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Dwarven Vengance Monsters
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<blockquote data-quote="Voadam" data-source="post: 4037275" data-attributes="member: 2209"><p><strong>Faust</strong></p><p></p><p>Faust</p><p>Faust Medium Humanoid (Goblinoid) Hit Dice: 10d8+20 (65 hp) Initiative: +6 (Dex) Speed: 40 ft. (8 squares) AC: 22 (+6 Dex, +6 natural), touch 16, flatfooted 16 Base Attack/Grapple: +7/+10 Attack: Claw +13 melee (1d8+3) Full Attack: 2 claws +13 melee (1d8+3) and bite +11 melee (2d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +4d6 Special Qualities: Darkvision 60 ft., scent Saves: Fort +5, Ref +13, Will +5 Abilities: Str 16, Dex 23, Con 14, Int 10, Wis 14, Cha 8 Skills: Climb +7, Hide +11, Listen +12, Move Silently +11, Spot +8, Survival +6 Feats: Alertness, Multiattack, Track, Weapon Finesse Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1 The faust, or grey stalkers, as they are often called, are silent, solitary hunters. A faust typically follows its prey carefully for a while from a distance, studying it, and waiting</p><p>for the right moment to attack. A faust may follow a group for a long time, waiting for stragglers to break off, for them to be weakened by combat or fatigue, or for them to go to sleep for the night. Fausts typically either hunt alone or with their mates. The faust can be found in any temperate region, but they prefer to hunt in ruins or forests, where there are plenty of places to hide. They prefer to track and eat other intelligent creatures as a matter of taste and honor. Fausts speak a dialect of Goblin and very rarely know the Common tongue. A mated pair may have a lair where one or more young may be found. If the young are threatened, a faust forgets its otherwise careful nature and defends them at all costs. Combat A faust rarely attacks outright a full party of adventurers unless it can see that they are particularly weak. Normally upon encountering adventurers, the faust follows them at a distance until one of the members goes off by him or herself or stands guard over sleeping companions. At this point, it attempts to sneak up and attack, hopefully gaining a surprise attack. If a faust comes across a guarded camp that it wants to attack, it tries to draw the guard out of the camp to ambush him alone. If this is not possible, it enters the camp by stealth and extinguishes the camp’s light source. It then grapples the smallest sleeping person in the camp and carries him off to a secure area to be dealt with. This might be preceded by distracting the guard by creating small noises in the opposite direction (tossing pebbles or a minor figment if a spellcaster). Sneak Attack (Ex): A faust can make a sneak attack like a rogue, dealing an extra 4d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the faust is flanking. Skills: A faust has a +4 racial bonus on Listen checks due to its prominent ears. Faust Society Faust society is limited. Faust are very territorial, and are extremely sensitive to other faust encroaching on their hunting land. There are special sacred areas designated as gathering places, however, that are not controlled by a particular individual, but belong to the tribe as a whole. These areas are used for bragging (a faust’s favorite social event), trading, finding a mate, and for religious rites. Religious rites are held each new moon, and involve a sacrifice to the god of darkness. Other events are held on an ongoing, informal basis.</p><p></p><p>Faust</p><p>This race of dark-skinned, gaunt humanoids predominately dwells in the forests of central and northern Wildwood, while a small percentage makes its abode within Penance proper and to a lesser degree, its sprawling Wrack. They stand roughly 4 ½ feet tall and weigh a meager 70 pounds, causing many foes to wrongly underestimate their surprising strength and agility. Some even mistake them for wights or other forms of undead based upon their feral appearance and the protrusion of bone through their tightly wrapped, leathery flesh. Although they are undoubtedly bipeds, their anatomy is more bestial than humanoid. Their fingers and toes are tipped by dagger-like claws, and their mouths are filled with jagged teeth highlighted by a pair of interlocking fangs where their molars should be. Their facial features are seemingly carved from a block of stone with prominent ridges and deep fissures. Strangely, their cartilaginous ears always remain in an upright position. Most humanoid races do not hold fausts in high regard, viewing them as conniving