Bugbear-Goblin

Morrus

Well, that was fun
Staff member
[h=4]Bugbear[/h]


BugbearBugbear Fast Hero 3

Medium-size humanoidMedium-size humanoid
CR: 25
HD: 3d8+3; hp 163d8+3 plus 3d8+3; hp 32
Mas: 1314
Init: +1+1
Spd: 30 ft.30 ft.
Defense: 15, touch 11, flat-footed 14 (+1 Dex, +3 natural, +1 leather jacket)21, touch 15, flat-footed 20 (+1 Dex, +4 class, +3 natural, +3 undercover vest)
BAB/Grap: +2/+4+4/+6
Atk: +4 melee (1d3+2, slam or 1d6+2/19–20, metal baton)+4 melee (1d3+2, slam or 1d6+2/19–20, metal baton), or +3 ranged (2d6, Colt Python)
Full Atk: +6 melee (1d3+2, slam or 1d6+2/_19–20, metal baton)+6 melee (1d3+2, slam or 1d6+2/_19–20, metal baton)
FS/Reach: 5 ft. by 5 ft/5 ft.5 ft. by 5 ft/5 ft.
SQ: darkvision 60 ft., scentdarkvision 60 ft., scent
AL: chaos, evilchaos, evil
SV: Fort: +2, Ref: +4, Will: +1Fort: +3, Ref: +6, Will: +2
AP/Rep: 0/+01/+1
Ability Scores: Str: 15, Dex: 12, Con: 13, Int: 10, Wis: 10, Cha: 9Str: 15, Dex: 13, Con: 13, Int: 10, Wis: 10, Cha: 9
Skills: Climb +2, Hide +3, Listen +3, Move Silently +6 (includes species bonus), Read/Write Goblin, Speak Goblin, Spot +3.Climb +2*, Drive +3, Escape Artist +3*, Hide +5*, Knowledge (streetwise) +2, Listen +3, Move Silently +8*, Read/Write Goblin, Speak Goblin, Spot +3, Tumble +3*.
*Includes the –2 armor penalty for wearing an undercover vest.
Talents: N/AEvasion, uncanny dodge 1.
Possessions: N/AUndercover vest, metal baton, Mossberg (12-gauge shotgun), 20 rounds of 12-gauge ammunition, fatigues, fatigue jacket, car opening kit, climbing gear.
Feats: Alertness, Personal Firearms Proficiency, Simple Weapons Proficiency.Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Advancement: By character classBy character class
SPECIES TRAITS
Scent (Ex): This ability allows the bugbear to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonus: Bugbears receive a +4 species bonus on Move Silently checks.
Bonus Feat: Bugbears gain the bonus feat Simple Weapons Proficiency.
Automatic Language: Bugbears read, write, and speak Goblin.

[h=4]Deinonychus[/h]

Large animal

CR: 3
HD: 4d8+12;hp: 30
Mas: 17
Init: +2
Spd: 60 ft.
Defense: 16,touch: 11, flat-footed: 14 (–1 size, +2 Dex, +5 natural)
BAB: +3;Grap: +11
Atk: +6 melee (2d6+4, rake);Full Atk: Atk +6 melee (2d6+4, rake), +1 melee (1d3+2, 2 foreclaws), +1 melee (2d4+2, bite)
FS: 10 ft. by 10 ft.;Reach: 10 ft.
SQ: low-light vision, scent
AL: none or pack
SV: Fort: +7, Ref: +6, Will: +2
AP 0;Rep +0
Str: 19, Dex: 15, Con: 17, Int: 2, Wis: 12, Cha: 10
Skills: Hide +7, Jump +13, Listen +11, Spot +11, Survival +9
Feats: None
Advancement: 5–8 HD (Large)

SPECIES TRAITS
Scent (Ex): This ability allows a deinonychus to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

[h=4]Fiend[/h]

Fiends vary wildly. GMs are encouraged to design their own fiends using the information provided in the Table: Outsiders and below. Several sample fiends are given below.
[h=5]Species Traits[/h] Fiends have the following traits:
Variable Size: Depending on their size, fiends gain a size bonus or penalty on attack rolls, a size bonus or penalty to Defense, and a size bonus or penalty on Hide checks and grapple checks. See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a fiend’s typical fighting space and reach.
Natural Armor: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends on its size, and higher bonuses are allowable: Tiny or smaller +2, Small +5, Medium-size +9, Large +14, Huge +16, Gargantuan +18, Colossal +20.
Immunities (Ex): A fiend is immune to one or more specific types of energy or weapon damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.
Resistance to Energy (Ex): A fiend is resistant to one or more specific types of energy damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.
Damage Reduction (Su): Some fiends have damage reduction. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction to determine whether a fiend has damage reduction. If the campaign includes few or no magic weapons, the GM should consider allowing specific types of weapons to ignore a fiend’s damage reduction or contrive some other special vulnerability (see Creature Weaknesses for suggestions).
Telepathy (Su): ): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.
Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.
Bonus Feat: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.
Automatic Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.
Advancement: By character class.

