Bestiary

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Full D&D Profiles Marked with *

Illustated Entry's Marked With ~

Prehistoric Creatures

A selection of prehistoric creatures

A

Acanthostega*~ (New)

Aepycamelus *~ (New)

Agriotherium* (New)

Ambulocetus*~ (New)

Amebelodon* (New)

Ammonite*~ (New)

Amphicyon*~ (New)

Anancus (Pike-Tusked Elephant)* (New)

Andrewsarchus*~ (New)

Anomalocaris*~ (New)

Archelon

Arctodus simus*~ (New)

Arctognathus*~ (New)

Argentavis*~ (New)

Arthropleura * (New)

Astrapotherium magnum*~ (New)

Aurochs*~ (New)

Axe Beak

B

Baboon*

Beelzebufo*~ (New)

Belemnite*~ (New)

Brontornis* (New)

Brontotherium* (New)

C

Cacops*~ (New)

Castoroides* (New)

Cave Lion*~ (New)

Coelacanth*~ (New)

Crocodile*~

Crocodile Giant*

Cynodont*~ (New)

Cynodont Diademodon*~ (New)

Cynodont, Exaeretodon

D

Daeodon*~ (New)

Deinosuchus* (New)

Deinotherium*~ (New)

Desmatosuchus*(New)

Dicynodont, Dicynodon *~ (New)

Dicynodont, Diictodon*(New)

Dicynodont, Lystrosaurus

Dimetrodon *~ (New)

Dimorphodon *~ (New)

Dinichthys

Dinosaur

Acanthopholis

Achelousaurus

Achillobator

Acrocanthosaurus

Allosaurus*~ (New)

Anatotitan *~ (New)

Anchisaurus

Anhanguera

Ankisaurus

Ankylosaurus

Archaeoceratops *~ (New)

Archaeopteryx*~ (New)

Argentinosaurus

Avaceratops*~ (New)

Avimimus*~ (New)

Bambiraptor*~ (New)

Baryonyx

Beipiaosaurus*~ (New)

Bellusaurus

Brachiosaurus

Brontosaurus

Camarasaurus

Camptosaurus

Carcharodontosaurus

Carnotaurus

Centrosaurus

Ceratosaurus

Cetiosaurus

Charonosaurus

Clidastes

Coelophysis*~ (New)

Coelurus

Compsognathus

Compsognathus Swarm

Cryptoclidus

Dacentrurus

Daspletosaurus*~ (New)

Deinonychus

Dilophosaurus

Diplodocus

Diprotodon

Edmontosaurus

Elasmosaurus

Eoraptor

Epanterias

Eshanosaurus

Euparkeria

Eustreptospondylus

Gallimimus

Gasosaurus

Giganotosaurus

Gigantoraptor

Giraffatitan*~ (New)

Gorgosaurus

Halticosaurus*~ (New)

Herrerasaurus

Huayangosaurus

Hypsilophodon

Ichthyosaurus

Iguanodon

Kentrosaurus

Lambeosaurus

Leptoceratops*~ (New)

Lexovisaurus

Liopleurodon

Maiasaura*~ (New)

Mamenchisaurus

Mapusaurus

Masiakasaurus

Massopondylus

Megalosaurus

Megaraptor

Micropachycephalosaurus

Microraptor

Microvenator

Monoclonius

Mononykus

Mosasaurus

Nodosaurs*~ (New)

Nothosaurus

Notoceratops

Ornitholestes

Ornithomimus

Ouranosaurus

Oviraptor

Pachycephalosaurus

Pachyrhinosaurus

Paleocinthus

Panoplosaurus*~ (New)

Parasaurolophus

Pawpawsaurus

Pentaceratops

Piatnitzkysaurus*~ (New)

Pinacosaurus* (New)

Pisanosaurus

Plateosaurus

Plesiosaurus

Podokesaurus

Postosuchus*~ (New)

Prenocephale

Prosaurolophus*~ (New)

Protoceratops

Psittacosaurus

Pterodactylus

Pteranadon

Quetzalcoutlus

Rhamphorhynchus

Rugops primus

Saltasaurus*~ (New)

Saurolophus

Sauroposeidon*~ (New)

Scelidosaurus* (New)

Scutellosaurus

Segnosaurus*~ (New)

