film king kong (1933)

The Most Amazing Show On Any Screen ! Adventure to make you wonder if it’s TRUE . . . while your very eyes convince you that it IS !

Kong stands above NYC carrying a woman in his hands
King Kong featured in a promotional image from the 1933 film

King Kong is a giant movie monster, resembling a giant gorilla that has appeared in various media since 1933. The character first appeared in the 1933 film King Kongfrom RKO Pictures, which received universal acclaim upon its initial release and re-releases. A sequel quickly followed that same year with The Son of Kong, featuring Little Kong. In the 1960s, Toho produced King Kong vs. Godzilla (1962), pitting a much larger Kong against Toho’s own Godzilla, and King Kong Escapes (1967), based on The King Kong Show (1966–1969) from Rankin/Bass Productions. In 1976, Dino De Laurentiis produced a modern remake of the original film directed by John Guillermin. A sequel, King Kong Lives, followed a decade later featuring a Lady Kong. Another remake of the original, this time set in 1933, was released in 2005 from filmmaker Peter Jackson.

The most recent film, Kong: Skull Island (2017), set in 1973, is part of Legendary Entertainment‘s MonsterVerse, which began with Legendary’s reboot of Godzilla in 2014. A crossover sequel, Godzilla vs. Kong, once again pitting the characters against one another, is currently planned for 2020.

The character King Kong has become one of the world’s most famous movie icons, having inspired countless sequels, remakes, spin-offs, imitators, parodies, cartoons, books, comics, video games, theme park rides, and a stage play.[4] His role in the different narratives varies, ranging from a rampaging monster to a tragic antihero.

References

  1. Lambie, Ryan (March 10, 2017). “The Struggles of King Kong ’76”Den of Geek. Retrieved March 28, 2017.
  2. Sullivan, Kevin (May 11, 2016). “Toby Kebbell clears up Kong: Skull Island rumors”Entertainment Weekly. Retrieved May 11, 2016.
  3. “Kong: Skull Island (2017) End Credits”Legendary Pictures. Retrieved April 9, 2017.[permanent dead link]
  4. Boland, Michaela (February 9, 2009). “Global Creatures takes on “Kong””Variety. Retrieved March 4, 2010.

Son of Kong 1933

This is a poster for Son of Kong. The poster art copyright is believed to belong to the distributor of the film, RKO Radio Pictures, the publisher of the film or the graphic artist.
This is a poster for Son of Kong. The poster art copyright is believed to belong to the distributor of the film, RKO Radio Pictures, the publisher of the film or the graphic artist.

Son of Kong (also known as “The Son of Kong“) is a 1933 American Pre-Code adventure monster film produced by RKO Pictures. Directed by Ernest Schoedsack and featuring special effects by Buzz Gibson and Willis O’Brien, the film stars Robert ArmstrongHelen Mack and Frank Reicher. The film is the lesser-known sequel to King Kong and was released just nine months after its predecessor.

 

King Kong 1976

This is a poster for King Kong. The poster art copyright is believed to belong to the distributor of the film, - USA - Paramount Pictures - non-USA - De Laurentiis Entertainment Group (DEG), the publisher of the film or the graphic artist.
This is a poster for King Kong. The poster art copyright is believed to belong to the distributor of the film, – USA – Paramount Pictures – non-USA – De Laurentiis Entertainment Group (DEG), the publisher of the film or the graphic artist.

King Kong is a 1976 American monster film produced by Dino De Laurentiis and directed by John Guillermin. It is a modern remake of the 1933 film of the same nameabout a giant ape that is captured and imported to New York City for exhibition. Featuring special effects by Carlo Rambaldi, it stars Jeff BridgesCharles Grodin and Jessica Lange in her first film role.

The remake’s screenplay was written by Lorenzo Semple Jr., based on the 1933 screenplay by James Ashmore Creelman and Ruth Rose, and from the original idea by Merian C. Cooper and Edgar Wallace.

The film was the fifth highest-grossing film of 1977 according to box office statistics compiled during its release by Variety.[3] It won the Academy Award for Best Visual Effects and was also nominated for Best Cinematography and Best Sound.

Of the three King Kong films, it is the only one to feature the World Trade Center instead of the Empire State Building.

A sequel titled King Kong Lives was released in 1986.

References

  1. “King Kong (1976)”Box Office Mojo. IMDb. boxofficemojo.com. Retrieved 2012-08-31.
  2.  “King Kong, Box Office Information”. The Numbers. Retrieved January 17, 2012.
  3.  Gebert, Michael. The Encyclopedia of Movie Awards (includes listing of ‘Box Office (Domestic Rentals)’ for 1977 taken from Varietymagazine), St. Martin’s Paperbacks, 1996. ISBN 0-668-05308-9

Film 2005

This is a poster for King Kong. The poster art copyright is believed to belong to the distributor of the film, Universal Studios,, the publisher of the film or the graphic artist.

This is a poster for King Kong. The poster art copyright is believed to belong to the distributor of the film, Universal Studios,, the publisher of the film or the graphic artist.

Posters

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Computer Games

 

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Trailer

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Role Playing campaign

If you like the lost world setting click here to learn more

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Roleplaying Notes

King Kong

The original 1933 King Kong model.

The original 1933 King Kong model.

Originally Posted by

Darknecromancer of the Wizards Community forums.

On this Thread

A giant ape crushes the fortifications that were supposed to keep out an invading army. Its muscles bulge as it rips buildings up form the ground and tosses then about. The massive creature easily dispatches those that stand in its way and bites then in half if is can’t crush the life out of them in its powerful hands.

King Kong is a Gorilla of great size and power that is worshiped as a god by a less civilized culture. Kong is capable of great destruction, but only when its territory is invaded. He lives in the primordial forest inhabited by dinosaurs and the like.

