Drinking & Dragons

Wild Shape Large

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Wild Shape: Tiny | Small | Medium | Large | Huge | Plant | Elemental

Ape

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 30'; Climb 30'
Attacks 2 Claws (1d6+str) and bite -5 (1d6+[.5*str]); -1 Size
Space/Reach 10'/10'
Str 21 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort

Axebeak A&E

Type Human (Unchanged)
Size Large
AC +3 Natural; +1 size
Movement 65'
Attacks Beak (1d8+str) and 2 kicks -5 (1d4+[.5*str]); +1 size
Space/Reach 5'/5'
Str 15 +2 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Bear, Brown

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d8+str) and bite -5 (2d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 27 +8 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex) To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Bear, Polar

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'; Swim 30'
Attacks 2 Claws (1d8+str) and bite -5 (2d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 27 +8 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex) To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Bison

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 40'
Attacks Gore (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 22 +6 att/dmg
Dex 10 +0 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Stampede (Ex) A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC [10 + 1/2 hit dice + 3 Con] half). The save DC is Strength-based.

Camel

Type Human (Unchanged)
Size Large
AC +1 Natural; -1 Size
Movement 50'
Attacks Bite (1d4+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 18 +4 att/dmg
Dex 16 +3 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort

Camel, War Sandstorm

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 50'
Attacks 2 Hooves (1d6+str) and bite -5 (1d4+[.5*str]); -1 size
Space/Reach 10'/5'
Str 18 +4 att/dmg
Dex 16 +3 AC, Reflex
Con 18 Gain (4*HD) hp; +4 Fort

Cave Ankylosaurus MH

Type Human (Unchanged)
Size Large
AC +17 Natural; -1 size
Movement 30'
Attacks Tail (2d4+[1.5*str]); -1 size
Space/Reach 10'/10'
Str 21 +5 att/dmg
Dex 6 -2 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Trample (Ex): Reflex DC (10 + 1/2 hit dice + str) half and does 3d6+(1.5*str) damage. The save DC is Strength-based.

Cave Triceratops MH

Type Human (Unchanged)
Size Large
AC +10 Natural; -1 size
Movement 30'
Attacks Gore (2d6+[1.5*str]); -1 size
Space/Reach 10'/10'
Str 19 +4 att/dmg
Dex 8 -1 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Powerful Charge (Ex): When a cave triceratops charges, its gore attack deals 4d6+12 points of damage.

Trample (Ex): 3d6+str damage. Reflex DC (10 + 1/2 hit dice + str) half. The save DC is Strength-based.

Cave Tyrannosaurus MH

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 40'
Attacks Bite (2d6+[1.5*str]); -1 size
Space/Reach 10'/10'
Str 25 +7 att/dmg
Dex 14 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex): To use this ability, a cave tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): A cave tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. A swallowed creature takes 2d6+str points of bludgeoning damage and 6 points of acid damage per round from the cave tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A cave tyrannosaurus’s gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Dinosaur, Megaraptor

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 60'
Attacks Talons (2d6+str) and 2 foreclaws -5 (1d4+[.5*str]) and bite -5 (1d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 21 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Pounce (Ex) If a megaraptor charges, it can make a full attack.

Dinosaur, Cryptoclidus MM2

Type Human (Unchanged; Aquatic)
Size Large
AC +4 Natural; -1 Size
Movement Swim 60'
Attacks Bite (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 18 +4 att/dmg
Dex 16 +3 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex): If cryptoclidus hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity . If it gets a hold, it can try to swallow the opponent. Alternatively, the cryptoclidus has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but cryptoclidus is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Swallow Whole (Ex): Cryptoclidus can swallow a grabbed opponent that is at least two size categories smaller than itself by making a successful grapple check. Once inside the gullet, the opponent takes 1d8+4 points of bludgeoning damage plus 1d6+2 points of acid damage per round from the dinosaur’s digestive juices. A successful grapple check allows the swallowed creature to climb out of the gullet and return to the mouth, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 25 points of damage to the digestive tract (AC 12) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A Large cryptoclidus’s gullet can hold 1 Small, 4 Tiny, or 16 Diminutive or smaller opponents.

Dinosaur, Diprotodon Sandstorm

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 size
Movement 40'; Burrow 10'
Attacks Gore (1d8+str) and 2 claws -5 (1d8+[.5*str]; -1 size
Space/Reach 10'/5'
Str 27 +8 att/dmg
Dex 10 +0 AC, Reflex
Con 18 Gain (4*HD) hp; +4 Fort

Trample (Ex): Reflex half DC (10 + 1/2 hit dice + str). The save DC is Strength-based.

Dinosaur, Glyptodon Frostburn

Type Human (Unchanged)
Size Large
AC +10 Natural; -1 size
Movement 20'; Burrow 5'
Attacks Tail (2d6+str) and bite -5 (1d4+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 8 -1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Augmented Critical (Ex): A glyptodon deals triple damage if it scores a critical hit with its tail attack.

Trample (Ex): As a full-round action, a glyptodon can move up to twice its speed and literally run over Medium or smaller creatures. This attack deals 1d6+(1.5*str) points of damage. Trampled opponents can make attacks of opportunity against the glyptodon at a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.

