ARK: WILD - ARCHAEOPTERYX - The Living GLIDER and SAP Farmer
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ARK: WILD - ARCHAEOPTERYX - The Living GLIDER and SAP Farmer
Polyp, Aerial CR 4
An small jelly-like being floats peacefully in the warm air currents, trailing long hairlike tendrils from its central mass.
N Small vermin (air)
Init +4; Senses Blindsight 40ft, sense vibrations 60ft; Perception +2
DEFENSE
AC 17, touch #, flat-footed # (+2 natural, +1 size)
hp 40 (5d8+4)
Fort +3, Ref +7, Will +3
Immune vermin traits
Resist cold/10
OFFENSE
Speed Fly 20ft, Jet 40ft
Melee tentacles +6 (2d6 + poison)
Ranged harpoon +7 (1d4 + poison)
Space 5 ft., Reach 10 ft.
Special Attacks Harpoon, Attach
STATISTICS
Str 12, Dex 14, Con 12, Int –, Wis 10, Cha 2
Base Atk +5; CMB +7 (+7 grapple); CMD 17 (can’t be tripped)
Feats Weapon Finesse, Ability Focus, Multiattack
Skills Stealth +5, Fly +8; Racial Modifiers +8 Stealth
ECOLOGY
Environment Skylands, any aerial
Organization solitary, pack (2-3), or bloom (6+)
Treasure none
SPECIAL ABILITIES
Attach (Ex) The polyp automatically latches onto its target when it successfully makes a harpoon attack. The creature is considered grappling, but the target is not. The target can attack or grapple the polyp as normal, or break the attach with a successful grapple or Escape Artist check, if a save is successful. A polyp has a racial bonus to maintain a grapple (listed in its CMB entry).
Blindsight 40ft (Ex) Polyps possess blindsight, they use a combination of sensitivity to vibrations and echolocation to operate effectively without vision. This makes invisibility and concealment (even magical darkness) irrelevant to them (though it still can’t see ethereal creatures).
Harpoon Attack (Ex) When a target is sensed one or multiple harpoons are launched and reeled in. The needle-like harpoon tips ‘attach’ to the target and injects an anesthetizing liquid through the tip. When the target stops moving, another chemical is injected to start the digestion process. Then the polyp, drinks the result.
Jet (Ex) A monstrous jellyfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Poison (Ex) Harpoon–injury; save DC 18; frequency 1/minute for 6 minutes: effect paralyzed; cure 2 consecutive saves. The save DC is Fortitude-based. The target must save per harpoon attached.
Resistance to Cold (Ex) A Polyp has cold resistance 10.
Sense Vibrations (Ex) Polyps can sense vibrations, electricity and heat within 60ft. This allows them to detect wind currents, living creatures flying by and heat thermals.
Transparent (Ex) Due to its lack of coloration, a polyp is difficult to discern. A DC 20 Perception check is required to notice a motionless polyp. Any creature that fails to notice a polyp and walks into it triggers an attack of opportunity.
The aerial polyp’s body is a translucent blue or clear hollow form resembling an marine jellyfish. An aerial polyp’s body averages 4 feet or more in diameter, while its tentacles (trailing below it) can reach lengths of around 20 ft or greater. Its body is often a gas filled bladder, when needed a polyp can expel some of this gas to put on a burst of speed. Polyps come in all colors, shapes and sizes as seen in the slideshow below.
Native the the Skylands, a polyp is an ambush hunter. They are nomadic creatures that float around the clouds and aerial islands of this nation. Due to their transparent nature and ranged attack, as long as there are creatures flying nearby they will be well-fed. When creatures in its hunting grounds become scarce, a polyp moves on to new ones.
This is a quick monster, I will flesh him out more tomorrow.
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Creature Spotlight: Aerial Polyp #creaturespotlight #aquaticahomebrew #roleplaying #pathfinder #homebrewcreatures #aerialcreatures Polyp, Aerial CR 4 An small jelly-like being floats peacefully in the warm air currents, trailing long hairlike tendrils from its central mass.