King Kong

Gargantuan Animal

Hit Dice 25d8 +225 (337) Initiative +5 (+1 Dexterity, +4 Improved Initiative) Speed 30 ft (6 squares), Climb 30ft. Armor Class 27 (+1 Dexterity, +20 natural, -4 Size), touch 7, flat-footed 26 Base Attack +18 Attack Claw +25 melee (3d6 +16) Full Attack 2 Claws +25 melee (3d6 +16), Bite +22 (3d8 +8) Space/ Reach 20 ft/20 ft Special Attacks Trample Special Qualities Scent Saves Fort +25, Dexterity +15, Will +15 Abilities Strength 43, Dexterity 13, Constitution 28, Intelligence 5, Wisdom 12, Charisma 7 Skills Climb +44, Listen +20, Spot +20 Feats Improved Initiative, Multiattack, Weapon Focus(claw), Great Fortitude, Power Attack Environment Warm Forests and Mountains Organization Solitary or Family (1 plus Son) Challenge Rating 15 Treasure None Alignment Neutral Advancement 26-31(gargantuan), 32-38(colossal)

Combat

Kong thrashs about with his claws and try to bite anything they can get within reach of his mouth.

Special Attacks

Trample As a standard action, Kong can trample huge or smaller opponents into the ground. This attack deals points of damage equal to 3d8 +1-1/2 times the creature’s strength bonus. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a reflex save (Dc38) for half damage.

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Son of Kong (Kiko)

The giant serpent hisses at you from the mouth of the cave,. It doesn’t appear to want anything more than to eat you. You will starve to death long before this snake does you realize. All of the sudden, a great roar sounds off in the distance and a great ape leaps on top of the snake, instantly killing it. The grand creature looks at you for a moment, but not in a threatening way.

Son of Kong is the young offspring of the great ape. He is no where near as vicious and even trys to help people when he can. At this stage, he is all white in color and the only real threat to him is the dire bears that share his territory.

Originally Posted by

Darknecromancer of the Wizards Community forums.

On this Thread

Huge Animal   Hit Dice 18d8 +108 (189) Initiative +6 (+2 Dexterity, +4 Improved Initiative) Speed 30 ft (6 squares), Climb 30 ft Armor Class 25 (+2 Dexterity, +15 Natural, -2 Size), touch +10, flat-footed 23 Base Attack +28 Attack Claw +28 melee (2d6+14) Full Attack 2 Claws +28 (2d6 +), Bite +26 (2d8 +14) Space/Reach 15ft/15ft Special Attacks Trample Special Qualities Scent Saves Fort +16, Ref +12, Will +11 Abilities Strength 38, Dexterity 15, Constitution 22, Intelligence 4, Wisdom 12, Charisma 7 Skills Climb +37, Listen +15, Spot +15 Feats Improved Initiative, Weapon Focus(Claw), Great Fortitude, Multiattack Environment Warm Forests and Mountains Organization Solitary or Family (1 plus King Kong) Challenge Rating 12 Treasure None Alignment Neutral Advancement 19-24(huge)

Combat

Son of Kong attacks much as his parent does.

Trample as King Kong, but only up to Large Size and Dc is only 29.

Special When a Kong advances to 40+ HD, it gains the following ability

Electrical Augmentation (Su) Kong is not only immune to electricity, but also healed by it on a point for point basis. Also, for the next hour, his touch channels electricity. Kong’s Claw attacks deal an additional 1d8+20 electrical damage.

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Arachno-Claw

From Wikipedia, the free encyclopedia

Arachno-Claw, correctly called Arachnocidis (Spider-Claw), are fictional, oversized arthropods from the 2005 movie King Kong. They live in the caves branching off from the main chasm. They live there until their antennae sense that something has fallen into their domain. They have 6 legs that are used to walk, and another 2, greatly shortened, legs that are used to rip prey to pieces.

They have very strange life cycle that begins with the parents laying microscopic eggs in the carrion they eat. Most are either killed by other carrion-eaters or drowned in the slop that sits in the bottom of the pit, but a few are ingested by Carnictis. There, they live out their first few years as parasites, until they are old enough to leave and join their parents in the abyss.

Roleplaying Notes

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

Long, spider-like legs materialize out of the darkness in front of you, followed by the body of a creature that resembles a cross between an arachnid and a crustacean. The body is perhaps the size of a man, and resembles that of a crayfish. An insect head is mounted at the front, with large compound eyes and whip-like antennae. Fluid drips from its mandibles, and the creature advances steadily forward, its claws reaching for you.

The spider claw is a predatory arthropod that haunts the dark places of the world. They typically dwell in caves and subterranean tunnels, but also live in the walls of deep canyons and fissures, emerging at night to search for prey.
While the body of a typical spider claw is between four and six feet long, its six legs can span almost fifteen feet.

Spider Claw Large vermin   Hit Dice 5d8+5 (27 hp) Initiative +2 Speed 30 ft. (6 squares), Climb 20 ft. Armor Class 17 (-1 size, +2 Dexterity, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple +3/+11 Attack Claw +6 melee (1d6+4) Full Attack 2 claws +6 melee (1d6+4) and bite +1 melee (2d6+2) Space/Reach 10 ft./5 ft. Special Attacks Constrict 1d6+4, improved grab, poison Special Qualities Darkvision 60 ft., vermin traits Saves Fort +5, Ref +3, Will +3 Abilities Strength 18, Dexterity 15, Constitution 13, Intelligence —, Wisdom 14, Charisma 2 Skills Climb +12, Listen +6, Spot +6 Feats Ability Focus (poison)B Environment Underground Organization Solitary or colony (2-5) Challenge Rating 3 Treasure None Alignment Always neutral Advancement 6-8 HD (Large); 9-12 HD (Huge) Level Adjustment —

Combat

Spider claws simply approach their prey and grab with their pincers. Their venomous bite does the rest. A solitary spider claw typically snatches one opponent and then attempts to retreat, but a colony surrounds its victims, attacking from as many angles as possible.

Constrict (Ex): A spider claw deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a spider claw must hit with a claw 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.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Constitution. The save DC is Constitution-based.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a spider claw for one round. On subsequent rounds, they are dazzled while operating in bright light.

vermin Traits: A spider claw is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects).

Skills: Spider claws have a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Climb checks. A spider claw can always choose to take 10 on Climb checks, even if rushed or threatened.

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Arsartis

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Arsartis are bizarre 4 legged theropods that chase the graceful Bifurcatops through the islands mountians.

