Old School Nefarium - Road to Adventure Link (1/20/16)

Ash Bloodroot

Here's what I think is one of my more bizarre ideas. Ash Bloodroot was once a treant druid, a defender of the woodlands and the creatures who live therein. As the end of his life approached, Ash's fear of death drove him to seek unlife as a lich. In the process, he turned his back on everything good and holy, becoming an ex-druid and blighter.

[sblock=Ash Bloodroot; CR 30
Lich treant ex-druid 11/blighter 9]
CE Huge undead
Init +2; Senses darkvision 60 ft., low-light vision, Listen +34, Spot +34
Languages Abyssal, Common, Sylvan, Treant
-----
AC 36 (-2 size, +2 Dex, +8 armor, +5 deflection, +13 natural), touch 15, flat-footed 34
hp 175 (27 HD); DR 10/slashing or DR 15/bludgeoning and magic; turn resistance +4
Immune ability damage (Str, Dex, Con), ability drain, cold, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, polymorph (although it can use polymorph effects on itself), sleep, stunning
Resist fire 20
Vulnerability fire
Fort +19, Ref +11, Will +27; -2 against water effects
-----
Spd 30 ft. (6 squares)
Melee slam +31 (2d6+14 plus 1d8+5 [Will 26 half] plus paralysis) and slam +31 (2d6+9)
Melee (all out Power Attack) slam +12 (2d6+33 plus 1d8+5 [Will 26 half] plus paralysis) and slam +12 (2d6+33)
Melee Touch various spells +26
Space 15 ft.; Reach 15 ft.
Base Atk +19; Grp +36
Atk Options contagious touch 3/day, blightfire, double damage against objects, fear aura (Will 26), paralyzing touch (Fort 26), trample 2d6+13 (Ref 22 half), undead wildshape (3/day, Huge)
Blighter Spells Prepared (CL 20th):
8th - inflict critical wounds (Quickened) (4d8+20, Will 25 half), shambler
7th - control weather, dispel magic (Quickened), repel metal or stone
6th - flame strike (Empowered) (15d6, Ref 25 half), greater dispel magic (x2), harm (150 points, Will 27 half)
5th - antilife shell, create undead, vampiric touch (Empowered) (x2) (10d6), wall of fire (Extended)
4th - blight, inflict critical wounds (x2) (4d8+20, Will 25 half), rusting grasp (x2), transmute rock to mud
3rd - desecrate, inflict serious wounds (x2) (3d8+15, Will 24 half), poison (Fort 24), protection from elements, stinking cloud (Fort 24)
2nd - chill metal (Will 23), darkness, death knell (Will 23), inflict moderate wounds (x2) (2d8+10, Will 23 half), warp wood (Will 23)
1st - bane (Will 22), doom (Will 19), inflict light wounds (x2) (1d8+5, Will 22 half), hide from animals, ray of enfeeblement (x2)
0 - detect magic, flare (x2) (Fort 21), ghost sound (Will 21 interact), read magic, touch of fatigue (Fort 21)
Spell-Like Abilities:
At will - animate trees
1/day - animate dead animals (CL 9th), deforestation 180 ft. radius (Fort 27), speak with dead animals (CL 20th), unbond (Will 30) (CL 9th)
-----
Abilities Str 28, Dex 15, Con --, Int 15, Wis 32 (26), Cha 16
Note Dex includes +5 inherent bonus from manual of quickness in action.
Skills Concentration +12 (+16 to cast defensively), Diplomacy +5, Hide +2*, Intimidate +8, Knowledge (nature) +14, Listen +34, Move Silently +10, Search +10, Sense Motive +28, Spot +34, Survival +31 (+33 aboveground), Swim +18 (*Add +8 racial bonus on Hide checks made in forested areas.)
Feats Combat Casting, Craft Wondrous Item, Empower Spell, Extend Spell, Improved Sunder, Iron Will, Natural Spell, Power Attack, Quicken Spell, Track
Possessions amulet of mighty fists +5, bracers of armor +8, brazier of commanding fire elementals, luck blade (3 wishes), pearl of power (7th-level spell), periapt of wisdom +6, ring of fire elemental command, ring of protection +5, staff of passage (25 charges), plus another 900,000 gp of equipment best suited to how you want to use Ash.
-----
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak spell (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Blightfire (Su): 5d6 points of fire damage within 10 ft. Ref 30 half.

Contagious Touch (Su): As contagion spell. Fort 24.

Damage Reduction (Su): Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 26 Will save or be affected as though by a fear spell from a 20th-level sorcerer. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a DC 26 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Touch Attack (Su): A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a DC 26 Will save halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Trample (Ex): Reflex DC 22 half, 2d6+13 damage. The save DC is Strength-based.

