, ¾ carrying capacity compared to Medium sized creatures
Keen Sight (Ex): Wretches have Darkvision out to 60ft
Light Sensitivity (Ex): Wretches suffer a -1 penalty to rolls and checks in full daylight conditions
Base Land Speed: 30ft, Climb 30ft
Bonus Feats: Wretches receive Alertness and Multi Attack as bonus feats
Skills: Wretches receive a +8 species bonus to climb checks and a +4 bonus to Move silently checks
Screech (Su): As a Full Round Action, a Wretch can emit a high pitched scream, every living thing within a 30 foot radius must pass a DC 15 Will save or be stunned for 1d4 rounds, all glass within that radius must make a DC 15 Fortitude save or suffer 4d6 points of sonic damage.
Wretch CR1. Small Aberration HD: 2d8+4. HP: 13. Mas: 15. Init:+2. Spd 30ft, Climb 30ft. Defense:18, Touch13, FF16(+1Size, +2dex,+5Nat). Bab+1. Grapl-1. Atk:+4melee(1d6+2 Bite) or +4ranged. Full Atk:+4melee(1d4+2 Slam) and +0melee (1d6+1 Bite) or +4ranged. FS:5ftx5ft. R:5ft. SQ: Dark Vision 60ft, Light Sensitivity, Screech. AL: Locust Horde, Troop. Sv Frt+2, Ref+2, Wil+3. AP: N/A. Rep+0. Str15, Dex14, Con15, Int4, Wis11, Cha2.
Skills: Climb+10, Hide+6, Listen+6, Move Silently+6, Speak (Comprehend) Locust, Spot+6.
Feats: Alertness, Multi-Attack
Possessions: Various collected trinkets
Advancement: None
Nemacyst
Traits
Aberration Traits: Nemacysts have all traits common to creatures with the Aberration type.
Poisonous Cloud (Ex): Once per round, a Nemacysts can emit a cloud of Green-black “ink” as a free action. The cloud fills a 20-foot radius around the Nemacysts. The cloud provides total concealment, for the Nemasysts and any other creature that passes through it. All vision within the cloud is obscured. The cloud also contains a poisonous substance, any non-Nemacysts passing through the cloud must make a DC 15 Fortitude save or be sickened for 1d6 rounds, vehicle that use “Air Breathing” engines that pass through the cloud will shut down on a failed DC 15 Drive/Pilot check and must be restarted. If a creature has a gas mask or sealed air supply they can pass through the cloud without risk. The cloud persists for 2d4 rounds and follows the same dispersal rules as a smoke grenade.
Natural Armor
Flotation (Ex): Nemacysts are full of flammable gas, if a Nemacysts is reduced to 0 hit points, it explodes, dealing 3d6 points of damage (half Fire/Half concussion) to everything within 10feet of the Nemacysts (Reflex 15 for half damage), This also releases a Poisonous Cloud (See above).
Keen Sight (Ex): Darkvision 60ft
Jet (Ex): Once per round as a full-round action, a Nemacysts may rush a target. This increases it’s fly speed to 240 feet. “Domesticated” Nemacysts can use this as a suicide charge, dealing 4d12 points of Bludgeoning damage to the target and the Nemacysts. If this deals enough damage to kill the Nemacysts it detonates as detailed in Flotation (See Above).
Bonus Feats: Nemacysts receive Weapon Finesse and Weapon Focus (Tentacle) as bonus Feats
Nemacysts CR2. Medium Aberration HD:4d8+4. HP22. Mas13. Init:+2. Spd Fly 60ft (Good). Defense:16, Touch12, FF14(+2dex, +4Nat). Bab+3. Grapl+4. Atk:+6melee(1d6 Tentacle). Full Atk:+2melee(1d6, 2 Tentacles). FS:5ftx5ft. R:5ft. SQ: Aberration Traits, Poisonous Cloud, Darkvision 60ft, Jet, Flotation. AL: None or Master. Sv Frt+2,Ref+3,Wil+5. AP: N/A. Rep+0. Str11, Dex15, Con13, Int1, Wis12, Cha2.
