Drinking & Dragons

Wild Shape Huge

From Drinking and Dragons

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

Constrictor Snake

Type Human (Unchanged)
Size Huge
AC +4 Natural; -2 Size
Movement 20'; Climb 20'; Swim 20'
Attacks Bite (1d8+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 25 +7 att/dmg
Dex 17 +3 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort
Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake 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 constrict.

Crocodile

Type Human (Unchanged)
Size Huge
AC +7 Natural; -2 Size
Movement 20'; Swim 30'
Attacks Bite (2d8+[1.5*str]) or Tail Slap (1d12+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 27 +8 att/dmg
Dex 12 +1 AC, Reflex
Con 19 Gain (4*HD) hp; +4 Fort

Improved Grab (Ex): To use this ability, a constrictor snake 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 constrict.

Dinosaur, Allosaurus MM2

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 Size
Movement 50'
Attacks Bite (2d8+str) and 2 claws (2d4+[.5*str]); -2 Size
Space/Reach 15'/15'
Str 24 +7 att/dmg
Dex 12 +1 AC, Reflex
Con 17 Gain (3*HD) hp; +3 Fort

Improved Grab (Ex): If allosaurus 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 attempt to rake in the same round, and the next round it can try to swallow the opponent. Alternatively, allosaurus has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but allosaurus is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage and allows another rake attempt.

Rake (Ex): On any round that allosaurus has a hold on an opponent (see Improved Grab, above), it can make two rake attacks with its hind legs for 2d8+(.5*str) points of damage each. Allosaurus can also attempt to rake when it pounces on an opponent.

Swallow Whole (Ex): Allosaurus 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 2d8+12 points of bludgeoning damage and 1d8 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 Huge allosaurus’s gullet can hold 1 Medium-size, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Trample (Ex): As a standard action during its turn each round, allosaurus can trample opponents at least one size category smaller than itself. This attack deals 5d8+10 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 creature’s HD + creature’s Str modifier) for half damage.

Dinosaur, Archelon Stormwrack

Type Human (Unchanged)
Size Huge
AC +15 Natural; -2 size
Movement 10'; Swim 20'
Attacks Bite (2d6+[1.5*str]); -2 size
Space/Reach 15'/10'
Str 28 +9 att/dmg
Dex 7 -2 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort

Dinosaur, Ankylosaurus MM2

Type Human (Unchanged)
Size Huge
AC +16 Natural; -2 Size
Movement 20'
Attacks Tail Slap (2d6+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 29 +9 att/dmg
Dex 7 -2 AC, Reflex
Con 26 Gain (8*HD) hp; +8 Fort

Trample (Ex): As a standard action during its turn each round, ankylosaurus can trample opponents at least one size category smaller than itself. This attack deals 2d12+13 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 10 + 1/2 hit dice + 9 Str) for half damage.

Dinosaur, Elasmosaurus

Type Human (Unchanged)
Size Huge
AC +3 Natural; -2 Size
Movement 20; Swim 50'
Attacks Bite (2d8+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 26 +8 att/dmg
Dex 14 +2 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort

Dinosaur, Mosasaur Stormwrack

Type Human (Unchanged)
Size Huge
AC +10 Natural; -2 size
Movement 10'; Swim 50'
Attacks Bite (2d8+str); -2 size
Space/Reach 10'/5'
Str 28 +9 att/dmg
Dex 13 +1 AC, Reflex
Con 22 Gain (6*HD) hp; +6 Fort

Improved Grab (Ex): To use this ability, a mosasaur must hit an opponent at least two sizes smaller (Medium for a Huge mosasaur) 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 try to swallow the target in the following round.

Swallow Whole (Ex): A mosasaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. Once inside, the opponent each round takes 1d6+str points of bludgeoning damage plus 1d8 points of acid damage from the mosasaur’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the mosasaur’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge mosasaur’s gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Dinosaur, Triceratops

Type Human (Unchanged)
Size Huge
AC +11 Natural; -2 Size
Movement 30'
Attacks Gore (2d8+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 30 +10 att/dmg
Dex 9 -1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Powerful Charge (Ex) When a triceratops charges, its gore attack deals 4d8+(2*str) points of damage.