Table: Fiend Immunities, Resistances, and Damage Reduction
Roll d%ImmunityRoll d%ResistanceRoll d%Damage Reduction
01-06Acid damage01-21None (do not roll again)01-33None (do not roll again)
07-12Cold damage22-27Acid resistance 1034-455/specific weapon type1
13-18Sonic/concussion damage28-30Acid resistance 2046-5710/specific weapon type1
19-24Electricity damage31-36Cold resistance 1058-6320/specific weapon type 1
25-30Fire damage37-39Cold resistance 2064-725/+1
31-36Ballistic damage40-45Sonic/concussion resistance 1073-8110/+1
37-42Bludgeoning damage46-48Sonic/concussion resistance 2082-8415/+1
43-48Piercing damage49-54Electricity resistance 1085-8720/+1
49-54Slashing damage55-57Electricity resistance 2088-905/+2
55-60Poison damage58-63Fire resistance 1091-9310/+2
61-66Radiation damage64-66Fire resistance 2094-9815/+2
67-100Choose one, and roll again67-100Choose one, and roll again99-10020/+2
1 Includes weapons made of a specific material (silver or wood, for example) or weapons that deal a specific type of damage (ballistic, bludgeoning, piercing, or slashing).
[h=4]Festergog (Vomit Fiend)[/h]

Huge Outsider

CR: 9
HD: 12d8+60;hp: 114
Mas: 20
Init: -2
Spd: 20 ft., climb 20 ft.
Defense: 22,touch: 6, flat-footed: 22 (–2 size, –2 Dex, +16 natural)
BAB: +16;Grap: +33
Atk: +23 melee (2d6+13, slam);Full Atk: +23/+18/+13/+8 melee (2d6+9, slam), or +12/+7/+2/–3 ranged
FS: 15 ft. by 15 ft.;Reach: 10 ft.
SQ: Stench, immune to electricity and poison, acid and fire resistance 20, damage reduction 10/slashing, telepathy, darkvision 60 ft.
AL: Evil, chaos
SV: Fort: +15, Ref: +8, Will: +14
AP 0;Rep +0
Str: 28, Dex: 6, Con: 20, Int: 16, Wis: 15, Cha: 16
Skills: Bluff +15, Climb +29, Intimidate +15, Knowledge (any three) +15, Listen +14, Read/Write Abyssal, Read/Write Draconic, Read/Write English, Read/Write Latin, Search +15, Sense Motive +14, Speak Abyssal, Speak Draconic, Speak English, Speak Latin, Spot +14, Survival +14.
Feats: Blind-Fight, Frightful Presence, Iron Will, Power Attack, Simple Weapons Proficiency.

SPECIES TRAITS
Stench (Ex): A festergog’s skin exudes a toxic, foul-smelling pus. Any creature within 10 feet must succeed on a Fortitude save (DC 21) or become nauseated for as long as it remains in the affected area and for 1d4 rounds afterward. A nauseated creature cannot attack, cast spells, use spell-like abilities, or do anything else requiring attention or concentration. The only action a nauseated creature can take is a single move action per turn. Creatures that successfully save are unaffected and cannot be affected again by the same festergog’s stench for 24 hours.
Immunities (Ex): A festergog is immune to electricity and poison.
Acid and Fire Resistance 20 (Ex): A festergog ignores the first 20 points of damage from any attack that deals acid or fire damage.
Damage Reduction 10/Slashing (Su): A festergog ignores the first 10 points of damage dealt by any nonslashing weapon.