Skills: Spot+6
Feats: Weapon Finesse (Tentacle), Weapon Focus (Tentacle)
Advancement: None
Serapede
Traits
Vermin Traits (Ex): Serapedes have all the traits common to vermin.
Keen Sight (Ex): Serapedes have Darkvision out to a range of 60ft
Electric Mandibles (Ex): A Serapede has a set of specialized tendrils to either side of its mouth, these allow the Serapede to deal an additional 1d6 electric damage, when biting.
Acid Spit (Ex): Serapedes can spit a glob of corrosive fluid out to a range of 30ft as a ranged touch attack.
Natural Plates (Ex): Serapede body segments are protected by extremely heavy Chitin plates, these plates grant the Serapede a Damage Reduction of 15/-- and a +9 Equipment bonus to Defense.
Weak Spot (Ex): Any creature that is within 30ft of a Serapede and flanking a it may make a single ranged or melee touch attack against a Serapede as a Full Round Action. The attack ignores the Serapede's Damage Reduction.
Serapede CR6. Large Vermin HD:6d8+18. HP45. Mas17. Init:-2. Spd 40ft, Burrow 40ft. Defense: 16,Touch7, FF16 (-1size, -2dex,+9Equip). Bab+4. Grapl+14. Atk/Full Atk: +9melee(1d8+7 plus 1d6 electricity Bite) or +1ranged touch(3d6 acid Range 30ft Spit). FS:10ftx10ft. R:10ft. SQ: Vermin Traits, Darkvision 60ft, Electric Mandibles, Natural Plates, Acid Spit, DR15/--, Weak spot. AL: None or Owner. Sv Frt+, Ref+, Wil+. AP. Rep+.Str21, Dex6, Con17, Int---, Wis11, Cha1.
Skills: Listen+5, Spot+5
Advancement: 7-10HD(Huge)
Bloodmount
Traits
Animal Traits (Ex): Bloodmounts have all traits common to animals, Bloodmounts have the Mutant sub-type.
Keen Sight (Ex): Bloodmounts have Darkvision out to a range of 90ft
Scent (Ex): Bloodmounts have the Scent special quality as described in the d20MRPG.
Light Sensitivity (Ex): When abruptly exposed to daylight level bright lights a Bloodmount suffers a -1 penalty to attack rolls and skill checks.
Bonus Feats (Ex): Bloodmounts receive, Multi-Attack and Track as Bonus feats
Bloodmount CR4. Large Animal (Mutant) HD:6d8+18. HP. Mas. Init:+. Spd 50ft. Defense:19,Touch9, FF19 (-1size,+10Nat). Bab+4. Grapl+13. Atk:+8melee(1d6+7 Bite). Full Atk:+7melee(1d6+5 Bite) and +5melee (1d4+2 2 Rakes). FS:10ftx10ft. R:10ft. SQ: Darkvision 90ft, Light Sensitivity, Scent. AL:None or Rider. Sv Frt+8, Ref+5,Wil+2. AP: N/A. Rep+0. Str21, Dex10, Con17, Int2, Wis11, Cha4.
Skills: Listen+5, Spot+5, Survival+5
Feats: Multi-Attack, Track
Advancement: None
Mangler
Traits
Animal Traits (Ex): Manglers have all traits common to animals, Manglers have the Mutated and Aquatic subtypes.
Scent (Ex): Manglers have the Scent special quality as described in the d20MRPG.
Keen Sight (Ex): Manglers have Low-light vision
Blind Sight (Ex): Manglers can detect creatures within 60ft with out the use of sight or scent.
Skills: Manglers can swim with out make checks and can not be drown.
Bonus Feats: Manglers receive multi-Attack as a Bonus feat.
