Saturday, December 28, 2013

Frightful Fridays! Mashup Marathon! Polar Wolf

Presenting the final monster of today's mashup marathon: the polar wolf! I really liked the image of the cub, and it struck a strange chord of nostalgia for one of my favorite monsters from when I was much younger, the hoar fox (I know). Needless to say, this ended up being my favorite monster to work on, and I decided to save it for last.

I hope you have enjoyed the monsters from today's blitz. Let me know in the comments which one you liked the best. I'll be back next week with a much saner solo monster entry. Thanks, as always, for reading!


This unusual creature has a polar bear's build and a wolf's coloration; frost streams from the creature's mouth.
Polar Wolf CR 3
XP 800
N Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +6

Defense
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +2
Immune cold

Offense
Speed 30 ft.
Melee bite +6 (1d4+3 plus trip) and 2 claws +6 (1d3+3 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (40-ft. cone, 2d8 cold damage, Reflex DC 14 for half, usable every 1d4 rounds)

Statistics
Str 16, Dex 13, Con 14, Int 5, Wis 12, Cha 13
Base Atk +4; CMB +8 (+12 grapple); CMD 19 (23 vs. trip)
Feats Power Attack, Run
Skills Acrobatics +5, Perception +6, Stealth +1 (+9 in snow); Racial Modifiers +8 Stealth in snow

Ecology
Environment any cold
Organization solitary, pair, or aurora (3–10)
Treasure none

At the top of the world, where the veils between reality and strange dimensions ravel more readily, spontaneous creature merges become more common. Such is the case with polar wolves, which blend the size and power of the polar bear with the hunting prowess of the wolf. Breath that can freeze foes in their tracks adds to the polar wolf's arsenal. The creatures have a decent intelligence and often wind up as companions to frost giants.

 

Friday, December 27, 2013

Frightful Fridays! Mashup Marathon! Dhorse

The penultimate mashup in today's marathon is the dhorse. This was one of my favorite images, and I could easily imagine halflings coming up with this creature, one they could ride into battle or just to travel. Sure, it would be a little unnerving at first, but the friendly animal would quell that unease.

The final monster of the day will arrive in an hour! See you then.



In place of this chestnut-colored horse's head is a dog's head; the animal paws at the ground and sniffs the air.
Dhorse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +8

Defense
AC 12, touch 11, flat-footed 10 (+2 Dex, –1 size, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

Offense
Speed 50 ft.
Melee bite +3 (1d4+3 plus trip) and 2 hooves –2 (1d3+1)
Space 10 ft.; Reach 5 ft.

Statistics
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 8
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Run(B), Skill Focus (Perception)
Skills Acrobatics +6 (+10 when jumping), Perception +8

Ecology
Environment any terrestrial
Organization solitary, pair, or herd (3–16)
Treasure none

Halfling druids husbanded the first dhorses, with some magical assistance, and the resulting animals breed true. The animals are more loyal, and less headstrong and skittish, and they combine the best features of riding dog and horse. While some consider dhorses to be abominations, halflings are beginning to come around and choose them as mounts. Dhorses stand shorter than typical horses, but they happen to be the right size for halfling riders.

Dhorse Companions
Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 hooves (1d3); Ability Scores Str 14, Dex 17, Con 15, Int 2, Wis 13, Cha 8; Special Qualities low-light vision, scent.
4th-Level Advancement: Speed 50 ft.; Ability Scores Str +2, Dex –2, Con +2.

 

Frightful Fridays! Mashup Marathon! Koalapus

Here is another monster that refused to be constrained to the animal or magical beast categories. Thanks to working on this feature, I've come up with a sort of mythology around the dread krakens, self-styled rulers of everything below the waves and plotters of the surface dwellers' destruction. One thing dread krakens love to do is make octopus-themed monsters that they can inflict upon the surface world, and the koalapus is no exception.

Two more monsters to go before this mashup marathon concludes. I hope you have been enjoying it thus far, and thanks for reading!

He just wants to give you a nice, long hug.