Seismosaurus~

Shantungosaurus

Shunosaurus

Shuvuuia*~ (New)

Sinocalliopteryx

Sinornithosaurus

Sinraptor

Spinosaurus

Stegosaurus

Stokesosaurus

Struthiomimus

Struthiosaurus*~ (New)

Stygimoloch

Styracosaurus

Suchomimus*~ (New)

Tanystropheus

Tennodontosaurus

Teratosaurus

Therizinosaurus

Torosaurus*~ (New)

Torvosaurus*~ (New)

Trachodon

Triceratops

Tsintaosaurus *~ (New)

Tyrannosaurus

Utahraptor

Vulcanodon

Xiaosaurus

Yangchuanosaurus

Zuniceratops

Diplocaulus*~ (New)

Dire Wolf

Dodo

Doedicurus

Dromornis

E

Echinochimaera*~ (New)

Edaphosaurus

Eel Electric

Epigaulus*~ (New)

Elasmotherium

Ekaltadeta

Eogyrinus

Eryops

Erythrosuchus

Estemmenosuchus

Euchambersia

Eurypterid*~ (New)

G

Gerrothorax

Giant Eurypterid*~ (New)

Giant Orthocone*~ (New)

Gigantopithecus

H

Haast's Eagle*~ (New)

Hallucigenia

Helicoprion

Hippopotamus gorgops

Hyaenodon

Hyracotherium*~ (New)

I

Ichthyosaur

Indricotherium

Inostrancevia

Irish Deer

K

Keratocephalus*~ (New)

Kolponomos* (New)

Koolasuchus

Kronosaurus

L

Leptictidium

Lycaenops

M

Mammoth

Mastodon

Mastodonsaurus*~ (New)

Megalania Prisca

Megalodon

Megantereon

Megatherium

Meiolania

Metridiochoerus*~ (New)

Giant Moa

Moropus

Moschops

N

Neanderthal

O

Ophiacodon*~ (New)

Ornithosuchus*~ (New)

Ornimegalonyx

P

Paracyclotosaurus*~ (New)

Pelorovis

Placerias

Platyhystrix*~ (New)

Phororhacos

Platybelodon*~ (New)

Potamotherium*~ (New)

Priscileo* (New)

Procoptodon

R

Rhynchosaur*~ (New)

Robertia

S

Sarkastodon*~ (New)

Shonisaurus*~ (New)

Simosuchus*~ (New)

Smilodon*~ (New)

Sphenacodon

Stagonolepis

Stethacanthus

Stomatosuchus

Swarm

Swarm Locust

Swarm Mosquito

Swarm Rat

Swarm Piranha

T

Temnodontosaurus*~ (New)

Teleosaurus

Terrestrisuchus*~ (New)

Therapsid Giant

Therapsids Early

Thylacine

Thylacoleo

Tiktaalik*~ (New)

Titanoboa, Giant* (New)

Titanosuchus

Titanothere

Titanotylopus

Camel, Giant (Titanotylopus)

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Camel, Giant (Titanotylopus)  
Large Animal  
Hit Dice 7d8+28 (59 hp)
Initiative +3
Speed 50 ft. (10 squares)
Armor Class 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple +5/+15
Attack Bite +10 melee (1d6+6)
Full Attack Bite +10 melee (1d6+6) and two stamps +8 melee (1d6+3)
Space/Reach 10 ft./5 ft. (10 ft. with bite)
Special Attacks -
Special Qualities Low-light vision, scent
Saves Fort +9, Ref +8, Will +3
Abilities Str 22, Dex 16, Con 18, Int 2, Wis 13, Cha 5
Skills Listen +8, Spot +8
Feats Alertness, Endurance, Multiattack
Environment Temperate plains
Organization Solitary or herd (5-20)
Challenge Rating 4
Treasure None
Alignment Always neutral
Advancement 8-12 HD (Large), 13-14 HD (Huge)
Level Adjustment

This camel is easily the size of a giraffe. Its limbs and neck are stretched out like a giraffe's but it is otherwise built like a camel, complete with a small hump.

The giant camel is a larger cousin of the modern camel, though it lives in grasslands rather than deserts.

Giant camels stand 11-1/2 feet tall at the shoulder and weigh one and a half tons.

