Labrynthodont, Paracyclotosaurus <\/h1><\/td> <\/tr> <\/td> <\/tr> | Medium\u00a0Animal \t\t\t(Aquatic)\t<\/h3><\/td> <\/tr>Hit Dice: <\/strong> 3d8+15\u00a0(28 hp)<\/td> <\/tr>Initiative: <\/strong> +0<\/td> <\/tr>Speed:<\/strong> 5 ft. (1 square), swim 70 ft.<\/td> <\/tr>Armor Class: <\/strong> 13 (+3 natural), touch 10, flat-footed 13<\/td> <\/tr>Base Attack\/Grapple: <\/strong>+2\/+6<\/td> <\/tr>Attack: <\/strong>Bite +6 melee (1d10+6)<\/td> <\/tr>Full Attack: <\/strong>Bite +6 melee (1d10+6)<\/td> <\/tr>Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>Special Attacks: <\/strong>Improved grab, swallow whole, vortex maw<\/td> <\/tr>Special Qualities: <\/strong>Amphibious, low-light vision<\/td> <\/tr>Saves: <\/strong>Fort +8, Ref +3, Will +1 <\/td> <\/tr>Abilities: <\/strong>Str 19, Dex 10, Con 21, Int 1, Wis 11, Cha 5 <\/td> <\/tr>Skills: <\/strong>Hide +10*, Listen +3, Move Silently +2, Spot +3, Swim +11\r <\/td> <\/tr>Feats: <\/strong>Alertness, Stealthy<\/td> <\/tr> <\/td> <\/tr> | Environment: <\/strong>Warm marshes<\/td> <\/tr>Organization: <\/strong>Solitary<\/td> <\/tr>Challenge Rating: <\/strong>3<\/td> <\/tr>Treasure: <\/strong>None<\/td> <\/tr>Alignment: <\/strong>Always neutral<\/td> <\/tr>Advancement: <\/strong>4-5 HD (Medium), 6-9 HD (Large)<\/td> <\/tr>Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>\u00a0<\/td> <\/tr> | The enormous head of this man-sized amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance. Its body is long and flat.<\/i>\r
Paracyclotosaurus is a larger relative of eryops. Spending more of its time in the water, it is a faster swimmer, but extremely slow on land. \r
A paracyclotosaurus is 6 to 8 feet long, weighing around 300 pounds.\r
COMBAT\r
Like a crocodile, a paracyclotosaurus often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It sucks fish and other small prey into its huge mouth, swallowing them whole.\r
Improved Grab (Ex):<\/b> To use this ability, a paracyclotosaurus 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.\r
Swallow Whole (Ex):<\/b> A paracyclotosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+4 points of bludgeoning damage and 1d4 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.\r
A Medium paracyclotosaurus's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.\r
Vortex Maw (Ex):<\/b> A paracyclotosaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 10-foot cone must make Strength checks opposed by the paracyclotosaurus's Strength check (+4 for a standard paracyclotosaurus), with the same modifiers as a bull rush. If the paracyclotosaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the paracyclotosaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved. \r
Skills:<\/b> A paracyclotosaurus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.\r
*A paracyclotosaurus gains a +4 racial bonus on Hide checks when in the water. Further, a paracyclotosaurus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.<\/td> <\/tr>\u00a0<\/td> <\/tr> | 1986 Wizards of the Coast, Inc. Originally found in Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marshes"},{"name":"Labrynthodont, Platyhystrix","type":"Animal","ch":1,"challenge_rating":" 1 \u00a0","id":6001,"reference":"Usergen","full_text":"Labrynthodont, Platyhystrix <\/h1><\/td> <\/tr> <\/td> <\/tr> | Small\u00a0Animal \t<\/h3><\/td> <\/tr>Hit Dice: <\/strong> 1d8+2\u00a0(6 hp)<\/td> <\/tr>Initiative: <\/strong> +1<\/td> <\/tr>Speed:<\/strong> 10 ft. (2 squares), swim 10 ft.<\/td> <\/tr>Armor Class: <\/strong> 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14<\/td> <\/tr>Base Attack\/Grapple: <\/strong>+0\/-3<\/td> <\/tr>Attack: <\/strong>Bite +2 melee (1d8+1)\r <\/td> <\/tr>Full Attack: <\/strong>Bite +2 melee (1d8+1)\r <\/td> <\/tr>Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>Special Attacks: <\/strong>\u00c2\u0097<\/td> <\/tr>Special Qualities: <\/strong>Hold breath, low-light vision, thermal regulation<\/td> <\/tr>Saves: <\/strong>Fort +4, Ref +3, Will +0 <\/td> <\/tr>Abilities: <\/strong>Str 13, Dex 12, Con 15, Int 1, Wis 11, Cha 5 <\/td> <\/tr>Skills: <\/strong>Hide +7*, Listen +3, Spot +3, Swim +9<\/td> <\/tr>Feats: <\/strong>Alertness<\/td> <\/tr> <\/td> <\/tr> | Environment: <\/strong>Warm marshes<\/td> <\/tr>Organization: <\/strong>Solitary<\/td> <\/tr>Challenge Rating: <\/strong>1<\/td> <\/tr>Treasure: <\/strong>None<\/td> <\/tr>Alignment: <\/strong>Always neutral<\/td> <\/tr>Advancement: <\/strong>2-3 HD (Small); 4-6 HD (Medium); 7-10 HD (Large)<\/td> <\/tr>Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>\u00a0<\/td> <\/tr> | A green salamander-like creature, nearly three feet long, climbs from the water on short, sturdy legs. Its most remarkable feature, however, is the skin-covered sail arising from its back.<\/i>\r