What at first appears to be a cuddly koala bear transcends into horror as the creature reveals the tentacled mass carrying it.
Koalapus CR 7
XP 3,200
CE Large aberration (aquatic)
Init +1; Senses darkvision 60 ft.; Perception +16

Defense
AC 20, touch 10, flat-footed 19 (+1 Dex, –1 size, +10 natural)
hp 85 (10d8+40)
Fort +7, Ref +4, Will +10

Offense
Speed 30 ft., climb 20 ft., swim 60 ft.
Melee 4 tentacles +11 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Special Attacks constrict (1d6+6)
Spell-Like Abilities (CL 10th; concentration +12)
1/day—vortex (DC 17)
1/day—watery tentacles

Statistics
Str 18, Dex 12, Con 19, Int 13, Wis 16, Cha 14
Base Atk +7; CMB +12 (+14 disarm, +16 grapple, +14 steal); CMD 23 (25 vs. disarm, 25 vs. steal)
Feats Combat Expertise, Combat Reflexes, Improved Disarm, Improved Steal, Weapon Focus (tentacle)
Skills Climb +16, Escape Artist +14, Intimidate +15, Knowledge (nature) +14, Perception +16, Stealth +6 (+14 in water), Swim +18; Racial Modifiers +8 Stealth in water
SQ amphibious

Ecology
Environment any
Organization solitary, pair, or collective (3–6)
Treasure standard

Special Abilities
Watery Tentacles (Sp) This variant of black tentacles works like that spell, but it can only be cast in water. It has a 20-foot-radius area of effect and can reach beyond the water's surface. Additionally, when a tentacle grapples a foe, it makes targeted dispel attempts (per dispel magic using the koalapus's caster level) against any spell or effect that allows a creature to breathe underwater.

Dread krakens, taken with terrestrial legends about the drop bear, decided to create their own version, suited to their image. A koalapus is at home on the shore and underwater, but it prefers to stalk and attack prey on land. A typical tactic for a koalapus is to climb a tree of average height and wait for someone to pass under it, at which point the koalapus either attempts to grab something from the passerby or drops onto the unsuspecting victim. Thanks to their liquid variant of black tentacles, a koalapus is even more dangerous in water. Despite the terror a koalapus sows in the dread krakens' service, they may have made a strategic error in creating the koalapus, for the creature is highly ambitious and will eventually desire to overthrow its master, with the aid of other koalapuses.

 

Frightful Fridays! Mashup Marathon! Bearasaurus

Paris brought this image to my attention a while ago, and I squirreled it away for a rainy mashup day (oddly, it hasn't been raining while I've been working on these—perhaps it is wherever you are reading). Thanks also to Thomas LeBlanc who posted this image and provided the inspiration. Only three more monsters remain in the mashup marathon, and I hope you'll check back in an hour for the next one.

Find out my secret origin here.

This dog seems friendly, despite the appearance of several dangerous spines arranged on its body.
Bearasaurus CR 2
XP 600
LG Medium magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8

Defense
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
Defensive Abilities spines

Offense
Speed
30 ft.
Melee bite +5 (1d6+2 plus trip) and tail slap +0 (1d4+1)

Statistics
Str 15, Dex 12, Con 14, Int 5, Wis 13, Cha 12
Base Atk +3; CMB +5; CMD 16 (20 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Acrobatics +5, Perception +8, Stealth +5

Ecology
Environment temperate or warm terrestrial
Organization solitary, pair, or pack (3–8)
Treasure none

Special Abilities
Spines (Ex)
A foe striking a bearasaurus with natural weapons, an unarmed strike, or a one-handed weapon takes 1d3 points of piercing damage. A creature grappling a bearasaurus takes 2d4 points of piercing damage each round it does so.

A cross between a hunting dog and a stegosaurus created the first bearasaurus, and, despite the oddly personal nature of this creation, the formula has disseminated to others who have created bearasauruses of their own. Bearasauruses all possess a keen intellect and a strong desire to perform good deeds, much to the chagrin of those expecting yet another murder machine. This is not to say that bearasauruses will not harm another creature; they will definitely do so if it supports the greater good, or protects those with whom they ally.

 

Frightful Fridays! Mashup Marathon! Gorillephant

This image had been making the rounds through many gaming groups, and my group was no exception. I imagine there are several interpretations of this mashup out there, but that won't keep me from attempting my own. I ended up outfitting it slightly differently than what the image portrayed, and I hope you do like my interpretation.
 
The mashup marathon is beginning to wind down, with only four monsters remaining. Check back in an hour for the first of those four!

