[2007] Animal Archives - Prehistoric Animals I.pdf

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P REHISTORIC A NIMALS I
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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Animal Archives
Prehistoric Animals I
Credits
Animal Archives
Prehistoric Animals I
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
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
SkeletonKey Staff
Edward Bourelle & Art Braune
Animal Archives is ©2007
Jesse Mohn. All rights reserved.
Illustrations are ©2007 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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Animal Archives
Prehistoric Animals I
Aepycamelus
FOR PLAYER CHARACTERS
A EPYCAMELUS (H IGH C AMEL )
CR 3
An aepycamelus can be gained as an alternative animal
companion for a druid of 4th level or higher.
Always Neutral Large Animal
Init +2; Senses low-light vision, scent;
Listen +7, Spot +6
Languages
An aepycamelus makes an excellent mount or pack
animal. Its high back allows riders a good vantage point
to survey the surrounding area, although mounting the
tall beast can be challenging without special training.
An aepycamelus is smart and belligerent enough to
make a good war mount, and can be trained for such
duty with only a DC 15 Handle Animal check. Rearing
an aepycamelus colt requires a DC 19 Handle Animal
check. An adult aepycamelus can carry up to 400
pounds as a light load.
AC 14, touch 11, flatfooted 12
(-1 size, +2 Dex, +3 natural)
hp 30 (4 HD)
Fort +7, Ref +6, Will +2
Speed 50 ft. (10 squares)
Melee 2 hooves +7 melee (1d6+5)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grapple +12
AEPYCAMELUS IN THE REAL WORLD
Abilities Str 20, Dex 15, Con 17, Int 2, Wis 13, Cha 4
Feats Alertness, Endurance
Skills Listen +7, Spot +6
Aepycamelus was an ancient species of camel
that lived throughout North America during the
Miocene Epoch (5-10 million years ago). It was
the tallest of American camels and likely displayed
behavior similar to modern day giraffes, running with
a pacing gait, and browsing vegetation unreachable
by other herbivores.
Environment temperate grasslands
Organization solitary or herd (6-30)
Treasure none
Advancement 5-8 HD (Large); 9-12 (Huge)
This tall herbivore seems to combine elements of both
giraffes and camels. It has long, graceful legs, a small
hump on its back, and a very long neck.
Aepycamelus is a large herd mammal that combines traits
of camels and giraffes. It has very long legs, and a long
S-curved neck that places its head over 10 feet above the
ground. Aepycamelus does have the characteristic camel
hump, although it is much smaller than those seen on
normal dromedary camels.
A herbivorous grazer similar to the giraffe, the long
neck of aepycamelus allows it to dine on vegetation
other animals are unable to reach. Aepycamelus is a
hardy creature, although it lacks the sustained endurance
exhibited by desert-dwelling camels.
A typical aepycamelus stands 7 feet high at the shoulder,
although its head, supported by a long neck, stretches
a further 3 feet from the ground. An average specimen
weighs around 1,500 pounds.
COMBAT
An aepycamelus is not a particularly aggressive animal,
although herd members will band together to fight off
carnivores. Large and powerful, an aepycamelus can
deliver devastating kicks with its hooves, often enough to
crack the skull of a wolf or hyena that strays too close.
Author: Aeryn Rudel
Illustrator: Jesse Mohn
2
Monster
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Animal Archives
Prehistoric Animals I
Amebelodon
Amebelodon is a large, elephant-like herbivore found in
grassy savannahs and temperate wetlands. It is somewhat
smaller than a standard elephant, but still massive. It
possesses the characteristic elephantine trunk, which is
dexterous and strong enough to manipulate objects and is
useful for feeding. Amebelodon’s most striking feature,
however, are its spade-like bottom tusks, which give it its
more common name, “shovel-tusker.” An amebelodon
use its tusks to uproot water plants and tubers.
A MEBELODON (S HOVEL T USKER ) CR 6
Always Neutral Huge Animal
Init +0; Senses low-light vision, scent;
Listen +9, Spot +11
Languages
AC 15, touch 8, flatfooted 15
(-2 size, +7 natural)
hp 85 (10 HD)
Fort +11, Ref +7, Will +7
Amebelodon travel in herds numbering 10 to 30
individuals. Each herd is led by a matriarch, the dominant,
and usually largest, female in the group. Males are driven
away from the herd when they are large enough to fend
for themselves, and encounters with solitary shovel-
tuskers will almost always be with a lone bull.
Speed 40 ft. (8 squares)
Melee slam +13 (2d6+8) and 2 stamps +8
(1d8+4); or gore +13 (1d8+8)
Space 15 ft.; Reach 10 ft.
Base Atk +7; Grapple +23
Atk Options trample 2d8+12
An amebelodon is smaller than elephant, but not by
much. A typical adult stands about 7 feet high at the
shoulder and can weigh over 4 tons.
Abilities Str 26, Dex 10, Con 19, Int 2, Wis 15, Cha 7
Feats Alertness, Endurance, Iron Will, Skill
Focus (Spot)
Skills Listen +9, Spot +11
COMBAT
Shovel-tuskers can be very dangerous, especially
during mating season when the males are highly
aggressive. An amebelodon attacks by slamming
opponents with its body or crushing them underfoot.