Lutra
This is one of the advanced races that I created for my Homebrew world of Aquatica. Below is the Pathfinder write-up for the Lutra:
Lutra (14 RP)
Medium humanoid (aquatic, animalfolk)
Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength. Lutra are nimble and curious, but their laziness makes them weaker than other races. (0 RP)
Medium Size: Lutra have no bonuses or negatives due to their size. Medium races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
Standard Speed: Lutra have a base speed of 30 feet. (0 RP)
Aquatic Subtype: Lutra gain a swim speed of 30 feet, can hold their breath as long as their Constitution score plus their level in minutes, and operate normally underwater as if it were their natural element. (2 RP)
Bond to the Water: Lutra gain a +2 dodge bonus to AC when under water. (2 RP)
Lowlight vision: Lutra can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Whiskers: Lutra can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. (1 RP)
Keen Senses: Lutra receive a +2 racial bonus on Perception skill checks. (2 RP)
Waterborn: Lutra gain a +2 to 1 water-based skill of choice; craft: fishing gear (nets, poles, lures, boats), profession: fishing, ride: dolphin (or other), survival, or swim (2 RP)
Cliff Jumper: Lutra are fearless of heights because they often live in and around cliff caves. (1 RP)
Know Direction: Lutra always know north and direction of their Holt (home). (1 RP)
Tail Slap: A Lutra’s tailslap is a slam attack that does 1d6 damage. (1 RP)
Fearless: Lutra gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
Languages: Common and Lutran. Bonus: Aquan, Dwarven, Elven, Gnome, Goblin, and Mer. (0 RP)
Alternate Racial Traits
Curiosity: Lutra are naturally inquisitive, and gain a +4 bonus on Diplomacy checks to gather information, and both Knowledge (history) and (local) become class skills for them. If they choose a class that has these Knowledge skills as class skills, they gain a +2 racial bonus in the skills instead. Replaces water born
Gregarious: Lutra are naturally charming and social. Whenever Lutra use Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the aquatic’s Charisma-based skills for the next 24 hours. Replaces fearless.
Change Shape: Lutra gain the Feral Form feat at reduced cost and look like Large-size sea otters. Replaces waterborn.
Powerful Swimmer: Lutra receive a +10 foot bonus to their swim speed. Replaces whiskers.
Tough Hide: Lutra have a +1 to their Natural Armor. Replaces keen senses.
Water Child: Lutra gain an additional +4 racial bonus on Swim checks (this stacks with any other racial bonuses), can always take 10 while swimming, and may ignore penalties from water pressure and cold water temperatures, allowing them to dive as deeply as they wish. Additionally, they treat above-water cold climate effects as though they were one order of magnitude less. This advantage provides no protection against attacks that use pressure or cold. Replaces waterborn and bond to the water.
Weather Savvy: Lutra are so in tune with the air and sky above their liquid homes that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces tailslap.
Lutra live on Hyna Beatha is covered in mountains, cliffs, forests, rivers and streams.
This playful race is evolved from the common sea otter. They are a medium-sized race of humanoid otters with brown hair and eyes which live in nomadic tribes and are cooperative hunters. Lutra prefer to live in sheltered caves, commonly in cliffs, but often found in aquatic (underwater) caves in temperate to arctic waters. Their diet consists mostly of aquatic plants and animals [shellfish are favorites]. A rare few (20% or DM choice) can shapeshift into a Large sea otter. The majority of the tribes worship the primal egg (like lizardfolk) or the World Turtle.
Their society is like a combination of Pacific Islanders, Eskimo and Jamaicans. They are a very laid back people, but when needed work with a will; vocal, love singing and music; communal, everything is shared. Like to barter and use shells for currency.
ally: walaran, whales, dolphin, turtles, aquatic mammals
enemy: reptiles, sharks, snakes, lizardfolk, lemurans
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Upcoming is a Hombrewery PDF of the Lutra.
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Creature Spotlight: Lutra #creaturespotlight #aquaticahomebrew #pathfinderadvancedrace #lutra #aquatic #anthropomorphic Lutra This is one of the advanced races that I created for my Homebrew world of Aquatica.
Lyn’skyurr
This is my new homebrew creation. The muse for this was from a video that my husband was watching of a Monster Hunter Worlds play-through, they were fighting a Tobi-Kadachi monster.
I didn’t copy the monster, just used it for my inspiration. I based it on a flying squirrel, then gave it the Dire and Saurian creature templates (I used the Asp snake for the poison bite) instead of dragon (it was a wyvern in the game), with a hint if the thunder child creature from The Advanced Bestiary. Of course, it can grow larger as it ages. I din’t make it as powerful as these templates allowed, but picked and chose what I wanted.
I made the name up by combining Lyn from Norwegian and Skyurr from Armenian. Combined it means Lightning Squirrel. Below is a slide show of prehistoric and present-day creatures as well as the one from Monster Hunter Worlds, that I used for my creature building.