Carrying a lance, this hybrid of elephant and gorilla prepares to charge.
Gorillephant CR 1
XP 200
Gorillephant ranger 1
CG Large monstrous humanoid
Init –2; Senses darkvision 60 ft.; Perception +6

Defense
AC 13, touch 7, flat-footed 13 (+4 armor, –2 Dex, –1 size, +2 natural)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +2
Defensive Abilities ancient foe, stability

Offense
Speed 30 ft.
Melee lance +4 (2d6+6/×3) or morningstar +4 (2d6+6), and slam –1 (1d6+2)
Ranged short bow –2 (1d8/x3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored enemy (gnolls +2)

Statistics
Str 19, Dex 6, Con 14, Int 12, Wis 15, Cha 8
Base Atk +1; CMB +6; CMD 14
Feats Power Attack
Skills Climb +5, Handle Animal +3, Intimidate +3, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Survival +8
Languages Common, Giant, Gnoll, Halfling
SQ track, wild empathy

Ecology temperate hills or plains
Organization solitary, family (2–6), troop (7–20 plus 100% noncombatants)
Treasure NPC gear (hide armor, lance, morningstar other treasure)

A relatively new race, gorillephants are rumored to be the creation of a druid who sought to merge the intelligence of a gorilla with the power of an elephant. This druid then awakened his creations and set them free to start their own society, whereupon they ran afoul of gnoll slavers. They routed the slavers and passed their first test at survival in the greater world, but the experience left them embittered towards gnolls.

Gorillephants live in families or troops with leadership going to the senior member of the group, regardless of gender. Thus far, gorillephants have been reluctant to live in, let alone travel to, urban areas, but a handful of rebellious and adventurous gorillephants have made their presence known.

Gorillephant Characters
Gorillephants are defined by their class levels—they do not possess racial Hit Dice. All gorillephants have the following racial traits.
+2 Strength, +2 Intelligence, –2 Dexterity: Gorillephants are intelligent, physically powerful creatures, but quite ponderous.
Large: Gorillephants are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Gorillephants take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a –4 size penalty on Stealth checks, and gain a +1 bonus on combat maneuver checks and to their CMD.
Normal Speed: Gorillephants have a base speed of 30 feet.
Slam: Gorillephants can deliver a powerful slam (1d6 points of damage).
Natural Armor: Gorillephants receive a +2 natural armor bonus.
Darkvision: Gorillephants can see in the dark up to 60 feet.
Ancient Foe: Gorillephants gain a +2 dodge bonus to AC against gnolls and a +2 racial bonus on combat maneuver checks made to grapple gnolls.
Plains Dweller: Gorillephants receive a +2 racial bonus on Survival checks.
Stability: Gorillephants gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

 

Frightful Fridays! Mashup Marathon! Monarch Stingray

I could not constrain this mashup to an animal, magical beast, or vermin, so I went with a fey creature. In a marvelous example of synchronicity, I discovered that the term for a group of stingrays is "fever," which really fit the surreal nature of the monarch stingray. I hope you enjoy the latest mashup monster, and I'll see you again in another hour!

The final, and arguably coolest, mashup in this collection.

This massive stingray has the coloration of a monarch butterfly; it gracefully swims through the water, and then emerges to continue its graceful movements in the air.
Monarch Stingray CR 8
XP 4,800
CG Medium fey
Init +5; Senses low-light vision; Perception +23

Defense
AC
22, touch 16, flat-footed 16 (+5 Dex, +6 natural, +1 dodge)
hp 97 (13d6+52)
Fort +8, Ref +13, Will +11
Defensive Abilities evasion

Offense
Speed 15 ft., fly 60 ft. (good), swim 80 ft.
Melee sting +11 (3d6+3 plus poison) and 2 wings +6 (2d4+1)
Spell-Like Abilities (CL 13th; concentration +16)
At will—color spray (DC 14)
3/day—rainbow pattern (DC 17)
1/day—cloak of dreams (DC 19)

Statistics
Str 16, Dex 21, Con 19, Int 12, Wis 17, Cha 16
Base Atk +6; CMB +9; CMD 25
Feats Alertness, Combat Casting, Dodge, Mobility, Spring Attack, Stealthy, Weapon Finesse
Skills Acrobatics +21 (+13 when jumping), Bluff +19, Escape Artist +23, Fly +21, Perception +23, Sense Motive +23, Stealth +24, Swim +21
Languages Aquan, Sylvan

Ecology
Environment any temperate or warm
Organization solitary, pair, or fever (3–6)
Treasure incidental

Special Abilities
Poison (Ex) Sting—Injury; save Fort DC 20; frequency 1/round for 8 rounds; effect 1d6 Wis; cure 2 consecutive saves.

