I hope you enjoy both of today's offerings, and I'll see you next week with another monster. Thanks for reading, and I hope you have a happy holiday week!
This koala bear has razor-sharp teeth and several tentacles sprouting from its back.
Dropsplacer Bear CR 5
CN Small aberration
Init +8; Senses darkvision 60 ft.; Perception +11
AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, +1 size)
hp 59 (7d8+28)
Fort +6, Ref +6, Will +8
Defensive Abilities dropsplacement; Immunities bludgeoning damage, falling damage
Speed 30 ft., climb 30 ft.; spider climb
Melee bite +10 (1d8+1), 2 tentacles +8 (1d6 plus grab), 2 tentacles +8 (1d4)
Special Attacks constrict (1d6+1), drop charge, you're with me
Spell-Like Abilities (CL 7th; concentration +9)
Str 13, Dex 19, Con 18, Int 9, Wis 16, Cha 14
Base Atk +5; CMB +5 (+9 grapple); CMD 20 (24 vs. trip)
Feats Dimensional Agility[UC], Dimensional Assault[UC], Dodge, Improved Initiative, Multiattack[B], Weapon Finesse[B]
Skills Acrobatics +11, Climb +13, Escape Artist +11, Perception +11, Stealth +18
Languages Aklo, Common
Environment any forest or underground
Drop Charge (Ex) When dropping on opponents, a dropsplacer bear can effectively charge (gaining a +2 on attack rolls and taking a–2 penalty to AC). It can make a full attack when it lands.
Dropsplacement (Su) When dropping from a height, a dropsplacer bear gains total concealment (50% miss chance). Additionally, it gains concealment (20% miss chance) for 1 round after it uses its dimension door spell-like ability.
You're with Me (Su) If a dropsplacer bear has an opponent grappled, it can force that opponent to travel with it when it uses its dimension door spell-like ability. The grappled foe can attempt a DC 15 Will save to negate this ability. The save DC is Charisma-based.
Dropsplacer bears are cruel creatures that delight in surprising prey that it falls upon and subsequently mauls. When they can’t situate themselves to effectively descend upon their opponents, they use their innate teleportation ability to land on their foes from a distance and attack. They also take advantage of this teleportation to grab victims and abscond with them to high locations, where they can attack their victims without interruption or just drop them from their perches. Dropsplacer bears in underground areas especially enjoy dropping their victims, since they can cling to horizontal surfaces with the sticky pads on their paws, while their prey usually cannot.
Dropsplacer bears rarely work with other creatures, and often end temporary alliances by turning on their former allies. They even despise other dropsplacer bears, but they get around the necessity of meeting with other dropsplacer bears for mating purposes by budding, usually in a victim’s fresh corpse.
A typical dropsplacer bear stands 3 feet tall and weighs 100 pounds.
Water dribbles from this white-furred seal’s mouth. It observes its surrounding with immense curiosity.
Hydroseal CR 3
N Small animal
Init +6; Senses low-light vision; Perception +10
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities oily blubber; Resist cold 5
Speed 10 ft., swim 60 ft.
Melee bite +5 (1d6+1)
Ranged hydraulic burst +6 (2d6+1)
Special Attacks hydraulic burst
Str 12, Dex 14, Con 17, Int 2, Wis 13, Cha 11
Base Atk +3; CMB +3; CMD 15 (19 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Escape Artist +10, Perception +10, Swim +13; Racial Modifiers +8 Escape Artist
Environment cold and temperate coastlines
Organization solitary, pair, or pod (3–12)
Hydraulic Burst (Ex) If a hydroseal strikes an opponent with its hydraulic burst, it gains a free bull rush or trip attempt against that foe; the seal gains a +4 racial bonus for the chosen combat maneuver. A hydroseal’s hydraulic burst has a range of 30 feet with no range increment. It does not incur attacks of opportunity when it uses this attack.
A hydroseal can attack the same opponent it bites with its hydraulic blast.
Oily Blubber (Ex) A hydroseal has extraordinarily oily blubber, granting it a +8 racial bonus to Escape Artist checks. Additionally, it has a 10% chance to negate critical hits or precision damage.
Hydroseals resemble ordinary seals, and, at first glance, there is very little to distinguish them from ordinary seals. They are a little more precocious, though, and often indulge their curiosity, heedless of any danger they might expose themselves to. When something threatens them, they reveal their primary means of fighting back, as they unleash a powerful blast of water from a bladder they use to store water as they swim. The water bludgeons the seals’ targets and allows them to repulse or knock down their targets. Hydroseals use this water jet to propel themselves in water to escape from more powerful predators. They also benefit from an extremely slick oil that permits them to slip out of a creature’s jaws or to turn aside potentially devastating strikes.
Hydroseals adopt other seals into their pods for protection but turn out non-hydroseals during lean times when food becomes scarce. Because of the extraordinary speeds at which they can shoot through water, they often travel from location to location to find the best sources of food. Like their cousins, hydroseals are carnivorous and prefer fish.
A typical hydroseal measures 3–1/2 feet in length and weighs 125 pounds.
Starting Statistics: Size Small; Speed 10 ft., swim 60 ft.; AC +1 natural armor; Attack bite (1d4), hydraulic burst (1d6); Ability Scores Str 10, Dex 14, Con 15, Int 2, Wis 13, Cha 11; SQ low-light vision, oily blubber.
4th-Level Advancement: Attack bite (1d6), hydraulic burst (2d6); Ability Scores Str +2, Con +2; Special Attacks hydraulic burst (bull rush or trip attempt on successful hit).