Although it can make goring attacks, an amebelodon
is less likely to do so than a standard elephant, as
their shovel-like tusks are ill-suited for combat. An
amebelodon typically charges threatening creatures
Environment temperate grasslands
Organization solitary or herd (6-30)
Treasure none
Advancement 11-20 HD (Huge); 21-30 (Gargantuan)
Trample (Ex): Reflex half DC 23. The save DC is
Strength-based.
This bizarre animal resembles an elephant, but it has four sets
of tusks, with the bottom two shaped like a spade or shovel.
FOR PLAYER CHARACTERS
An amebelodon can be gained as an
alternative animal companion for
a druid of 13th level or higher.
These large beasts make
effective mounts and pack
animals, and can be trained
from infancy with a DC
25 Handle Animal check.
An adult amebelodon
can carry up to 1,836
pounds as a light load.
Author: Aeryn Rudel
Illustrator: Jesse Mohn
3
Monster
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Animal Archives
Prehistoric Animals I
Amebelodon
An amebelodon can be summoned with summon nature’s
ally V or a higher level summon nature’s ally spell. Treat
the amebelodon as being on the 5th-level list of the
Summon Nature’s Ally table.
Primal Roar (Su): Hollowtusk can unleash an eerie
roar once every 1d4+1 rounds. Creatures within
100 feet of the amebelodon paleoskeleton must
succeed on a DC 14 Will saving throw or become
shaken for 2d6 rounds. Any creature succeeding
on the Will save is immune to Hollowtusk’s roars
for 24 hours. This is a sonic, mind-affecting fear
effect to which any creature with more than 10
Hit Dice is immune.
AMEBELODON IN THE REAL WORLD
Amebelodon belonged to a group of primitive elephant-
like mammals called gompotheres, which were
widespread in North America during the Miocene and
Pliocene Epochs (12 to 2 million years ago). Gompotheres
differed from mammoths and other proboscideans
(elephant-like animals) primarily in their tooth structure
and the number of tusks displayed by most species,
usually four. Amebelodon floridanus , presented above,
was smaller than a modern day Asian elephant, while
a larger species, Amebelodon britti , was much larger,
rivaling the largest mammoths in size.
Trample (Ex): Reflex half DC 23.
This huge animated skeleton is shaped like an elephant
with odd, downward curving tusks. As the abomination
moves toward you, you realize this it is composed not
of brittle bone, but hard, granite-like rock.
Hollowtusk is bizarre undead creature that guards an
ancient fossil bed where its herd was killed millions
of years ago. It resembles the massive, ambulatory
skeleton of an elephant, although it belongs to a species
long since extinct. The name Hollowtusk was given to
the ancient skeleton by members of a primitive human
tribe in the area, who occasionally bury their dead on
the outskirts of the bone bed, believing it has magical,
restorative properties.
H OLLOWTUSK
CR 8
Amebelodon Paleoskeleton
Neutral Huge Undead (Earth)
Init +5; Senses darkvision 60 ft., low-light vision;
Listen +9, Spot +11
Languages
AC 17, touch 9, flatfooted 16
(-2 size, +1 Dex, +8 natural)
hp 65 (10 HD): DR 8/—
Resist turn resistance +2
Immune cold, undead immunities
Although undead, Hollowtusk is not mindless, and
retains its animal intellect and instincts. Countless
years of existence, however, have taught it a few new
tricks, and it can use its special abilities with a cunning
that far exceeds its actual intelligence level.
Fort +11, Ref +8, Will +7
Speed 40 ft. (8 squares)
Melee slam +13 (2d6+8) and 2 stamps +8
(1d8+4); or gore +13 (1d8+8)
Space 15 ft.; Reach 10 ft.
Base Atk +7; Grapple +23
Atk Options trample 2d8+12
Special Actions fossilize, primal roar
Attempts to turn Hollowtusk have met with failure, as
it shares a powerful connection to the fossil bed, and is
resistant to both turning and rebuking. The few sages
that have studied the bizarre skeletal guardian have
noted that the bone bed itself would need to be destroyed
or sanctified in order to put Hollowtusk to rest.
COMBAT
Hollowtusk typically begins combat with a primal roar,
attempting to drive off rather than slay intruders. If this
fails, it resorts to the same tactics it used in life: goring
with its sharp tusks and crushing opponents with its
powerful body. Hollowtusk rarely uses it fossilization
ability, saving the terrible curse for particularly potent
or stubborn adversaries.
Abilities Str 26, Dex 12, Con 19, Int 2, Wis 15, Cha 9
SQ undead traits
Feats Alertness, Endurance, Improved Initiative B ,
Iron Will, Skill Focus (Spot)
Skills Listen +9, Spot +11
Fossilize (Su): Twice per day, Hollowtusk can
make a touch attack as a standard action,
without provoking attacks of opportunity. Any
opponent struck by this attack must succeed
on a DC 14 Fortitude save or be affected as if
by a flesh to stone spell (CL 10th).
Author: Aeryn Rudel
Blackdirge Publishing
4
Monster
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