[h=4]Rotlord (Carrion Fiend)[/h]

Large Outsider

CR: 4
HD: 5d8+15;hp: 37
Mas: 17
Init: -1
Spd: 20 ft.
Defense: 22,touch: 8, flat-footed: 22 (–1 size, –1 Dex, +14 natural)
BAB: +5;Grap: +14
Atk: +14; Atk +9 melee (1d6+7, pincer);Full Atk: +9 melee (1d6+5, 2 pincers), +7 melee (1d8+7 plus disease, bite)
FS: 10 ft. by 10 ft.;Reach: 5 ft. (bite), 10 ft. (pincers)
SQ: disease, fast healing 3, immune to bludgeoning damage and poison, cold and fire resistance 10, telepathy, darkvision 60 ft.
AL: Evil
SV: Fort: +7, Ref: +3, Will: +5
AP 0;Rep +0
Str: 20, Dex: 8, Con: 17, Int: 11, Wis: 12, Cha: 12
Skills: Climb +10, Hide +4, Knowledge (any one) +5, Listen +6, Move Silently +4, Read/Write Abyssal, Search +5, Speak Abyssal, Speak Latin, Spot +6, Survival +6
Feats: Multiattack, Simple Weapons Proficiency, Track

SPECIES TRAITS
Disease (Ex): Any creature that takes damage from a rotlord’s bite must succeed on a Fortitude save (DC 15) or contract a horrible but treatable wasting disease (incubation period 1 day; 1d4 temporary Constitution). A successful Treat Injury check (DC 24) or a remove disease spell cures the affliction.
Animate Dead (Sp): Once per day, as an attack action, a rotlord can use animate dead (see page 339) as the spell cast by a 5th-level Acolyte.
Fast Healing 3 (Ex): A rotlord that devours a Small or Medium-size corpse gains the ability to heal damage at a rate of 3 hit points per round. Each devoured corpse provides the rotlord with 24 hours of fast healing. A rotlord can devour a Small corpse as a full-round action or a Medium-size corpse in 2 rounds.
Immunities (Ex): A rotlord is immune to bludgeoning damage and poison.
Cold and Fire Resistance 10 (Ex): A rotlord ignores the first 10 points of damage from any attack that deals cold or fire damage.

[h=4]Skinhusker (Blade Fiend)[/h]

A skinhusker resembles a frightfully gaunt, 9-foot-tall human with red skin. Two slender, white horns protrude from its elongated forehead, and each of its two arms ends in a wicked, 3-foot-long, serrated bone blade. A skinhusker revels in combat and enjoys inflicting pain.
Large Outsider

CR: 6
HD: 7d8+21;hp: 52
Mas: 17
Init: -1
Spd: 30 ft.
Defense: 22,touch: 8, flat-footed: 22 (–1 size, –1 Dex, +14 natural)
BAB: +7;Grap: +16
Atk: +11 melee (1d8+7/19–20, bone armblade);Full Atk: +11 melee (1d8+5/19–20, 2 bone armblades), or +5 ranged)
FS: 10 ft. by 10 ft.;Reach: 10 ft.
SQ: Improved critical (bone armblade), immune to fire and poison, electricity resistance 20, damage reduction 10/+1, telepathy, darkvision 60 ft.
AL: Evil, chaos
SV: Fort: +8, Ref: +4, Will: +7
AP 0;Rep +0
Str: 21, Dex: 8, Con: 17, Int: 13, Wis: 14, Cha: 14
Skills: Intimidate +11, Knowledge (any two) +10, Listen +11, Read/Write Abyssal, Read/Write Latin, Search +10, Speak Abyssal, Speak Latin, Spot +11, Survival +11
Feats: Cleave, Power Attack, Simple Weapons Proficiency

SPECIES TRAITS
Improved Critical (Ex): A skinhusker threatens a critical hit on a natural roll of 19 or 20.
Death Explosion (Su): When a skinhusker is reduced to –1 or fewer hit points, it explodes in a ball of flame. All creatures in adjacent squares take 2d6 points of fire damage; a successful Reflex save (DC 12) halves the damage.
Immunities (Ex): A skinhusker is immune to fire and poison
Electricity Resistance 20 (Ex): A skinhusker ignores the first 20 points of damage from any attack that deals electricity damage.