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

Dinosaur, Tyrannosaurus

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 Size
Movement 40'
Attacks Bite (3d6+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 28 +9 att/dmg
Dex 12 +1 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Improved Grab (Ex): To use this ability, a 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 the following round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+str points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 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 Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Dinosaur, Quetzalcoatlus MM2

Type Human (Unchanged)
Size Huge
AC +8 Natural; -2 Size
Movement 20'; Fly 100' (Poor)
Attacks Bite (2d10) and 2 wings (2d6); -2 Size
Space/Reach 15'/10'
Str 26 +8 att/dmg
Dex 13 +1 AC, Reflex
Con 20 Gain (5*HD) hp; +5 Fort

Swallow Whole (Ex): Quetzalcoatlus can swallow a snatched opponent that is at least two size categories smaller than itself by making a successful grapple check. Once inside the dinosaur, the opponent takes 1d8+4 points of bludgeoning damage and 1d4 points of acid damage per round from its gizzard. A successful grapple check allows the swallowed creature to climb out of the gizzard and return to the beak, 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 15 points of damage to the gizzard (AC 14) 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 Huge quetzalcoatlus’s gizzard can hold 1 Medium-size, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Dire Hippopotamus Sandstorm

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 size
Movement 30'; Swim 30'
Attacks Bite (2d8+str); -2 size
Space/Reach 15'/10'
Str 34 +12 att/dmg
Dex 6 -2 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

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

Dire Shark

Type Human (Unchanged)
Size Huge
AC +7 Natural; -2 Size
Movement Swim 60'
Attacks Bite (2d10+[1.5*str]); -2 Size
Space/Reach 15'/10'
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 dire shark 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 try to swallow the foe in the following round.

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+str points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Dire Tortoise Sandstorm

Type Human (Unchanged)
Size Huge
AC +19 Natural; -2 size
Movement 20'; Burrow 20'
Attacks Bite (1d8+[1.5*str]); -2 size
Space/Reach 15'/10'
Str 26 +8 att/dmg
Dex 6 -2 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

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

Elephant

Type Human (Unchanged)
Size Huge
AC +7 Natural; -2 Size
Movement 40'
Attacks Slam (2d6+str) and 2 stamps (2d6+[.5*str]); or Gore (2d8+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 30 +10 att/dmg
Dex 10 +0 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

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

Lizard, Giant Banded Sandstorm

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 size
Movement 20'; Climb 10'; Swim 10'
Attacks Bite (2d8+str) and 2 claws -5 (2d6+[.5*str] plus poison]); -2 size
Space/Reach 15'/10'
Str 28 +9 att/dmg
Dex 10 +0 AC, Reflex
Con 23 Gain (6*HD) hp; +6 Fort

Orca

Type Human (Unchanged)
Size Huge
AC +6 Natural; -2 Size
Movement Swim 50'
Attacks Bite (2d6+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 27 +8 att/dmg
Dex 15 +2 AC, Reflex
Con 21 Gain (5*HD) hp; +5 Fort

Shark, Huge

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 Size
Movement Swim 60'
Attacks Bite (2d6+[1.5*str]); -2 Size
Space/Reach 15'/10'
Str 21 +5 att/dmg
Dex 15 +2 AC, Reflex
Con 15 Gain (2*HD) hp; +2 Fort

Snake, Huge Viper

Type Human (Unchanged)
Size Huge
AC +5 Natural; -2 Size
Movement 20'; Climb 20' Swim 20'
Attacks Bite (1d6+[1.5*str] plus poison); -2 Size
Space/Reach 15'/10'
Str 16 +3 att/dmg
Dex 15 +2 AC, Reflex
Con 13 Gain (1*HD) hp; +1 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 + con)

Squid, Giant

Type Human (Unchanged)
Size Huge
AC +6 Natural; -2 Size
Movement Swim 80'
Attacks 10 tentacles (1d6+str) and bite (2d8+[.5*str]); -2 Size
Space/Reach 15'/15' (30' tentacle)
Str 26 +8 att/dmg
Dex 17 +3 AC, Reflex
Con 13 Gain (1*HD) hp; +1 Fort

Constrict (Ex): A giant squid deals 1d6+str points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant squid 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. A giant squid has a +4 racial bonus on grapple checks.

Wooly Mammoth Frostburn

Type Human (Unchanged)
Size Huge
AC +10 Natural; -2 size
Movement 40'
Attacks Slam (2d6+str) and 2 stamps -5 (2d6+[.5*str]) or Gore (2d10+[1.5*str]); -2 Size
Space/Reach 10'/5'
Str 34 +12 att/dmg
Dex 8 -1 AC, Reflex
Con 25 Gain (7*HD) hp; +7 Fort

Improved Grab (Ex): To use this ability, a woolly mammoth must hit a Large or smaller foe with a gore attack. If it gets a hold, it tosses its opponent.

Toss (Ex): Woolly mammoths vigorously shake any creature caught in their tusks 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 woolly mammoth has already grabbed its foe when it tries to toss the victim. The woolly mammoth does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the woolly mammoth’s bull rush 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.

Trample (Ex): As a full-round action, a woolly mammoth can move up to twice its speed and literally run over Large or smaller creatures. This attack deals 2d8+(1.5*str) points of damage. Trampled opponents can make attacks of opportunity against the woolly mammoth at a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt DC (10 + 1/2 hit dice + str) Reflex saves for half damage. The save DC is Strength-based.