Converting prehistoric creatures

Status
Not open for further replies.

freyar

Extradimensional Explorer
Are their whiskers 10 ft long? I also wonder if whiskers really work well enough to be considered blindsense. Certainly my cats' whiskers don't!
 

log in or register to remove this ad

xidoraven

Explorer
Yeah, the more I think about it, the more I agree - blindsense seems farfetched in this instance, even at a 5 foot radius - even if it would be helpful in deep waters.

What about a bonus to grapple checks when prying open mussels (or any creature of two size categories smaller than the otter) instead? That would be minor in most instances, and would really only be viably powerful in a substantially more advanced and larger version of Potamotherium... That way, for example, a large-sized advanced river beast could have an easier time cracking open pangolins. ;) I might just be grasping at straws here...
 

Cleon

Legend
Are their whiskers 10 ft long? I also wonder if whiskers really work well enough to be considered blindsense. Certainly my cats' whiskers don't!

Well remember blindsense doesn't defeat concealment, it just lets a creature know "something's out there". Plus, cat's whiskers aren't limited to contact - they can feel the air-currents displaced by objects close to them.

We could cut the range to 5 feet, I suppose.

Anyway, it was just a suggestion in response to Xidoraven's asking whether there's any special trick we could give it.

I don't really care for the grapple bonus.

How about making it an Agile Swimmer, so when it makes a Run action while swimming it does not have to go in a straight line?
 

xidoraven

Explorer
I do have a tendency of pushing the boundaries... :p ;) :D

I like Agile Swimmer - niche-worthy and specific to this critter. Good suggestion. So... It's done then, yeah? I think that means I got all the beasties I needed for my campaign setting, and everything else I had to put forward would be reviews/revisions of previously created critters. The new Wizards forums screwed up all of our links, but the drafts are still there - thank the gods.
 

Cleon

Legend
I do have a tendency of pushing the boundaries... :p ;) :D

I like Agile Swimmer - niche-worthy and specific to this critter. Good suggestion. So... It's done then, yeah? I think that means I got all the beasties I needed for my campaign setting, and everything else I had to put forward would be reviews/revisions of previously created critters. The new Wizards forums screwed up all of our links, but the drafts are still there - thank the gods.

Good, let's agree on that and call it a day for the "realistic" Potamotherium. I'll add Agile Swimmer to the stats in post #986.

I've got a dire version nearly finished, I'll try to post it sometimes this weekend.
 


Cleon

Legend
Okay, here's a take on the Dire Otter / Giant Potamotherium. It's basically just an enlarged version of the regular Potamotherium.

After dithering a lot about whether to add any special abilities to it for the sake of variety I stuck an Attach special attack onto it, but I'm not 100% sure I like it.

What do you lot think?
 

Cleon

Legend
Dire Otter

Dire Otter (Giant Potamotherium)
Medium Animal (Dire)
Hit Dice: 4d8+12 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (2d6+4)
Full Attack: Bite +7 melee (2d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Attach
Special Qualities: Agile swimmer, hold breath, low-light vision
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 16, Dex 17, Con 16, Int 2, Wis 12, Cha 11
Skills: Balance +5, Climb +7, Escape Artist +6, Listen +6, Spot +6, Swim +11
Feats: Alertness, Spring Attack (B), Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Solitary, pair or family (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment:

Dire otters can grow to over 10 feet in length, including their tails, and weigh 300 pounds or more.

Combat
While dire otters are as playful as normal otters, they can be far more ferocious, fighting with great tenacity if they feel threatened. They prefer to circle around opponents and use their Spring Attack feat to dart in, bite, and leap away before their foe can respond. When facing fast and agile opponents they often try to use their Attach special attack to lock onto them with their jaws.

Agile Swimmer (Ex): Unlike most creatures with a Swim speed, a dire otter does not have to move in a straight line when it makes a Run action while swimming. It can turn by 90 degrees for every 5 feet it travels.

Attach (Ex): If a dire otter hits with a bite attack, it can use its powerful jaws to latch onto the opponent’s body and automatically deal bite damage each round it remains attached. An attached dire otter loses its Dexterity bonus to Armor Class and has an AC of 13. An attached dire otter can be struck with a weapon or grappled itself. To remove an attached dire otter through grappling, the opponent must achieve a pin against the creature.

Hold Breath (Ex): A dire otter can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. For a typical dire otter, this is 48 rounds, or 5 minutes.

Skills
A dire otter has a +2 racial bonus on Balance, Climb and Escape Artist checks.

Dire otters have a +8 racial bonus on Swim checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A dire otter can use either its Strength or its Dexterity bonus for Climb or Swim checks and can take the Run action while swimming (see Agile Swimmer).
 


Cleon

Legend
The attach feels a bit extranneous.

Yes, that's more or less my thinking. While it seemed appropriate for a mustelid, it doesn't really need it. I attached it to the dire otter mostly just for the sake of giving it a Special Attack.

Does anyone fancy keeping Attach, or shall I cut it out?
 

Status
Not open for further replies.
Remove ads

Top