Eaglewolf


Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.

An eaglewolf’s coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.

Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —

Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.

Combat

Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.


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Coral Horse

Summer is here! To celebrate here at Claw / Claw / Bite ! we’re taking a trip to the ocean. Check out the new monster we found!

Coral Horse

These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.

Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.

Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —

These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.

Combat

These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.


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Loxodon

Deep in the jungles of the Wastaru (see upcoming post), paths wind to and from under the tall canopies. On the floor walk the loxodon single-file from destination to destination in their constant migration cycle.

The loxodon is like an elephant, except in the place of the enormous ears, the loxodon has small ears which are hidden by the enormous locks of hair that descend in dreads from upon their heads. They are not as large as their cousins, but usually travel in larger packs, making them more dangerous.

Loxodon
Size/Type: Huge Animal
Hit Dice: 10d8+55 (98 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +8/+26
Attack: Gore +14 melee (2d8+14)
Full Attack: Slam +14 melee (2d6+10) and 2 stamps +10 melee (2d6+5);
or gore +16 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +7, Will +6
Abilities: Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +4, Spot +12
Feats: Alertness, Endurance, Iron Will, Skill Focus (Spot)
Environment: Tropical jungles
Organization: Solitary or herd (15-40)
Challenge Rating: 7
Advancement: 11-18 HD (Huge)
Level Adjustment: —

Massive herbivores of tropical lands, loxodon are unpredictable creatures that have never been tamed by humans.

Combat

Loxodons tend to charge single-file at threatening creatures, smashing into them one-by-one right after one-another. Think of smashing headlong into a locomotive.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.


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Glacial Frost Worm (CR 20)

Glacial Frost Worm Garguantuan Magical Beast (cold) CR 20
AC: 28 (+1 dex, -4 size, +22 natural armor) touch 7
HD: 36d10+252 HP: 450
F: +22 R: +16 W: +12
Immunities: Cold
Vulnerabilities: Fire

MV: 30 ft, burrow 10 ft
Full Attack: +46 bite (4d6+17 plus 2d8 cold)
Grp: +61

Str: 36(+13) Dex: 12 Con: 24(+7) Int: 2 Wis: 11 Cha: 12
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite), Improved Natural Armor x 8.
Skills: +11 hide, +10 listen, +10 spot.

A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.

A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.

Combat
Frost worms lurk under the snow, waiting for prey to come near.

They begin an attack with a trill and then set upon helpless prey with their bite.

Trill (Su)
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 24 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.

Cold (Ex)
A frost worm’s body generates intense cold, causing opponents to take an extra 2d6 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Breath Weapon (Su)
30-foot cone, once per hour, damage 15d8 cold, Reflex DC 32 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.

Death Throes (Ex)
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d8 points of cold damage and 8d8 points of piercing damage to everything within 100 feet (Reflex half DC 32). The save DC is Constitution-based.

Skills
*A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


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Creature: Hoary Frost Beast (CR 20)

This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it’s scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.

Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.

MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64

Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.

SA: Cold Aura 20′ 2d8 cold, Cold Subtype.

Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures’ bodies.

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


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Creature: The Great Earth Serpents (CR 20)

Great Earth Serpent CR 20

neutral Colossal Magical Beast (fire)
Init: +3 Senses: Tremmorsense: 60 ft,
5 x lowlight vision
Listen +1 Spot +26

AC: 31 (-8 size, +3 dex, +20 natural)
HP: 267 (HD 25d10 + 125)
Immune: fire
Fort: +17 Ref: +15 Will: +9
Weakness: cold

MV: 30 ft, burrow 20ft, swim 60ft
Attack: +38 bite 2d8 + 15 plus 2d8 fire or +37 tail slap 4d6 + 22 plus 2d8 fire
Full Attack: +38 bite 2d8 + 15 plus 2d8 fire and +32 tail slap 4d6 + 22 plus 2d8 fire
Atk Options: constrict, improved grab, swallow whole
Space / Reach: 30′ / 20′
Base Attack: +37 Grapple: +51

Abilities: Str: 41 Dex: 17 Con: 21 Int: 5 Wis: 12 Cha: 3
SQ: DR 10/frost, destroy weapon, fire immunity, heat aura, sheds light 20′
SA: constrict, improved grab, swallow whole
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Improved Sunder, Snatch, Weapon Focus (bite), Improved Bull Rush, Iron Will.
Skills: spot 25+1 = +26

Treasure: double standard, no items (as raw precious metal and uncut gems – see bolow)


A colossal serpent rears up 20 feet out of the lava, it’s body composed of molten rock and it eyes shining with white-hot light. The great heat of it’s body distorts the air.

Earth serpents, the beasts that dwell beneath and among the mountain’s roots and are the cause of earthquakes and volcanoes (according to dwarves), appear to be colossal snakes or wyrms whose bodies are composed of lava or semi-molten rock, and have eyes that gleam with a white-hot light. Dwelling in and around the lakes of molten stone that pepper the underdark and delving deeper even than dwarven lore, these creatures are mysterious and strange.

Generally content to bask in the pools of lava that their bodies create, sometimes they are seized with a sudden restlessness, burrowing through solid rock and sometimes causing disastrous shifts in the surface.

Great earth serpents are rumored by deep dwarves to have blood of molten gold, and when they die create veins of ore.

COMBAT
Great Earth Serpents are straightforward in combat, charging, swallowing and crushing any that intrude on their territory, or threaten them or their offspring.

Damage Reduction: No weapon without the magical frost ability has a chance of completely penetrating the molten metal and rock that compose an earth serpent’s scales.

Destroy Weapon (Su): Any nonmagical weapon that strikes them is destroyed by the great heat of their bodies.

Fire Trait: Great earth serpents take no damage from fire at all, and take double damage from cold except on a successful save.

Improved Grab (Ex): To use this ability, a great earth serpent must hit with its bite or tail 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 attempt to swallow the foe or constrict the following round.

Swallow Whole (Ex): A great earth serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+22 points of crushing damage plus 2d8 points of heat damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent’s interior can hold 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.

Constrict (Ex): A great earth serpent automatically deals 4d6+22 points of bludgeoning and 2d8 heat damage with a successful grapple check.

Heat Aura (Su): All creatures and objects within 10′ of an earth serpent take 2d8 damage from the immense heat of their bodies, (reflex save ½). Those failing their saves have caught fire and will burn for an additional 1d4 rounds for 1d6 points of damage per round.

Tremmorsense: Great Earth Serpents have tremorsense to a distance of 60 ft.

Lowlight vision: Great Earth Serpents can see 5 times as far as a normal human in low light.

Sheds light: Great Earth Serpents shed light in a 20′ radius.

Hide: Great Earth Serpents gain a +10 to hide checks when in lava.

Treasure: Earth serpents have significant quantities of molten precious metal in their bloodstreams and gems in their eyes and skulls. After their deaths the metals cool and can be mined from the rocklike flesh. Roll for coins and gems and award that value in raw ore by dividing the coin value by 50 to determine the number of pounds of precious metal available.


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Creature: Bog Hounds (CR 2)

Bog Hounds should be treated as worgs with Swamp Stride. (CR 2) Their fur is often matted down by the muddy landscapes they inhabit, and they smell of rotten eggs.

Bog Hounds HP: 29, 33
SA: Swamp Stride, Trip
Swamp Stride (Ex): A bog hound may move through any natural swampy or marshy terrain at normal speed without impairment.


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