Unbond (Sp): If within 40 ft. of master and the target creature, this ability temporarily separates a bonded animal or magical beast (such as an animal companion or familiar) from its master. Duration is 9 minutes.[/sblock]
 

log in or register to remove this ad

Cade Greenbough

Ghosts are cool. Here's a ghost with some old-fashioned melee potential even against non-ethereal targets. Cade would make a good spy and agent for an evil boss. Being LN, he could potentially be a noble but tortured spirit, cursed to unlife in the service of his evil boss because of some failure as a kensai while alive.

[sblock=Cade Greenbough; CR 13
Ghost halfling monk 7/kensai 4]
LN Small undead (incorporeal)
Init +7; Senses darkvision 60 ft., Listen +14, Spot +12
Languages Common, Halfling
-----
AC 21 (+1 size, +3 Dex, +2 Wis, +2 monk, +3 deflection); Combat Expertise
AC (versus ethereal) 20 (+1 size, +3 Dex, +2 Wis, +2 monk, +2 armor); Combat Expertise
hp 71 (11 HD); turn resistance +4
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +7, Ref +10, Will +12; evasion
-----
Spd fly 30 ft. (perfect) (6 squares)
Melee +2 ghost touch frost unarmed strike +13 (1d10+4 plus 1d6 cold)
Melee (flurry of blows) +2 ghost touch frost unarmed strike +12/+12 (1d10+4 plus 1d6 cold)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +4 (versus ethereal only)
Atk Options corrupting gaze (Fort 19), frightful moan (Will 19), Improved Trip, ki strike (magic), malevolence (Will 19), power surge, signature weapon (unarmed strike), Stunning Fist 9/day (Fort 17)
Special Actions Deflect Arrows, manifestation, rejuvenation, wholeness of body
-----
Abilities Str 14, Dex 16, Con --, Int 10, Wis 14, Cha 18 (16)
SQ ki projection (skill bonuses included)
Skills Bluff +6, Concentration +10, Diplomacy +15, Gather Information +8, Hide +11, Intimidate +11, Knowledge (arcana) +5, Knowledge (local) +5, Knowledge (nobility and royalty) +5, Listen +14, Ride +8, Search +8, Sense Motive +16, Spot +12
Feats Combat Expertise, Deflect Arrows (B), Improved Initiative, Improved Trip (B), Improved Unarmed Strike (B), Stunning Fist (B), Weapon Focus (unarmed strike)
Possessions bracers of armor +2, cloak of charisma +2, monk's belt
-----
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a DC 19 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 11th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 19 Will save. A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Power Surge (Ex): DC 15 Concentration check as move action. Grants +8 Str bonus for two rounds. Each additional daily use increase DC by +5.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 11) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Signature Weapon (Su): Cade can apply a +4 weapon bonus to his unarmed strike. Normally this means he fights with a +2 ghost touch frost unarmed strike. Given time and necessity, he could change this. For example, he could drop the frost enhancement in favor of a specific bane. Opting for +1 ghost touch unholy unarmed strike would also be a good tactic.[/sblock]
 

Half-Fiendish Phantom Fungus

Plant monsters are underused in D&D. One of these days I'm going to do a campaign arc about monstrous plants trying to uproot fleshly civilization, perhaps by sapping away its agricultural base.

[sblock=Half-fiendish phantom fungus; CR 4]
LE Medium outsider (native)
Init +2; Senses darkvision 60 ft., low-light vision, Listen +7, Spot +7
Languages Infernal
-----
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
hp 17 (2 HD); DR 5/magic
Immune critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
SR 12
Resist acid 10, cold 10, electricity 10, fire 10
Fort +7, Ref +2, Will +0
-----
Spd 20 ft. (4 squares), fly 20 ft. (average)
Melee 2 claws +5 (1d4+4) and bite +0 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +5
Atk Options smite good 1/day
Special Actions greater invisibility
Spell-Like Abilities (CL 2nd)
3/day - darkness
-----
Abilities Str 18, Dex 14, Con 18, Int 6, Wis 11, Cha 11
Skills Balance +4, Escape Artist +4, Listen +7, Move Silently +12, Open Lock +4, Search +0, Spot +7
Feats Alertness
-----
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal 2 points of extra damage equal against a good foe.

Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.[/sblock]
 

Various Plant Monsters

Continuing with the plant monsters....

