Monsters Dr-Dw

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DRAGON TURTLE


Huge Dragon (Aquatic)
Hit Dice:
12d12+60 (138 hp)
Initiative:
+0
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
25 (–2 size, +17 natural), touch 8, flat-footed 25
Base Attack/Grapple:
+12/+28
Attack:
Bite +18 melee (4d6+8)
Full Attack:
Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Breath weapon, snatch, capsize
Special Qualities:
Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent
Saves:
Fort +13, Ref +8, Will +9
Abilities:
Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Skills:
Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21
Feats:
Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch
Environment:
Temperate aquatic
Organization:
Solitary
Challenge Rating:
9
Treasure:
Triple standard
Alignment:
Usually neutral
Advancement:
13–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment:

Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.
Dragon turtles speak Aquan, Draconic, and Common.
COMBAT
Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills: A dragon turtle 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.
*Dragon turtles have a +8 racial bonus on Hide checks when submerged.

DRAGONNE


Large Magical Beast
Hit Dice:
9d10+27 (76 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), fly 30 ft. (poor)
Armor Class:
18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple:
+9/+17
Attack:
Bite +12 melee (2d6+4)
Full Attack:
Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, roar
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +9, Ref +8, Will +4
Abilities:
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Skills:
Listen +11, Spot +11
Feats:
Blind-Fight, Combat Reflexes, Improved Initiative, Track
Environment:
Temperate deserts
Organization:
Solitary, pair, or pride (5–10)
Challenge Rating:
7
Treasure:
Double standard
Alignment:
Usually neutral
Advancement:
10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment:
+4 (cohort)
A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds.
Dragonnes speak Draconic.
COMBAT
A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.
Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.
Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks.
Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

DRIDER


Large Aberration
Hit Dice:
6d8+18 (45 hp)
Initiative:
+2
Speed:
30 ft. (6 squares), climb 15 ft.
Armor Class:
17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+4/+10
Attack:
Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack:
2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Spells, spell-like abilities, poison
Special Qualities:
Darkvision 60 ft., spell resistance 17
Saves:
Fort +5, Ref +4, Will +8
Abilities:
Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills:
Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9
Feats:
Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Environment:
Underground
Organization:
Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Challenge Rating:
7
Treasure:
Double standard
Alignment:
Always chaotic evil
Advancement:
By character class
Level Adjustment:
+4
Driders speak Elven, Common, and Undercommon.
COMBAT
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

DRYAD


Medium Fey
Hit Dice:
4d6 (14 hp)
Initiative:
+4
Speed:
30 ft. (6 squares)
Armor Class:
17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple:
+2/+2
Attack:
Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Full Attack:
Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities
Special Qualities:
Damage reduction 5/cold iron, tree dependent, wild empathy
Saves:
Fort +3, Ref +8, Will +6
Abilities:
Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills:
Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)
Feats:
Great Fortitude, Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary or grove (4–7)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually chaotic good
Advancement:
By character class
Level Adjustment:

A dryad’s delicate features are much like a female elf ’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.
Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.
Dryads speak Common, Elven, and Sylvan.
COMBAT
Shy, intelligent, and resolute, dryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

DWARF


Dwarf, 1st-Level Warrior
Duergar, 1st-Level Warrior


Medium Humanoid (Dwarf)
Medium Humanoid (Dwarf)
Hit Dice:
1d8+2 (6 hp)
1d8+5 (9 hp)
Initiative:
+0
+0
Speed:
20 ft. in scale mail (4 squares); base speed 20 ft.
20 ft. in chainmail (4 squares); base speed 20 ft.
Armor Class:
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17
Base Attack/Grapple:
+1/+2
+1/+2
Attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20)
Full Attack:
Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3)
Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
Special Attacks:
Dwarf traits
Duergar traits, spell-like abilities
Special Qualities:
Darkvision 60 ft., dwarf traits
Darkvision 60 ft., duergar traits
Saves:
Fort +4*, Ref +0*, Will –1*
Fort +4*, Ref +0*, Will –1*
Abilities:
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills:
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2
Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently –4, Spot +2
Feats:
Weapon Focus (dwarven waraxe)
Toughness
Environment:
Temperate mountains
(Deep: Underground)
Underground
Organization:
Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Team (2–4), squad (9–16 plus 3 3rd-level sergeants and 1 leader of 3rd–8th level) or clan (20–80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3–6 6th-level lieutenants, and 1–4 9th-level captains)
Challenge Rating:
½
1
Treasure:
Standard coins; double goods; standard items
Standard coins, double goods, standard items
Alignment:
Often lawful good
(Deep: Usually lawful neutral or neutral)
Often lawful evil
Advancement:
By character class
By character class
Level Adjustment:
+0
+1
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most dwarves encountered outside their home are warriors.
COMBAT
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
+2 Constitution, –2 Charisma.
Medium size.
A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to to 60 feet.
Stonecunning: This ability grants a dwarf 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: Dwarves are exceptionally stable on their feet. A dwarf 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).
+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
Favored Class: Fighter.
The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information above is for hill dwarves, the most common variety.
There are three other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
Racial bonus on saves against spells and spell-like abilities increases to +3.
Racial bonus on Fortitude saves against poisons increases to +3.
Darkvision out to 90 feet.
Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
— –4 Charisma instead of –2.
Darkvision out to 120 feet.
Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf ’s +2 racial bonus on saving throws against poison.
+2 racial bonus on saves against spells and spell-like abilities.
Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
+4 racial bonus on Move Silently checks.
+1 racial bonus on Listen and Spot checks.
Automatic Languages: Common, Dwarven, Undercommon.
Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf ’s automatic and bonus languages.
Favored Class: Fighter.
Level adjustment +1
Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.
Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.
 

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