COMBAT

Like a modern camel, giant camels will spit if they feel threatened. If forced into a physical confrontation, giant camels will bite and kick their attacker.

Originally appeared in Dragon Magazine #167 (1991).

Tullimonstrum

U

Uintatherium

From Wikipedia, the free encyclopedia

Uintatherium is an extinct genus of mammals. Fossil remains were discovered near Fort Bridger, Wyoming. This was a large browsing animal, about the size of a rhinoceros. What was most unusual about Uintatherium was its skull which was large and strongly built. Uintatherium had a flat, concave skull - a feature not found in any other mammal, save, perhaps in some brontotheres. Its cranial cavity was exceptionally small due the walls of the cranium being tremendously thick. The weight of the skull was mitigated by numerous sinuses permeating the walls of the cranium, like those in an elephant's skull. The large upper canines were apparently formidable defensive weapons, which resembled the canines of the saber-toothed cats and were larger in males than in females.

The skulls of the males bore six prominent knob-like ossicones which grew from the frontal region of the skull. The function of these structures is unknown. They may have been of use for defense or sexual display. Uintatherium lived during the early to middle portions of the Eocene period (45-40 million years ago). It was an herbivore, eating leaves, grasses and shrubs. Uinthaterium lived near water and used its sabre-like canines to pluc the aquatic and marsh plants which comprised its diet. It became extinct by climatic changes and competition with brontotheres, and true and hyrachodont rhinocerii without leaving any descendants.

A cast of a Uintatherium skeleton is on display at the Utah Field House of Natural History State Park.

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Uintatherium
Large Animal
Hit Dice 9d8+45 (85 hp)
Initiative +0
Speed 40 ft. (8 squares)
Armor Class 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple +6/+18
Attack Bite +13 melee (1d8+8/x3) or gore +14 melee (2d6+8)
Full Attack Bite +13 melee (1d8+8/x3) and gore +9 melee (2d6+4)
Space/Reach 10 ft./5 ft.
Special Attacks Augmented critical, powerful charge, trample 2d8+12
Special Qualities Low-light vision
Saves Fort +11, Ref +6, Will +3
Abilities Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills Listen +14, Spot +3
Feats Alertness, Endurance, Weapon Focus (gore)
Environment Warm plains
Organization Solitary or herd (2–8)
Challenge Rating 4
Treasure None
Alignment Always neutral
Advancement 10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment -

This creature resembles a rhinoceros, save for the six horns protruding from its skull and a pair of saberlike canines jutting from its mouth.

Although herbivorous, the uintatherium's teeth are extremely sharp and deadly, the better for plucking the thick plants that form its diet.

An uintatherium is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds.

COMBAT

A uintatherium behaves much like a rhinoceros, charging foes and goring them. Unlike a rhino, it also possesses a deadly bite attack.

Augmented Critical (Ex): An uintatherium deals triple damage if it scores a critical hit with its bite attack.

Powerful Charge (Ex): An uintatherium deals 4d6+24 points of damage when it makes a charge.

Trample (Ex): Reflex half DC 22. The save DC is Strength-based.

Originally appeared in Dragon Magazine #137 (1988).

W

Wakaleo

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Wakaleo
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5/18-20/x3)
Full Attack: Bite +6 melee (2d6+5/18-20/x3) and 2 claws +1 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 21, Dex 16, Con 13, Int 2, Wis 13, Cha 6
Skills: Balance +7, Climb +9, Hide +9*, Listen +4, Move Silently +9, Spot +3,
Feats: Stealthy
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

Somewhat resembling a hairless lion, this creature is about the size of a medium dog.

Flavor text.

A wakaleo is the size of a medium-sized dog, about 4 feet long and weighing 100 to 150 pounds.

COMBAT

Like other marsupial lions, a wakaleo is an ambush predator, often striking from trees thanks to its skill at climbing.

Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Improved Grab (Ex): To use this ability, a marsupial lion 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 deals automatic bite damage each round.

Pounce (Ex): If a marsupial lion charges, it can make a full attack.

Skills: A wakaleo has +4 racial bonus on Balance, Climb, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Originally appeared in Dragon Magazine #186 (1992).

