Wednesday, November 8, 2017

Dreamlands Pathfinder Bestiary: A Few More Exotic Beasts

This will my last set of conversions in this series for now. I'll move on to a new subject next week, but I haven't determined what that will be yet. I plan to write some blog posts about the Fantasy AGE RPG, which I have mentioned a few times here in the past, and am finally devoting more of my time to learning. I am also overdue for crafting my next installment of "Building the Bestiary," which will probably cover serpentine creatures.

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The Dreamlands is home to many fantastic creatures, some magical, some merely exotic. This week, I present a few more short examples: the gentle buopoth, the beautiful magah bird, the fleet sloblubikik, the deadly winged snake, and the gigantic sea elephant. The first four creatures have been converted from The Complete Dreamlands, a supplement for the Call of Cthulhu RPG. The sea elephant appeared in the adventure The Dreaming Stone. 

Buopoth

This creature is a little larger then a horse, but resembles an elephant in general outline. It has short fur mottled mauve and light green, and two rows of protuberances along its back. It has large, liquid eyes, ears that are more human-shaped than elephantine, and a long proboscis that ends in a mouth.

Buopoth, from the Mythos CCG
BUOPOTH (CR 2)
XP 600
N Large animal
Init -2; Senses low-light vision, scent; Perception +13
Defense
AC 10, touch 7, flat-footed 10 (-2 Dex, +3 natural, -1 size)
hp 45 (6d8+18)
Fort +8, Ref +3, Will +2
Offense
Speed 30 ft.
Melee slam +10 (1d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks trample (1d6+9, DC 19)
Statistics
Str 22, Dex 7, Con 16, Int 2, Wis 13, Cha 16
Base Atk +4; CMB +11; CMD 19 (23 vs. trip)
Feats Endurance, Run, Skill Focus (Perception)
Skills Perception +13
Ecology
Environment any forest
Organization solitary or herd (2-12)
Treasure none

Buopoths are gentle and skittish, preferring to flee rather than fight. If cornered, a buopoth will roll up its tender proboscis under its head and attempt to knock down and trample opponents. 

Magah Bird

This small bird has long, lustrous, and many-colored feathers.

MAGAH BIRD (CR 1/3)
XP 135
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-vision; Perception +4
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 3 (1d10-2)
Fort +0, Ref +6, Will +0
Offense
Speed 10 ft., fly 40 ft. (good)
Melee bite +7 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks captivating song
Statistics
Str 2, Dex 19, Con 6, Int 2, Wis 11, Cha 12
Base Atk +1; CMB -5; CMD 9
Feats Weapon Finesse
Skills Perception +4
Ecology
Environment any warm forest or jungle
Organization solitary
Treasure none
Special Abilities
Captivating Song (Su) At will, a magah bird can use its display and song to create a hypnotic pattern effect, as the spell (caster level 4th; Will DC 11). The save DC is Charisma-based.

Magah birds are native to the slopes of Mount Ngranek on Oriab Island. Their feathers are prized for their rich colors.

The magah bird uses its beautiful song and dazzling feathers to hypnotize its prey, then cautiously approaches fascinated creates to attack. The bird usually avoids attacking anything larger than itself, because it cannot kill larger creatures quickly.

A spellcaster of 3rd level or higher with the Improved Familiar feat may choose a magah bird as a familiar.

Sloblubikik

This creature looks like a small deer, about two feet tall at the shoulder, with small sharp antlers.

SLOBLUBIKIK (CR 1/2)
XP 200
N Small magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +5
Defense
AC 14, touch 14, flat-footed 11 (+2 Dex, +2 dodge, +1 size)
hp 11 (2d10)
Fort +3, Ref +5, Will +0
Defensive Abilities invisibility
Offense
Speed 40 ft.
Melee gore +1 (1d4-2) or kick +1 (1d3-2)
Statistics
Str 7, Dex 14, Con 10, Int 2, Wis 10, Cha 10
Base Atk +2; CMB -1; CMD 11
Feats Dodge, Run[B]
Skills Acrobatics +7 (+11 jumping), Perception +5
SQ invisibility
Ecology
Environment warm forest or jungle
Organization solitary, pair, or herd (3-8)
Treasure none
Special Abilities
Invisibility (Su) At will, a sloblubikik can activate invisibility (self only; CL 10th; concentration +10) as a free action. Unlike the spell, the effect requires concentration, but the sloblubikik can move (including running, jumping, and dodging) without having to make a concentration check.

A sloblubikik flees combat unless it is cornered. It uses its invisibility ability to throw off pursuers.

Winged Snake

This large viper has feathered wings sprouting from its body.

WINGED SNAKE (CR 2)
XP 600
N Medium magical beast
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +1
Offense
Speed 25 ft., fly 50 ft. (average)
Melee bite +6 (1d6 plus poison)
Statistics
Str 10, Dex 14, Con 13, Int 4, Wis 10, Cha 10
Base Atk +4; CMB +4; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Perception +7
Ecology
Environment warm jungles
Organization solitary or pair
Treasure none
Special Abilities
Poison (Ex) Bite--injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save.

Winged snakes are intelligent and can be trained to obey simple commands (at the usual -4 penalty to Handle Animal for training a magical beast), but have no language of their own.

Sea Elephant

This creature has a fish-like body and tail, covered in scaly hide, and two large clawed and finned forelegs. Its head is that of an elephant, including a trunk, tusks, and large ears, but it is even larger than that animal. Twin blowholes blast jests of spray as it surfaces, then the trunk trumpets an ear-pounding challenge.

SEA ELEPHANT (CR 6)
XP 2,400
N Huge magical beast (aquatic)
Init -2; Senses darkvision 60 ft., low-light vision, scent; Perception +16
Defense
AC 18, touch 6, flat-footed 18 (-2 Dex, +12 natural, -2 size)
hp 125 (10d10+70)
Fort +14, Ref +5, Will +5
Offense
Speed swim 40 ft.
Melee gore +20 (2d6+10), trunk +15 (1d8+5 plus grab), 2 claws +15 (1d8+5)
Space 15 ft.; Reach 10 ft.
Statistics
Str 30, Dex 7, Con 25, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 19 (23 vs. trip)
Feats Cleave, Improved Sunder, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +16, Swim +18
SQ hold breath
Ecology
Environment any aquatic
Organization solitary or pair
Treasure none
Special Abilities
Hold Breath (Ex) A sea elephant can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning (150 rounds, or 15 minutes, for a typical specimen).

A sea elephant is a monster rarely seen more then once in a lifetime, and even then it can be mistaken for a whale at a distance. It has gill-slits covered by its large, fan-like "ears".

If a sea elephant feels threatened by another creature or a ship--which may mean simply approaching too closely--it will attack. Against a ship, it will rear up in the water to try to claw or grapple prey from the deck. It flees beneath the waves once it has obtained a sizable morsel, or it it takes more then its hit points in damage.

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