Azothath's Homebrew: Barkgator CR:1


Homebrew and House Rules


Barkgator (aka tree gator, trunk caiman, forest snapper) (crocodillia latrarémorsu)
NN Med animal (reptile) CR 1 XP 200
Init +1; Senses low-light vision; Perception +7

DEFENSE
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natl)
hp 15 (2d8+6)
Fort +5, Ref +3, Will +2
DR:1/piercing or magic

OFFENSE
Speed 20 ft., Climb 20 ft. Sprint
Melee Natl: bite +4 (1d6+3 c20*2 S|P plus grab) {primary, AoO},
claw(2) +2,+2 (1d3+1 c20*2 SP plus rake) {secondary}
Space 5 ft.; Reach 5 ft. Long low reptile Ht 1 ft at midpoint 7 ft total, Wt 140-200 lbs.

STATISTICS
Str 16(+3), Dex 12(+1), Con 16(+3), Int 2(-4), Wis 12(+1), Cha 6(-2)
BAB(0.75) +1, Str +3; CMB +4; CMD +15(+19 vs trip) {4 legs}
Feats Multiattack(B), Grab, Rake, Sprint.
Skills(ranks) Acro(C), Climb(C) +17(1), Fly(C), Perception(C) +7(1), Stealth(C) +9{forest}(1), Survival(C) +5(1), Swim(C).
Languages none.
Mag Itm Slots quadruped[short legs, claws]: armor, belt(saddle), eyes, head, headband, neck, shoulders.
Racial Modifiers +2 Perception, +4 climb {4 clawed legs}, +3 natl AC, Climb speed {Climb skill +8}.

Cold Blooded (Ex) the creature can conserve resources(food & water needs are 25% a mammals needs) by maintaining a low activity level and gaining heat from the environment. The creature suffers freezing damage below 5C along with 5C-10C issues. Between 5C and 10C the creature is in topor (fatigued, staggered, does not heal from rest). Between 11C and 20C the creature is staggered. Between 21 and 35C the creature acts normally. Between 36 and 44C the creature can Sprint every 5 min but requires double it’s food and water requirements. 45-50C the creature starts to overheat and becomes staggered. 51-56C the creature is fatigued, staggered, and does not heal from rest. The creature suffers heat damage above 56C along with 51-56C issues.
Due to their slow metabolism these reptiles act somewhat like scavengers preferring to stow killed prey for a few days in a tree nook until it starts rotting whereupon it becomes easier to digest. Local birds pick at the carcass in the meantime.
Grab (Ex) if the creature successfully bites a target of its size or less it can start a grapple as a free action that does not provoke an AoO. It can start a rake if the grapple is successful and uses its tail to maintain position. It can grapple while climbing or on level ground.
Natural Camouflage (Ex) the creature blends into a natural terrain and combines this with slow movement for stealth, +4 competence Stealth in Forest when moving 5ft or less per turn.
Mount: the creature is not a suitable/trainable mount except for reptilian races but can be a (dull witted) Animal Companion limited to DC 20 or less tricks when raised from an egg and accustomed to humanoids (they only recognize 1 humanoid race as non-food).
Rake (Ex) in a grapple a barkgator can attack with 4 claws at +2,+2,+2,+2(1d3+1 S|P) rather than just two. If a barkgator hits with two claws (in a grapple or not) it does an additional (4 S) damage. This is a devastating attack if it makes the rolls and replaces the Death Roll of an alligator.
Sprint (Ex) once per minute the creature can sprint increasing its land/climb speed to 40 for 1 round (a 80ft double move or charge). It may descend(move(land speed)/climb) down a tree/surface at normal speed ignoring the normal straight line requirement for a charge (rather than at double the climb rate downward) during a sprint. It must climb a tree normally and cannot ignore the charge requirements ascending a surface.

