The cnidarian trees of the earth of the Quotidians, from Fellow Tetrapod.
Pictured is what appears to be a branch of a maple tree, but on close inspection, the leaves look a bit puply and tentacular. They are in fact polyps, encased in a tough cuticle, able to withdraw into the glassy hollow stem. This is what the Zogreion has instead of trees
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[Commissioned by @glarnboudin, based again on Tim Morris’s D&D designs. The behavior for the pebbleshot is based on that of solitary wasps and burying beetles, just scaled up.]
Pebbleshot
CR 4 N Magical Beast
This creature looks something like an insect, with two buzzing wings and a gunmetal gray exoskeleton. Its front two limbs are short and end in broad claws, and its other four legs are longer and more delicate. Orange eyes peer from beneath its proboscis, which is oversized and tubular.
A pebbleshot is an insectoid predator that hunts to provision its young. As an adult, it eats little but nectar and fruit juices, but requires plenty of protein in the form of meat in order to fully develop. Pebbleshots dig burrows using their claws, stock them with multiple corpses (four Medium sized creatures or one Large sized creature is a typical larder), lay a single egg in the pile and then bury it. The grubs devour their stockpile and metamorphose into a hard, nut-shaped pupa, from which the adult later emerges.
A mated pair of pebbleshots often work together to hunt—a female can lay multiple eggs per season, and the male sticks with her in order to guard her and ensure he fertilizes all of them. They make hit-and-run attacks, swooping from the air to get within range and firing hardened masses of chitin from their proboscis. These are the pebbles for which the creatures are named. Pebbleshots can attack with their front claws as well, but these are better suited for digging into soil than flesh, and are used as a last resort.
Pebbleshots live fast and die young, completing their life cycle in a mere year. The adult form is often active for only a month or two before dying, their eggs laid and provisioned.
Pebbleshot     CR 4
XP 1,200
N Medium magical beast
Init +3; Senses darkvision 60 ft., low-light vision, Perception +7
Defense
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 32 (5d10+5)
Fort +5, Ref +7, Will +2
Offense
Speed 20 ft., fly 50 ft. (good)
Melee 2 claws +6 (1d4+1)
Ranged pebble +8 (1d8+1/x3)
Statistics
Str 13, Dex 16, Con 13, Int 1, Wis 12, Cha 8
Base Atk +5; CMB +6; CMD 19 (23 vs. trip)
Feats Deadly Aim, Flyby Attack, Point-Blank Shot
Skills Fly +12, Perception +7
Ecology
Environment warm and temperate plains and desert
Organization solitary or pair
Treasure incidental
Special Abilities
Pebble (Ex) A pebbleshot can make a ranged attack with a pebble. Treat this as an attack made with a thrown weapon with a range increment of 30 feet. A creature struck takes 1d8 points of damage, plus the pebbleshot’s Strength modifier. A pebbleshot’s pebble deals x3 damage on a successful critical hit. A pebbleshot’s pebbles count as manufactured weapons for the purposes of iterative attacks, and it has an effectively unlimited amount of ammunition.
[The last of the Tim Morris D&D monsters commissioned by @glarnboudin​. I wanted to do this one because it reminds me of some toys I had as a kid. They were little rubber aliens or monsters with long snouts. All three of the ones I had had legs (some with toes, some insect-like), but I’ve seen tentacled ones more like this in passing. But I never knew who made them or where to get them (I got mine as prizes at Chuck E Cheeze, but never saw them after like one summer). I just looked up “rubber monster with snout” and apparently they were called Slurfies? I might need to buy some to reward my inner child for solving this more than 20 year old mystery.]
Tentaspouter
CR 3 N Aberration
This creature is vaguely like an octopus, with eight tentacles, but two of them are larger than the others and tipped with claws. It has eight eyes overlooking a long siphon, which is mobile and flexible.
