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
XP 1,600
CN Small aberration
Init +8; Senses darkvision 60 ft.; Perception
+11
DEFENSE
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
OFFENSE
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)
Constant—spider climb
5/day—dimension door
STATISTICS
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
ECOLOGY
Environment any
forest or underground
Organization solitary
Treasure incidental
SPECIAL ABILITIES
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
XP 800
N Small animal
Init +6; Senses low-light vision; Perception +10
DEFENSE
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
OFFENSE
Speed 10 ft.,
swim 60 ft.
Melee bite +5
(1d6+1)
Ranged hydraulic
burst +6 (2d6+1)
Special Attacks
hydraulic burst
STATISTICS
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
ECOLOGY
Environment cold
and temperate coastlines
Organization solitary,
pair, or pod (3–12)
Treasure none
SPECIAL ABILITIES
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.
Hydroseal Companions
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).