Some legends relate how faerie creatures had no set form in their primal dimension; it was not until they visited the mortal realms that they decided on appearances that pleased them. Many took on an idealized humanoid guise, but an occasional outlier would see beauty in the fauna or flora of the world. Monarch stingrays melded the delicate appearance of the monarch butterfly with the streamlined form of the stingray, and they remained in that shape. Though beneficent creatures, monarch stingrays often startle and spook those unaccustomed to the sudden appearance of a flying stingray. Their inability to speak Common does not help matters, and they must resort to their spell-like abilities to escape frightened mobs.

 

Frightful Fridays! Mashup Marathon! Duckigator

The mashup marathon has jumped its last shark and, regrettably, landed in the jaws of the duckigator. I imagine this creature would be somewhat conflicted about attacking waterfowl, if it was working off more than instinct. I'll see you again in an hour with something less "fowl."

The eyes of this creature's alligator head, set atop a duck's body, glare balefully.
Duckigator CR 1
XP 400
N Medium animal
Init +1; Senses low-light vision; Perception +5

Defense
AC
13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 15 (2d8+6)
Fort +6, Ref +4, Will +1
Defensive Abilities alchemical resistance

Offense
Speed 20 ft., fly 30 ft. (poor), swim 50 ft.
Melee bite +3 (2d4+3 plus grab)

Statistics
Str 15, Dex 13, Con 16, Int 2, Wis 12, Cha 9
Base Atk +1; CMB +3 (+7 grapple); CMD 14
Feats Power Attack
Skills Fly +1, Perception +5, Stealth +1 (+9 in water), Swim +10; Racial Modifiers +8 Stealth in water

Ecology
Environment temperate or warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Treasure none

Special Abilities
Alchemical Resistance (Ex)
A duckigator gains a +4 racial bonus to its Armor Class when targeted by alchemical attacks.

A merging of two foul-tempered animals resulted in even more foul-tempered duckigators. The creatures happen to be trainable, requiring a lot of work and patience. Usually, they accompany like-minded druids and rangers in their attacks and hunts. Duckigators are unwieldy fliers, but they make up for that somewhat with their resilience to alchemical compounds thanks to the mixture of oils found in waterfowl and hide possessed by crocodiles.

Duckigator Companions
Starting Statistics: Size Small; Speed 20 ft., fly 30 ft. (poor), swim 50 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 15, Con 14, Int 2, Wis 12, Cha 9. Special Qualities alchemical resistance.
4th-Level Advancement: Size Medium; Attack bite (2d4); Ability Scores Str +2, Dex –2, Con +2; Special Attacks grab.

 

Frightful Fridays! Mashup Marathon! Sharkat

The latest monster results from the unfortunate decision to combine a domestic cat with anything. Even though the sharkat is a vicious creature, it suffers from the dometic cat's distractibility, and will discontinue its attack when it see a bright red dot (for example).

I hope you enjoy the sharkat, and I'll be back in an hour to continue the mashup marathon!


This sleek, tabby-striped shark has the top part of a cat's head, including the ears, but its mouth is the decidedly toothy shark's maw.
Sharkat CR 3
XP 800
N Medium animal (aquatic)
Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent, low-light vision; Perception +5

Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 26 (4d8+8)
Fort +6, Ref +6, Will +2
Weakness distractible

Offense
Speed 20 ft., swim 60 ft.
Melee bite +7 (2d6+4)

Statistics
Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +6; CMD 18
Feats Power Attack, Weapon Focus (bite)
Skills Acrobatics +6 (+2 jump), Perception +5, Stealth +6, Swim +15

Ecology
Environment temperate and warm ocean or coastline
Organization solitary, pair, or pride (3–10)
Treasure none

Special Abilities
Distractible (Ex)
If presented with a colorful or lighted display (such as from dancing lights), a sharkat must succeed at a Will save with a DC equal to 15 plus the effect's spell level or break off its attack and move towards the display. Each subsequent round, the sharkat can attempt another Will save to shake off the distraction (with a cumulative +1 circumstance bonus to its saving throw).