ECOLOGY
Environment warm to temperate forest.
Organization solitary, pair (only in early to mid spring during mating).
Treasure spring: 1d6;1-5: regurgitated fur & feather nesting material 0gp, 6: 1d3+1 barkgater eggs (and defending mother, +1(+1) morale bonus to hit(damage) for 6 rounds per 10 min) worth 10-20gp.

A barkgator is a arboreal primitive reptile that has carried its kin’s ambush tactics adding simple camouflage with climbing into a forest setting. They have lost the amphibious quality but can maintain a nose down position clinging on a tree trunk for hours. Luckily they are not that hard to spot for keen eyed humans, simians, advanced avians, and hunting dogs with scent. When a barkgator successfully grabs and rakes it is a jaw-dropping sight as the normally torpid reptile springs into action landing a devastating bite and flurry of slashing claws that sends fur and feathers flying. Not many adventurers forget that first surprise shocking attack. A few arrows usually keep the barkgators at bay.
Barkgators build nests in large nooks in the lower canopies of big trees. Parrots and other clever avians attempt to harass them out of the upper trees as barkgators raid unprotected nests on larger branches but also keep the snakes and small cats (who poach the nests on small branches) from climbing trees.
Barkgators are not a match for faster tree climbing mammals but they will start nightly out of season mating calls to attract a clade of barkgators to overcome a pesky poacher. Monkeys enjoy teasing tree hugging barkgators until one is bitten or raked and then they move on having lost interest in the game. A barkgators natural armor is too tough for most arboreal animals and the smarter ones move on before the barkgator is provoked to attack.

Tactics typical wait & ambush tactics.

=== by Azothath ===


It’s an interesting idea. My only nitpick would be that I’m not sure I’ve ever seen an animal with DR. I feel like that ability is associated with more supernatural creatures.


some classes get it with level
I purposefully made it rather weak by adding /piercing and the magic was just extra to enforce that. Usually you see /bludgeoning. Originally I started with nat'l armr +2 following a standard but reviewed caimen CR:0.33 and alligator CR:2. I listed the monster feats under feats which was a bit unusual but I felt the critter at CR 1 was a bit overloaded as is, so no more feats for you!
I think the tricky part was lowering the Rake to replace the death roll and not over doing it.
I prefer trying to make flavorful low CR critters as it is easy enough to ramp them up. IMO he's CR:1.5 with all those abilities.

With iguanas now an invasive pest in the florida keys, there are literally lizards in the trees...


=== posts ===

Spell: Discorporation:C0
Spell: Celestial Healing:C1{rework}
Spell: Twilight Knife:K2 {rework}
Spell: Lsr Shadow Walk:I3

Magic Item: Candy Surprise $50.

Monster: Barkgator CR:1 {note the natural coloration}
Monster: Helminth Swarm CR:3
Monster: Worm that Inhabits CR:15

Weapon: Automatic Crossbows $1350.

Poison(mythic/silly): Swansong Poison {priceless}

Purchased Mounts Purchased Horses

Special Material: Hagcloth

Feat: Arithmancy{rework, Digital Roots process}
Feat: Sacred Geometry {rework using Digital Roots & see 13th post}
Feat: Combat Expertise{rework} see Def Wpn Training {rework}
Feat: Defensive Weapon Training{rework} see Combat Expertise {rework}

Sense: Spiritsense (Su)

there are some others and likely I'll update one


What's the difference between a barkgator and a barkodile? I always get them confused.


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Alligators are dark colored with a broad, rounded snout and are usually found in fresh water. Crocodiles are grayish-green and prefer coastal, brackish and salt-water habitats (thus have a higher active salt glands) and are more aggressive.
Small to medium sized alligators are known to climb(well - clamber over, lol) trees, ladders, stairs, and fences. Trees tend to be rarer in salt water habitats (mangroves etc).
Barkgators are essentially an arboreal alligator species.

I'm kinda waiting to see how 2 or 3(CR 3-4) or 5(CR 4-5) barkgators do against a standard 4 man first or second level party. It'll be a snap!

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