[sblock=Shambling mound barbarian 4; CR 10]
CN Large plant
Init -1; Senses darkvision 60 ft., low-light vision, Listen +10, Spot +1
Language Sylvan
-----
AC 21 (–1 size, -1 Dex, +2 armor, +11 natural), touch 8, flat-footed 21; trap sense +1, uncanny dodge
AC (when raging) 19 (–1 size, -1 Dex, +2 armor, +11 natural, -2 rage), touch 6, flat-footed 19; trap sense +1, uncanny dodge
hp 122 (12 HD)
hp (when raging) 146
Immune critical hits, electricity, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Resist fire 10
Fort +15, Ref +2, Will +6; trap sense +1
Fort (when raging) +17, Will (when raging) +8
-----
Spd 30 ft. (6 squares), swim 20 ft.
Melee 2 slams +17 (2d6+7)
Melee (when raging) 2 slams +19 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +21
Atk Options constrict 2d6+10 (or 2d6+13 when raging), Improved Bullrush, improved grab, Power Attack, rage 2/day (10 rounds)
Combat Gear potion of magic fang +3
-----
Abilities Str 25, Dex 9, Con 20, Int 8, Wis 13, Cha 8
Abilities (when raging) Str 29, Con 24
Skills Hide +6*, Jump +13, Listen +10, Move Silently +6, Survival +7 (*Add +8 racial bonus on Hide checks when in a swampy or forested area.)
Skills (when raging) Jump +15
Feats Improved Bullrush, Iron Will, Power Attack, Weapon Focus (slam), Track
Possessions bracers of armor +2
-----
Constrict (Ex): A shambler deals constriction damage with a successful grapple check.

Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.

Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.[/sblock]

The ELH paragon template is just so over-the-top that it can no longer be ignored in this thread.

[sblock=Advanced paragon assassin vine; CR 26]
N Colossal plant
Init +7; Senses blindsight 30 ft., low-light vision, Listen +10, Spot +1
-----
AC 51 (-8 size, +7 Dex, +12 insight, +12 luck, +18 natural), touch 33, flat-footed 44
hp 1,404 (36 HD); DR 10/epic; fast healing 20
Immune critical hits, electricity, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Resist cold 10, fire 10
SR 51
Fort +49, Ref +31, Will +33
-----
Spd 15 ft. (3 squares)
Melee slam +52 melee (3d6+57)
Space 30 ft.; Reach 30 ft. (60 ft. with vine)
Base Atk +27; Grp +68
Atk Options constrict 3d6+57, entangle, improved grab
Spell-Like Abilities (CL 15th):
3/day - greater dispel magic, haste, see invisibility
-----
Abilities Str 61, Dex 25, Con 48, Int --, Wis 29, Cha 25
SQ camouflage
-----
Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Constrict (Ex): An assassin vine deals 3d6+57 points of damage with a successful grapple check.

Damage Reduction: A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Entangle (Su): An assassin vine can animate plants within 30 ft. of itself as a free action (Ref DC 41 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to an entangle spell (caster level 4th).

Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.[/sblock]

Here's what happens when you stick the pseudonatural template on a low CR monster. There's no way this beastie is actually CR 19. I'd put its real CR at no higher than half that amount.

[sblock=Pseudonatural violet fungus; CR 19 (not really)]
N Medium outsider (extraplanar)
Init +4; Senses low-light vision, Listen +9, Spot +9
-----
AC 49 (+4 Dex, +35 natural), touch 14, flat-footed 45
hp 32 (2 HD); DR 5/epic
Immune critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Resist acid 15, electricity 15
SR 10
Fort +11, Ref +4, Will +5
-----
Spd 20 ft. (4 squares)
Melee 4 tentacles +29 melee (1d6+13 plus poison)
Melee (in pseudonatural form) 5 tentacle rakes +29 melee (2d8+13 plus poison)
Space 5 ft.; Reach 10 ft.
Base Atk +1; Grp +29
Atk Options constant insight, improved grab, poison (Fort 19), rotting constriction
Special Actions alternate form
Spell-Like Abilities (CL 20th):
At will - blur, dimension door, shield, unhallow
-----
Abilities Str 36, Dex 18, Con 26, Int 3, Wis 21, Cha 9
Skills Hide +5, Listen +9, Spot +9
Feats Alertness
-----
Alternate Form (Su): At will, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against pseudonatural creatures in this alternate form.

Constant Insight (Su): The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Damage Reduction: A pseudonatural creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Improved Grab (Ex): If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d4 Strength and 1d4 Constitution. The save DC is Constitution-based.

Rotting Constriction (Ex): Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.[/sblock]

What if shriekers were intelligent?