Sometimes, a creature hybrid does not turn out as expected, and sharkats are prime examples of this. Sharkats are powerful predators, but they have an easily exploitable flaw where a visual display will divert their attention away from prey. Due to this distractibility, sharkats do not make suitable animal companions.

Frightful Fridays! Mashup Marathon! Tuxedorca

I am easily amused by the mashups that I receive, and I knew I had to do something with this one. In keeping with my somewhat rubbish ability to name things, I present the tuxedorca. I'll be back in 60 minutes with yet another monster as the mashup marathon continues!

This massive black and white whale has a penguin head; it makes a tremendous leap out of the water, clearing the surface by tens of feet.
Tuxedorca CR 4
XP 1,200
N Large animal (aquatic)
Init +2; Senses low-light vision; Perception +7

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, –1 size, +6 natural)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +3

Offense
Speed 15 ft., swim 70 ft., surge
Melee bite +9 (2d6+9)
Space 10 ft.; Reach 10 ft.

Statistics
Str 23, Dex 15, Con 16, Int 2, Wis 14, Cha 11
Base Atk +3; CMB +10; CMD 22
Feats Diehard, Endurance, Weapon Focus (bite)
Skills Acrobatics +7 (–1 when jumping), Perception +7, Stealth +2 (+10 in water), Swim +14; Racial Modifiers +8 Stealth in water
SQ amphibious

Ecology
Environment cold oceans
Organization solitary, pair, or raft (3–16)
Treasure none

Special Abilities
Surge (Ex)
Once every 10 minutes, a tuxedorca can leap prodigiously from the water, doubling its swim speed and granting it a +16 racial bonus to Acrobatics when jumping from the water.

Mixing a penguin with an orca created a manageably sized whale in the tuxedorca, which serves subarctic druids well. Tuxedorcas are not very maneuverable on land, but in the sea they move incredibly quickly, especially when they surge through the water. Generally, the creatures have a nasty temperament, but they do not display that too much to their masters.

Tuxedorca Companions
Starting Statistics: Size Medium; Speed 20 ft., swim 60 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 17, Dex 17, Con 14, Int 2, Wis 12, Cha 11; Special Qualities surge.
7th-Level Advancement: Size Large; Speed 15 ft., swim 70 ft.; AC +4 natural armor; Attack bite (2d6); Ability Scores Str +6, Dex –2, Con +2, Wis +2.

 

Frightful Fridays! Mashup Marathon! Deagle

The deagle was inspired by the article that spawned the past three images, but I wanted something different image-wise. Unfortunately, I could not find a decent image that gave wings to the deagle, but this one captured the majestic feeling I was going for, so just imagine that the wings are underneath this creature's fur.

Stand by for a new monster coming your way in an hour!


This eagle-headed dog stares majestically before launching into flight.
Deagle CR 1
XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +13

Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Immune fear

Offense
Speed 30 ft., fly 40 ft. (good)
Melee bite +1 (1d4 plus trip) and 2 talons +1 (1d3)

Statistics
Str 10, Dex 14, Con 15, Int 2, Wis 13, Cha 11
Base Atk +1; CMB 1; CMD 13 (17 vs. trip)
Feats Death from Above
Skills Fly +12, Perception +13; Racial Modifiers +8 Perception

Ecology
Environment any terrestrial
Organization solitary, pair, or pack (3–12)
Treasure none

Commissioned by rangers who wished to go into battle with a companion, but one that would not flee from creatures with the ability to generate fear, deagles turned out to be the best choice. They are loyal creatures, albeit ones with an independent streak, and their ability to shake off terror puts their masters to shame. Deagles have become popular with halfling and gnome cavaliers and paladins who ride the beasts into battle.

Deagle Companions
Starting Statistics: Size Small; Speed 30 ft., fly 40 ft.; Attack bite (1d4 plus trip), 2 talons (1d3); Ability Scores Str 10, Dex 16, Con 15, Int 2, Wis 13, Cha 11; Special Qualities immune to fear, low-light vision, scent.
4th-Level Advancement: Size Medium; Speed 40 ft., fly 40 ft.; AC +2 natural armor; Attack bite (1d6 plus trip), 2 talons (1d4); Ability Scores Str +4, Dex -2, Con +2.