Wooly Rhino

X

Xiphactinus

Fantasy Prehistoric Creatures

A selection of creatures that would suit a prehistoric fantasy campaign

A

Aboleth*~

Aboleth Grand

Aboleth Greater

Aboleth Naranjani

Aboleth Noble

Aboleth Ruler

Aboleth Savant

Ape Carnivorous

B

Baboon Rock

Barracuda Giant

Behemoth Gorilla*

C

Cave Dinosaur Ankylosaurus

Cave Dinosaur Triceratops~

Cave Dinosaur Tyrannosaurus

Crab Monstrous

D

Darktentacles

Dire Creatures

Dire Creature (Template)

Dire Ape

Dire Barracuda

Dire Bat

Dire Bear

Dire Boar

Dire Eel

Dire Elk

Dire Hawk

Dire Humanoid (Template)

Dire Hyena

Dire Jackal

Dire Lion

Dire Maggot

Dire Monitor

Dire Polar Bear

Dire Porcupine

Dire Rat

Dire Rhinoceros

Dire Shark

Dire Sloth

Dire Tiger

Dire Toad

Dire Tortoise

Dire Walrus

Dire Weasel

Dire Wolverine

G

Giant Ant

Giant Bee

Giant Beetle Bombardier

Giant Beetle Fire

Giant Beetle Stag

Giant Caterpillar

Pasture Day Moth Caterpillar, Apina callisto, specimen is approx 40mm in length. Taken in Swifts Creek, Victoria in August 2007

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Caterpillar, Giant
Huge Vermin
Hit Dice: 13d8+39 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (-2 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +9/+23
Attack: Bite +13 melee (2d6+9)
Full Attack: Bite +13 melee (2d6+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid spittle
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 22, Dex 11, Con 16, Int —, Wis 11, Cha 2
Skills: Climb +14, Hide +0*, Spot +4
Feats: —
Environment: Temperate forests
Organization: Solitary or cluster (1d6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan), 40+ (Colossal)
Level Adjustment: -

What appeared to be a large green branch begins to undulate, revaling a mammoth caterpillar.

Giant caterpillars are the larval forms of giant moths. Like their mundane cousins, they come in a variety of colors and appearances, but utilize the basic statistics above.

Some giant caterpillars have been known to associate with giant ants for their mutual protection, communicating via vibrations and pheromes. Formians are known to utilize giant caterpillars as mounts, and tools to aid in construction and destruction.

Because of their great size and appetites, giant caterpillars can become extremely disruptive to farms and creatures who make their homes in trees.

A giant caterpillar is 15 feet long and weighs around 7,000 pounds. Coloration and appearance can vary greatly depending upon habitat.

Combat

Giant caterpillars are non-aggressive, but can defend themselves with a powerful bite or by spitting acid. Some species have developed more deadly defenses (see Variants, below).

Acid Spittle (Ex): Once ever 1d4 rounds, a giant caterpillar may expel a globule of acidic spittle. This requires a ranged touch attack with a maximum range of 40 feet and no range increments, and deals 2d6 points of acid damage.

Skills: A giant caterpillar has a +4 racial bonus on Spot checks, a +8 racial bonus on Climb and Hide checks. A giant caterpillar can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when a giant caterpillar is surrounded by foliage.

Variants

Like their non-giant cousins, giant caterpillars come in many varieties. Here are a few possible additional abilities to add.

Cocooning Spittle (Ex): A giant caterpillar with this ability can eject a stream of spittle that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the caterpillar makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the caterpillar itself were making the grapple check with a competence bonus of +10, for a total check modifier of +33. On a failed check for the subject, the spittle hardens into a partial cocoon, and the victim is treated as if grappled (even though the caterpillar is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +33 for the cocoon). Alternatively, the cocoon may be broken with a DC 19 Strength check. The check DC is Constitution-based. This ability replaces the acidic spittle.

Poison Hairs (Ex): Any creature striking a giant caterpillar with hand-held weapons or natural weapons takes 1d4 points of piercing and slashing damage from the caterpillar's spiny bristles. This also exposes the attacker to an injury poison (Fort DC 19, 1d3 Dex/1d3 Dex). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Constitution-based. This ability increases the giant caterpillar's CR by 1.

Poison Flesh (Ex): Ingested, Fort DC 19, 1d6 Con/1d6 Con. The save DC is Constitution-based.

