Dwarven Vengance Monsters

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Legend
animated dead giant chickens

dead achaierai with animate object spell used on them

Animated Object, Large Animated Object,
Size/Type: Large Construct
Hit Dice: 4d10+30 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs,
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14 13
Base Attack/Grapple: +3/+10
Attack: Slam +5 melee (1d8+4)
Full Attack: Slam +5 melee (1d8+4)
Space/Reach: 10 ft./5 ft. (long) 10 ft./10 ft. (tall)
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: Fort +1, Ref +1, Will -4
Abilities: Str 16, Dex 10, Con Ø, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
 

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Voadam

Legend
Hilandir

Hilandir
Init +3; Spd 30 ft.; hp 71; AC 28, touch 18, flat-footed 18;
F +9, R+8, W +7
SA spells dc 14+ spell level +2d6 damage and wouding, wand of flaming corrosion
SD spells

Hilandir: Male human Wiz9/Gra5; CR 14; Medium humanoid;
HD 9d4+18+5d6+10; hp 71; Init +3; Spd 30 ft.; AC 22, touch
16, flat-footed 19 (+3 armor, +3 dex, +1 dodge, +3 deflection, +4 shield, +1 haste, +3 natural);
Atk +9/+4 melee (1d6+1, masterwork
staff), +11/+6 ranged (1d4, dagger);
SA Tattoos of power:
unholy (all attacks, even spells, inflict an additional +2d6
damage to good characters), defense (+3 natural armor
bonus to AC—already figured in), wounding (all attacks,
even spells, cause wounds that bleed for 1 hp damage/
round), graven image (five-headed pandemonic cryo-hydra); AL CE;
SV Fort +9, Ref +7, Will +7;
Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 13.
Skills and Feats: Alchemy +21, Concentration + 21,
Diplomacy +9, Hide +12, Knowledge (arcana) +21,
Spellcraft +21, Spot +8; Craft Rod, Craft Wand, Dodge,
Etch Object Rune, Forge Ring, Item Image, Scribe Scroll,
Toughness.
Possessions: Bracers of armor +3, ring of protection +3, wand of
flaming corrosion‡ (28 charges) bookrod‡ (stored in an item
image), flesh runes of wall of stone, fireball (10d6, DC 17),
true seeing, and electrical deluge‡ (10d6, DC 19), etched
object rune‡ (on dagger) of teleport, etched object rune‡ (on
dagger) of telekinesis, potion of cure moderate wounds, masterwork
quarterstaff, two daggers, 133 gp, two 50 gp gold rings.

Spells Prepared (4/5/5/5/4/3/2): 0—detect magic, mage hand,
ray of frost, read magic; 1st—acidic curse‡, magic missile (2),
mage armor, shield; 2nd—cat’s grace, endurance, mark of
fire‡, mark of frost‡, web; 3rd—dispel magic, foil tracer‡, haste,
lightning bolt, sleet storm; 4th—charm monster, ice storm,
improved invisibility, stoneskin; 5th—cone of cold, cross of
lightning‡, wall of force; 6th—coma‡, disintegrate.

Spellbook (bookrod): 0—all Player’s Handbook plus minor
ward; 1st—acidic curse‡, alarm, comprehend languages, detect
secret doors, endure elements, erase, identify, mage armor,
magic missile, shield, sleep; 2nd—alter self, cat’s grace,
endurance, icebolt‡, invisibility, mark of air‡, mark of fire‡,
mark of frost‡, protection from arrows, web; 3rd—dispel magic,
explosive runes, fireball, fly, foil tracer‡, haste, lightning bolt,
secret page, sepia snake sigil, sleet storm; 4th—charm monster,
greater mark of fire‡, greater mark of frost‡, ice storm,
improved invisibility, Otil’s resilient sphere, rainbow pattern,
scrying, stoneskin; 5th—cone of cold, cross of lightning‡, lesser
planar binding, sending, telekinesis, teleport, wall of force, wall
of stone; 6th—antimagic field, coma‡, disintegrate, legend lore,
teleport tracer‡.
 