Mangler CR4. Large Animal (Aquatic, Mutant) HD:6d8+18. HP45. Mas17. Init:+1. Spd Swim 60ft. Defense:13, Touch10, FF12(-1size, +1dex,+3Nat). Bab+4. Grapl+13. Atk:+8melee(1d8+5 Bite). Full Atk:+8melee(2 Tentacles 1d4+5) and +6melee (1d8+2 Bite). FS:10ftx10ft. R:5ft. SQ: Scent, Keen Sight, Blind Sight 60ft, Animal Traits, Aquatic Subtype. AL: None. Sv Frt+8,Ref+6,Wil+3. AP. Rep+.Str21, Dex13, Con17, Int1, Wis12, Cha2.
Skills: Listen+7, Spot+7, Swim+13
Feats: Multi-Attack
Advancement: 7-16 HD (Huge)
Reaver
Hydra
Species Traits
Aberration (Ex): Reavers are Aberrations and have all traits common for an aberration
Keen Sight (Ex): Reavers have Darkvision out to a range of 60ft, allowing them to see twice as far in poor/low light conditions.
Light Sensitivity (Ex): Reavers suffer a -1 penalty to rolls and checks in full daylight conditions
War Mount (Ex): Reavers can be trained like an animal with Handle Animal checks (-4 penalty)
Flotation (Ex): Reavers are full of flammable gas, if a Reaver is reduced to negative 10 hit points, it explodes dealing 6d6 points of damage (half Fire/Half concussion) to everything within 10feet of the Reaver (Reflex 15 for half damage).
Improved Grab (Ex): On a successful hit with one or more of its tentacles, the Reaver may attempt a Grapple check as a free action without provoking an attack of opportunity
Constrict (Ex): With a successful grapple check against a creature of its one or more size categories smaller than itself, a Reaver may deals damage automatic Tentacle Damage damage.
Reaver CR8. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft, Fly 120ft (Poor). Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+5Nat). Bab+6. Grapl+19. Atk:+10melee(1d6+5 Tentacle). Full Atk:+10melee(2d4+5 bite) and +5melee (1d6+2, 2 Tentacles when on the ground, 6 when airborne). FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity, War Mount, Flotation, Improved Grab, Constrict. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: Weapon Focus (Bite, Tentacle)
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, 2 Weapon mounts, saddles for two people), Troika HMG or Chain gun (400-600 rounds of ammo), Laser guided Missile launcher w/12 missiles.
Hydra CR10. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft, Fly 120ft (Poor). Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+10Nat). Bab+6. Grapl+19. Atk:+10melee(2d8+7 Gore). Full Atk:+10melee(2d8+5 Gore) and +5melee (2d4+2, 2 Tentacles when on the ground, 6 when airborne). FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity, War Mount, Flotation, Improved Grab, Constrict. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: Weapon Focus (Gore, Tentacle)
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, 2 Weapon mounts, saddles for two people), Troika HMG or Chain gun (400-600 rounds of ammo), Laser guided Missile launcher w/12 missiles.
Weapon list Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Laser Guided Missile 6d6 Conc/Fire 20 350ft Sin 1(Int) 150lb H 27/mil
The Laser Guided Missile launcher has a built-in laser Designator (Range 1,000ft, Grants a +6 attack bonus to a target as a Full Round Action) Splash (anything within 5ft of the target must make a DC 12 Reflex save or take half damage)
Tempest
Traits
Vermin Traits (Ex): Tempest has all the traits common to vermin.
Breath Weapon (Su): As a Full round Action a Tempest can exhale a Beam of intense heat. This ray deals 16d6 Fire damage to everything within a 300ft line (Ref 17 negates). The Ray can be used once every 1d6 rounds.
Summon Shriekers (Su): Once every 1d4 rounds a Tempest can emit a high pitched cry that draws in every Shrieker within 1 mile. On the next round 2d4+5 Shriekers will arrive to aid the Tempest.