Arsartis Large Animal Hit Dice 8d8+50 (76 hp) Initiative +8 Speed 50 ft. (10 squares), Climb 20 ft. Armor Class 18 (-1 Size, +4 Dexterity, +5 Natural), touch 13, flat-footed 14 Base Attack/Grapple +6/+14 Attack Bite +9 melee (2d6+6) Full Attack Bite +9 melee (2d6+6) Space/Reach 10 ft./5 ft. Special Attacks – Special Qualities Low Light Vision Saves Fort +11, Ref +10, Will +3 Abilities Strength 20, Dexterity 18, Constitution 20, Intelligence 2, Wisdom 12, Charisma 7 Skills Climb +12, Hide +12, Jump +15, Listen +10, Spot +10, Move Silently +10, Survival +9 Feats Power Attack, Improved Initiative, Run Environment Warm Mountains Organization Solitary Challenge Rating 5 Treasure None Alignment Always Neutral Advancement 9-12 HD (Large) Level Adjustment —-

Skills: The Arsartis has a + 8 Racial Bonus on Climb, Hide, Jump, Listen, Spot and Survival Checks.

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Asperdorsus

From Wikipedia, the free encyclopedia

Asperdorsus bellator (Rough-back warrior) is a fictional dinosaur described in the 2005 book The World of Kong, an encyclopedia about the ecology of Skull Island as depicted in the 2005 remake of King Kong.

Physical appearance

Asperdorsus is a sauropod, related to the giant Brontosaurus baxteri. It is smaller, reaching lengths of 36 to 42 feet (11,90-12,70 m), which is small compared to other sauropods but large for a jungle animal. It has a typical sauropod appearance- a long neck and tail, a small head and elephantine legs. However, it also has less conventional features, such as sharp spikes on its back and under its neck, supported by vertebrae. There are also some small spikes under the base of the tail, but these are not directly attached to the local vertebrae. These spikes bear resemblance to those of the real life prehistoric sauropod Amargasaurus. They are used in self defense.

Behavior

Unlike the plains-dwelling Brontosaurus baxteri, Asperdorsus lives in the thick forest. Despite its size it has little trouble moving through the jungle, thanks to its narrow body. Because of its unusually large size for a forest animal it can graze at much greater heights than other forest herbivores, effectively eliminating any competition. Unlike prehistoric sauropods, Asperdorsus is a solitary animal, only gathering in the breeding season. The animals find each other using low-frequency rumbles produced in their stomachs. Males try to impress females by destroying as much jungle vegetation as possible and making as much noise as they can.

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

The Asperdorsus is a heavily armored suropod about 36 to 42 feet long living deep in the jungles of the island. Their stiffened tails of bone and the row of sharp spines down their spine deterred most predators.

Asperdorsus Gargantuan Animal Hit Dice 24d8+168 (291 hp) Initiative -1 Speed 30 ft. (6 squares) Armor Class 20 (-4 Size, -1 Dexterity, +15 Natural), touch 5, flat-footed 20 Base Attack/Grapple +18/+41 Attack Tail Club +25 melee (2d8+11/19-20) Full Attack Tail Club +25 melee (2d8+11/19-20) Space/Reach 20 ft./15 ft. Special Attacks Trample Special Qualities Scent, Low Light Vision Saves Fort +21, Ref +13, Will +10 Abilities Strength 32, Dexterity 8, Constitution 24, Intelligence 2, Wisdom 14, Charisma 7 Skills Listen +16, Spot +16 Feats Alertness, Endurance, Toughness x 5, Power Attack, Improved Critical (Tail) Environment Warm Forest Organization Solitary, Pair, or herd (3-7) Challenge Rating 9 Treasure None Alignment Always Neutral Advancement 25-35HD (Gargantuan), 36 -45 HD (Colossal) Level Adjustment —

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Brontosaurus baxteri

From Wikipedia, the free encyclopedia

Brontosaurus baxteri (‘Baxter’s thunder lizard’) is a fictional dinosaur described in the 2005 book The World of Kong, an encyclopedia about the ecology of Skull Island as depicted in the 2005 remake of King Kong. It also appears in the 2005 film, trampling four of Carl Denham’s expedition members in a stampede deliberately caused by hunting Venatosaurus saevidicus, and in the 2005 video game adaptation of the movie. They roam the lowlands with the Skull Island hadrosaur.

Name

Although the creature is fictional, its name is not: Brontosaurus was an official dinosaur genus from 1879 to 1903. In 1903 it was discovered that Brontosaurus remains actually belonged to the genus Apatosaurus. Because this genus was described earlier (in 1877), it replaced Brontosaurus as the official name. Brontosaurus continued to be a popular synonym, which is probably why the creators of The World of Kong chose to use the name for this creature. The species name, baxteri, is a tribute to Bruce Baxter, a character in the 2005 remake, who is a popular actor.

Biology

Brontosaurus baxteri is the biggest creature on Skull Island and rivals its prehistoric sauropod ancestors in size. Adults can reach lengths of 80-120 feet (24-36 m), enabling the herbivorous creatures to graze at heights that no other Skull Island plant-eater can even begin to reach. Physically, the creatures are virtually identical to prehistoric sauropods- they have massive, elephantine legs, long necks sporting small heads, and powerful tails used for self defense (although few predators dare to attack fully grown adults).

Unlike prehistoric sauropods, Brontosaurus baxteri give birth to live young that, much like baby mammals, can walk within hours after birth. This, coupled with protection from every older herd member, greatly increases the infants’ chances of Survival. Because the massive herbivores could easily destroy Skull Island’s vegetation and thereby the delicate ecosystem, their numbers are kept in check by a slow reproduction rate. Brontosaurus often create game trails in forests, leaving a path of demolished trees which other herbivores previously held back by the thick vegetation can now pass.

Female Brontosaurus leave the herd when they mature, preventing inbreeding. They join other herds while the males stay to defend the herd. The herds are lead by an adult bull which produces pheromones which stop younger males from reaching (sexual) maturity, making the bull the herd’s only reproductive male.

During feeding, the herds often separate. In order to stay in touch with each other, the members communicate by stomping on the ground, producing vibrations which are carried far enough for all members to sense them. Individuals feeding on the outskirts of the herds often serve as sentries, warning the other creatures of predator attacks.

Ironically, the only threat of attack came from an animal much smaller than it – the venatosaur. Rather than strength, Skull island raptors hunted using intelligence. Members of herds would strategically reveal themselves, as seen in the 2005 remake of King Kong, and stampede them down narrow canyons in order to cause critical or fatal injury. Although, in the video game a Vastatosaurus Rex is shown to have killed one of them before it comes hunting for the humans.