Voadam

Legend
Tosh

Tosh
hp 123; Init +5; Spd 20 ft.; AC 25, touch 11, flat-footed 24;
Atks +21/+16/+11 melee (1d10+12 bastard sword/crit 15–20/x2);
SV Fort +12, Ref +7, Will +7;

Tosh Havenstar: Male human Ftr13; CR 13; Medium humanoid;
HD 13d10+52; hp 123; Init +5; Spd 20 ft.; AC 25, touch 11,
flat-footed 24; Atks +22/+17/+12 melee (1d10+12 bastard
sword/crit 15–20/x2); AL CE; SV Fort +12, Ref +7, Will +7;
Str 23, Dex 12, Con 18, Int 12,Wis 13, Cha 11.
Skills and Feats: Climb +7, Heal +7, Intimidate +6, Jump +10,
Spot +7; Blind Fight, Cleave, Exotic Weapon Proficiency
(bastard sword), Great Cleave, Greater Weapon Focus (bastard
sword), Improved Disarm, Improved Initiative, Lightning
Reflexes, Power Attack, Iron Will, Sunder, Weapon Focus
(bastard sword),Weapon Specialization (bastard sword).
Possessions: +1 full plate armor, +1 large steel shield, +1 keen
bastard sword, +2 amulet of natural armor, gauntlets of ogre
power, bottled whirlwind‡, potions of nondetection and cure
serious wounds, 98 gp, 25 sp, a dagger with a jeweled pommel
(100 gp).
 

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Legend
Dark Lantern

Dark Lantern
hp 4; Init +9; spd fly 40 ft; AC 19, touch 19, ff 14;
incorporeal touch +8 (1d4 +1d6 cold); SA darkness 60 ft,
SQ incorporeality, SR 10, immune to cold and sneak attacks, electricity fire acid resistance 15, half concealment 50% miss, sending at will,

tiny bluish balls surrounded by black flames of cold
 

Voadam

Legend
Jarugar

Jarugar CR 8 Large
hp 39; init +1; spd 20 ft; AC 20, 10, 19;
Atk 5 tentacles,+9 (d8+3); grapple +13(+1 per tentacle hit), SA improved grab with two, shriek 1/day for DC 16 deafen and 2d6 sonic, darkness at will
sq immune to cold and sneak attacks, electricity fire acid resistance 15, half concealment 50% miss, sending at will, invis, dimension door shadow walk, no flanking, DR 10/silver or good, SR 15

formless mass of writhing tentacles. thousands of translucent tendrils ending in eyes.
 

Voadam

Legend
Pyarian

Pyarian CR 9 medium
hp 30; init+4; fly 40<70>; AC 18<19>, 18<19>, 14;
atk 2 incorporeal bite +8<9> (1d6), 3 spines +6<7> ranged (d8)
SA improved grab bite, DC 15 will save ally to enemy d6+1 rounds, at will darkness TK silent image false senory input disable mind thrust,
SQ incorporeality, DR 10 cold iron or good, energy resistance 15, SR 15

Transparent man sized centipedes with flat segmented bodies, spines, and four mandibles.
 

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Legend
Mad Winds

Mad winds CR 10 Large
hp 33; init +5, fly 80; AC 16, 16, 11;
atks slam +10 d8+DC 15 w or 1 wis damage and confused for d4-1 round;
SA whirlwind form, fear shout id insinuation psychic crush crisis of breath fatal attraction inflice pain
SQ DR 10 cold iron or good, SR 15, incorporeal, 30% concealment, energy resistance 15

shimmers in the air with eight glowing eyes and circular ring of sharp teeth
 

Voadam

Legend
Succubus

Demon, succubus: CR 7; LA +6; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1; Spd 30
ft., fly 50 ft. (average); AC 20 (+1 Dex, +9 natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk Claw +7
melee (1d6+1); Full Atk 2 claws +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; SA energy drain, spell-like abilities,
summon demon; SQ DR 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to
acid 10, cold 10, and fire 10, SR 18, telepathy 100 ft., tongues; AL (Always) CE; SV Fort +6, Ref +6, Will +7; Str
13, Dex 13, Con 13, Int 16, Wis 14, Cha 26.