Blind Sight (Ex): 30ft
Darkvision (Ex): 60ft
Hardened Shell (Ex): Grants Damage Reduction 25/+1
Tempest CR20. Huge Vermin HD:16d8+80.HP152. Mas20. Init:-2. Spd 20ft, Fly 120ft (Good). Defense:16,Touch6, FF16 (-2size, -2dex,+10Nat). Bab+12. Grapl+19. Atk:+melee(2d6+5 Slam). Full Atk:+melee(2d6+5, 2 Slams). FS:15ftx15ft. R:20ft. SQ: Vermin traits, Breath Weapon, Summon Shriekers, Darkvision 60ft, Blind Sight 30ft, DR25/+1. AL: None or Master. Sv Frt+15, Ref+3,Wil+5. AP: N/A. Rep+0. Str20, Dex7, Con20, Int--, Wis11, Cha2.
Skills: Climb+10, Jump+10
Feats: None
Corpser
Traits
Creature Type: Corpsers are animals with the Mutant subtype
Keen Sight (Ex): Corpsers have Darkvision out to a range of 90ft
Scent (Ex): Corpsers have the Scent special quality as described in the d20MRPG.
Light Blindness (Ex): When abruptly exposed to daylight level bright lights a Corpser suffers a -2 penalty to attack rolls and skill checks.
Reinforced Forelegs (Ex): The large claw like Palps or “Fingers” used for combat by Corpsers are protected by thick chitinous plates, these plates grant the Corpser a +1 Attck bonus to slams and an additional +2 bonus to defense when taking a total defense action. A Corpser is born with 2 “Fingers”, when they progress to Adolescence this is increased to 4, and increases again to 8 when they reach adulthood
Tremorsense (Ex): A Corpser can automatically sense the location of anything within 60 feet that is in contact with the ground.
Bonus Feats: Corpsers receive Multi-Attack as a Bonus Feat
Hatching Corpser CR1/2. Small Animal (Mutant) HD:1d8. HP4. Mas 10. Init:+3. Spd 20ft, Burrow 10ft. Defense:16,Touch14, FF13 (+1size, +3dex,+2Nat). Bab+0. Grapl-6. Atk:-1melee(1d2-2 Slam). Full Atk:-1melee(2 Slams 1d4-2) and -3melee (1d2-2 bite). FS:5ftx5ft. R:5ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+2, Ref+5, Wil+0. AP:N/A. Rep+0. Str7, Dex17, Con10, Int1, Wis10, Cha2.
Skills: Hide+9, Jump+0, Listen+2, Move Silently+5, Spot+2
Feats: Multi-Attack
Advancement: 2-4HD (Medium), 4-8HD (Large, Adolescent), 9-15HD (Huge, Adult), 16-27HD (Gargantuan, Elder)
Adolescent Corpser CR4. Large Animal (Mutant) HD:4d8+12. HP30. Mas 16. Init:+1. Spd 30ft, Burrow 20ft. Defense:14,Touch10, FF13 (-1size, +1dex,+4Nat). Bab+3. Grapl+11. Atk:+6melee(1d4+4 Slam). Full Atk:+6melee(4 Slams 1d8+4) and +4melee (1d4+2 bite). FS:10ftx10ft. R:10ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+7, Ref+5, Wil+1. AP:N/A. Rep+0. Str19, Dex13, Con16, Int1, Wis10, Cha2.
Skills: Hide+1, Jump+6, Listen+2, Move Silently+3, Spot+2
Feats: Multi-Attack
Advancement: 5-8HD (Large), 9-15HD (Huge, Adult), 16-27HD (Gargantuan, Elder)
Adult Corpser CR9. Huge Animal (Mutant) HD:9d8+45. HP85. Mas 20. Init:+0. Spd 40ft, Burrow 30ft. Defense:13, Touch10, FF13 (-2size,+5Nat). Bab+6. Grapl+22. Atk:+12melee(2d6+8 Slam). Full Atk:+12melee(4 Slams 2d6+8) and +10melee (1d6+8 bite). FS:15ftx15ft. R:15ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+11, Ref+6, Wil+3. AP:N/A. Rep+0. Str27, Dex11, Con20, Int1, Wis10, Cha2.