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Brontosaurus Colossal Animal Hit Dice 30d8+300 (465 hp) Initiative -1 Speed 50 ft. (10 squares) Armor Class 14 (-8 Size, -1 Dexterity, +13 Natural), touch 5, flat-footed 14 Base Attack/Grapple +22/+58 Attack Tail Whip +34 melee (4d6+30) Full Attack Tail Whip +34 melee (4d6+30) Space/Reach 30 ft./30 ft. Special Attacks Trample 2d12+30 Special Qualities Low Light Vision, Scent Saves Fort +27, Ref +16, Will +11 Abilities Strength 50, Dexterity 8, Constitution 30, Intelligence 2, Wisdom 12, Charisma 10 Skills Listen +21, Spot +18 Feats Run, Endurance, Alertness, Power Attack, Improved Bull Rush, Improved Overrun, Crush, Dash, Shock Trooper, Improved Toughness, Brutal Strike Environment Warm Plains or Forest Organization Solitary, Pair, or Herd (6-20) Challenge Rating 12 Treasure None Alignment Always Neutral Advancement 31-50 HD (Colossal) Level Adjustment —-

Trample (Ex): Reflex Save DC=45 for half damage, Save Dc is Strength based.

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Carnictis

Carnictis sordicus.

Carnictis sordicus.

From King Kong Wiki

Carnictis sordicus (vile meat-weasel) is a huge wormlike creature that lives in the abyssal chasms of Skull Island. They can be 7-13 feet long.

“Writhing, serpentine, vermicular predators of the tepid sludge that suffocated the depths of the chasms, they are feeders on the dead and wounded. Carnictises are slow-moving but relentless. Lacking eyes or a face of any sort, they are little more than an animated stomach that folds in and out of itself with obscene undulation.

Intestinal parasites similar to the tapeworms that can infest humans, the ancestors of Carnictis lived in the guts of large predatory dinosaurs, where they devoured the half-digested flesh swallowed by their hosts. At some point in their history, these gut parasites must have evolved so that they could survive outside the confines of their hosts’ intestinal tracts. They made their new homes in the geothermal spring-fed sludge that clotted the bowls of the island. It is theorized that long ago, a V. rex-like predator fell into one of the chasms and died, its parasite cargo disgorging slowly from the carcass to find themselves in the rich organic river in the pit’s base. Instead of drying up and dying, they thrived. Warmed by the hot, geothermal water bubbling into the syrup of the pits, thw worms were sustained on the flesh of animals falling into the chasm from the jungle above. Parasites no longer, they swelled to disturbing new proportions and became carrion eaters in the abyss. With their new size and strength, they could overwhelm and consume live prey, dragging the slow or wounded to their deaths below the surface.

Requiring very specific environmental conditions, Carnictises are restricted to a few cavernous rents and sinkholes that suited their particular needs. Squirming downstream through the muck to where the chasms open into rivers is death. The cooling water sucks their lives away, while any pit that saw a drought of carrion or fresh meat would similarly devastate the Meat-weasel.

However, Carnictis developed a Survival strategy. While the adults are susceptible to change, eggs can survive for decades in a dormant state, waiting for a return of favourable conditions to hatch and spread.”

Roleplaying Notes

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

Up ahead, what you had taken for an inorganic mass lurches around to face you. The mud-gray cylinder is longer than a warhorse and appears to be segmented like an earthworm. The mass twitches, heaves, and extrudes a long, flesh-colored trunk ending in a circular mouth ringed with needle-sharp teeth.

Carnictises are massive worms that inhabit the darkest, deepest swamps, feeding upon the dead, wounded and any creature unable to flee. It is thought that they evolved from tapeworms or similar intestinal parasites, although how they reached their current state is unclear. Carnictises normally dwell in hot, humid swamps, but any combination of muddy water and heat can support them, and there is a rare variant that crawls through some underdark hot springs.

A typical carnictis is between 8 and 12 feet long, somewhat over a foot in diameter, and weighs about 500 pounds.

Carnictis Large vermin Hit Dice 8d8+24 (60 hp) Initiative +0 Speed 10 ft. (2 squares) Armor Class 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple +6/+16 Attack Bite +14 melee (1d8+9) Full Attack Bite +14 melee (1d8+9) Space/Reach 10 ft./5 ft. Special Attacks Improved grab, lethal grappler, swallow whole Special Qualities Cluster, tremorsense 30 ft., vermin traits Saves Fort +9, Ref +2, Will +2 Abilities Strength 22, Dexterity 10, Constitution 16, Intelligence—, Wisdom 10, Charisma 2 Skills Hide +4, Move Silently +4, Listen +8 Feats ToughnessB Environment Warm marshes Organization Solitary, tangle (2-5), or den (6-12) Challenge Rating 5 Treasure None Alignment Always neutral Advancement 9-12 HD (Large); 13-19 HD (Huge) Level Adjustment —

Combat

Carnictises lurk in the swamp muck, depending on their camouflage to keep them hidden until prey wanders within reach. The creatures attempt to grapple their opponents, swallowing smaller prey and dragging larger foes into the mud to drown. The monsters are incredibly slow and are outrun easily, but they are incredibly tenacious, and opponents find it horrifyingly difficult to break free once the worms grab hold.

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

Lethal Grappler (Ex): A carnictis grapples normally by clamping onto its foe with its teeth. However, the worm will also swallow exposed limbs and even envelope the head of an opponent, given the chance. If the initial attack roll (the one on which the carnictus decided to use its Improved Grab) threatens a critical, the worm swallows a random limb (roll 1d4). If the attack roll scores a critical, the carnictis swallows the foe’s head. If an arm is swallowed, the foe loses the weapon- or shield-wielding ability of that hand. A character whose head is swallowed is considered blind and must hold his breath. An opposed grapple check allows the character to pull the worm off of his head or limb, provided that he has at least one free hand.

Swallow Whole (Ex): A carnictis can try to swallow a grabbed opponent of Small size or smaller by making a successful grapple check. Once inside, the opponent takes 1d6+3 points of acid damage from the carnictis’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon to deal 12 points of damage to the carnictis’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. The digestive tract of a Large carnictis can hold 2 Small, 4 Tiny, 8 Diminutive, or 16 Fine or smaller opponents.