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Below is the creature in two different formats, word and from Homebrewery (I’m still learning to input here):
Lyn’Skyurr (Lightning Squirrel) CR 4
XP 1200
N Small magical beast (augmented, air)
Init +6; Senses darkvision 60 ft, low-light vision, scent; Perception +10
Defense
AC 21, touch 17, flat-footed 15 (+2 Dex, +4 natural armor, +1 size, +4 dodge bonus to AC)
hp 46 hp (5d10+15)
Fort +6, Ref +7, Will +4
Offense
Speed 60 ft., fly 40 ft. (clumsy)
Melee 2 claws +7 (1d3+2 plus rake+1d6 electricity), bite +6 (1d4+1 plus poison or +1d6 electricity)
Special Attacks electricity, leaping pounce, poison, rake
Space 5ft., Reach 5 ft.
Statistics
Str 12, Dex 15, Con 16, Int 4, Wis 16, Cha 10
Base Atk +5; CMB +5; CMD 17 (10 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (claws)
Skills Acrobatics +20 (+16 when jumping), Climb +12, Fly +4, Stealth +15, Survival +10; Racial Modifiers +16 Acrobatics, +8 Climb, +4 Perception, +8 Survival
SQ glide
Ecology
Environment temperate forests
Organization solitary, pair or nest (3–8)
Treasure 1,150
Special Abilities
Electricity (Ex) Each of the Lyn’skyurr’s natural melee attacks deal +1d6 points of electricity damage. Any creature grappling a Lyn’skyurr takes 2d6 points of electricity damage each round that the grapple is maintained.
Glide (Ex) A Lyn’skyurr cannot use its fly speed to hover. When flying, a Lyn’skyurr must end its movement at least 5 feet lower in elevation than where it started.
Although not capable of actual flight, a Lyn’skyurr possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.
Leaping Pounce (Ex) When a Lyn’skyurr charges a foe and jumps for at least the last 10 feet of movement, it may make a full attack, including rake attacks.
Rake (Ex) A Lyn’skyurr with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a Lyn’skyurr gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the Lyn’skyurr’s description. A Lyn’skyurr must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Poison (Ex) Bite—injury; save Fort DC15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves. The save DC includes a +2 racial bonus. Useable 1/round.
Lyn’skyurr appear to be small reptilian creatures with the head of an asp, and the body of a flying squirrel. The lower part of their body is covered in grayish-green scales, while along their spine it is covered in dark gray fur. This fur appears to constantly have static electricity coursing through it.
These creatures are mostly ambush hunters, when young they hunt in packs but when they mature and take a mate, they hunt in pairs or as a family unit.
Some Lyn’skyurr have been known to have rudimentary language skills. Some believe it’s mimicry, while others believe that they have a rudimentary Intelligence. Some humanoids train Lyn’skyurr as bestial guardians.
Advancement
When a Lyn’skyurr advances to Large or above, the creature the begins to become a more dangerous predator and use its natural weapons to better advantage.
Bite Becomes the Lyn’skyurr’s primary attack that deals 2d6 damage plus 1-1/2 times the Lyn’skyurr’s Strength bonus (even though it has more than one attack). A Lyn’skyurr’s bite attack has reach as if the creature were one size category larger (+10 feet for Colossal Lyn’skyurrs).
Claws The Lyn’skyurr’s claws become its secondary attack and deals the 1d8 damage plus the Lyn’skyurr’s Strength bonus.
Tail Slap The Lyn’skyurr can slap one foe each round with its tail. A tail slap is a secondary attack that deals 1d8 damage plus 1-1/2 times the dragon’s Strength bonus (this is an exception to the normal secondary attack rules).
Lyn’skyurr lightning squirrel.pdf
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Creature Spotlight: Lyn'skyurr #creaturespotlight #homebrewmonster #pathfinder #lyn'skyrr #lightningsquirrel #monsterhunterworlds #tobi-kadachimonster #dire #saurian #thunderchild #magicalbeast #reimagingprehistoriccreatures Lyn'skyurr This is my new homebrew creation. The muse for this was from a video that my husband was watching of a…
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Creature Spotlight Returns
Creature Spotlight returns in 2 hours! I ran out of time to do it before. This time I set it up ahead of time: 7 creatures, 8 days, 13 posts a day. I can still add your art if you submit it or send me the link through fanmail.
Monday: Chimæra Tuesday: Tanuki Wednesday: Rod (Sky Fish) Thursday: Chonchón (Tué Tué) Fri & Sat: Shi (Foo Dog) Sunday: Keukegen Monday: Salamander