Skills: Hide-4, Jump+10, Listen+2, Move Silently+2, Spot+2
Feats: Multi-Attack
Advancement: 10-15HD (Huge), 16-27HD (Gargantuan, Elder)
Elder Corpser CR16. Gargantuan Animal (Mutant) HD:16d8+112. HP184. Mas 24. Init:+0. Spd 50ft, Burrow 40ft. Defense:15, Touch6, FF15 (-4size,+9Nat). Bab+12. Grapl+36. Atk:+20melee(2d8+12 Slam). Full Atk:+20melee(4 Slams 2d8+12) and +18melee (1d8+6 bite). FS:20ftx20ft. R:20ft. SQ: Animal Traits, Mutant Traits, Keen Sight, Scent, Light Blindness, Reinforced Legs, Tremorsense 60ft. AL: None. Sv Frt+17, Ref+10, Wil+5. AP:N/A. Rep+0. Str35, Dex11, Con24, Int1, Wis10, Cha2.
Skills: Hide-16, Jump+15, Listen+2, Move Silently+2, Spot+2
Feats: Multi-Attack
Advancement: 17-27HD (Gargantuan)
Brumak
Traits
Keen Sight (Ex): Brumaks have low-light vision, allowing them to see twice as far in poor/low light conditions.
Light Sensitivity (Ex): Brumaks suffer a -1 penalty to rolls and checks in full daylight conditions
Rock Throwing (Ex): Brumaks are accomplished rock throwers. Thrown rocks receive +1 Species bonus on attack rolls. A Brumak can hurl rocks up to two categories smaller than itself; for example. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock with a range increment of 30ft up to maximum of 150ft.
Rend (Ex): If a Brumak hits a target with both its claw attacks, on a successful Grapple check it may automatically deal 2d6+15 points of damage.
Brumak CR15. Huge Giant HD:15d8+105. HP172. Mas25. Init:-3. Spd 50ft. Defense:22, Touch5, FF22(-2Size,-3dex,+2Equip,+15Nat). Bab+11. Grapl+29. Atk:+19melee(1d8+10 Bite) or +2ranged (10d6 RI: 200ft Barrage Rapid Fire Rocket Launcher)* or +6ranged (2d6+15 RI 30ft thrown Rock). Full Atk:+17melee(1d6+10 2 Claws) and +14melee (1d8+5 Bite) or -2ranged (5d6 RI 60ft 2 M-9 Barrage Chain guns auto-fire)*. FS:15ftx15ft. R:15ft. SQ: Keen Sight, Light Sensitivity, Rock Throwing, Rend. AL: Locust Horde. Sv Frt+9,Ref+5,Wil+5. AP: N/A. Rep+0. Str31, Dex4, Con25, Int4, Wis6, Cha2.
Skills: Climb+16, Hide-11, Listen+0, Spot+0, Survival+4.
Feats: Improved Bull rush, Multi Attack, Power Attack, Simple Weapons Proficiency, Track.
Possessions: 2x M-9 Barrage Chain Guns (100lb each)* with 200 rounds of ammunition per gun, Barrage Rapid Fire Rocket Launcher (75lb)* w/1d4+2 bundles of rockets loaded, Combat Harness (800lb, provides half cover to riders)
*No Proficient, If the Locust Beast Riders controlling the Brumak are killed it can no longer use these weapons.
Advancement: 16-20 HD (Huge), 21+HD (Gargantuan)
Siegebeast
Species Traits
Aberration traits (Ex): A siege beast has all traits common to an aberration.
Darkvision (Ex): Siege beast have dark vision out to a range of 60ft.