Cluster (Ex): A carnictis is long, boneless, and extremely flexible. Up to six carnictises can fit into the same 10 ft. space, crawling over, under, and around each other. This same number of the monstrous worms can grapple on Medium-sized opponent simultaneously.

Tremorsense (Ex): A carnictis is eyeless and blind, but it is very sensitive to vibrations, and can detect and pinpoint any creature or object within 30 feet in contact with the ground.

vermin Traits: A carnictis is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects).

Skills: A carnictis has a +4 racial bonus on Hide and Move Silently checks made in its native marsh environment. Its extreme sensitivity to vibrations grants the carnictis a +8 racial bonus on Listen checks.

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Chaly-Tops (Chalyceratops)

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

The Chaly-Tops are smaller, more aggressive cousins of the Ferrucutus that live in the uplands grazing near the edges of the forests. They are very violent compared to most ceratopsians.

Chaly-Tops (Chalyceratops) Large Animal   Hit Dice 8d8 +40 (76 hp) Initiative +0 Speed 30 ft. (6 squares) Armor Class 17 (-1 Size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple +6/+16 Attack Gore + 12 melee (1d10+9) Full Attack Gore +12 melee (1d10+9) Space/Reach 10 ft./5 ft. Special Attacks Powerful Charge, Trample (1d12+9) Special Qualities Low light vision, Scent Saves Fort +11, Ref +6, Will +3 Abilities Strength 22, Dexterity 10, Constitution 21, Intelligence 1, Wisdom 12, Charisma 7 Skills Listen +7, Spot +6 Feats Alertness, Great Fortitude, Weapon Focus (Gore) Environment Warm Mountains Organization Solitary, Pair, or Herd (5-8) Challenge Rating 4 Treasure None Alignment Always Neutral Advancement 9-15 HD (Large), 16-18 Hit Dice (Huge) Level Adjustment —-

Powerful Charge (Ex): When a Chaly-Tops charges its attack does 2d10+12

Trample: Reflex Save for half damage, DC=20

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Decarnocimex

Roleplaying Notes

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

A bizarre insect, resembling nothing so much as a large mole cricket, clambers forward. The ends of its bladed front legs snap open, becoming small, wickedly serrated claws.

Decarnocimexes are scavenging insects descended from crickets. Although they normally scour the deep ravines and tunnels in which they dwell for corpses, they are not above finishing off crippled and dying targets.
Decarnocimexes need flesh not only for food, but for reproduction. They lay their eggs in excavated burrows packed with prey, that the young may feed when they hatch. These nest burrows may contain items worn or carried by past victims, even though the adult insects carry no treasure.
A decarnocimex can be anywhere from 5 to 10 feet long, but an average specimen measures about 7 feet.

Decarnocimex   Medium vermin   Hit Dice 4d8+4 (22 hp) Initiative +1 Speed 30 ft. (6 squares) Armor Class 15 (+1 Dexterity, +4 natural) Base Attack/Grapple +3/+6 Attack Claw +6 melee (1d4+3 plus wounding) Full Attack 2 claws +6 melee (1d4+3 plus wounding) and bite +1 (1d6+1) Space Reach 5 ft./5 ft. Special Attacks Rend 2d4+6, wounding Special Qualities Darkvision 60 ft., vermin traits Saves Fort +5, Ref +2, Will +1 Abilities Strength 16, Dexterity 13, Constitution 12, Intelligence —, Wisdom 10, Charisma 2 Skills Climb +7, Hide +5, Spot +4 Feats — Environment Warm mountains and underground Organization Solitary Challenge Rating 3 Treasure None Alignment Always neutral Advancement 5 HD (Medium); 6-8 HD (Large) Level Adjustment —

Combat

Decarnocimexes move forward and strike with their claws, rending if possible.
Rend (Ex): A decarnocimex that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+6 points of damage.
Wounding (Ex): Decarnocimex claws lack crushing power, but their hooked, serrated edges shred flesh and sever blood vessels. Any living creature damaged by a decarnocimex’s claw attack continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 12 Heal check or the application of a cure spell or some other healing magic.
vermin Traits: A decarnocimex is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects).
Skills: Decarnocimexes have a +4 racial bonus on Climb, Hide, and Spot checks.

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Diablosaurus

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

The Diablosaurus is a red headed sauropod that has evolved into a rather rhino like shape with two nose horns and dermal armor.

Diablosaurus Huge Animal Hit Dice 16d8+128 (200 hp) Initiative +0 Speed 40 ft. (8 squares) Armor Class 23 (-2 Size, +15 Natural), touch 8, flat-footed 23 Base Attack/Grapple +12/+30 Attack Gore +20 melee (2d8+15) Full Attack Gore +20 melee (2d8+15) Space/Reach 15 ft./10 ft. Special Attacks Powerful Charge, Trample (2d12+15) Special Qualities Low Light Vision Saves Fort +19, Ref +10, Will +6 Abilities Strength 30, Dexterity 10, Constitution 24, Intelligence 2, Wisdom 12, Charisma 2 Skills Listen +10, Spot +10 Feats Power Attack, Improved Bull Rush, Shock Trooper, Improved Toughness, Alertness, Great Fortitude Environment Warm Forest Organization Single, Pair, or Family (3-5) Challenge Rating 9 Treasure None Alignment Always Neutral Advancement 17-32 HD (Huge), 33-64 HD (Gargantuan) Level Adjustment —-

Powerful Charge (Ex): When charging the Diablosaurs Gore attack does 4d8 + 20)

Trample (Ex): Reflex Save for half damage, DC=28 (Save DC is Strength based)

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Ferrucutus

From Wikipedia, the free encyclopedia

Ferrucutus cerastes (‘Horned iron-hide’) is a fictional dinosaur described in the 2005 book The World of Kong, an encyclopedia about the ecology of Skull Island as depicted in the 2005 remake of King Kong. It also makes a small cameo in the 2005 movie, drinking from a lake at the bottom of the mountain where King Kong’s lair is, and is featured more prominently in a scene in the Extended Cut, in which it attacks several members of the rescue party before being shot to near death, similarly to the Stegosaurus scene from the first film.