Dinosaur, Ichthyosaur Stormwrack

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 size
Movement Swim 50'
Attacks Bite (1d8+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 17 +3 AC, Reflex
Con 20 Gain (5*HD) hp; +5 Fort

Dinosaur, Megaloceros Frostburn

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 40'
Attacks Gore (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 12 +1 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex): To use this ability, the creature must hit a Medium or smaller opponent with its gore attack. If it gets a hold, the megaloceros scoops up the opponent with its antlers and can toss it aside.

Stampede (Ex): A frightened herd of megaloceroses may flee as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large or smaller size that gets in their way, dealing 1d12 points of damage for each five megaloceroses in the herd (DC [10 + 1/2 hit dice + str] Reflex save half).

Toss (Ex): A megaloceros can vigorously shake any creature caught in its horns and fling it in a random direction. Resolve the toss as a bull rush maneuver, except that there is no attack of opportunity, since the megaloceros has already grabbed its foe when it tries to toss the victim. The megaloceros does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the megaloceros’s Strength check, he remains in his current square with no ill effects and is not grappled any longer. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Dire Ape

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 30'; Climb 15'
Attacks 2 Claws (1d6+str) and bite -5 (1d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 22 +6 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort

Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+[1.5*str] points of damage.

Dire Barracuda Stormwrack

Type Human (Unchanged; Aquatic)
Size Large
AC +6 Natural; -1 size
Movement Swim 80'
Attacks Bite (1d8+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 19 +4 att/dmg
Dex 15 +2 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort

Dire Bat

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 Size
Movement 20'; Fly 40' (Good)
Attacks Bite (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 17 +3 att/dmg
Dex 22 +6 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Dire Bear

Type Human (Unchanged)
Size Large
AC +7 Natural; -1 Size
Movement 40'
Attacks 2 Claws (2d4+str) and bite -5 (2d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 31 +10 att/dmg
Dex 13 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Dire Boar

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 40'
Attacks Gore (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 27 +8 att/dmg
Dex 10 +0 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Dire Eel Stormwrack

Type Human (Unchanged; Aquatic)
Size Large
AC +3 Natural; -1 size
Movement Swim 30'
Attacks Bite (1d8+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 19 +4 att/dmg
Dex 13 +1 AC, Reflex
Con 14 Gain (2*HD) hp; +2 Fort

Attach (Ex): If a dire eel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached eel loses its Dexterity bonus to AC and has an AC of 12. An attached eel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Dire Horse MM2

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 60'
Attacks Hooves (1d6+str) and bite -5 (1d4+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 22 +6 att/dmg
Dex 13 +1 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort

Dire Jackal Sandstorm

Type Human (Unchanged)
Size Large
AC +2 Natural; -1 size
Movement 60'
Attacks Bite (1d6+str); -1 size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 14 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Trip (Ex): A dire jackal that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the dire jackal.

Dire Lion

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d6+str) and bite -5 (1d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 25 +7 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks.

Rake (Ex) Damage 1d6+3

Dire Phynxkin DM

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 size
Movement 50'; Climb 30'
Attacks Bite (1d8+str) and 2 claws -5 (1d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 23 +6 att/dmg
Dex 16 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Pounce (Ex) When a dire phynxkin makes a charge, it can follow with a full attack.

Dire Polar Bear Frostburn

Type Human (Unchanged)
Size Huge
AC +11 Natural; -2 size
Movement 50'; Swim 20'
Attacks 2 Claws (2d6+str) and bite -5 (3d8+[.5*str]); -2 Size
Space/Reach 15'/10'
Str 39 +14 att/dmg
Dex 11 +0 AC, Reflex
Con 23 Gain (6*HD) hp; +6 Fort

Improved Grab (Ex): To use this ability, a dire polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Dire Puma Sandstorm

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 50'; Climb 20'
Attacks Bite (1d8+str) and 2 claws -5 (1d6+[.5*str]); -1 size
Space/Reach 10'/5'
Str 20 +5 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex): To use this ability, a dire puma must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire puma charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Damage 1d6+(.5*str).

Dire Tiger

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 Size
Movement 40'
Attacks 2 Claws (2d4+str) and bite -5 (2d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 27 +8 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex) To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a dire tiger charges, it can make a full attack, including two rake attacks.

Rake (Ex) Damage 2d4+[.5*str]

Dire Vulture Sandstorm

Type Human (Unchanged)
Size Large
AC +7 Natural; -1 size
Movement 20'; Fly 80' (average)
Attacks Bite (1d8+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Dire Wolf

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 50'
Attacks Bite (1d8+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 25 +7 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Dire Wolverine

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 30'; Climb 10'
Attacks 2 Claws (1d6+str) and bite -5 (1d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 22 +6 att/dmg
Dex 17 +3 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Drakkensteed DM

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 50'; Fly 60' (poor)
Attacks Bite (1d8+str); -1 Size
Space/Reach 10'/5'
Str 23 +6 att/dmg
Dex 15 +2 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Trample (Ex): As a full-round action, a drakkensteed can move up 100 feet and literally run over Medium or smaller creatures, dealing 1d6+9 points of bludgeoning damage (Reflex DC [10 + 1/2 hit dice + str] half) to each target.