[h=4]Flesh Golem[/h]


Flesh GolemAdvanced Flesh Golem

Large ConstructHuge Construct
CR: 713
HD: 9d10+20; hp 6920d10+40; hp 150
Mas: --
Init: -1-2
Spd: Spd 30 ft. (can’t run)Spd 30 ft. (can’t run)
Defense: 18, touch 8, flat-footed 18 (–1 size, –1 Dex, +10 natural)19, touch 6, flat-footed 19 (–2 size, –2 Dex, +13 natural)
BAB/Grap: +6/+15+15/+32
Atk: +10 melee (2d8+5, slam)+22 melee (4d6+9, slam)
Full Atk: +10 melee (2d8+5, 2 slams), or +4 ranged+22 melee (4d6+9, 2 slams), or +11 ranged
FS/Reach: 10 ft. by 10 ft./10 ft.15 ft. by 15 ft./10 ft.
SQ: Construct, berserk, magic immunity, damage reduction 15/+1Construct, berserk, magic immunity, damage reduction 15/+1
AL: None or ownerNone or owner
SV: Fort: +3, Ref: +2, Will: +2Fort: +6, Ref: +4, Will: +6
AP/Rep: 0/+00/+0
Ability Scores: Str: 21, Dex: 9, Con: -, Int: -, Wis: 11, Cha: 1Str: 29, Dex: 7, Con: -, Int: -, Wis: 11, Cha: 1
Skills: NoneNone
Feats: NoneNone
Advancement: 10–18 HD (Large); 19–27 HD (Huge)23-27 HD (Huge)
SPECIES TRAITS
Construct: Flesh golems have the traits and immunities common to constructs.
Speed: Flesh golems can’t take run actions.
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem’s berserk chance to 0%.
Magic Immunity (Ex): A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the slow spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a –2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.
Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can either disregard the golem’s damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

[h=4]Gargoyle[/h]


GargoyleGargoyle Tough Hero 3

Medium-size Magical BeastMedium-size Magical Beast
CR: 47
HD: 4d10+16; hp 384d10+16 plus 3d10+12 plus 3 (robust); hp 69
Mas: 1818
Init: +2+2
Spd: 45 ft., fly 75 ft. (average)45 ft., fly 75 ft. (average)
Defense: 16, touch 14, flat-footed 12 (+2 Dex, +4 natural)18, touch 14, flat-footed 16 (+2 Dex, +2 class, +4 natural)
BAB/Grap: +4/+4+6/+6
Atk: +6 melee (1d4, claw)+8 melee (1d4, claw)
Full Atk: +6 melee (1d4, 2 claws), +4 melee (1d6, bite), +4 melee (1d6, gore), or +6 ranged)+8 melee (1d4, 2 claws), +6 melee (1d6, bite), +6 melee (1d6, gore), or +8 ranged)
FS/Reach: 5 ft by 5 ft./5 ft.5 ft by 5 ft/5 ft.
SQ: Freeze, keen sight, damage reduction 15/+1Freeze, keen sight, damage reduction 15/+1
AL: Chaos, evilChaos, evil
SV: Fort: +8, Ref: +6, Will: +1Fort: +10, Ref: +7, Will: +2
AP/Rep: 0/+01/+1
Ability Scores: Str: 11, Dex: 14, Con: 18, Int: 6, Wis: 11, Cha: 7Str: 11, Dex: 15, Con: 18, Int: 6, Wis: 11, Cha: 7
Skills: Hide +9 (+17 when concealed against worked stone), Listen +4, Speak Terran, Spot +4Hide +11 (+19 when concealed against worked stone), Intimidate +1, Listen +4, Move Silently +4, Speak Terran, Spot +4
Feats: Multiattack, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore)Multiattack, Power Attack, Simple Weapons Proficiency, Stealthy, Weapon Finesse (bite), Weapon Finesse (claw), Weapon Finesse (gore)
Talents: N/A(Tough) Robust, stamina
Possessions: N/A-
Advancement: 5–6 HD (Medium-size); 7–12 HD (Large); or by character class5–6 HD (Medium-size); 7–12 HD (Large); or by character class
SPECIES TRAITS
Keen Sight (Ex): Gargoyles have darkvision with a range of 60 feet and low-light vision.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a Spot check (DC 20) to notice the gargoyle is alive.
Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can either disregard the gargoyle’s damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Skill Bonus: A gargoyle receives a +8 species bonus on Hide checks when concealed against a background of worked stone.
Bonus Feats: Gargoyles receive the bonus feats Weapon Finesse (bite), Weapon Finesse (claw), and Weapon Finesse (gore).
Automatic Language: Gargoyles speak (but neither read nor write) Terran.