[sblock=Shrieker nomad 5; CR 3]
N Medium plant
Init -5; Senses low-light vision, Listen +6, Spot +5
Language Undercommon
-----
AC 8 (-5 Dex, +3 natural), touch 5, flat-footed 8
hp 41 (7 HD)
Immune critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Fort +6, Ref --, Will +6
-----
Spd 0 ft.
Ranged Touch crystal shard +3 (1d6, plus 1d6 per pp expended, up to +5d6)
Space 5 ft.; Reach 0 ft.
Base Atk +3; Grp -2
Special Actions shriek
Combat Gear three psionic tattoos (telekinetic thrust, ML 5th)
Psionic Powers Known (32 pp/day, ML 5th):
3rd - telekinetic thrust (Will 16)
2nd - dimension swap, energy push (Fort or Ref half 15), psionic levitate
1st - crystal shard, missive
Discipline psychoportation
-----
Abilities Str --, Dex --, Con 14, Int 16, Wis 14, Cha 13
Skills Autohypnosis +6, Concentration +9 (+13 manifesting defensively), Diplomacy +4, Knowledge (psionics) +10, Listen +6, Psicraft +12, Spot +5
Feats Combat Manifestation (B), Expanded Knowledge (B), Psicrystal Affinity, Psionic Body, Scribe Tattoo
-----
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds if the shrieker desires. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.[/sblock]
[sblock=Psicrystal]
N Diminutive construct
Init +2; Senses darkvision 60 ft., low-light vision, Listen +6, Spot +6
Language Undercommon
-----
AC 18 (+4 size, +2 Dex, +2 natural), touch 16, flat-footed 16
hp 20 (7 HD); hardness 8
Immune ability damage, ability drain, any effect that requires a Fortitude save (unless the effect also works on objects, or is
harmless), critical hits, disease, death effects, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +4, Ref +3, Will +4; improved evasion
-----
Spd 30 ft. (6 squares), climb 20 ft.
Melee Touch touch +0
Space 1 ft.; Reach 0 ft.
Base Atk +0; Grp -17
Attack Options deliver touch powers
Special Actions personality, self-propulsion, share powers, sighted, telepathic link, telepathic speech
-----
Abilities Str 1, Dex 15, Con --, Int 8, Wis 10, Cha 10
Skills Autohypnosis +4, Climb +14, Concentration +7, Hide +14, Knowledge (psionics) +6, Listen +6, Move Silently +6, Psicraft +6, Search +3, Spot +6
Feats Alertness
-----
Personality (Ex): Friendly, +3 bonus on Diplomacy checks.[/sblock]

And one last plant monster to grow on.

[sblock=Fiendish tendriculos; CR 8]
NE Huge plant (extraplanar)
Init -1; Senses darkvision 60 ft., low-light vision, Listen +1, Spot +1
-----
AC 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
hp 94 (9 HD); DR 5/magic; regeneration 10
Immune critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
Resist cold 10, fire 10
SR 14
Fort +12, Ref +2, Will +4
-----
Spd 20 ft. (4 squares)
Melee bite +13 (2d8+9) and 2 tendrils +8 (1d6+4)
Space 15 ft.; Reach 15 ft.
Base Atk +6; Grp +23
Special Actions improved grab, paralysis, swallow whole
-----
Abilities Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Skills Hide +9, Listen +1, Move Silently +1, Spot +1
Feats Alertness, Iron Will, Power Attack, Stealthy
-----
Improved Grab (Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.

Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal 9 points of extra damage equal against a good foe.

Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based.

A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.[/sblock]
 

Sir Gonoszság

Introduce Sir Gonoszság early in your campaign while he's still mortal. The PCs fight against his tyranny. Sir Gonoszság dies and is buried in disgrace. PCs go off and do other things. A couple of levels later, they hear about increasingly common undead encounters in Sir Gonoszság's former territory. PCs investigate, discover the undead are flocking to an evil banner and that Sir Gonoszság's grave is empty.

[sblock=Sir Gonoszság; CR 8
Death knight human aristocrat 6]
Medium undead
Init +1; Senses darkvision 60 ft., Listen +4, Spot +4
Language Common
-----
AC 27 (+1 Dex, +5 natural, +9 armor, +2 shield), touch 11, flat-footed 26
hp 39 (6 HD); DR 15/magic; turn immunity
Immune ability damage (Str, Dex, Con), ability drain, cold, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, polymorph, sleep, stunning
SR 20
Fort +2, Ref +3, Will +6
-----
Spd 20 ft. (4 squares) (30 ft. unarmored); Ride-By Attack
Melee +1 battleaxe +9 (1d8+5/x3)
Melee masterwork lance +9 (1d8+4/x3)
Melee (with charge) +1 battleaxe +11 (2d8+10/x3); Spirited Charge
Melee (with charge) masterwork lance +11 (3d8+12/x3); Spirited Charge
Melee Touch touch +8 (1d8+1 plus 1 Con, Will 14 for half and no Con)
Ranged masterwork composite longbow (Str +4) +6 (1d8+4/x3, 110 ft. range increment)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Base Atk +4; Grp +8
Atk Options abyssal blast (Ref 14 half), fear aura, Mounted Archery, Mounted Combat
-----
Abilities Str 18, Dex 12, Con --, Int 9, Wis 13, Cha 12
Skills Bluff +7, Diplomacy +8, Handle Animal +7, Intimidate +3, Knowledge (nobility & royalty) +5, Listen +4, Ride +9, Sense Motive +4, Spot +4 (Apply -6 armor check penalty where applicable.)
Feats Mounted Archery, Mounted Combat (B), Ride-By Attack, Spirited Charge
Possessions +1 full plate, +1 battleaxe, heavy steel shield, masterwork composite longbow (Str +4), masterwork lance
-----
Abyssal Blast (Su): 20-ft.-radius spread within 640 ft. 6d6 of damage. One-half damage is fire. The other half is divine power. Ref DC 14 half.

