Helix Fossil:
Omanyte
Str 08 Dex 12 Con 20 Int 06 Wis 06 Cha 08
Speed: 10' Swim 50'
Init: +1
HD: 4d10+24 (46 HP)
AC: 21 (+2 size +8 natural +1 Dex)
flat 20
touch 13
Fort +9
Ref +5
Will -1
BAB/Grapple: +4/-3
Attack: Tentacle +7 (1d3-1)
Full Attack: 2 Tentacles +7 (1d3-1)
Feats:
(B) Weapon Finesse
Multi-Attack
Improved Toughness
Special:
Tentacles:
If using all tentacles to grapple, Omanyte gains a +2 bonus to do so.
Constrict (Ex):
If it somehow successfully grapples a foe, Omanyte may deal 2d4-1 constriction damage.
Water Gun (Su):
A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of water. This deals 2d8 damage and can be used once per three turns.
Tickle (Ex):
As a melee touch attack, Omanyte can tickle a foe with a standard action. The foe must make a DC 15 Will save (Dex-based, +2 racial bonus) or count as Dazed for one full round as they squirm and laugh.
CR: 4
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Advancement:
Every week, Omanyte's Wisdom increases by 2 points, up to a maximum of 14. Additionally, it gains a racial HD every week, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d8 per 2 HD to water gun
+1 to one physical ability score
+1 CR
At 6 HD, water gun also causes blindness for 1 round due to mud splattering over the target's eyes.
At 8 HD, it grows to Small (+2 Str, +1 natural armour, +5' movement). It also gains the special attack "Roll Out", granting +2d6 damage to all charge attacks, and allowing a charge to be performed at triple speed instead of double.
At 10 HD, it evolves into Omastar.
Str 14 Dex 10 Con 22 Int 08 Wis 14 Cha 12
Speed: 20' Swim 60'
Init: +0
*If raised, 6 increases can be applied to any combination of physical ability scores
HD: 10d10+70 (125 HP)
AC: 30 (+20 natural)
flat 30
touch 10
Fort +13
Ref +7
Will +5
BAB/Grapple: +10/+16
Attack: Tentacle +12 (1d8+2)
Full Attack: 4 Tentacles +12 (1d8+2) and Bite +12 (1d8+1)
Feats:
Multi-Attack
Improved Toughness
Improved Natural Attack: Tentacle
Improved Multi-Attack
Special:
Tentacles:
If using all tentacles to grapple, Omastar gains a +4 bonus to do so.
Improved Grab (Ex):
If Omastar successfully hits with a tentacle attack, it may make a free grapple attempt without provoking an attack of opportunity.
Constrict (Ex):
If it successfully grapples a foe, Omanstar may deal 4d6+3 constriction damage.
Water Gun (Su):
A 30' ranged attack can be made as a standard action, hitting the foe with a high-powered stream of water. This deals 5d8 damage and can be used once per three turns. Due to the mud, this also blinds the foe for 1 round if it hits
Tickle (Ex):
As a melee touch attack, Omastar can tickle a foe with a standard action. The foe must make a DC 19 Will save (now Str-based, +2 racial bonus) or count as Dazed for 1d4 rounds as they squirm and laugh.
Brine (Su):
A spray of acidic salt water may be fired in a 30' cone every 4 rounds. This deals 10d4 Acid damage (Ref half, DC 21). If the target has already taken at least 20 points of damage, or is bleeding, or has been hit by a Wounding effect, then they take double damage (Ref reduces this to normal damage) and must make a Fort save (same DC) or be Stunned with pain for 1 round.
Spikes (Ex):
Omastar counts as having Armour Spikes.
Roll Out (Ex):
Omastar can move at triple speed for a charge, and deals +2d6 damage on charge attacks.
CR: 10
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Advancement:
Every week, Omastar gains a racial HD, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d8 per 2 HD to water gun
+1d4 to Brine
+1 to one physical ability score
+1 CR
At 12 HD, two spikes can be fired up to 50' as a standard action, dealing damage as crossbow bolts for its size.
At 14 HD, it grows to Large size (+2 natural armour, +4 Str, -2 Dex, +4 Con). All mental ability scores improve by 2.
At 16 HD, it gains the Ancient Power ability of Aerodactyl. All mental ability scores improve by 2.
At 20 HD, it may call powerful geysers from below the earth to strike foes. This is a Supernatural ability, and requires a full round action. Two 30' bursts within 100' are selected, and all in the area take 2d6 damage per hit die and are knocked prone. A Reflex save (Wis-based) halves this damage and negates the prone status. This may be performed once per hour.