Your Tube Showing Scence

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Ferrucutus   Huge Animal   Hit Dice 18d8 +138 (219 hp) Initiative -1 Speed 30 ft. (6 squares) Armor Class 18 (-2 Size, -1 Dexterity, +11 Natural), touch 7,
flat-footed 18 Base Attack/Grapple +13/+32 Attack Gore +22 melee (2d8+16) Full Attack Gore +22 melee (2d8+16) Space/Reach 15 ft./10 ft. Special Attacks Powerful Charge, Trample 2d12+16 Special Qualities Low-Light Vision, Scent Saves Fort +18, Ref +10, Will +7 Abilities Strength 32, Dexterity 8, Constitution 25, Intelligence 1, Wisdom 12, Charisma 7 Skills Listen +12, Spot +11 Feats Awesome Blow, Improved Bull Rush, Power
Attack, Toughness x4 Environment Warm Plains or Forest Organization Solitary, Pair or Herd (5-12) Challenge Rating 9 Treasure None Alignment Always Neutral Advancement 19-32 HD (Huge), 33-50 HD (Gargantuan) Level Adjustment —-

Powerful Charge (Ex): WHen a Ferrucutus charges its gore attack does 4d8+22 points of damage.

Trample (Ex): Reflex Save for half damage, DC= 30. Save is Strength based.

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Horn Titan

Roleplaying Notes

Originally Posted by

Raptorial of the Wizards Community forums.

On this Thread

The glade is completely calm. Suddenly, the screams of birds and breaking of trees breaks the silence as a ferocious beast smashes out of the foliage.

The horn titans (maleevotaurus maximus) are one of the few surviving abelisaurs that dwell on Skull Island. They often come into conflict with the larger predators such as spinosuchosaurus and the mighty v-rexes. Nearly any mature bull horn titan encountered will have one of their horns broken and their bodies scarred, signs of a harsh life on this deadly island. The horn titans have powerful jaw muscles designed to propel their teeth through muscle, bone, and even some lightly armor of creatures. While the older bulls are loners or travel in pairs, younger males and females of all ages will form packs to hunt down larger prey such as the massive Skull Island sauropods.

Horn Titan

Huge Animal Hit Dice 5d8+50 (72 hp) Initiative +3 (+3 Dexterity) Speed 40 ft. (8 squares) Armor Class 15 (-2 size, +3 Dexterity, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple +3/+23 Attack Bite +13 melee (2d6 +12) Full Attack Bite +13 melee (2d6 +12) and gore +8 melee (1d6 +6), or tail +13 melee (1d8 +12) Space/Reach 15 ft./15 ft. Special Attacks Improved grab, swallow whole (2d6 acid damage each round inside the creature) Special Qualities Low-Light Vision Saves Fort +14, Ref +7, Will +2 Abilities Strength 35, Dexterity 16, Constitution 31, Intelligence 2, Wisdom 12, Charisma 14 Skills Hide +1, Intimidate +4, Listen +1, Spot +1 Feats Endurance, Track Environment Warm jungles Organization Solitary, pair, or pack (3-6) Challenge Rating 5 Treasure None Alignment Always neutral Advancement 6-10 HD (Huge); 11-15 HD (Gargantuan) Level Adjustment –

Needlemouth

Roleplaying Notes

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

Bursting from the murky water is a massive gar-like fish, covered in brown scales and armed with crocodilian jaws.

Needlemouths are aggressive hunters that patrol the rivers and tributaries of places long forgotten by most. While their sense of smell is not nearly as keen as that of a shark, these bony fish have keen eyes and pressure-sensitive lateral lines to guide them to their prey.
A typical needlemouth is between 9 and 13 feet long, but it is possible that these fish may reach monstrous proportions in the secluded waters of the world.

Needlemouth   Large Animal (Aquatic)   Hit Dice 8d8+8 (44 hp) Initiative +7 Speed Swim 80 ft. (16 squares) Armor Class 15 (-1 size, +3 Dexterity, +3 natural) Base Attack/Grapple +6/+14 Attack Bite +9 melee (1d8+6 plus disease) Full Attack Bite +9 melee (1d8+6 plus disease) Space/Reach 10 ft./5 ft. Special Attacks Disease, improved grab, swallow whole Special Qualities Low-Light Vision Saves Fort +7, Ref +9, Will +4 Abilities Strength 18, Dexterity 16, Constitution 12, Intelligence 1, Wisdom 15, Charisma 2 Skills Listen +9, Spot +9, Swim +13 Feats Alertness, Endurance, Improved Initiative Environment Warm aquatic Organization Solitary or school (2-5) Challenge Rating 5 Advancement 9-10 HD (Large); 11-15 HD (Huge) Level Adjustment —

Combat

Needlemouths show no subtlety in combat. Not even attempting to ambush prey, the river hunters use their shocking speed and maneuverability to run down their foes.
Improved Grab (Ex): To use this ability, a needlemouth must hit an opponent of up to two size categories 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 needlemouth can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 1d8+4 points of bludgeoning damage and 8 points of acid damage per round from the needlemouth’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 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.
A Large needlemouth’s gizzard can hold 2 Small or 4 Tiny or smaller opponents.
Disease (Ex): The jaws of a needlemouth pick up all manner of bacteria and other dangerous microbes over time, and any creature bitten by a needlemouth must succeed at a DC 15 Fortitude save or contract Filth fever (see the Dungeon Master’s Guide). The saving throw DC is Constitution-based.
Skills: A needlemouth has a +8 racial bonus on any Swim check to perform some 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.

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Peracerdon

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

The Peracerdon is an unusual theropod that searches the shorelines for crabs and fish, even in the heaviest surf. Graceful for one of it’s species and lightly built, it has a very long snout somewhat like a Gavial’s.

Peracerdon Large Animal Hit Dice 4d8+16 (34 hp) Initiative +7 Speed 30 ft. (6 squares), Swim 20 ft. Armor Class 17 (-1 Size, +3 Dexterity +5 Natural), touch 12, flat-footed 14 Base Attack/Grapple +3/+11 Attack Bite + 6 melee (2d6+4) Full Attack Bite +6 melee (2d6+4) and 2 Foreclaws +1 melee (1d3+2) Space/Reach 10 ft./10 ft. Special Attacks – Special Qualities Low Light Vision Saves Fort +8, Ref +7, Will +2 Abilities Strength 19, Dexterity 17, Constitution 19, Intelligence 2, Wisdom 12, Charisma 8 Skills Balance +8, Climb +4, Jump +4, Listen +3, Spot +8, Swim +12 Feats Improved Initiative, Alertness Environment Warm Aquatic Organization Solitary, or group (2-5) Challenge Rating 2 (3) Treasure None Alignment Always Neutral Advancement 5-8 HD (Large) Level Adjustment —

Skills: Peracerdon has a +4 Racial bonus to Balance and Spot checks, and a +8 Racial bonus on Swim checks.