Spit Hairs (Ex): Once every 1d4 rounds, this variant may spit a 30-foot cone of millions of tiny, irritating hairs. This attack deals 2d6 points of piercing damage and leaves the victim sickened for 1d4 rounds. A successful DC 19 Reflex save halves the damage and negates the sickened effect. The save DC is Constitution-based. This ability replaces the acidic spittle.

Stench (Ex): When a giant caterpillar is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except giant caterpillars) within 30 feet of a giant caterpillar must succeed on a DC 19 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same giant caterpillar's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This ability increases the giant caterpillar's CR by 1.

Originally appeared in Adventure Pack I (1987).

Giant Grasshopper

Unidentifed Grasshopper, Parque Nacional Iguazu, Argentina

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Grasshopper, Giant
Large Vermin
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+9
Attack: Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)
Full Attack: Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., great leaper, limited flight, vermin traits
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 17, Dex 12, Con 15, Int —, Wis 10, Cha 11
Skills: Hide +1, Jump +33, Spot +4
Feats: —
Environment: Any temperate or warm land
Organization: Solitary or swarm (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-10 HD (Large), 11-17 HD (Huge), 18-20 HD (Gargantuan)
Level Adjustment: -

A horse-sized grasshopper clings to a massive plant nearby. It leaps forth, and the earth tremors with its landing.

Giant grasshoppers can be found anywhere their lesser kin are common. They are often trained as mounts by insectile humanoids and occasionally other creatures.

Combat

A giant grasshopper is non-aggressive, preferring flight to fight. It normally injures others only if they get in its way as it attempts its escape...or happen to be too close to where it lands. A giant grasshopper trained as a mount fights alongside its rider.

Great Leaper (Ex): A giant grasshopper has a +30 racial bonus on Jump checks. A giant grasshopper treats all Jump checks as if it had a 20-foot running start. For purposes of determining distance, a giant grasshopper treats vertical leaps as if they were horizontal leaps. Thus, a giant grasshopper with a Jump check result of 40 can leap 40 feet vertically or horizontally.

Limited Flight (Ex): A grasshopper may fly at a speed of 60 feet (average), but must begin and end its flight in the same round. As a full-round action, a giant grasshopper may combine its limited flight and great leaper abilities to cover greater ground.

Skills: A giant grasshopper has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a grasshopper is surrounded by foliage.

Originally appeared in Rules Cyclopedia (1991).

Giant Mosquito, Female, Anopheles

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Mosquito, Giant, Female, Anopheles
Large Vermin
Hit Dice: 8d8+8 (44 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Bite +7 melee (1d8+3 plus attach)
Full Attack: Bite +7 melee (1d8+3 plus attach)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach, blood drain, disease
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 14, Dex 19, Con 13, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-20 plus 2-24 males)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-14 HD (Large); 15-24 HD (Huge)
Level Adjustment: -

A massive mosquito with heavy black wings and long legs soars into view. Its thorax is brown, while its abdomen is banded black.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A female anopheles giant mosquito is 12 feet long and weighs 35 to 50 pounds. It lives two to three months.

Combat

Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.

Attach (Ex): If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.

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

Blood Drain (Ex): A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.

Disease (Ex): Red Ache—bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Although the sample creature carries red ache, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.

Originally appeared in Polyhedron Magazine #67 (1992).

Giant, Mosquito Female, Culex

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Mosquito, Giant, Female, Culex
Large Vermin
Hit Dice: 7d8+7 (38 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Bite +5 melee (1d8+1 plus attach)
Full Attack: Bite +5 melee (1d8+1 plus attach)
Space/Reach: 10 ft./5 ft.
Special Attacks: Attach, blood drain, disease
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 12, Dex 19, Con 13, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-20 plus 2-24 males)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

A massive mosquito with clear, scaleless wings soars into view. Its thorax is mottled gray, while its abdomen is banded black and gold.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A female culex giant mosquito is 9 feet long and weighs 20 to 25 pounds. It lives two to three months.

Combat

Female giant mosquitoes crave blood for both nourishment and to stimulate egg production. They stab victims with their proboscises, latching on with their stylets and draining the blood of their prey.

Attach (Ex): If a female giant mosquito hits with its bite attack, it uses its stylets to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached mosquito loses its Dexterity bonus to AC and has an AC of 13.