Light Sensitivity (Ex): Siege beast suffer a -1 penalty to all attack rolls and skill checks in abrupt exposure to daylight conditions.
Siege Beast CR8. Huge Aberration HD:8d8+40.HP76. Mas20. Init:-2. Spd 20ft. Defense:15,Touch6, FF15 (-2size, -2dex,+4 equip,+5Nat). Bab+6. Grapl+19. Atk/Full Atk:+9melee(2d4+5 bite) or +6ranged (2d6 rock or 6d6 gun powder bomb [Burst 10ft, Ref 15], Range Increment 350ft, . FS:15ftx15ft. R:20ft. SQ: Darkvision 60ft, Light Sensitivity. AL: None or Master. Sv Frt+7, Ref+0,Wil+6. AP: N/A. Rep+0. Str20, Dex7, Con20, Int2, Wis11, Cha2.
Skills: Climb+13, Jump+13
Feats: None
Advancement: 9-16HD (Huge)
Possessions: Combat harness (350lb, Siege Beast can not move under its own power while in harness)
Seeder
Traits
Aberration Traits: Seeders have all the traits common to an Aberration.
Two Faced (Ex): Because of their unique phisiology, Seeders are never considered flanked.
Keen Sight (Ex): Seeders have Darkvision out to a range of 120ft
Light Sensitivity (Ex): Seeders suffer a -1 penalty to rolls and checks in full daylight conditions
Natural Artillery (Ex): As a Full round Action, a Seeder can expel a rock or swallowed creature out the opposite mouth to the one that swallowed it, The expelled rock has a Range Increment of 200ft and a maximum range of 1000ft. A domesticated Seeder can be used to deploy Nemacysts in this way. A “Domesticated” Seeder must be taught not to bite the Nemacysts while grappling (Counts as a trick)>
Improved Grab (Ex): To use this ability, a Seeder must hit with one of its bite attacks. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it.
Swallow Whole (Ex): A Seeder can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the Seeder from inside using claws or a Small or Tiny slashing weapon. Dealing at least 25 points of damage (Defense 20) in this way creates an opening large enough to permit escape. Once the creature exits, the Seeder must make a successful Fortitude save (DC 20) or die, whether or not the full amount of damage was dealt with a single blow. A Seeder's gizzard can hold 1 Medium-size, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents. Creatures in a Seeder's stomach suffer automatic bite damage every round till slain or escaping. A Seeder may alternately choose to use a swallowed creature with their Natural Artillery ability (see above)
Dig In (Ex): As a Full round action, a Seeder can burrow into a section of ground and anchor itself. While dug in in this way, the Seeder is treated as having ¾ cover and receives a +2 circumstance bonus to its attacks, however, while in this position, the Seeder can not move loses access to its Two Faced trait and one of its bite attacks when making full attack actions. If a Seeder is hit with an attack that includes a Reflex save while dug in, the Seeder suffers an additional 50% damage on a failed save. A Seeder may free themselves from their burrow as a Full Round Action.
Seeder CR16. Gargantuan Aberration HD:22d8+154 .HP253. Mas25. Init:-2. Spd 50ft, burrow 20ft. Defense:16, Touch4, FF16(-4size, -2dex,+12Nat). Bab+16. Grapl+41. Atk:+26melee(4d6+13 Bite or 2d8+13 Slam) or +12ranged (4d8 Projectile). Full Atk:+26melee(2 Slams 2d8+13) and +24melee(2 Bites 4d6+6). FS:20ftx20ft. R:15ft. SQ: Aberration traits, Two Faced, Keen Sight, Light Sensitivity, Natural Artillery, Improved Grab, Swallow whole, Dig In. AL: None or Master. Sv Frt+14, Ref+5, Wil+15. AP: N/A. Rep+0. Str36 (+13), Dex7, Con25 (+7), Int1, Wis14, Cha2.
Skills: Hide+16, Listen+14, Spot+14.
