As I mentioned first post (link), I used the names given to the creatures by Sendak, and included their names from the movie in parenthesis. Please enjoy!
Aaron
(Judith)
This fearsome creature resembles nothing so
much as an upright lion with a rhinoceros horn.
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AARON CR
5
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XP 1,600
NE Large monstrous humanoid (wild thing)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
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DEFENSE
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AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
hp 60 (8d10+16)
Fort +4, Ref +6, Will +6; –4 penalty vs. gaze attacks
Weaknesses gaze vulnerability
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OFFENSE
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Speed 40 ft., climb 20 ft.;
four-footed run
Melee 2 claws +11 (1d6+4)
and gore +11 (1d8+4/19-20)
Space 10 ft.; Reach
10 ft.
Special Attacks gnashing teeth, powerful charge (gore, 2d8+8),
terrible roar
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STATISTICS
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Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha
8
Base Atk +8; CMB +13; CMD 23
Feats Distracting Charge ACG,
Duck and Cover APG, Eldritch Claws APG, Improved Critical (gore)
Skills Acrobatics +6, Climb
+12, Survival +9
Languages Common, Giant
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ECOLOGY
-----------------------------------------------------------------------------------------------------------------
Environment any temperate or
tropical
Organization solitary or wild
rumpus (2-8 wild things)
Treasure standard
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SPECIAL
ABILITIES
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Four-Footed Run (Ex) Aaron can run
on all fours at speed of 50 feet if he doesn't hold or carry anything in his
hands. When running on all fours, he is treated as if he had the Run feat
Gaze Vulnerability (Ex) Aaron takes a –4
penalty on saving throws against gaze attacks.
Gnashing Teeth (Ex) Aaron can make an
Intimidate check against one foe within 30 feet as a move action. If Aaron
successfully demoralizes his opponent, the foe is shaken for 1d4 rounds.
Terrible Roar (Ex) As a standard
action, Aaron can unleash a terrible roar. All shaken enemies within 30 feet
must make a Will save (DC 15) or be panicked for 1d4+1 rounds. Once a
creature has made a save versus the terrible roar of any wild thing (successful
or not), it is immune to this power for 24 hours. The save is
Constitution-based).
Goat Boy (Alexander)
This human-sized creature mostly resembles a
large, upright goat.
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GOAT BOY CR
3
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XP 800
N Medium monstrous humanoid (wild thing)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d10+8)
Fort +3, Ref +7, Will +5; –4 penalty vs. gaze attacks
Weaknesses gaze vulnerability
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OFFENSE
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Speed 30 ft., climb 15 ft.
Melee 2 claws +7 (1d4+3)
and gore +7 (1d6+3)
Special Attacks gnashing teeth, terrible roar
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STATISTICS
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Str 16, Dex 17, Con
14, Int 13, Wis 13, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Distracting Charge ACG,
Duck and Cover APG
Skills Climb +11, Diplomacy
+4, Perception +8, Ride +10, Stealth +10, Survival +8
Languages Common, Giant, Goblin
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ECOLOGY
-----------------------------------------------------------------------------------------------------------------
Environment any temperate or
tropical
Organization solitary or wild
rumpus (2-8 wild things)
Treasure standard
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SPECIAL
ABILITIES
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Gaze Vulnerability (Ex) Goat Boy takes a –4
penalty on saving throws against gaze attacks.
Gnashing Teeth (Ex) Goat Boy can make an
Intimidate check against one foe within 30 feet as a move action. If Goat Boy
successfully demoralizes his opponent, the foe is shaken for 1d4 rounds.
Terrible
Roar (Ex) As a standard
action, Goat Boy can unleash a terrible roar. All shaken enemies within 30 feet
must make a Will save (DC 14) or be panicked for 1d4+1 rounds. Once a
creature has made a save versus the terrible roar of any wild thing (successful
or not), it is immune to this power for 24 hours. The save is
Constitution-based).
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