Tentaspouters are cephalopod-like ambush predators that live by the water’s edge. They are most common in fresh water systems, although some do move into estuaries or salt marshes. Their hunting strategy consists of using powerful blasts of water to bludgeon and push prey around, preferably into the waiting arms of one of their kin. Only two of their tentacles are large and strong enough to strike from a distance, but once prey is grappled, all of the limbs come into play, as does the tentaspouter’s beak. The beak is much more like a stylet than the parrot-like beak of an octopus, and can drain blood at an impressive rate.
Tentaspouters are social creatures, and typically live and hunt in groups. These “gauntlets” are so called because they usually set up outposts running along a natural or constructed bridge, hoping to catch passing organisms on land. Tentaspouters can speak, albeit only to a limited degree, and supplement their speech with tentacle gestures and shifts in color. They are not inherently evil, but only a few of them realize that humanoids are different from animal prey. They do not value treasure, but valuable items may be found near their lairs, still held or carried by desiccated victims.
Tentaspouter    CR 3
XP 800
N Medium aberration (aquatic)
Init +2; Senses darkvision 60 ft., Perception +6
Defense    Â
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 30 (4d8+12)
Fort +4, Ref +3, Will +5
DR 5/slashing or piercing
Offense
Speed 20 ft., swim 40 ft.
Melee 2 claws +5 (1d4+2 plus grab)
Ranged waterspout +5 (2d6+3 plus bull rush)
Special Attacks blood drain (1d3 Con), constrict (1d4+3)
Statistics
Str 15, Dex 15, Con 16, Int 5, Wis 12, Cha 10
Base Atk +3; CMB +5 (+9 grapple); CMD 17 (23 vs. trip)
Feats Point Blank Shot, Stealthy
Skills Climb +6, Escape Artist +14, Perception +6, Stealth +14, Swim +14; Racial Modifiers +4 Escape Artist, +4 Stealth
Languages Aquan
SQ water dependent
Ecology
Environment aquatic and underground
Organization solitary, pair or gauntlet (3-12)
Treasure incidental
Special Abilities
Waterspout (Ex) As a standard action, a tentaspouter can spray a blast of water at a single opponent. Treat this as a ranged attack with a range of 30 feet and no range increment. A tentaspouter does not provoke attacks of opportunity for using this ability when threatened by an enemy. A creature struck takes 2d6+3 points of bludgeoning damage and is subject to a bull rush attempt by the tentaspouter. A tentaspouter must refill itself with water as a move action before using this ability again.
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[Commissioned by @glarnboudin​, based on Tim Morris’ excellent gallery of chimeras and other weirdoes for use in D&D. The mernoceros seemed like a logical extension of the sea cat, and so I tied their flavor text together. Have a whole aquatic Serengeti in your campaigns!
Edit. I forgot to copy and paste the introductory text in. Thanks to @abominationimperatrix​ for the head’s up!]
Mernoceros
CR 6 N Magical Beast
This creature looks like a rhinoceros from the waist forward and a small whale from the waist back. It has beady eyes, a large horn on the end of its nose, two stumpy forelimbs and a broad finned tail.
The mernoceros is an aquatic chimerical herbivore. They are common in shallow coastal water, particularly in places where there are too many predators for the inoffensive manatees to be prevalent. Mernoceroses are similar to their terrestrial cousins in being belligerent and likely to charge at the first sign of trouble, especially in the water. They are slow on land, and only emerge in order to give birth, nurse calves or crawl to a particularly lush tide pool during low tide.
Perhaps the greatest foe of the mernoceros is the sea cat, and the two species will fight to the death if their paths cross. A single sea cat stands little chance against a mernoceros, but a pride of the carnivores can and do kill lone mernoceroses if they can isolate them. These clashes are especially dangerous for fisherman and sailors in areas where the two species overlap, as neither is careful about collateral damage, and may do things like hide behind small boats (or try to breach into larger ones). Mernoceros horn has a mother-of-pearl sheen to it, and is prized by some coastal communities, leading to over-harvesting and population declines.
Mernoceros      CR 6
XP 2,400
N Large magical beast
Init +1; Senses low-light vision, Perception +13, scent
Defense
AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural)
hp 66 (7d10+28)
Fort +9, Ref +6, Will +5
Offense
Speed 10 ft., swim 40 ft.