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Rat-Monkey

Roleplaying Notes

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

A truly hideous animal springs from the shadows. The monkey-like creature has naked, wrinkled skin and wide, black eyes. Its face is far more rat than primate, and spittle flies from its blade-like teeth as it attacks.

Rat-monkeys are repulsive, frightening scavengers and hunters that scuttle about in the darkness of deep ravines or the boughs of massive trees, eating whatever they can find. They are wisely feared for their diseased bite.

While the origins of the rat-monkey are uncertain, rumor has it that they are the spawn of tree monkeys and giant plague rats accidentally introduced by traders. Whether this is true or not, the creatures now breed true, and have become a species of their own. They often live in the shadows of reapers and spider claws, being fast and agile enough to avoid becoming a meal for the monstrous arthropods.

Certain cultures use rat-monkeys in black-magic rituals, although the exact nature and purpose of these rituals is a closely guarded secret.
A typical rat monkey is perhaps 2 feet long and weighs about 5 pounds.

Rat-Monkey Tiny magical beast Hit Dice 1d10 (5hp) Initiative +0 Speed 30 ft. (6 squares), Climb 30 ft. Armor Class 15 (+2 size, +3 Dexterity) Base Attack/Grapple +1/-10 Attack Bite +6 melee (1d3-3 plus disease) Full Attack Bite +6 melee (1d3-3 plus disease) Space/Reach 2-1/2 ft./0 ft. Special Attacks Ghoul fever Special Qualities Low-Light Vision, resistant to disease Saves Fort +2, Ref +5, Will +2 Abilities Strength 5, Dexterity 17, Constitution 10, Intelligence 2, Wisdom 14, Charisma 5 Skills Balance +11, Climb +11, Hide +11, Listen +4, Spot +4 Feats Ability Focus (Disease), Weapon FinesseB Environment Warm mountains and forests Organization Pair or clan (6-12) Challenge Rating 1 Advancement 2-3 HD (Tiny); 4-5 HD (Small) Level Adjustment —

Combat

Rat-monkeys normally prey on creatures their size or smaller, but the surprisingly vicious beasts will attack larger creatures that enter their territory. They swarm foes, biting at any exposed flesh.

Ghoul Fever (Su): No one knows how it happened, or when, but rat-monkeys have gained the ability to transmit the supernatural affliction with a bite. Upon being bitten, foes must succeed at a DC 12 fortitude save or face the symptoms described in the ghoul entry in the Monster Manual. The save DC is Constitution-based.

Resistant to Disease (Ex): A rat-monkey is immune to the disease transmitted by its bite and to the bites of other rat-monkeys. Against other diseases, it gains a +4 racial bonus on all saving throws.

Skills: Rat-monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

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Reaper

Originally Posted by

TheCrawlingSpleen of the Wizards Community forums.

On this Thread

An eyeless crab, its rounded body bigger than a man, emerges from the dark hole in the rocks. Its antennae sway back and forth, and hypertrophied claws flash toward you as the creature lunges.

Reapers lurk in the sides of deep ravines and narrow mountain passes, snaring anything that passes near their burrows. Called Deplector in the scholars’ tongue, these massive land crabs will snatch birds and bats from the air, as well as reaching for the occasional traveler. Male and female reapers often live in the same burrow, the male’s tiny body in stark contrast to the size and power of his mate.
A male reaper is perhaps 2 feet in length (stats same as a Small monstrous crab) but the female’s massive frame is approximately 8 feet long, with antennae stretching another twelve feet. The stats here describe a female reaper.

Reaper Large vermin Hit Dice 7d8+14 (45 hp) Initiative +0 Speed 20 ft. (4 squares), Climb 20 ft. Armor Class 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple +5/+19 Attack Claw +10 melee (2d6+6) Full Attack 2 claws +10 melee (2d6+6) Space/Reach 10 ft./15 ft. Special Attacks Constrict 4d6+6, improved grab Special Qualities Blindsight 60 ft., strands, vermin traits Saves Fort +7, Ref +2, Will +4 Abilities Strength 23, Dexterity 10, Constitution 14, Intelligence —, Wisdom 14, Charisma 2 Skills Climb +14, Hide +4*, Listen +6 Feats Improved Natural AttackB Environment Warm mountains Organization Solitary Challenge Rating 5 Treasure None Alignment Always neutral Advancement 8-11 HD (Large); 12-16 HD (Huge) Level Adjustment —

Combat

Reapers prefer to strike from the cover of their burrows. However, if they detect prey that is out of reach, they are not averse to scuttling out into the open. Whether they fight in the open or from their burrows, the tactics of the massive crustaceans are brutally simple: they strike, grapple, and mercilessly crush their opponents with their claws.

Constrict (Ex): A reaper deals damage equal to twice its normal claw damage plus its strength bonus on a successful grapple check.

Improved Grab (Ex): To use this ability, a reaper must hit with 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 constrict.
Like other monstrous crabs, reapers have a +4 racial bonus on grapple checks.

Strands (Ex): The 6-foot-long claws and long arms of a reaper grant it formidable reach already, but the creature has another trick up its sleeve. As a full-round action, a reaper can secrete elastic strands that anchor it to the surrounding environment. While anchored, the reaper’s speed drops to 0, but it can throw its full weight into an attack, extending its reach to 20 feet. The crustacean can cut itself free of these strands as a standard action. Reapers usually make use of their strands in their burrows, and only rarely when fighting on open ground.

Blindsight (Ex): Reapers are blind, but their antennae are incredibly sensitive to sound and smell, and the creature can ascertain all foes within 60 feet as a sighted creature would.

vermin Traits: A reaper is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects).

Skills: Reapers have a +4 racial bonus on Listen checks and a +8 racial bonus on Climb checks. A reaper can always choose to take 10 on Climb checks, even when rushed or threatened.
*Reapers gain a +8 racial bonus on Hide checks when waiting in their burrows.

