Wildwood Monsters (PCs please stay out)

Voadam

Legend
A place for some monster stats for my heavily house ruled Wildwood game.

PCs in that game please refrain from looking in this thread.

Reflex counts as dex bonus to AC

Natural weapons get iteratives

Natural armor does not stack with armor
 
Last edited:

log in or register to remove this ad

Voadam

Legend
Leao

Leao
Size/Type: Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +7 Dex, +3 natural), touch 16, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Claw +7 melee (1d4+5)
Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Environment: Warm plains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 3

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.
Combat
Pounce (Ex)

If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex)

To use this ability, a lion must hit 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 rake.
Rake (Ex)

Attack bonus +7 melee, damage 1d4+2.
Skills

Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
 
Last edited:

Voadam

Legend
Goblin warrior

Goblin, 1st-Level Warrior
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
 

Voadam

Legend
Goblin humanoid archer

Goblin, 1 HD humanoid
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 leather armor), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: dagger +1 melee (1d3, 19-20) or short bow + 2 ranged (1d4 x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
 

Voadam

Legend
liquefied goblin zombie

Goblin liquefied zombie: CR 1/2; Small undead (goblinoid); HD 3d12+3; hp 22; Init +1; Spd 30 ft.; AC 12 (+1 size, +1 Dex), touch 12, flat-footed 11; Base Atk +1; Grp –1;
Atk slam +4 melee (1d4+2); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ liquefied spew, darkvision 60 ft.;
AL CE; SV Fort +1, Ref +1, Will +3; Str 15, Dex 11, Con -, Int -, Wis 10, Cha 1.
Skills and Feats: Toughness.

Liquefied Spew (Ex): Whenever a liquefied zombie is damaged in combat by anything other than a bludgeoning weapon, some of the liquefied tissue spews forth, covering everything within 5 feet of the liquefied zombie. The scalding liquid deals 1d6 points of damage and exposes anyone it touches to the disease of necrotizing faciitis.

Necrotizing faciitis Contact DC 13 Incubation 1d6 days Primary 1 Con Secondary 1d3 Con*

*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged).
 
Last edited:

Voadam

Legend
dire weasel

Dire weasel: CR 2; LA —; Medium animal; HD 3d8; hp 13; Init +4; Spd 40 ft.; AC 19 (+7 Dex, +2 natural), touch
17, flat-footed 12; Base Atk +2; Grp +4; Atk Bite +6 melee (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA
attach, blood drain; SQ low–light vision, scent; AL (Always) N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con
10, Int 2, Wis 12, Cha 11.
Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse B. B =
Bonus Feat.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws.
An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can
be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent
must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains
attached.
Description/Combat: Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends
to have a feral, prehistoric, or even demonic appearance. Dire weasels grow to be up to 10 feet long and can
reach a weight of 700 pounds.
Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.
 
Last edited:

Voadam

Legend
Carrier Rats

Rat: CR 1/8; LA —; Tiny animal; HD 1/4d8; hp 1; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16 (+2 size, +4
Dex), touch 16, flat-footed 12; Base Atk +0; Grp –12; Atk Bite +4 melee (1d3–4); Full Atk (same); Space/Reach
2–1/2 ft./0 ft.; SA Contagious; SQ low–light vision, scent; AL (Always) N; SV Fort +1, Ref +4, Will +1; Str 2, Dex 15, Con
8, Int 2, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10; Weapon Finesse. (Rats
have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim
checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its
Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat 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.)
Scent (Ex): Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Contagious: Individuals
who come into contact with a contagious object
or creature must succeed in a Fortitude save (DC 13) or
become infected with the Burning Plague. 24 hour incubation P/S 1d4 con damage.

Description/Combat: These omnivorous rodents thrive almost anywhere. Rats usually run away. They bite
only as a last resort.
 

Voadam

Legend
Shrieker

Shrieker Fungus
Size/Type: Medium Plant
Hit Dice: 2d8+2 (15 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 8 (-5 Dex, +3 natural), touch 5, flat-footed 8
Base Attack/Grapple: +1/-4
Attack: —
Full Attack: —
Space/Reach: 5 ft./0 ft.
Special Attacks: Shriek
Special Qualities: Low-light vision, plant traits
Saves: Fort +4, Ref —, Will -4
Abilities: Str Ø, Dex Ø, Con 13, Int Ø, Wis 2, Cha 1

Shrieker
A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to.

Shriekers come in shades of purple.

Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.

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. 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.
 

Voadam

Legend
Midok

Midok, male goblin Sor2: CR 2; Small Humanoid; HD
2d6; hp 14; Init +1 (Dex); Spd 30 ft.; AC 14; Atk +0
melee (1d6-2, halfspear) or +3 ranged (1d6-2, halfspear);
SQ: Darkvision 60 ft., light sensitivity, contagious*;
AL LE; SV Fort +0, Ref +1, Will +5; Str 6, Dex 13,
Con 10, Int 10, Wis 10, Cha 14.
Skills and Feats: Hide +8, Move Silently +8, Spellcraft
+5, Concentration +5, Silent Spell, armored casting I
Special Qualities: Light Sensitivity: Kobolds suffer a
-1 penalty to attack rolls in bright sunlight or within
the radius of a daylight spell. Contagious: Individuals
who come into contact with a contagious object or
creature must succeed in a Fortitude save (DC 13) or
become infected with the Burning Plague.
Possessions: Halfspear, leather armor, Enlarge potion (5th level), belt pouch
with fetishes and violet garnet (500 gp).

Spells Known (6/5): 0 - Open/Close, Ghost Sound,
Dancing Lights, Daze, Ray of Frost; 1st—Burning
Hands, Summon Monster I
 

Voadam

Legend
Fiendish spider small

Fiendish spider small
Magical beast
4 hp
AC 14
Bite +4 d4-2 plus poison DC 10 1d3 str
Mindless
30' climb 20'
Cold/Fire resistance 5
Smite good +1
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top