Feats: Multi-Attack, Weapon Focus (Bite, Slam, Projectile)
Advancement: None
Rockworm
Species Traits
Vermin Traits (Ex): Rockworms have all traits common to vermin.
Blind Sight (Ex): Rockworms have Blind-Sight out to a range of 60feet
Rocky Hide (Ex): In addition to the high natural armor bonus provided their shells and thick hides, Rockworms have damage reduction 15 against weapons that do not deal slashing damage.
Living Bulwark (Ex): Rockworms grant ¾ cover to any creature upto 1 size category smaller than the worm in question that hides itself “behind” it in a combat situation.
Rockworm CR. Huge Vermin HD:6d8+30. HP. Mas21. Init:-2. Spd 10ft. Defense:21, Touch6, FF21(-2size, -2dex,+15Nat). Bab+4. Grapl+17. Atk/Full Atk:+7melee(2d6+7 x3 Bite). FS:15ftx15ft. R:15ft. SQ: Blind Sight 60ft, DR15/Slashing, Living Bulwark. AL: None. Sv Frt+10, Ref+0, Wil-1. AP: N/A. Rep+0. Str21, Dex6, Con21, Int---, Wis5, Cha2.
Skills: None
Advancement: 7-10HD (Huge), 11-15(Gargantuan), 16+ (colossal)
Leviathan
Species Traits
Magical Beast Traits (Ex): Leviathan have all traits common to a Magical beast
Aquatic (Ex): Leviathans can move in water without making Swim checks and cannot drown in water.
Improved Grab (Ex): To use this ability, a Leviathan must hit with its tentacle attack or its bite attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained. If a Leviathan successfully hits with a tentacle slam against a target smaller than itself, it can deal automatic bite damage each round or it can constrict (see below), if it gets a hold with a bite it may attempt to swallow the victim whole (see below).
Constrict (Ex): A giant octopus that succeeds in grappling an opponent smaller than itself deals 2d8+10 points of damage per round as it constricts.
Low-Light Vision (Ex): Leviathans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Keen Scent (Ex): A Leviathan notices creatures by scent within a 180-foot radius. It can detect blood in the water at a range of up to 1 mile.
Swallow Whole (Ex): If a Leviathan begins its turn with an opponent two or more size categories smaller than itself held in its mouth, it can attempt a new grapple check as though trying to pin the opponent. If it succeeds, it swallows its opponent, automatically dealing bite damage. Once swallowed, the opponent takes bludgeoning damage equal to the Leviathan's bite attack plus 1d6 points of acid damage per round from the monster’s gullet. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the maw, where another successful grapple check is needed to get free. Alternatively, the swallowed creature can attack from inside the gullet using claws or a Small or Tiny slashing weapon. Dealing at least 25 points of damage to the gizzard (Defense 20) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed creature must cut its own way out. A Gargantuan Leviathan's gullet can hold 2 Huge, 8 Large, 32 Medium-size, or 128 Small or smaller opponents.
Common Leviathan: CR 17; Gargantuan animal; HD 24d8+168; hp 264; Mas 24; Init +2; Spd swim 120 ft.; Defense 20, touch 8, flat-footed 18 (–4 size, +2 Dex, +15 natural); BAB +24; Grap +46; Atk +30 melee (4d6+10, bite); Full Atk +30 melee (2d8+10, 8 tentacle slams), +20 melee (4d6+5, bite); FS 20 ft. by 40 ft.; Reach 10 ft.(20ft tentacles); SQ: Improved grab, Constrict, keen scent, low-light vision, swallow whole; AL none; SV Fort:+21, Ref:+16, Will:+9; AP:0; Rep:+0; Str31, Dex15, Con24, Int1, Wis12, Cha10.
Skills: Hide –10, Listen +6, Spot +6, Swim +15.
Feats: None.
Advancement: 25–48 HD (Gargantuan); 49–72 HD (Colossal).
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