Frightful Fridays! Mashup Marathon! Dolphiroo

The second kangaroo mashup makes its appearance, this time in the form of the benign dolphiroo (which sounds like a cookie the Sea Scouts would try to sell). This ties the kangaroo with the shark and the spider for most mashups thus far today, which might mean that an "arachniroo" will certainly show up later. (Not so) sadly, I couldn't find an image for such a creature. Find out what the next monster is in 60 minutes!


This creature, comprised of dolphin head and torso (including the front flippers) and a kangaroo from the pouch down to the hindquarters and tail, gives a toothy grin.
Dolphiroo CR 3
XP 800
NG Medium magical beast (aquatic)
Init +2; 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 +4

Offense
Speed 40 ft., swim 60 ft.
Melee kick +6 (2d4+2 plus trip) and slam +6 (1d8+2)
Spell-Like Abilities (CL 4th; concentration +6)
3/day—hydraulic push

Statistics
Str 14, Dex 15, Con 13, Int 7, Wis 16, Cha 14
Base Atk +4; CMB +6 (+8 bull rush); CMD 18 (20 vs. bull rush)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics +6 (+10 jump), Perception +7, Swim +15
SQ amphibious

Ecology
Environment any ocean
Organization solitary, pair, or pod (3–16)
Treasure none

Rarely, monster creators plan something other for their creations beyond acting as killing machines or to satisfy morbid curiosity. In the case of the dolphiroos, their makers designed them to help others on land and in the sea. The creatures are friendly and especially shine in cases where they must rescue someone from drowning, using their powerful legs to propel them toward the rescuee. Dolphiroos defend themselves when attacked and use their kicks and hydraulic push to drive away attackers.

Frightful Fridays! Mashup Marathon! Crippo

Next up is the perhaps awkwardly named crippo. It took a little while to come up with a special ability for this one, until I hit upon the idea that the crab's constrict attack could continue beyond death (at a slight decrease, since the creature is no resisting any attempts to break free). I hope you like this tenacious beast (evidently held by a Gargantuan humanoid), and I'll be back in an hour with another monster.

Rather than its normal legs, this hippo has three pairs of crab legs holding it up; two clamp-like claws complete the creature.
Crippo CR 3
XP 800
N Medium magical beast (aquatic)
Init –1; Senses low-light vision; Perception +5

Defense
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 30 (4d10+8)
Fort +6, Ref +3, Will +2

Offense
Speed 30 ft., burrow 10 ft., swim 30 ft.
Melee bite +6 (1d6+3) and 2 claws +6 (1d4+3 plus grab)
Special Attacks beyond death, constrict (1d4+3), fierce grip, grab (Large)

Statistics
Str
17, Dex 8, Con 14, Int 1, Wis 12, Cha 11
Base Atk +4; CMB +7 (+11 grapple); CMD 16 (24 vs. trip)
Skills Perception +5, Stealth +5, Swim +11
Feats Diehard, Endurance
SQ amphibious

Ecology
Environment any aquatic
Organization solitary, pair, or cast (3–10)
Treasure none

Special Abilities
Beyond Death (Ex) If a crippo dies while constricting a foe with its claw, it does not release the claw. The crippo's CMB and CMD take a –4 penalty for the purpose of maintaining the grapple.
Fierce Grip (Ex) A crippo only takes a –5 penalty to maintain a grapple with a claw if it chooses not to conduct the grapple normally.

Crippos combine the crab's aggressiveness with the hippo's tenacity, resulting in creatures that can harm opponents even after they die. Crippo creators thought they would devise something that could hold prisoners captive, but they failed to count on the creatures' exuberance in crushing captives in their claws. Many cast-off crippos now terrorize shallow water and beaches alike.

 

Frightful Fridays! Mashup Marathon! Zebrull Ant

The first vermin in today's lineup, the zebrull ant comes from this set of mashup images. The image makes it seem kinda pathetic, but its bite, poison, and inherent ability to avoid being hit make it a decent low-level opponent.

High noon (well, CST) marks the midpoint of the mashup marathon. Yet another monster will make its appearance in an hour!