and evil. However, they are well-suited for a variety of nefarious tasks, making them a desirable commodity for those in need of such services. Extreme caution is strongly advised to anyone considering entering into such a business arrangement with this sly and crafty race of beings.Outlook: Despite the commonly held perceptions of the faust as a wicked, untrustworthy race, they generally view themselves as opportunistic entrepreneurs simply performing the bidding of others for a handsome fee. In fact, they actually prefer the company of outsiders to their own kin, a surprising trait undoubtedly born from their fiercely territorial nature. Despite their ability to coexist with other sentient beings, their reputation for treachery is often well deserved. They are exceptionally exacting in their interpretation of their employer’s instructions and frequently construe even the slightest faux pas as a terrible insult. Anyone inciting the ire of a faust is virtually guaranteed to meet a swift end courtesy of a precisely placed blade to the heart.Names: Faust speak an archaic form of Goblin emphasizing the guttural and gloomy sounds common to this ancient tongue. As a result of their linguistic heritage, many faust names are practically identical to those shared by their goblin counterparts. Like most humanoids, they typically have a first name and a surname with the latter moniker also serving the purpose of distinguishing the individual’s clan affiliation. Male Names: Chukuz, Galak, Thorsh, YornFemale Names: Doriem, Florn, Sorada, VelmedaClan Names: Mabon, Nathrash Racial Traits:• Faust gain a +4 to Dexterity and a +2 to Strength.• They are considered Medium creatures; therefore their size does not affect their AC or attack rolls. They have a base speed of 40 ft.• Faust are humanoids (goblinoids).• Darkvision 60 ft.• +4 natural armor bonus• +4 racial bonus to Hide, Listen and Move Silently checks.• The faust’s two claws deal 1d8 points of damage, while its bite inflicts 2d4 points of damage. These attacks are treated as natural weapons. The claws are considered its primary weapon while its bite is its secondary weapon.• Faust reach middle age at 50, old age at 75 and venerable at 100.• Automatic Languages: Goblin; Bonus Languages: select from Canine, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Green and Sylvan.• Level Adjustment +2</p></blockquote><p></p>
[QUOTE="Voadam, post: 4037275, member: 2209"] [b]Faust[/b] Faust Faust Medium Humanoid (Goblinoid) Hit Dice: 10d8+20 (65 hp) Initiative: +6 (Dex) Speed: 40 ft. (8 squares) AC: 22 (+6 Dex, +6 natural), touch 16, flatfooted 16 Base Attack/Grapple: +7/+10 Attack: Claw +13 melee (1d8+3) Full Attack: 2 claws +13 melee (1d8+3) and bite +11 melee (2d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +4d6 Special Qualities: Darkvision 60 ft., scent Saves: Fort +5, Ref +13, Will +5 Abilities: Str 16, Dex 23, Con 14, Int 10, Wis 14, Cha 8 Skills: Climb +7, Hide +11, Listen +12, Move Silently +11, Spot +8, Survival +6 Feats: Alertness, Multiattack, Track, Weapon Finesse Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1 The faust, or grey stalkers, as they are often called, are silent, solitary hunters. A faust typically follows its prey carefully for a while from a distance, studying it, and waiting for the right moment to attack. A faust may follow a group for a long time, waiting for stragglers to break off, for them to be weakened by combat or fatigue, or for them to go to sleep for the night. Fausts typically either hunt alone or with their mates. The faust can be found in any temperate region, but they prefer to hunt in ruins or forests, where there are plenty of places to hide. They prefer to track and eat other intelligent creatures as a matter of taste and honor. Fausts speak a dialect of Goblin and very rarely know the Common tongue. A mated pair may have a lair where one or more young may be found. If the young are threatened, a faust forgets its otherwise careful nature and defends them at all costs. Combat A faust rarely attacks outright a full party of adventurers unless it can see that they are particularly weak. Normally upon encountering adventurers, the faust follows them at a distance until one of the members goes off by him or herself or stands guard over sleeping companions. At this point, it attempts to sneak up and attack, hopefully gaining a surprise attack. If a faust comes across a guarded camp that it wants to attack, it tries to draw the guard out of the camp to ambush him alone. If this is not possible, it enters the camp by stealth and