Friday, December 21, 2012

Frightful Fridays! Mashup Spectacular

Happy (and Frightful) Holidays to you! As promised, I've got two mashups to present this week, the xenomorphosaurus rex (as named by Theodric himself) and the squiger. They exist on opposite ends of the challenge rating spectrum, but don't be fooled by the squiger--it can be pretty ferocious in its own right.At any rate, I hope you enjoy both of them.

I'm travelling next week, so the last Frightful Fridays! of 2012 might be delayed by a day. Thanks as always for reading!

Original found here

What at first appears to be a typical tyrannosaurus soon takes on a horrifying aspect with spiky protrusions all along its body, and a maw that opens up to reveal a smaller, toothy mouth within.
Xenomorphosaurus Rex CR 18
XP 153,600
NE Gargantuan aberration
Init +10; Senses darkvision 60 ft.; Perception +41

AC 32, touch 12, flat-footed 26 (+6 Dex, +20 natural, –4 size)
hp 350 (28d8+224); regeneration 20 (fire)
Fort +17, Ref +17, Will +20
Defensive Abilities improved evasion; Immune acid, cold, poison; Resist electricity 20, sonic 20

Speed 50 ft.
Melee bite +31 (6d6+28/19–20 plus 4d8 acid and grab), tail slap +26 (4d6+7 plus trip)
Space 20 ft.; Reach 20 ft.
Special Attacks acid blood, lingering acid, powerful bite, swallow whole (4d6 bludgeoning plus 4d8 acid damage, AC 20, 35 hp)

Str 38, Dex 23, Con 26, Int 11, Wis 18, Cha 9
Base Atk +21; CMB +39 (+43 grapple); CMD 55
Feats Bleeding Critical, Critical Focus, Critical Mastery(B), Diehard, Endurance, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Lunge, Power Attack, Run, Skill Focus (Intimidate), Skill Focus (Perception), Stunning Critical
Skills Climb +45, Intimidate +44, Perception +41, Stealth +25; Racial Modifiers +8 Intimidate

Environment any land
Organization solitary, pair, or troop (3–8)
Treasure standard

Special Abilities
Acid Blood (Ex) If a slashing weapon deals damage to a xenomorphosaurus rex, the creature sprays acid from the wound towards its attacker up to a range of 60 feet. The acid deals 2d8 damage, which a successful DC 38 Reflex save negates. The save DC is Strength-based.
Lingering Acid (Ex) If a xenomorphosaurus rex deals acid damage (through acid blood, its bite attack, or to a swallowed victim who has escaped), the acid remains on its victim for one more round, dealing 1d8 damage at the beginning of the xenomorphosaurus rex’s next turn, unless the acid is completely washed off.
Powerful Bite (Ex) A xenomorphosaurus rex’s adds twice its Strength modifier to its bite damage.

A xenomorphosaurus rex is terror incarnate—the most terrible of dinosaurs mixed with xenomorph DNA. Fortunately, very few of the creatures exist, but when more than one gathers, devastation on a large scale follows. A xenomorphosaurus rex is slightly smaller than its tyrannosaur forebear, weighing 13,000 pounds and measuring 35 feet long.

Remarkably stealthy for its size and possessing great cunning, a xenomorphosaurus rex draws intelligent prey into its lair with an obvious display of treasure. It then plays a sadistic game of cat and mouse with any adventurers who investigate the lair. It attempts to quietly pick off a straggler at the outset, and then escalates its attacks to cause its victims to panic, as if the creature savors the taste of terrified prey. Fortunately, the xenomorphosaurus rex is the only known hybrid creature of its kind, and a certain elephantine race has taken interest in its appearance, virtually guaranteeing its eventual extinction.

* * * * * * * * * * * * * * * * * * * * *

Squiger CR 2
XP 600
N Small magical beast
Init +7; Senses darkvision 60 ft., low-light vision; Perception +10

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +3

Speed 40 ft., climb 20 ft.
Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
Special Attacks grab (Medium), pounce, rake (2 claws +5, 1d3+1)

Str 12, Dex 17, Con 13, Int 3, Wis 14, Cha 10
Base Atk +3; CMB +5 (+9 grapple); CMD 16 (20 vs. trip)
Feats Agile Maneuvers, Improved Initiative
Skills Climb +13, Perception +10, Stealth +11; Racial Modifiers +4 Perception

Environment temperate or warm forests
Organization solitary, pair, or scurry
Treasure incidental

A squiger seems at first to be another weird wizard-created crossbreed, but it is in fact a naturally occurring creature, insofar as a magic-rich world can be natural. A squiger is bigger than its squirrel counterpart—about as large as a housecat. Its oversized head features a tiger’s long incisors and, it has sharp, retractable claws.

A squiger has a squirrel’s curiosity and inclination to get into places it should not, but it backs that up with a ferocity that would deter most commoners who might try to shoo the creature away. A squiger is a terrific climber that lairs in the bole of a large tree where it stores nuts, dead birds and rodents, and shiny items such as coins and gems.

Rumors persist of a dire squiger, which is the size of a normal tiger and has saber-like teeth. None have actually been sighted, however.

A spellcaster can choose a squiger as a familiar. The spellcaster must have a neutral component to her alignment along at least one axis, must be at least caster level 7th, and must have the Improved Familiar feat.


  1. Yay! Squiger Familiars for everybody!!! :D

  2. That xenomorphosaurus gives me the heebie-jeebies! All dragons who are not fire-breathers, beware! I can see them hunting dragons for the challenge (and their hoards), then taking up residence in their lairs and using the lure of their hoards.

    And thanks for the tip about what you regard as canonical. ;-)

  3. Well, you do have the tam to prove your canonicity.

    Sorry for the delay--Comcast proved difficult to work with while I was away. I'll have the new Frightful Friday! up on New Year's Day, and I will resume regular service this Friday.