Hippopotamus Sandstorm

Type Human (Unchanged)
Size Large
AC +6 Natural; -1 size
Movement 20'; Swim 20'
Attacks Bite (2d6+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 24 +7 att/dmg
Dex 9 -1 AC, Reflex
Con 20 Gain (5*HD) hp; +5 Fort

Horse, Heavy

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 50'
Attacks Hoof (1d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Horse, Light

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 60'
Attacks Hoof (1d4+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 14 +2 att/dmg
Dex 13 +1 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Horse, Heavy Warhorse

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 50'
Attacks Hoof (1d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 18 +4 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Horse, Light Warhorse

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 Size
Movement 60'
Attacks Hoof (1d4+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Lion

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 40'
Attacks 2 Claws (1d4+str) and bite -5 (1d8+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 21 +5 att/dmg
Dex 17 +3 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Pounce (Ex) If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex) To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex) Damage 1d4+[.5*str].

Lizard, Footpad Drow of the Underdark

Type Human (Unchanged)
Size Large
AC +5 Natural; -1 size
Movement 30'; Climb 30'
Attacks Bite (2d6+[1.5*str]); -1 size
Space/Reach 10'/10'
Str 25 +7 att/dmg
Dex 13 +1 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Improved Grab (Ex): To use this ability, a footpad lizard must hit an opponent of up to its size with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Lizard, Quicksilver Drow of the Underdark

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 size
Movement 40'; Climb 40'
Attacks Bite (1d8+str) and 2 claws -5 (1d6+[.5*str]); -1 size
Space/Reach 10'/5'
Str 19 +4 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Manta Ray

Type Human (Unchanged; Aquatic)
Size Large
AC +3 Natural; -1 Size
Movement Swim 30'
Attacks Ram -5 (1d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 15 +2 att/dmg
Dex 11 +0 AC, Reflex
Con 10 Gain (0*HD) hp; +0 Fort

Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Mule

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 30'
Attacks Hoof (1d4+str); -1 Size
Space/Reach 10'/5'
Str 16 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Octopus, Giant

Type Human (Unchanged; Aquatic)
Size Large
AC +7 Natural; -1 Size
Movement 20'; Swim 30'
Attacks 8 tentacles (1d4+str) and bite -5 (1d8[.5*str]); -1 Size
Space/Reach 10'/10' (20' with tentacles)
Str 20 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Constrict (Ex) A giant octopus deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex) To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Rhinoceros

Type Human (Unchanged; Aquatic)
Size Large
AC +7 Natural; -1 Size
Movement 30'
Attacks Gore (2d6+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 26 +8 att/dmg
Dex 10 +0 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Powerful Charge (Ex) A rhinoceros deals 4d6+(str mod*4) points of damage when it makes a charge.

Sea Lion Stormwrack

Type Human (Unchanged; Aquatic)
Size Large
AC +3 Natural; -1 size
Movement 10'; Swim 30'
Attacks Bite (1d6+[1.5*str]); -1 size
Space/Reach 10'/5'
Str 17 +3 att/dmg
Dex 13 +1 AC, Reflex
Con 12 Gain (1*HD) hp; +1 Fort

Shark

Type Human (Unchanged; Aquatic)
Size Large
AC +4 Natural; -1 Size
Movement Swim 60'
Attacks Bite (1d6+[1.5*str]); -1 Size
Space/Reach 10'/5'
Str 17 +3 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Aquatic Subtype These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Smilodon (Saber-toothed tiger) Frostburn

Type Human (Unchanged)
Size Large
AC +4 Natural; -1 size
Movement 40'
Attacks Bite (2d6+str) and 2 claws -5 (1d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 24 +7 att/dmg
Dex 14 +2 AC, Reflex
Con 16 Gain (3*HD) hp; +3 Fort

Augmented Critical (Ex): A saber-toothed tiger deals triple damage if it scores a critical hit with its bite attack. Improved

Grab (Ex): To use this ability, the sabertoothed tiger must hit with a bite or a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a saber-toothed tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): A saber-toothed tiger gains two additional claw attacks against grappled foes or foes it pounces on (damage 1d6+[.5*str]). Rake attacks are not subject to the normal –4 penalty for attacking with a natural weapon in a grapple.

Snake, Large

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 20'; Climb 20'; Swim 20'
Attacks Bite (1d4+str plus poison); -1 Size
Space/Reach 10'/5'
Str 10 +0 att/dmg
Dex 17 +3 AC, Reflex
Con 11 Gain (0*HD) hp; +0 Fort

Poison (Ex) A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is (10 + 1/2 hit dice + 0 Con)

Tiger

Type Human (Unchanged)
Size Large
AC +3 Natural; -1 Size
Movement 40'
Attacks 2 claws (1d8+str) and bite -5 (2d6+[.5*str]); -1 Size
Space/Reach 10'/5'
Str 23 +6 att/dmg
Dex 15 +2 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex) Damage 1d8+[.5*str]