Fear Aura (Su): Affects creatures less than 5 HD within 15 ft. Will DC 14 negates. Effect equal to fear cast by 6th-level sorcerer.

Turn Immunity (Ex): Cannot be turned, but holy word banishes the death knight as if it were an evil outsider.

Followers: Put Sir Gonoszság on a fiendish light warhorse. Give him a personal guard of three wights. Populate the area around his lair with unaffiliated ghouls, ghasts, Medium skeletons, and Medium zombies. Don't forget to throw in some mortal allies who're glad that their master has returned from the grave.[/sblock]
 


The Crocold

Quartz said:
Keep them coming!
As you wish!

The tauric template is kind of fun. I'll slowly put together tauric versions of bugbears, duergar, drow, gnolls, goblins, lizardfolk, locathah, and orcs, combining each of these humanoid types with an animal or vermin of my choice.


[sblock=Crocold; CR 3
Tauric kobold-crocodile warrior 1]
Usually LE Medium monstrous humanoid (reptilian)
Init +1; Senses darkvision 60 ft., low-light vision, Listen +3, Spot +3
Language Draconic
-----
AC 16 (+1 Dex, +4 natural, +1 armor), touch 11, flat-footed 15
hp 37 (5 HD)
Weakness light sensitivity
Fort +8, Ref +4, Will +0
-----
Spd 20 ft. (4 squares), swim 30 ft.
Melee spear +9 (1d8+6/x3), or
Melee tail slap +9 (1d12+6), or
Ranged light crossbow +6 (1d8/19-20, 80 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +9
Special Actions hold breath
-----
Abilities Str 19, Dex 12, Con 17, Int 10, Wis 9, Cha 8
Skills Craft (trapmaking) +6, Hide +6*, Listen +3, Move Silently +2, Profession (miner) +2, Search +3, Spot +3, Swim +12 (*Add +4 racial bonus on Hide checks in the water. Further, a crocold can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.)
Feats Alertness, Skill Focus (Hide)
Possessions leather armor, spear, light crossbow, quiver with 10 bolts
Environment warm marshes
Organization solitary or colony (6–11)
Treasure standard
Advancement by character class; Favored Class sorcerer
-----
Hold Breath (Ex): A crocold can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Light Sensitivity (Ex): Crocolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: Crocolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. A crocold has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
 
Last edited:

Lots of Tauric Creatures

I'll add different tauric creatures to this post as I get the time. I've tweaked things here and there.

[sblock=Waspbear; CR 4
Tauric bugbear-giant wasp warrior 1]
Usually CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft., scent, Listen +5, Spot +13
Language Common, Draconic
-----
AC 17 (-1 size, +1 Dex, +4 natural, +2 armor, +1 shield), touch 10, flat-footed 16
hp 58 (9 HD)
Fort +8, Ref +4, Will +3
-----
Spd 30 ft. (6 squares), fly 60 ft. (good)
Melee Large morningstar +13/+8 (2d6+4) and sting +7 (1d3+2 plus poison/19-20)
Ranged Large javelin +9 (1d8+4, range increment 30 ft.)
Space 10 ft.; Reach 10 ft. (5 ft. with stinger)
Base Atk +9; Grp +17
Attack Options poison (Fort 16)
-----
Abilities Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 9
Skills Climb +6, Hide +4, Listen +5, Move Silently +11, Spot +13, Survival +2 (+6 to orient itself)
Feats Alertness, Improved Critical (sting), Iron Will, Weapon Focus (morningstar)
Possessions Large morningstar, Large javelin, leather armor, light wooden shield
Environment temperate forests
Organization solitary, swarm (2–5), or nest (11–20)
Treasure standard
Advancement by character class; Favored Class rogue
-----
Poison (Ex): Poisonous sting, Fortitude save DC 16 negates, inflicts 1d6 Dex initial and secondary damage. The save DCs are Constitution-based.