extinguishes the camp’s light source. It then grapples the smallest sleeping person in the camp and carries him off to a secure area to be dealt with. This might be preceded by distracting the guard by creating small noises in the opposite direction (tossing pebbles or a minor figment if a spellcaster). Sneak Attack (Ex): A faust can make a sneak attack like a rogue, dealing an extra 4d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the faust is flanking. Skills: A faust has a +4 racial bonus on Listen checks due to its prominent ears. Faust Society Faust society is limited. Faust are very territorial, and are extremely sensitive to other faust encroaching on their hunting land. There are special sacred areas designated as gathering places, however, that are not controlled by a particular individual, but belong to the tribe as a whole. These areas are used for bragging (a faust’s favorite social event), trading, finding a mate, and for religious rites. Religious rites are held each new moon, and involve a sacrifice to the god of darkness. Other events are held on an ongoing, informal basis. Faust This race of dark-skinned, gaunt humanoids predominately dwells in the forests of central and northern Wildwood, while a small percentage makes its abode within Penance proper and to a lesser degree, its sprawling Wrack. They stand roughly 4 ½ feet tall and weigh a meager 70 pounds, causing many foes to wrongly underestimate their surprising strength and agility. Some even mistake them for wights or other forms of undead based upon their feral appearance and the protrusion of bone through their tightly wrapped, leathery flesh. Although they are undoubtedly bipeds, their anatomy is more bestial than humanoid. Their fingers and toes are tipped by dagger-like claws, and their mouths are filled with jagged teeth highlighted by a pair of interlocking fangs where their molars should be. Their facial features are seemingly carved from a block of stone with prominent ridges and deep fissures. Strangely, their cartilaginous ears always remain in an upright position. Most humanoid races do not hold fausts in high regard, viewing them as conniving and evil. However, they are well-suited for a variety of nefarious tasks, making them a desirable commodity for those in need of such services. Extreme caution is strongly advised to anyone considering entering into such a business arrangement with this sly and crafty race of beings.Outlook: Despite the commonly held perceptions of the faust as a wicked, untrustworthy race, they generally view themselves as opportunistic entrepreneurs simply performing the bidding of others for a handsome fee. In fact, they actually prefer the company of outsiders to their own kin, a surprising trait undoubtedly born from their fiercely territorial nature. Despite their ability to coexist with other sentient beings, their reputation for treachery is often well deserved. They are exceptionally exacting in their interpretation of their employer’s instructions and frequently construe even the slightest faux pas as a terrible insult. Anyone inciting the ire of a faust is virtually guaranteed to meet a swift end courtesy of a precisely placed blade to the heart.Names: Faust speak an archaic form of Goblin emphasizing the guttural and gloomy sounds common to this ancient tongue. As a result of their linguistic heritage, many faust names are practically identical to those shared by their goblin counterparts. Like most humanoids, they typically have a first name and a surname with the latter moniker also serving the purpose of distinguishing the individual’s clan affiliation. Male Names: Chukuz, Galak, Thorsh, YornFemale Names: Doriem, Florn, Sorada, VelmedaClan Names: Mabon, Nathrash Racial Traits:• Faust gain a +4 to Dexterity and a +2 to Strength.• They are considered Medium creatures; therefore their size does not affect their AC or attack rolls. They have a base speed of 40 ft.• Faust are humanoids (goblinoids).• Darkvision 60 ft.• +4 natural armor bonus• +4 racial bonus to Hide, Listen and Move Silently checks.• The faust’s two claws deal 1d8 points of damage, while its bite inflicts 2d4 points of damage. These attacks are treated as natural weapons. The claws are considered its primary weapon while its bite is its secondary weapon.• Faust reach middle age at 50, old age at 75 and venerable at 100.• Automatic Languages: Goblin; Bonus Languages: select from Canine, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Green and Sylvan.• Level Adjustment +2 [/QUOTE]
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