This gigantic ant has a striped pattern similar to that of a zebra, which somehow makes it difficult to fully focus on the ant.
Zebrull Ant CR 1
XP 400
N Small vermin
Init +1; Senses darkvision 60 ft.; Perception +0

Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +1, Will +0
Defensive Abilities blurred pattern

Offense
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d4–1 plus attach) and sting +1 (1d3–1 plus poison)

Statistics
Str 9, Dex 12, Con 15, Int —, Wis 10, Cha 7
Base Atk +1; CMB –1; CMD 10 (18 vs. trip)

Ecology
Environment any desert or plains
Organization solitary, pair, or colony (3–40)
Treasure none

Special Abilities
Blurred Pattern (Ex) The patterning on a zebrull ant continuously grants it the benefit of blur.
Poison (Ex) Sting—Injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d3 Con; cure 1 save. The save DC is Constitution-based.

The creators of the zebrull ant initially regarded their creation a failure, since the creatures demonstrated the same lack of intelligence found in the ant component. However, they revised their reaction when they determined that the striped pattern on the creatures made them difficult to target. Those who kept the zebrull ants use them as shock troops or front-line combatants, while those who did not unleashed the creatures into the wild, where they have devastated great swaths of land.

 

Frightful Fridays! Mashup Marathon! Moose Shark

The mashup marathon returns yet again to the sea. I gravitated to a lot of aquatic monsters because they're somewhat underrepresented in the game, and also to give Patrick a handful of monsters he could hopefully use in his games.

The halfway point approaches in another hour. See you then!

Patrick found the moose shark here.

The shark gliding through the water bears an incongruous moose's head; or the moose taking a swim bears an incongruous shark's body.
Moose Shark CR 4
XP 1,200
N Large magical beast (aquatic)
Init +4; Senses low-light vision; Perception +7

Defense
AC 17, touch 9, flat-footed 17 (–1 size, +8 natural)
hp 42 (5d10+15)
Fort +7, Ref +4, Will +3

Offense
Speed 10 ft., swim 80 ft.
Melee bite +10 (1d6+5 plus 1d4 bleed) and gore +9 (1d4+5 plus grab)
Space 10 ft.; Reach 10 ft.

Statistics
Str 21, Dex 10, Con 17, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +11 (+15 grapple); CMD 21
Feats Improved Initiative, Power Attack, Weapon Focus (bite)
Skills Perception +7, Stealth +1 (+9 in water), Swim +17; Racial Modifiers +8 Stealth in water
SQ flexible antlers

Ecology
Environment any ocean
Organization solitary, pair, or shiver (3–6)
Treasure none

Special Abilities
Flexible Antlers (Ex) A moose shark's pliable antlers allow it to grapple opponents with its antlers. Additionally, it can inflict bite damage to a grappled foe and bite another opponent within reach.

The idea of combining a moose with a shark and imbuing the moose portion with flexible coral-like antlers may have seemed like a clever idea, but the resulting moose sharks proved to be intractable. As a result, the failed experiments were set loose to wreak havoc in the ocean, where they attack ocean dwellers and seagoing vessels alike. Fortunately, no known examples of a land-dwelling version of the moose shark exist.

 

Frightful Fridays! Mashup Marathon! Gazelligator

With the gazelligator, I have exhausted the Wired article with all its fun mashups. This is another creature that will surprise characters, especially since it will start combat off the battle mat (assuming you use one). The next mashup monster will come from a new source and will arrive in 60 minutes!

At first appearing to be a typical, fast-running herd animal, the creature turns its head, revealing a long, toothy snout.
Gazelligator CR 1
XP 400
N Medium animal
Init +1; Senses low-light vision; Perception +5

Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1

Offense
Speed 40 ft., sprint
Melee bite +3 (1d6+2) and gore +3 (1d4+2)
Special Attacks powerful charge (gore, 1d4+4)

Statistics
Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 14 (18 vs. trip)
Feats Run
Skills Acrobatics +5 (+9 when jumping), Perception +5

Ecology
Environment any plains
Organization solitary, pair, or herd (3–8)
Treasure none

Special Abilities
Sprint (Ex) Once per hour, a gazelligator can triple its base speed when charging or running.

Most likely created by misguided (or demented) druids, gazelligators fuse the ferocity of an alligator with the burst of speed common to gazelles. The resulting creatures terrorize prey on the open plains where gazelligators can travel hundreds of feet in seconds to fell unprepared victims. Gazelligators rarely back down from a fight, even when their opponents clearly overmatch them.