Skills: Waspbears have a +8 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves. Waspbears have a +4 racial bonus on Move Silently checks.[/sblock]
[sblock=Duerder; CR 3
Tauric duergar-Large monstrous spider warrior 1]
Often LE Large monstrous humanoid
Init +3; Senses darkvision 120 ft., tremorsense 60 ft., Listen +5, Spot +2
Language Dwarven, Undercommon
-----
AC 21 (-1 size, +3 Dex, +2 natural, +5 armor, +2 shield), touch 12, flat-footed 18
hp 36 (6 HD)
Immune paralysis, phantasms, poison
Weakness light sensitivity
Fort +7, Ref +4, Will +0; +2 racial bonus on saves against spells and spell-like abilities
-----
Spd 20 ft. (4 squares) (in chainmail), climb 20 ft.
Melee Large warhammer +7/+2 (2d6+2/x3)
Ranged Large light crossbow +8/+3 (2d6/19-20, 80 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +12
Attack Options +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against creatures of the giant type, web
Special Actions stability, stonecunning
Spell-Like Abilities (CL 3rd)
1/day - invisibility (only the duerder and whatever it carries)
-----
Abilities Str 15, Dex 17, Con 12, Int 10, Wis 9, Cha 4
Skills Appraise +2 (+4 related to stone or metal items), Climb +4*, Craft (blacksmithing) +4, Craft (stonemasonry) +4, Hide +6* (+10* when using its webs), Jump -9*, Listen +5, Move Silently +4* (+8* when using its webs), Search +0 (+2 to notice unusual stonework), Spot +2 (*Includes -7 armor check penalty)
Feats Rapid Reload (light crossbow), Stealthy, Toughness
Possessions Large warhammer, chainmail, heavy shield, Large light crossbow, bolts (40)
Environment any underground
Organization solitary or colony (2–5)
Treasure standard
Advancement by character class; Favored class fighter
-----
Light Sensitivity: Duerder are dazzled in bright sunlight or within the radius of a daylight spell.

Speed: A duerder’s base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Stability (Ex): Duerders are exceptionally stable on their feet. A duerder has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Stonecunning (Ex): This ability grants a dueder a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dueder who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dueder can use the Search skill to find stonework traps as a rogue can. A dueder can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dueders have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Tremorsense (Ex): Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.

Web (Ex): Duerders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. Duerders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. A creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17), both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Duerders often create sheets of webbing thirty feet square. They can position these sheets to snare flying creatures or to trap prey on the ground. Creatures must succeed on a DC 20 Spot check to notice a web or stumble into it and become trapped as by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5–foot section has the 12 hit points, and sheet webs have damage reduction 5/--. A duerder can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Duerders have a +4 racial bonus on Move Silently checks, and a +1 racial bonus on Listen. They have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Duerders have a +8 racial bonus on Hide and Move Silently checks when using their webs. They also have a +2 racial bonus on Appraise checks that are related to stone or metal items, and a +2 racial bonus on Craft checks that are related to stone or metal.[/sblock]
[sblock=Drowolf; CR 4
Tauric drow-dire wolf warrior 1]
Usually NE Large monstrous humanoid
Init +2; Senses low-light vision, darkvision 120 ft., scent, Listen +10, Spot +7
Language Common, Elven, Undercommon
-----
AC 19 (-1 size, +2 Dex, +3 natural, +4 armor, +1 shield), touch 11, flat-footed 17
hp 60 (8 HD)
Immune sleep
Weakness light blindness
SR 12
Fort +10, Ref +7, Will +5; +2 racial bonus on Will saves against spells and spell-like abilities
-----
Spd 50 ft. (10 squares)
Melee Large rapier +15 (1d8+7/18-20)
Ranged Large hand crossbow +9 (1d6 plus poison/19-20, 30 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +8; Grp +19
Attack Options poison
Spell-Like Abilities (CL 1st)
1/day - dancing lights, darkness, faerie fire
-----
Abilities Str 25, Dex 15, Con 17, Int 12, Wis 10, Cha 10
Skills Hide +4*, Jump +19*, Listen +10, Move Silently +8*, Search +6, Spot +7, Survival +7 (+11 when tracking by scent) (*Includes -3 armor check penalty.)
Feats Alertness, Run, Track (B), Weapon Focus (rapier)
Possessions Large rapier, chain shirt, light shield, Large hand crossbow, bolts (40), drow poison (1d4–1 doses)
Environment any underground
Organization Solitary or pack (5–8)
Treasure standard
Advancement by character class; Favored class wizard (male) or cleric (female)
-----
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drowolves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison (Ex): An opponent hit by a drowolf’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drowolf carries 1d4–1 doses of drow knockout poison. Drowolf typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drowolf have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drowolf and other elves are susceptible to it.

Skills: A drowolf has a +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent. A drowolf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it was actively looking for it.[/sblock]
[sblock=Praying Gnolltis; CR 4
Tauric gnoll-giant praying mantis warrior 1]
Usually CE Large monstrous humanoid
Init +3; Senses darkvision 60 ft., Listen +4, Spot +8
Language Gnoll
-----
AC 16 (-1 size, -1 Dex, +6 natural, +2 armor), touch 8, flat-footed 16
hp 45 (7 HD)
Fort +7, Ref +0, Will +1
-----
Spd 20 ft. (4 squares), fly 40 ft. (poor)
Melee Large battle axe +10/+5 (2d6+6/x3) and claws +4 (1d8+2)
Ranged Large shortbow +6 (1d8/x3, 60 ft. range increment)
Space 10 ft.; Reach 10 ft. (5 ft. with claws)
Base Atk +7; Grp +15
Attack Options improved grab
-----
Abilities Str 19, Dex 8, Con 15, Int 8, Wis 11, Cha 8
Skills Hide +5*, Listen +4, Spot +8 (*Add +8 to Hide bonus when surrounded by foliage.)
Feats Alertness, Improved Initiative, Power Attack
Possessions Large battleaxe, leather armor, Large shortbow, arrows (40)
Environment warm forests
Organization solitary
Treasure standard
Advancement by character class; Favored class ranger
-----
Improved Grab (Ex): To use this ability, a praying gnolltis must hit with its claw attack.