[h=4]Gnoll[/h]


GnollGnoll Strong Hero 2

Medium-size humanoidMedium-size humanoid
CR: 13
HD: 2d8+2; hp 112d8+2 plus 2d8+2; hp 22
Mas: 1313
Init: +0+0
Spd: 30 ft.30 ft.
Defense: 11, touch 10, flat-footed 11 (+1 natural)13, touch 10, flat-footed 13 (+2 class, +1 natural)
BAB/Grap: +1/+3+3/+6
Atk: +3 melee (1d3+2, unarmed or 1d6+2/19–20, metal baton)+6 melee (1d4+4, unarmed or 1d6+4/_19–20, metal baton)
Full Atk: +3 melee (1d3+2, unarmed or 1d6+2/19–20, metal baton), or +1 ranged (2d6, TEC-9)+6 melee (1d4+4, unarmed or 1d6+4/19–20, metal baton), or +3 ranged (2d6, TEC-9)
FS/Reach: 5 ft. by 5 ft./5 ft.5 ft. by 5 ft./5 ft.
SQ: Darkvision 60 ft.Darkvision 60 ft.
AL: Chaos, evilChaos, evil
SV: Fort: +4, Ref: +0, Will: +0Fort: +6, Ref: +0, Will: +0
AP/Rep: 0/+01/+0
Ability Scores: Str: 15, Dex: 10, Con: 13, Int: 8, Wis: 11, Cha: 8Str: 16, Dex: 10, Con: 13, Int: 8, Wis: 11, Cha: 8
Skills: Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3Climb +4, Jump +4, Listen +3, Read/Write Gnoll, Speak Gnoll, Spot +3
Feats: Personal Firearms Proficiency, Simple Weapons ProficiencyCombat Martial Arts, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Talents: N/A(Strong Hero) Melee smash
Possessions: Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket.Metal baton, TEC-9 (9mm machine pistol), 50 rounds of 9mm ammunition, fatigues, fatigue jacket, climbing gear.
Advancement: By character classBy character class
SPECIES TRAITS
Bonus Feat: Gnolls receive the bonus feat Simple Weapons Proficiency.
Automatic Language: Gnolls read, write, and speak Gnoll.

[h=4]Goblin[/h]


GoblinGoblin Fast Hero 3

Small humanoidSmall humanoid
CR: 1/43
HD: 1d8; hp 43d8; hp 17
Mas: 1111
Init: +1+2
Spd: 30 ft.35 ft.
Defense: 13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 leather jacket)18, touch 17, flat-footed 16 (+1 size, +2 Dex, +4 class, +1 leather jacket)
BAB/Grap: +0/-5+1/-3
Atk: +0 melee (1d2–1, slam or 1d4–1, knife)+0 melee (1d2–1, slam or 1d4–1, knife), or –2 ranged (2d6, Colt Python)
Full Atk: +2 melee (1d2–1, slam or 1d6–1/19–20, metal baton)+2 melee (1d2–1, slam or 1d6–1/19–20, metal baton), or +5 ranged (2d8, Desert Eagle)
FS/Reach: 5 ft. by 5 ft./5 ft.5 ft. by 5 ft./5 ft.
SQ: Darkvision 60 ft.Darkvision 60 ft.
AL: Evil, tribeEvil, tribe
SV: Fort: +2, Ref: +1, Will: +0Fort: +3, Ref: +4, Will: +1
AP/Rep: 0/+01/+1
Ability Scores: Str: 8, Dex: 13, Con: 11, Int: 10, Wis: 11, Cha: 8Str: 8, Dex: 14, Con: 11, Int: 10, Wis: 11, Cha: 8
Skills: Hide +6, Listen +3, Move Silently +4, Read/Write Goblin, Speak Goblin, Spot +3Hide +8, Knowledge (streetwise) +2, Listen +3, Move Silently +6, Read/Write Goblin, Sleight of Hand +5, Speak Goblin, Spot +3, Tumble +5.
Feats: Alertness, Simple Weapons ProficiencyAlertness, Dodge, Personal Firearms Proficiency, Simple Weapons Proficiency
Talents: N/A(Fast Hero) Evasion, increased speed
Possessions: Knife, Colt Python (.357 revolver), 25 rounds of .357 ammunition, hip holster, basic walkie-talkieMetal baton, Desert Eagle (.50AE autoloader), 25 rounds of .50AE ammunition, windbreaker, concealed carry holster, basic walkie-talkie
Advancement: By character classBy character class
SPECIES TRAITS
Skill Bonus: Goblins gain a +4 species bonus on Move Silently checks.
Bonus Feat: Goblins are keenly aware of their surroundings and receive the bonus feat Alertness.
Automatic Language: Goblins read, write, and speak Goblin.


 

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