Kabuto
Str 10 Dex 10 Con 20 Int 06 Wis 06 Cha 08
Speed: 20' Swim 30'
Init: +0
HD: 4d10+20 (42 HP)
AC: 20 (+2 size +8 natural)
flat 20
touch 12
Fort +9
Ref +4
Will -1
BAB/Grapple: +4/-4
Attack: Bite +6 (1d4 plus 1 Con)
Full Attack: Bite +6 (1d3 plus 1 Con) 2 Claws +4 (1d2)
Feats:
Multi-Attack
Improved Natural Attack: Bite
Special:
Blood Drain (Ex):
With every bite, enough blood is drunk to deal 1 point of Con damage. This restores 5 HP to the Kabuto.
Harden (Ex):
If Kabuto makes a full defence, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack.
Attach (Ex):
A a melee touch attack that does not provoke, Kabuto can leap into an adjacent occupied square and attach itself to a target. It may then deal automatic bite damage every round (starting on the next round) unless grappled and removed, or knocked out/killed.
CR: 4
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Advancement:
Every week, Kabuto's Wisdom increases by 2 points, up to a maximum of 14. Additionally, it gains a racial HD every week, to a maximum (if owned) to the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1 Con damage/+5 HP healing from Blood Drain per 2 HD
+1 to one physical ability score
+1 CR
At 6 HD, it can (as a Supernatural ability) emit a piercing scraping noise. This affects all in a 20' radius of Kabuto and causes al non-deaf targets to be Stunned for one round if they fail a Will save (Wisdom-based).
At 8 HD, it grows to Small (+2 Str, +1 natural armour) and grows sharper claws, increasing their threat range to 19-20. Additionally, when attaching, it can attempt to wring all liquids from the target, forcing them to make a Fortitude save (Strength-based). It must have already drained blood from them for this to work, and if they succeed on the saving throw they are immune until blood-drained again. If they fail, they take 1d6 points of damage per HD of the Kabuto, are Nauseated for 3 rounds and continue to bleed 5 hit points per round.
At 10 HD, it evolves into Kabutops.
Str 16 Dex 14 Con 20 Int 06 Wis 14 Cha 08
Speed: 30' Swim 50'
Init: +2
*6 ability increases can be spread across the physical ability scores
HD: 10d10+50 (105 HP)
AC: 32 (+2 Dex +20 natural)
flat 30
touch 12
Fort +12
Ref +9
Will +5
BAB/Grapple: +10/+13
Attack: Claw +13 (1d8+3, 17-20 x3)
Full Attack: 2 Claws +13 (1d8+3, 17-20 x3) plus Bite +13 (1d8+1 plus 5 Con)
Feats:
Multi-Attack
Improved Natural Attack: Bite
Improved Multi-Attack
Improved Natural Attack: Claw
Special:
Augmented Critical (Ex):
The claws of the Kabutops threaten on a 17-20 and deal x3 damage.
Blood Drain (Ex):
With every bite, enough blood is drunk to deal 5 points of Con damage. This restores 25 HP to the Kabutops.
Harden (Ex):
If Kabutops makes a full defence, its natural armour bonus improves by 4 points for three rounds. Multiple full defences do not stack.
Impaling Wring-Out (Ex):
On a successful grapple, Kabutops can attempt to wring all liquids from the target, forcing them to make a DC 18 Fortitude save (Strength-based). It must have already drained blood from them for this to work, and if they succeed on the saving throw they are immune until blood-drained again. If they fail, they take 1d6 points of damage per HD of the Kabutops, are Nauseated for 3 rounds and continue to bleed 10 hit points per round.
Swords Dance (Ex):
As a full round action, Kabutops can focus on combat, honing its abilities. On the next round (and in any attacks of opportunity taken before then), all claw attacks deal an additional 5d6+10 damage.
CR: 10
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Advancement:
Every week, Kabutops gains a racial HD, to a maximum (if owned) of the owner's level - 1. Each hit die grants additional benefits aside from the usual ones for racial HD:
+1 natural armour
+1d6+2 on Swords Dance per 2 HD
+1 Con damage & 5 HP per 2 HD for Blood Drain
+1 to one physical ability score
+1 CR
At 14 HD, all mental ability scores improve by +2. It also gains the Ancient Power ability of the Aerodactyl.
At 16 HD, it grows to Large (+6 Str, -2 Dex, +4 Con, +2 natural armour).
At 18 HD, all mental ability scores improve by +2. It also gains the Night Slash ability:
Night Slash (Su):
As a move action, Kabutops can coat its claws in negative energy. On the next attack made with each claw, the attacks are made as touch attacks and deal an additional amount of negative energy damage equal to 3d6 plus double the Kabutops' level.
At 20 HD, Kabutops gains Spell Resistance equal to 11 + its Hit Dice.
Ancient Resonance: If a Kabutops and Omastar are within 15 feet of one another, any spell that is not Primeval or Ancient/Forgotten Magic (mostly DM fiat here) has a 50% chance to completely fail if either creature is the target or caught in the area of effect. The area around them even seems to change, the ground being rejuvenated with the nutrients it had one million years ago, and the plants taking on a healthy yet feral appearance.