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Scorpio-Pede

Roleplaying Notes

Originally Posted by

Bhu of the Wizards Community forums.

On this Thread

Scorpio-Pede Small vermin (Aquatic) Hit Dice 1d8+2 (6 hp) Initiative +1 Speed 30 ft. (6 squares), Climb 30 ft., Swim 30 ft. Armor Class 15 (+1 Size, +1 Dexterity, +3 Natural), touch 12, flat-footed 14 Base Attack/Grapple +0/-5 Attack Bite +2 melee (1d4-1) Full Attack Bite +2 melee(1d4-1), and 1 Sting -3 melee (1d4-1+Poison) Space/Reach 5 ft./5 ft. Special Attacks Poison, Constrict 1d3-1, Improved Grab Special Qualities Dark Vision 60′, vermin traits, Amphibious, Blindsense 60′ Saves Fort +3, Ref +1, Will +0 Abilities Strength 9, Dexterity 12, Constitution 14, Intelligence -, Wisdom 10, Charisma 12 Skills Climb +4, Hide +9, Spot +4, Swim +7 Feats Weapon Finesse (Sting) Environment Warm Aquatic or Swamp Organization Solitary or Colony (10-100) Challenge Rating 1/2 Treasure none Alignment Always neutral Advancement – Level Adjustment –

Skills: Scorpio-Pedes have a +4 Racial Bonus on Climb, Hide, and Spot checks, and a +8 Racial Bonus on Swim checks. A Scorpio-Pede can always take 10 on a Swim check even if distracted or endangered. It may use the Run action while swimming as long as it moves in a straight line.

Poison (Ex): Fort Save DC:12 (save is Constitution based). Initial and Secondary Damage 1d2 Constitution.

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Venatosaurus

A Venatosaurus attempting to attack Hayes.

A Venatosaurus attempting to attack Hayes.

From Wikipedia, the free encyclopedia

Venatosaurus saevidicus

Venatosaurus saevidicus (Furious Hunter-Lizard) is a fictional dinosaur that measured around 16-24 feet in length and appeared in the 2005 remake of King Kong. There, the dinosaurs are seen herding Brontosaurus off a cliff. They also kill Carl Denham’s cameraman.

Adaptations

According to the book The World of Kong, the Venatosaurs had several special adaptations that made them capable hunters in the jungle interior. One was mobile hips, allowing them to swivel out further and increase the animal’s agility. Though their hips decreased the Venatosaurus’ speed, it made them more agile in the twisted jungle. It also allowed it to duck under even lower cover, in order to Hide more effectively.

The eyes were moved up on the head, allowing it to peer over cover while remaining hidden. The pupils are like a cat’s, slitted and able to dilate to let in more light while hunting in the dark jungle.

The rib cage was reduced in length but deepened, allowing more flexibility but with no loss of lung capacity, a mammal-like adaptation. It also allowed more muscle, providing a better grip on prey.

Intelligence and social structure

The Venatosaurus’ intelligence helped it learn to use its environment to its advantage. They used the broken ruins, for example, when herding Brontosaurs. Certain animals revealed themselves to the herd, driving them down a road while others went around the ruins. They would then attack, and with this tactic, it took fewer hunters to accomplish the same job.

The Venatosaurs were found mainly in the jungle regions. Vastatosaurus Rex would kill them, given the chance, so the Venatosaurus packs would normally stay away from the lowland regions. Packs with territory bordering the lowlands would sometimes journey into these areas, but only at night.

Venatosaurs were intelligent and social carnivores, hunting in packs of 6-12 animals. Coordinating their attacks with impressive cunning, they developed tactics to deal with specific animals. It was the only species that preyed on adult Brontosaurus baxteri (something not even V-Rexes would do). Success would lead to kills the whole pack could share for a week or more. As well as Brontosaurus, they hunted animals such as Asperdorsus, Tree-tops and even Diablosaurus.

The pack was the key to their success. Their Intelligence minimized competition, and allowed for an amazing level of coordination. Alpha pairs dominated packs, but they were not the only pair that mated. Venatosaurs were born live, with the chicks gaining their parent’s rank. They lived in a nest that was normally underneath excavated tree roots, and were guarded by a low-ranking Venatosaur at all times.

Lineage

Venatosaurus saevidicus is related to 2 other species on Skull Island, as well as the likely descendants of Velociraptor, Utahraptor, or Deinonychus. Venatosaurus impavidus (Indomitable Hunter-Lizard) was a smaller species in the same genus which hunted in the valleys. A closely related species was the fishing Ambulaquasaurus cristarufus, a dinosaur about 10-14 feet long that ate fish in the rapids of Skull Island’s Rivers.

Roleplaying Notes

Originally Posted by

Dungeons & Donuts of the Wizards Community forums.

On this Thread

A pack of long, green creatures is stalking you through the island jungles. The creatures are amazing, they are 20 feet long and have lizard-like heads. Their bodies are slender and their in their feet are sheathed claws that are at least 8 inches long. As you move, you hear some rustling behind you, and you know it’s them. You turn around to fight them but it is too late as one lunges at you and tears you apart.

Venatosaurus Large Animal Hit Dice 4d8+8 (26hp) Initiative +5 Speed 70 ft. AC 18 (+5 Dexterity, +3 Natural) Touch , Flat-Footed Base Attack/Grapple +3/+7 Attack 2 Claws +3 melee (1d6+4) or Bite +3 melee (1d8+4) Full Attack 2 Claws +3 melee (1d6+4) and Bite +3 melee (1d8+4) or Lunge +3 ranged (1d6+4+2) Special Attacks Lunge Special Qualities Animal Traits, Low-Light Vision Abilities Strength 18, Dexterity 20, Constitution 14, Intelligence 2, Wisdom 5, Charisma 10 Saves Fort +6, Ref +11, Will +1 Skills Climb +3, Hide +4 Feats Power Attack, lightning reflexes Environment Any Organization None CR 3 Treasure None Alignment Always Neutral Advancement —

Lunge: The venatosaurus can lunge at it’s targets as a full-round action from up to 20 feet away (minimum 5 feet). This lunge deals 1d6+2 piercing damage to the target.

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To Film and Tv

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