A platyhystrix (\"plah-tee-hiss-stricks\") is a sail-backed amphibian related to eryops. Adventurers sometimes call them \"salamanders with a sail\" or \"flat porcupines\". \r
A platyhystrix is 2 to 3 feet long, weighing around 75 pounds.\r
COMBAT\r
A platyhystrix preys on creatures smaller than itself, such as large insects and smaller amphibians.\r
Hold Breath (Ex):<\/b> A platyhystrix can hold its breath for a number of rounds equal to 10 times its Constitution score before it risks drowning. For a typical platyhystrix, this is 150 rounds, or 15 minutes.\r
Thermal Regulation (Ex):<\/b> A platyhystrix has a +2 racial bonus on saving throws made to avoid taking nonlethal damage in areas of extreme heat or cold.\r
Skills:<\/b> A platyhystrix has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<\/td> <\/tr>\u00a0<\/td> <\/tr> | 1986 Wizards of the Coast, Inc. Originally found in Dragon Magazine #112 as \"Labrynthodont\".<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Animal","alignment":"Always neutral","environment":"Warm marshes"},{"name":"Lamia Noble","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6002,"reference":"Usergen","full_text":" LAMIA NOBLE<\/h1> <\/div> <\/td> <\/tr> The lamia nobles rule over the lamias and the wild, lonely areas they inhabit. They differ from the normal lamias in that the lamia nobles' lower bodies are those of giant serpents and their upper bodies can be either male or female. It is rumored that the normal female lamia is born from the union of two nobles. Lamia nobles are given to outbursts of senseless violence.<\/span><\/p> <\/td> <\/tr> \u00a0<\/p> <\/td> <\/tr> | Creating a Lamia Noble<\/span><\/h2> <\/td> <\/tr> \u0093Noble\u0094 is a template that can be added to any lamia, hereafter referred to as the \u0093base creature.\u0094 It uses all the base creature\u0092s statistics and special abilities except as noted here.<\/span><\/p> <\/td> <\/tr> Hit Dice:<\/span><\/b> HD increases by +1.<\/span><\/p> <\/td> <\/tr> Speed:<\/span><\/b> Decrease to 30 ft.<\/span><\/p> <\/td> <\/tr> Attacks:<\/span><\/b> Same as the base creature, adjusted for increased HD. Males favor short swords, while female nobles prefer to attack unarmed and only with magic.<\/span><\/p> <\/td> <\/tr> Special Attacks:<\/span><\/b> A lamia noble retains all the special attacks of the base creature, and gains those listed below. Saves have a DC of 10 + 1\/2 lamia noble\u0092s HD + lamia noble\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr> Spells:<\/span><\/i> Male nobles can replicate arcane spells as a sorcerer of level 1-6 (roll 1d6 to determine caster level). Females replicate spells as a sorcerer of level 2-8 (roll 2d4 to determine caster level).<\/span><\/p> <\/td> <\/tr> Special Qualities:<\/span><\/b> A lamia noble retains all the special qualities of the base creature, and also gains those listed below. Saves have a DC of + 1\/2 lamia noble\u0092s HD + lamia noble\u0092s Charisma modifier unless noted otherwise.<\/span><\/p> <\/td> <\/tr> Alternate Form (Su):<\/span><\/i> All lamia nobles are able to assume human form. In this guise they attempt to penetrate human society and wreak evil. When in human form, they are recognizable as lamias only with a successful Sense Motive check (DC 30). Clerics and paladins receive a +2 insight modifier to this check.<\/span><\/p> <\/td> <\/tr> Spells Resistance:<\/span><\/i> SR 17<\/span><\/p> <\/td> <\/tr> Saves:<\/span><\/b> Same as the base creature, adjusted for increased HD.<\/span><\/p> <\/td> <\/tr> Skills:<\/span><\/b> Same as the base creature, adjusted for increased HD.<\/span><\/p> <\/td> <\/tr> CR:<\/span><\/b> Same as the base creature +2<\/span><\/p> <\/td> <\/tr> Advancement:<\/span><\/b> 11-14 HD (Large), 15-30 HD (Huge)<\/span><\/p> <\/td> <\/tr><\/table> | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | | | | | | | | |
|
| | | | | | | | | | | | | | | | | | | | | | | | |
|