malcolm_n
Adventurer
So, I read King Nate's Blog today and really enjoyed his rules for 0-level characters. I offered to make some 0-level monsters for them to face, so here I am. 
I'll start with something basic; a "leveled down" creature.
Goblin Thug Level 0 Lurker
Small natural humanoid XP 50
Initiative +3 Senses Perception +1; low-light vision
HP 18; Bloodied 9
AC 14; Fortitude 11; Reflex 13; Will 10
Speed 6
Short Sword (standard; at-will) * Weapon
....+4 vs. AC; 1d6+1 damage.
Sneaky
....When shifting, a goblin thug can move into a space occupied by an ally of its level or lower. The ally shifts into the thug's previous space as a free action.
Alignment Evil Languages Common, Goblin
Skills Stealth +5, Thievery +5
Str...13 (+1) Dex..16 (+3) Wis 11 (+0)
Con..12 (+1) Int...07 (-2) Cha 07 (-2)
Equipment short sword
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and something for those would-be thieves out there hoping to break into a house for extra gold.
Guard Dog Level 0 Brute
Medium natural beast XP 50
Initiative +1 Senses Perception +3; low-light vision
HP 23; Bloodied 11
AC 12; Fortitude 14; Reflex 11; Will 11
Speed 6, 7 when charging
Bite (standard; at-will) *
....+4 vs. AC; 1d8+3 damage. See also Pin
Pin (minor action, after using bite; at-will)
....+4 vs. Fortitude or Reflex (target's choice); the target is grabbed (until escape) and the Guard Dog cannot use Bite until it lets go.
Alignment Unaligned Languages -
Skills Athletics +5, Endurance +3
Str...16 (+3) Dex..12 (+1) Wis 07 (-2)
Con..13 (+1) Int...07 (-2) Cha 11 (+0)
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And finally, something to start a party on the wrong foot with the local evil mage.
Warlock's Familiar Imp Level 0 Elite Skirmisher
Tiny immortal humanoid (devil) XP 100
Initiative +1 Senses Perception +3; low-light vision
HP 42; Bloodied 21
AC 12; Fortitude 11; Reflex 14; Will 13
Resist 15 fire
Speed 4, fly 6 (hover)
Bite (standard; at-will)
....+2 vs. AC; 1d6 damage.
Hellish Rebuke (standard; recharges when the imp uses vanish) * Fire
....+2 vs. Reflex; 1d6+2 fire damage, and if the imp takes damage before the end of its next turn, the target takes an extra 1d6+2 fire damage.
Vanish (standard, recharge
) * Illusion
....the imp becomes invisible until the end of its next turn or until it attacks.
Alignment Evil Languages Common, Supernal
Skills Arcana +5, Bluff +4, Stealth +4
Str...11 (+0) Dex..15 (+2) Wis 13 (+1)
Con..15 (+2) Int...16 (+3) Cha 15 (+2)

I'll start with something basic; a "leveled down" creature.
Goblin Thug Level 0 Lurker
Small natural humanoid XP 50
Initiative +3 Senses Perception +1; low-light vision
HP 18; Bloodied 9
AC 14; Fortitude 11; Reflex 13; Will 10
Speed 6

....+4 vs. AC; 1d6+1 damage.
Sneaky
....When shifting, a goblin thug can move into a space occupied by an ally of its level or lower. The ally shifts into the thug's previous space as a free action.
Alignment Evil Languages Common, Goblin
Skills Stealth +5, Thievery +5
Str...13 (+1) Dex..16 (+3) Wis 11 (+0)
Con..12 (+1) Int...07 (-2) Cha 07 (-2)
Equipment short sword
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and something for those would-be thieves out there hoping to break into a house for extra gold.
Guard Dog Level 0 Brute
Medium natural beast XP 50
Initiative +1 Senses Perception +3; low-light vision
HP 23; Bloodied 11
AC 12; Fortitude 14; Reflex 11; Will 11
Speed 6, 7 when charging

....+4 vs. AC; 1d8+3 damage. See also Pin
Pin (minor action, after using bite; at-will)
....+4 vs. Fortitude or Reflex (target's choice); the target is grabbed (until escape) and the Guard Dog cannot use Bite until it lets go.
Alignment Unaligned Languages -
Skills Athletics +5, Endurance +3
Str...16 (+3) Dex..12 (+1) Wis 07 (-2)
Con..13 (+1) Int...07 (-2) Cha 11 (+0)
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And finally, something to start a party on the wrong foot with the local evil mage.
Warlock's Familiar Imp Level 0 Elite Skirmisher
Tiny immortal humanoid (devil) XP 100
Initiative +1 Senses Perception +3; low-light vision
HP 42; Bloodied 21
AC 12; Fortitude 11; Reflex 14; Will 13
Resist 15 fire
Speed 4, fly 6 (hover)

....+2 vs. AC; 1d6 damage.

....+2 vs. Reflex; 1d6+2 fire damage, and if the imp takes damage before the end of its next turn, the target takes an extra 1d6+2 fire damage.
Vanish (standard, recharge


....the imp becomes invisible until the end of its next turn or until it attacks.
Alignment Evil Languages Common, Supernal
Skills Arcana +5, Bluff +4, Stealth +4
Str...11 (+0) Dex..15 (+2) Wis 13 (+1)
Con..15 (+2) Int...16 (+3) Cha 15 (+2)
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