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

Blood Drain (Ex): A female giant mosquito that begins its turn attached to an opponent begins to drain blood. It deals 1d4 points of Constitution damage each round it remains attached. Once it has dealt 8 points of Constitution damage, it detaches and flies off to lay eggs. If its victim dies before the mosquito's appetite has been sated, the mosquito detaches and seeks a new target.

Disease (Ex): Filth fever—bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Although the sample creature carries filth fever, giant mosquitoes may carry nearly any form of injury disease. Giant mosquitoes found in cold climates usually do not carry disease.

Originally appeared in Polyhedron Magazine #67 (1992).

Giant, Male Mosquito

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Mosquito, Giant, Male
Medium Vermin
Hit Dice: 6d8 (27 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+4
Attack: Claw +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 11, Int -, Wis 11, Cha 2
Skills: —
Feats: —
Environment: Any land
Organization: Solitary or swarm (2-24 plus 2-20 females)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: -

A mosquito larger than a man soars into view.

Giant mosquitos, like their normal-sized kin, are a plague to all warm-blooded creatures. They can survive in nearly any environment, as long as some water is nearby.

Males of both the culex and anopheles species are nearly identical, save for slight coloration and body shape changes. The proboscises of male giant mosquitos lack stylets, and thus are unable to drain blood like the females of the species. However, their forelegs are sharply clawed, capable of drawing plenty of blood for their sustenance.

Culex giant mosquitoes dwell near urban areas, preferring the blood of humanoids, while the anopheles species prefer to prey on animals, thus preferring wilderness locales. Giant mosquitoes travel is swarms of the same species, but mixed genders. They make lairs in hollow trees, caves, or ruined or abandoned buildings. Although temperatures below freezing often kill giant mosquitoes or send them into hibernation, some species have been reported in even polar areas.

A male giant mosquito is 7 feet long and weighs 10 to 15 pounds. It lives about one month on average.

Combat

Male giant mosquitos simply attack with two sharp claws, vigorously defending females of their swarm. Male giant mosquitos fight to the death in defense of their swarm.

Originally appeared in Polyhedron Magazine #67 (1992).

Giant Mosquito, Wriggler

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Mosquito, Giant, Wriggler
Medium Vermin (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 10, Dex 13, Con 11, Int —, Wis 11, Cha 2
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (3-30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: -

Nearly five feet long, this caterpillar has a broad head with compound eyes and long, hairy mandibles. A pair of antennae twitch before it.

Wrigglers are the larvae of giant mosquitos. They spend their time hunting fish, aquatic insects, and anything else they can catch underwater.

Wriggler meat is considered a delicacy in some cultures.

A wriggler is 5 feet long and weighs 100 pounds.

Combat

A wriggler simply grabs prey with its mandibles and attempt to swallow it whole. Although they will attack anything, they seldom eat anything they cannot swallow in a single gulp.

Improved Grab (Ex): To use this ability, a wriggler must hit an opponent of up to one size smaller 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 the following round.

Swallow Whole (Ex): A wriggler can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1d6 points of acid damage per round from the interior. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A wriggler's interior can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Skills: A wriggler has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Polyhedron Magazine #67 (1992).

Giant Preying Mantis

Giant Wasp

Golem Shaboath

H

Hag Swamp

L

Lycanthrope (Template)

Lycanthrope Werecrocodile

M

Monstrous Centipede

Monstrous Daddy Longlegs

male Hadrobunus grandis, Harvestman: Order Opiliones, Family Sclerosomatidae 06/22/2005 Bruce Marlin

Roleplaying

Originally Posted by

Shade of the En World forums.

On this Thread

Daddy Longlegs, Monstrous
Huge Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 14 (-2 size, +4 Dex, +2 natural), touch 12, flat-footed 10
Base Attack/Grapple: +1/+9
Attack: Bite -1 melee (1d6)
Full Attack: Bite -1 melee (1d6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., long-legged, narrow berth, tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 11, Dex 19, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +12, Hide +0, Jump +18
Feats: —
Environment: Any land and underground
Organization: Solitary or nest (2-15)
Challenge Rating: 1
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 3-5 HD (Huge), 6-9 HD (Gargantuan)
Level Adjustment: -

This creature resembles a large brown spider, with a five-foot-diameter body atop nearly 20-foot-long legs. It has only a single pair of eyes in the center of its head.