Demon, succubus: CR 7; LA +6; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1; Spd 30
ft., fly 50 ft. (average); AC 20 (+1 Dex, +9 natural), touch 11, flat-footed 19; Base Atk +6; Grp +7; Atk Claw +7
melee (1d6+1); Full Atk 2 claws +7 melee (1d6+1); Space/Reach 5 ft./5 ft.; SA energy drain, spell-like abilities,
summon demon; SQ DR 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to
acid 10, cold 10, and fire 10, SR 18, telepathy 100 ft., tongues; AL (Always) CE; SV Fort +6, Ref +6, Will +7; Str
13, Dex 13, Con 13, Int 16, Wis 14, Cha 26.
Languages: Abyssal, Celestial, and Draconic.
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17 (+19 acting), Escape Artist +10,
Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19,
Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings); Dodge, Mobility, Persuasive. (Succubi have a
+8 racial bonus on Listen and Spot checks. While using her alter self ability, a succubus gains a +10
circumstance bonus on Disguise checks.)
Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt
(self plus pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21),
greater teleport (self plus pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply
planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which
provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has
the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must
succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to
remove a negative level. These save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of
success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually
use verbal communication with mortals.
Description/Combat: A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their
claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid
guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign
friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her lifedraining
kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a
dungeon. A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and
evil-aligned for the purpose of overcoming damage reduction.
Environment: A chaotic evil-aligned plane
Organization: Solitary
Treasure: Standard
Advancement: 7–12 HD (Medium)
 

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Legend
Dimensional Horror

Dimensional Horror: CR 7; Large outsider; HD 6d8+18; hp 45; Mas 16; Init +2; Spd 40 ft.; Defense 19, touch 12, flatfooted 16 (–1 size, +2 Dex, +1 Dodge, +7 natural);
BAB +6; Grap +16; Atk +11 melee (1d6+9, claw); Full Atk +11 melee (1d6+6, 2 claws) and +9 melee (1d8+3, 2 bites); FS 10 ft. by 10 ft.; Reach 10 ft; SQ blindsight 30 ft., darkvision 60 ft., improved grab, scent, shift dimension (DC 15); AL none; SV Fort +8, Ref +7, Will +7; AP 0; Rep +0; Str 22, Dex 15, Con 16, Int 9, Wis 15, Cha 14.
Skills: Listen +11, Navigate +4, Search +5, Sense Motive +6, Spot +11, Survival +11.
Feats: Dodge, Multiattack, Track.

DIMENSIONAL HORROR
Species Traits
Blindsight (Ex): A dimensional horror can ascertain all creatures and objects within 30 feet in both the normal world and its own coexistent dimension. The dimensional horror’s blindsight is not dependent on vision, echolocation, vibrations, or scent; rather, it is gained through an unknown sense that detects the space objects and creatures occupy.
Although a dimensional horror can be blinded and deafened normally, nothing can rob it of its blindsight.
Improved Grab (Ex): To use this ability, the dimensional horror must hit a single opponent that is its own size category or smaller with both claw attacks in the same round. If it gets a hold, it automatically deals damage for two claw attacks each round that the hold is maintained, and it can attempt to use its shift dimension ability (see below) in the same round.
Scent (Ex): This ability allows a dimensional horror to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
The dimensional horror may use its scent ability against creatures in the normal world even while it is in its coexistent dimension (see below).
Shift Dimension (Su): This ability, usable at will, allows the dimensional horror to move from the normal world to a coexistent dimension or back again as a free action. Any creature grappled by the dimensional horror as it shifts must succeed at a Will saving throw (DC 10 + 1/2 the dimensional horror’s Hit Dice + its Charisma modifier) or be taken along to the other dimension.
Any creature in this alternate dimension is invisible and intangible with respect to the normal world. Creatures there cannot see or hear dimensionally shifted creatures; to anyone watching a shift from the normal world, it appears that the affected creature simply ceases to exist. Creatures within the coexistent dimension can see, hear, and affect each other normally, and they can also see and hear the normal world. No visual cue differentiates creatures in one dimension from those in the other, so creatures unwillingly brought to the coexistent dimension may be confused when their companions seem unable to see them anymore. A dimensional horror, however, innately knows which of the two dimensions any creature within range of its blindsight occupies.
A dimension-shifted creature is unable to affect anything in the normal world and can pass through nonshifted objects harmlessly. The coexistent dimension effectively lacks gravity, so a shifted creature can move about at its base speed in any direction or orientation it desires. However, the physics of movement for objects remains the same as in the normal world. A dropped object falls at the same rate as it would in the normal world and comes to rest on the “floor,” but creatures and the objects they carry do not fall when dropped and can be pushed through the “floor” or through other objects that are solid in the normal world.
Though the coexistent dimension has no atmosphere as such, any shifted creature can breathe normally there. These phenomena baffle scientists and will likely continue to do so until some safe and reliable means of accessing the alternate dimension is established.
A dimensional horror can remain in the coexistent dimension as long as it wishes. Any other shifted creature or object remains there as long as it is grappled or held by a dimensional horror and for 1 minute thereafter. When that time elapses, the creature instantly shifts back to the normal world. When a dimensional horror dies, all creatures it shifted to the coexistent dimension instantly return to the normal world, along with the corpse of the dimensional horror. Creatures that arrive in the normal world within a solid object or creature are pushed out of the obstruction and into the nearest open space, taking 1d6 points of damage for each 5 feet so traveled. The object or creature within which the shifter arrived is unharmed by the process. Dimensional horrors often take care to hide their victims’ bodies in caverns and other open spaces deep underground or in hollow trees, so that when they automatically shift back to the normal world, they will not be obvious.
True seeing, see invisibility, and similar effects make dimensionally shifted creatures visible to creatures in the normal world, and dispel magic returns them there, automatically breaking the grapple of any dimensional horrors that hold them.
Attempts by scientists to harness the dimensional horrors’ alternate space have had little success, partially because such efforts seem to attract the attention of dimensional horrors. Nevertheless, a few technological items have been created to combat these terrors from beyond (New FX Equipment, below).