Melee gore +11 (2d6+5), tail slap +6 (1d12+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d6+7), tossing critical
Statistics
Str 20, Dex 12, Con 19, Int 2, Wis 13, Cha 11
Base Atk +7; CMB +13 (+15 bull rush); CMD 25 (27 vs. bull rush)
Feats Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +13, Swim +17
SQ hold breath
Ecology
Environment any coastlines
Organization solitary, pair or herd (3-12)
Treasure none
Special Abilities
Tossing Critical (Ex) When a mernoceros successfully makes a critical hit against an opponent of its size or smaller, it can make a combat maneuver check to bull rush that opponent as a free action. It does not move with this bull rush, but can still push opponents farther than 5 feet.
[Commissioned by @glarnboudin. The artist involved designed about eighty creatures, mainly hybrids and fakeosaurs, as potential D&D threats. Check them all out here]
Dragonweed
CR 5 N Large Plant
This fibrous plant has a ovoid, woody body from which grow six roots, which clamber along the ground like tentacles. Above a crown of leaves is a long stalk, ending in a massive beaked head.
Dragonweeds are a pernicious and dangerous type of carnivorous plants. They are so named for their fear and elemental powers, but some dragons do encourage dragonweeds to grow outside their lairs as a security measure. Dragonweeds can conceal themselves among ordinary plant growth by retracting their stalk-like necks, and they are surprisingly stealthy for their size. A dragonweed radiates fear that overwhelms many creatures and keeps them from fleeing or fighting—this compensates for their slow speed and allows dragonweeds to close the distance to catch and eat all manner of prey.
Dragonweeds of all elemental affinities can crossbreed effortlessly, and new mutations can crop up even in pure bred strains. The only physical difference between dragonweeds of different affinities is the color lining their beak-like mouth. Acid-affiliated dragonweeds have a green mouth lining, blue indicates cold, yellow indicates electricity and a red color marks fiery dragonweeds. Stranger affinities are rumored but unsubstantiated, such as force, sonic or negative energy damage. They are of animal-like intelligence, but are fairly dim and uncurious at that. They ignore plant creatures of all kinds, and some more intelligent plant monsters keep them as pets and companions.
Dragonweed    CR 5
XP 1,600
N Large plant
Init +1; Senses darkvision 60 ft., Perception +6, tremorsense 30 ft.
Aura horror (30 ft., Will DC 15)
Defense
AC 18, touch 10, flat-footed 17 (-1 size, +1 Dex, +8 natural)hp 59 (7d8+28)
Fort +9, Ref +5, Will +2
DR 5/slashing; Immune plant traits
Defensive Abilities elemental affinity
Offense
Speed 15 ft.
Melee bite +8 (2d6+6 plus 1d6 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (once every 1d4 rounds, 5d6 energy, 30 ft. line, Ref DC 17 half)
Statistics
Str 18, Dex 13, Con 18, Int 1, Wis 11, Cha 10
Base Atk +5; CMB +10; CMD 21 (29 vs. trip)
Feats Ability Focus (horror aura), Combat Reflexes, Lightning Reflexes, Power Attack
Skills Perception +6, Stealth +4 (+12 in undergrowth); Racial Modifiers +8 Stealth in undergrowth
Environment
Ecology any land
Organization solitary, copse (2-8) or grove (9-30)
Treasure incidental
Special Abilities
Elemental Affinity (Ex) A dragonweed is attuned to an energy type. It is immune to this energy type and its breath weapon and bite attack deal this energy as damage. Roll 1d4 and consult the table below to determine what elemental affinity a dragonweed has:
1: acid
2: cold
3: electricity
4: fire
Horror Aura (Su) Any living creature within 30 feet of a dragonweed must succeed a DC 15 Will save or cower in fear for 1d4 rounds. A creature that succeeds its save is immune to the horror aura of that dragonweed for the next 24 hours. The save DC is Charisma based. Dragons are immune to the horror aura of a dragonweed.