The opiliones, or harvestman, as it is more commonly called, is one of several creatures known as daddy longlegs. Although it is an arachnid, it is not a true spider.

A harvestman's second pair of legs are longer than the rest, and are used as a sensory device (and the source of their tremorsense).

Harvestmen are omnivores, feeding mostly upon plant matter, fungi, or smaller insects. They also are known to feed upon carcasses and the leavings of other creatures. Harvestman generally have no fixed lair, but they will guard a nest when a female lays her eggs.

A monstrous daddy longleg's body is only 5 feet in diameter, but its legs are almost 20 feet long. Most have a brown coloration, but some diurnal species have vivid patterns in yellow, green and black mottled red and black.

Combat

Harvestmen are ambush hunters.

Acid Spray (Ex): When attacked or disturbed, the creature can release a 40-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 12 Fortitude save or take 1d4+1points of acid damage. The save DC is Constitution-based.

Long-Legged (Ex): Since a daddy longlegs is mostly long, thin legs, its space/reach is much larger than its actual body. As a result, it is difficult to to attack the creature. Any melee or ranged attack directed at a daddy longlegs has a 20% miss chance. Even a true seeing effect is useless for determining where and how to strike the creature.

Narrow Berth (Ex): Due to its long legs and small body, a daddy longlegs is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing).

Tremorsense (Ex): A monstrous daddy longlegs can detect and pinpoint any creature or object within 60 feet in contact with the ground.

Skills: Monstrous daddy longlegs have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. A monstrous daddy longlegs can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous daddy longlegs use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Daddy Longlegs Spider

The pholcidae, or vibrating spider, is also known as the daddy longlegs spider. This web-spinning spider is carnivorous, and is even known to invade the webs of other spiders and slay their occupants.

A daddy longlegs spider shares most of the same statistics as the harvestman above, but lacks the acid spray and gains the following additional abilities.

Spinning Concealment (Ex): A daddy longlegs spider can extrude a strand of webbing and hang from it as a standard action. As a full-round action, the daddy longlegs can begin to spin very quickly on its thread. When spinning, the daddy longlegs gains a +12 bonus to Hide checks and total concealment (50% miss chance). Even a true seeing effect is useless for determining where and how to strike the creature. The daddy longlegs can maintain its spinning by using a full-round action.

Web (Ex): A daddy longlegs spider can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to two size categories larger than the spider. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful DC 22 Escape Artist check or burst the web with a successful DC 22 Strength check. The check DCs are Strength-based and includes a +4 racial bonus. The web has 12 hit points and hardness 0, and takes double damage from fire.

A daddy longlegs spider can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack (including the maddening webs effect). Each 5-foot-square section has 12 hit points and damage reduction 5/-.

A daddy longlegs spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: In addition to the skills above, daddy longlegs spider has a +8 racial bonus on Spot checks.

Originally appeared in Dragon Magazine #67 (1982).

Monstrous Dragonfly

Monstrous Leech

Monstrous Scorpion

Monstrous Slug

Monstrous Spider

Monstrous Trilobite

N

Nautilus Giant

Nautilus from the side. Palau Micronesia. Photo by Lee R, Berger

Roleplaying

Originally Posted by

Boz of the En World forums.

On this Thread

Giant Nautilus
Gargantuan Magical Beast (Extraplanar, Water)
Hit Dice: 14d10+140 (217 hp)
Initiative: +3
Speed: Swim 50 ft (10 squares)
Armor Class: 23 (-4 size, -1 Dex, +18 natural), touch 5, flat-footed 23
Base Attack/Grapple: +14/+40
Attack: Tentacle +24 melee (1d8+14/19-20)
Full Attack: 20 tentacles +24 melee (1d8+14/19-20) and bite +19 melee (3d4+7)
Space/Reach: 20 ft/15 ft (40 ft with tentacles)
Special Attacks: Constrict 1d8+14, constrict ship, improved grab, spell-like abilities, swallow whole
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 17, telepathy 100 ft
Saves: Fort +19, Ref +8, Will +12
Abilities: Str 38, Dex 9, Con 31, Int 18, Wis 22, Cha 20
Skills: Concentration +20, Diplomacy +7, Intimidate +15, Knowledge (nature) +19, Knowledge (the planes) +21, Listen +23, Sense Motive +11, Spot +23, Survival +6 (+8 aboveground, +8 on other planes), Swim +22, Use Magic Device +20
Feats: Alertness, Blind-Fight, Improved Critical (tentacle), Improved Initiative, Iron Will

Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan); 29-42 HD (Huge)
Level Adjustment: ---

This gargantuan mollusk appears to be little more than an enormous, spirally coiled shell with numerous tentacles reaching out from the opening.