Dimensional Horror: CR 7; Large outsider; HD 6d8+18; hp 45; Mas 16; Init +2; Spd 40 ft.; Defense 18, touch 11, flatfooted 16 (–1 size, +2 Dex, +7 natural); BAB +6; Grap +16; Atk +11 melee (1d6+9, claw); Full Atk +11 melee (1d6+6, 2 claws) and +9 melee (1d8+3, 2 bites); FS 10 ft. by 10 ft.; Reach 10 ft; SQ blindsight 30 ft., darkvision 60 ft., improved grab, scent, shift dimension (DC 15); AL none; SV Fort +8, Ref +7, Will +7; AP 0; Rep +0; Str 22, Dex 15, Con 16, Int 9, Wis 15, Cha 14.
Skills: Listen +11, Navigate +4, Search +5, Sense Motive +6,
Spot +11, Survival +11.
Feats: Multiattack, Track.
Advancement: 7–12 HD (Huge); 13–24 HD (Gargantuan).
 

Voadam

Legend
Bractyran Whelp

BRACTYRAN WHELP
MEDIUM OUTSIDER (PLANT)
HIT DICE: 5D8+15 (37 HP)
INITIATIVE: +4 (+4 DEX)
SPEED: FLY 40' (POOR)
ARMOR CLASS: 16 (+4 DEX, +2 NATURAL), TOUCH 14, FLAT-FOOTED 12
BASE ATTACK/GRAPPLE: +5/+8
ATTACK: TAIL+8 MELEE (1D6+3)
FULL ATTACK: TAIL+8 MELEE (1D6+3) AND BITE +3 MELEE (2D6+1)
SPACE/REACH: 5'/5'
SPECIAL ATTACKS: CONSTRICT, IMPROVED GRAB
SPECIAL QUALITIES: DARKVISION 60', FLIGHT, OUTSIDER TRAITS, PLANT TRAITS
SAVES: FORT +7, REF +10, WILL +1
ABILITIES: STR 16, DEX 18, CON 17, INT 6, WIS 5, CHA 11
SKILLS: ESCAPE ARTIST +9, LISTEN +7, SPOT +7
FEATS: ENDURANCE, HOVER, LIGHTNING REFLEXES
_____________________________________________________________
ENVIRONMENT: WARM PLAINS, FORESTS, HILLS, MOUNTAINS, MARSHES
ORGANIZATION: SOLITARY, BROOD (2-60)
CHALLENGE RATING: 6
TREASURE: NONE
ALIGNMENT: USUALLY CHAOTIC EVIL
The Bractyran looks like a long,
mossy root or vine with a colossal,
ragged leaf sprouting from the top to
serve as a wing. A pair or thorny claws
sprout near the large maw to facilitate feeding.
 

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