Skills: A praying gnolltis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when a gnolltis is surrounded by foliage.[/sblock]
[sblock=Gobloar; CR 3
Tauric goblin-boar warrior 1]
Usually NE Medium monstrous humanoid
Init +0; Senses darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3
Language Goblin (Those with Intelligence scores of 12 or higher also speak Common.)
-----
AC 19 (+6 natural, +2 armor, +1 shield), touch 10, flat-footed 19
hp 40 (5 HD)
Fort +8, Ref +3, Will +0
-----
Spd 40 ft. (8 squares)
Melee Small morningstar +7 (1d6+2), or
Ranged Small javelin +5 (1d4+2, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Attack Options ferocity
-----
Abilities Str 15, Dex 10, Con 17, Int 10, Wis 9, Cha 6
Skills Hide +5*, Jump +7*, Listen +3, Move Silently +7*, Spot +3 (*Includes -1 armor check penalty.)
Feats Alertness, Toughness
Possessions Small morningstar, leather armor, light wooden shield, javelin
Environment temperate forests
Organization solitary or herd (5-8)
Treasure standard
Advancement by character class; Favored class rogue
-----
Ferocity (Ex): A gobloar is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying.

Skills: Gobloars have a +4 racial bonus on Move Silently checks.[/sblock]
 
Last edited:

Tougher Tauric Creatures

I went off-template a bit more than usual.

[sblock=Raptorfolk; CR 7
Tauric lizardfolk-megaraptor warrior 1]
Usually N Huge monstrous humanoid
Init +2; Senses low-light vision, scent, Listen +10, Spot +10
Language Draconic
-----
AC 16 (-2 size, +2 Dex, +6 natural), touch 8, flat-footed 14
hp 107 (11 HD)
Fort +13, Ref +8, Will +4
-----
Spd 60 ft. (12 squares)
Melee Huge club +14/+9 (2d6+7) and talons +12 (2d8+2) and 2 foreclaws +12 (1d4+2) and bite +12 (1d8+2), or
Melee talons +14 (2d8+5) and 2 foreclaws +12 (1d4+2) and 2 claws +12 (1d8+2) and bite +12 (1d8+2), or
Ranged Huge javelin +11 (2d6+5, 30 ft. range increment)
Space 15 ft.; Reach 15 ft. (10 ft. with natural weapons)
Base Atk +11; Grp +24
Attack Options pounce
Special Actions hold breath
-----
Abilities Str 21, Dex 15, Con 21, Int 9, Wis 10, Cha 10
Skills Balance +10, Hide +4, Jump +32, Listen +10, Spot +10, Survival +10, Swim +9
Feats Multiattack, Run, Toughness, Track
Possessions Huge club, Huge javelin
Environment warm forests
Organization solitary, pair, or pack (3–6)
Treasure standard
Advancement by character class; Favored class druid
-----
Hold Breath: A raptorfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Pounce (Ex): If a raptorfolk charges, it can make a full attack.

Skills: A raptorfolk has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. Because of their tails, raptorfolk have a +4 racial bonus on Balance and Swim checks.[/sblock]
[sblock=Seacathah; CR 6
Tauric locathah-advanced sea cat warrior 1]
Usually N Large monstrous humanoid (aquatic)
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +13, Spot +13
Language Aquan
-----
AC 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
hp 90 (12 HD)
Fort +11, Ref +7, Will +6
-----
Spd 10 ft. (2 squares), swim 40 ft.
Melee Large spear +16/+11/+6 (2d6+6/x3) and 2 claws +10 (1d6+2)
Ranged Large light crossbow +12 (2d6/19-20, 80 ft. range increment)
Space 10 ft.; Reach 10 ft. (5 ft. with natural weapons)
Base Atk +12; Grp +20
Attack Options rend 2d6+6
Special Actions hold breath
-----
Abilities Str 19, Dex 12, Con 17, Int 13, Wis 13, Cha 11
Skills Craft (any one) +12, Listen +13, Spot +13, Swim +25
Feats Alertness, Endurance, Iron Will, Power Attack, Weapon Focus (spear)
Possessions Large spear, Large light crossbow, bolts (40)
Environment temperate aquatic
Organization solitary, pair, or pride (5–12)
Treasure standard
Advancement by character class; Favored class fighter
-----
Hold Breath (Ex): A seacathah can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks suffocating.