While the giant nautilus resembles its diminutive cousin superficially, it has powers far beyond the reach of an ordinary nautilus. The giant nautilus is a native of the Elemental Plane of Water, but it can often be found in the various great waterways and oceans of the Outer Planes, as well as wandering the depths of the deepest Material Plane oceans. It has no permanent home or lair, spending the millennia wandering. It likely only returns to the plane of Water to mate.

The creature is often called the "druid of the deep" because of its absolute neutral alignment and insistence on maintaining the balance of the underwater world. A giant nautilus will usually be on good terms with most underwater races, even the sahuagin and ixitxachitl, and serves as an impartial judge and mediator for the tritons, merfolk, and locathah. A giant nautilus likes to keep the seas and oceans it encounters clean of things that don't belong there. It considers a sunken ship a terrible eyesore and actively helps in its removal by protecting those removing the ship from the fearsome predators of the depths. A giant nautilus has no need for treasure but is not completely naive of avarice and greed; it will demand that ships without treasure or precious cargo be removed before more valuable ones, and that the entire vessel be removed rather than just its contents.

A giant nautilus only directly intervenes when creatures operate at the expense of the environment. It puts a stop to anyone over-fishing a particular location or polluting areas of the sea by dumping garbage. It attempts to negotiate a settlement at first, and if this fails to work, it then warns the offenders. If the warnings are not heeded, the giant nautilus forcibly puts a stop to the offending action. A giant nautilus will most find itself in conflict with the kraken, and will likely find itself forced to intervene with the kraken's grandiose schemes of underwater empire.

The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine for exploring the depths of the ocean. A giant nautilus's shell is from 50-60 feet in diameter.

A giant nautilus speaks with most creatures using its telepathy.

COMBAT
The giant nautilus has seldom been known to attack humans or any of the intelligent ocean-dwelling races, except in self-defense. The giant nautilus is a carnivore, and it preys on huge crustaceans such as giant crabs and giant lobsters. A giant nautilus can attack 20 separate targets or attack a single target with all 20 tentacles, though it generally only uses three tentacles per Medium opponent.

An opponent can attack a giant nautilus's tentacles with a sunder attempt as if they were weapons. A giant nautilus's tentacles have 15 hit points each. If a giant nautilus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant nautilus's tentacles deals 7 points of damage to the creature. A giant nautilus usually withdraws from combat if it loses 12 tentacles. The creature regrows severed limbs in 1d6+6 days.

Constrict (Ex): A giant nautilus deals automatic tentacle damage with a successful grapple check.

Constrict Ship (Ex): A giant nautilus can wrap six or more of its tentacles around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a giant nautilus to affect in this way.

Alternatively, a giant nautilus can attempt to crush a ship of any size in its tentacles. It must make a Strength check to breach the ship's hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30.

Improved Grab (Ex): To use this ability, the giant nautilus must hit with a tentacle 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 constrict.

Spell-Like Abilities: At will - charm animal (DC 16), charm person (DC 16), control water, detect magic, locate creature (aquatic animals or plants only), summon nature's ally III (aquatic creatures only), wall of coral (as wall of stone); 3/day - summon monster VI (water elementals only); 1/day - plane shift. Caster level 14th. The save DC is Charisma-based.

The following abilities are always active on a giant nautilus' person, as the spells (caster level 14th): detect evil, detect good. They can be dispelled, but the giant nautilus can reactivate them as a free action.

Swallow Whole (Ex): A giant nautilus can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nautilus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan giant nautilus's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A giant nautilus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally found in Dragon Magazine #193 ("The Dragon's Bestiary," May 1993, Randy Maxwell), and Monstrous Compendium Annual One (1994).

S

Shambling Mound

Skum

Swarm

Swarm Centipede

Swarm Cockroaches

Swarm Spider

Y

Yuan-Ti

Yuan-Ti (Template)

Yuan-Ti Abomination

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