Rend (Ex): A seacathah that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.

Skills: A seacathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
[sblock=Dragorc; CR 8
Tauric orc-dragonne warrior 1]
Usually CE Large monstrous humanoid
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +8, Spot +9
Language Draconic, Orc
-----
AC 21 (–1 size, +2 Dex, +7 natural, +3 armor), touch 11, flat-footed 19
hp 82 (11 HD)
Weakness light sensitivity
Fort +11, Ref +8, Will +1
-----
Spd 40 ft. (8 squares), fly 30 ft. (poor)
Melee Large falchion +14/+9/+4 (2d6+6/18–20) and 2 claws +9 melee (2d4+2), or
Ranged Large javelin +12 (1d8+4)
Space 10 ft.; Reach 10 ft. (5 ft. with natural weapons)
Base Atk +11; Grp +19
Attack Options Blind-Fight, Combat Reflexes, pounce, roar
-----
Abilities Str 19, Dex 15, Con 17, Int 8, Wis 7, Cha 6
Skills Listen +8, Spot +9, Survival +0 (Apply -1 armor check penalty where applicable.)
Feats Alertness, Blind–Fight, Combat Reflexes, Track
Possessions Large falchion, studded leather, Large javelin
Environment temperate deserts
Organization solitary, pair, or pride (5–10)
Treasure standard
Advancement by character class; Favored class barbarian
-----
Light Sensitivity (Ex): Dragorcs are dazzled in bright sunlight or within the radius of a daylight spell.

Pounce (Ex): If a dragorc charges, it can make a full attack in the same round.

Roar (Su): A dragorc can loose a devastating roar every 1d4 rounds. All creatures except dragorcs within 120 feet must succeed on a DC 13 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.

Carrying Capacity: A light load for a dragorc is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

Skills: Dragorcs have a +4 racial bonus on Listen and Spot checks.[/sblock]
 
Last edited:

Athach Warlord

[sblock=Athach Warlord for D&D
Athach fighter 2; CR 10]
Often CE Huge aberration
Init +4; Senses darkvision 60 ft., Listen +12, Spot +12
Language Giant
-----
AC 21 (–2 size, +3 hide armor, +8 natural), touch 11, flat-footed 19
hp 170 (16 HD)
Fort +13, Ref +4, Will +11
-----
Spd 35 ft. (7 squares) (50 ft. unarmored)
Melee Huge morningstar +24/+19/+14 (3d6+10), or
Ranged rock +10 (2d6+10), or
Melee Huge morningstar +20/+15/+10 (3d6+10) and 2 Huge morningstars +20 (3d6+5) and bite +20 (2d8+5 plus poison), or
Ranged rock +6/+1/-4 ranged (2d6+10), and 2 rocks +6 ranged (2d6+5)
Space 15 ft.; Reach 15 ft.
Base Atk +12; Grp +30
Attack Options Cleave, poison, Power Attack
-----
Abilities Str 31, Dex 10, Con 23, Int 10, Wis 14, Cha 6
Skills Climb +14*, Jump +13*, Listen +12, Spot +12 (*Includes -3 armor check penalty.)
Feats Alertness, Cleave, Improved Initiative (B), Multiweapon Fighting, Power Attack, Quick Draw (B), Weapon Focus (bite)
Possessions three Huge morningstars, big back of rocks, hide armor
-----
Poison (Ex): Injury, Fortitude DC 23, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.[/sblock]
[sblock=Athach Warlord for True20]
Type 14th-level aberration/2nd-level warrior
Size Huge
Speed 50 ft.
Abilities Str +10, Dex +0, Con +6, Int +0, Wis +2, Cha –2
Skills Climb +17*, Jump +21*, Notice +19 (*Includes -3 armor check penalty.)
Feats All-Out Attack, Cleave, Heavy Armor Training (B), Improved Initiative, Light Armor Training (B), Quick Draw, Skill Focus (Notice), Tough 4 (B), Two-Weapon Fighting, Weapon Training (B)
Traits darkvision 60 ft., determination
Combat Attack +10 (+12 base, -2 size, +0 Dex), Damage +16 (morningstar) or +14 (rock) or +16 plus poison (bite), Defense Dodge/Parry +10/+10 (+12 base, -2 size, +0 Dex), Initiative +4
Saving Throws Toughness +13 (+6 Con, +4 Tough, +3 armor), Fortitude +13 (+7 base, +6 Con), Reflex +4 (+4 base, +0 Dex), Will +11 (+9 base, +2 Wis)
Possessions three Huge morningstars, big back of rocks, hide armor
-----
Poison (Ex): Injury, Fortitude DC 23, initial damage 2 Str, secondary damage 4 Str. The save DC is Constitution-based.[/sblock]
 

Remove ads

Top