Old School Nefarium - Road to Adventure Link (1/20/16)

JohnnFour

Explorer
Awesome. Thanks for posting all these, Mark! Airamis has been scooped and is now a Temple of Elemental Evil agent championing the Air Temple's cause.
 

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Mark Chance

Boingy! Boingy!
Maji

JohnnFour said:
Awesome. Thanks for posting all these, Mark! Airamis has been scooped and is now a Temple of Elemental Evil agent championing the Air Temple's cause.

You're welcome, and thank you! I'm going to post three more element-themed villains, starting with:

[sblock=Maji; CR 10
Triton swashbuckler 8]
NE Medium outsider (native, water)
Init +3; Senses darkvision 60 ft., Listen +6, Spot +6
Languages Aquan, Common
-----
AC 22 (+3 Dex, +3 armor, +6 natural), touch 13, flat-footed 19; dodge +1 (vs. melee)
hp 90 (11 HD)
Fort +12, Ref +9, Will +5
-----
Spd 5 ft. (1 square), swim 40 ft.
Melee +1 human bane short sword +16/+11 (1d6+4/19-20), or
Melee (versus humans) +1 human bane short sword +18/+13 (1d6+6 plus 2d6/19-20), or
Ranged light crossbow +14/+9 (1d8/19-20, 80 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +11; Grp +14
Atk Options acrobatic charge, improved flanking, insightful strike +1
Combat Gear potion of cure serious wounds, potion of cat's grace
Spell-Like Abilities (CL 7th):
1/day - summon nature’s ally IV
-----
Abilities Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 12
SQ grace +1
Skills Balance +5, Craft +7, Diplomacy +11, Handle Animal +5, Hide +11, Jump +5*, Listen +6, Move Silently +11, Ride +9, Search +7, Sense Motive +6, Spot +6, Survival +6 (+8 following tracks), Swim +11, Tumble +11 (*Apply a -12 to Jump checks made on land. Apply a +4 to Jump checks made from the water.)
Feats Mounted Combat, Rapid Reload (light crossbow), Ride-By Attack, Track, Weapon Finesse (B)
Possessions combat gear, plus +1 human bane short sword, masterwork studded leather, light crossbow, quiver with 20 bolts
-----
Acrobatic Charge (Ex): Charge through difficult terrain or allies block his path.

Improved Flanking (Ex): +4 bonus on attack rolls when flanking.

Skills: A triton 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.[/sblock]
[sblock=Maji's giant octopus; CR 8]
N Large animal (aquatic)
Init +2; Senses low-light vision, Listen +4, Spot +6
-----
AC 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
hp 47 (8 HD)
Fort +7, Ref +8, Will +3
-----
Spd 20 ft. (4 squares), swim 30 ft.
Melee 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Base Atk +6; Grp +15
Atk Options constrict (2d8+6), improved grab
Tricks Combat Riding (attack, come, defend, down, guard, heel)
Special Actions ink cloud, jet
-----
Abilities Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats Alertness, Skill Focus (Hide), Toughness
-----
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle 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 constrict.

Ink Cloud (Ex): A giant octopus can emit a cloud of jet–black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant octopus can jet backward once per round as a full–round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.[/sblock]
 

Mark Chance

Boingy! Boingy!
Kiwanja

[sblock=Kiwanja; CR 12
Minor xorn wu jen 3/cleric 3/geomancer 3]
LE Small outsider (earth, extraplanar)
Init +0; Senses darkvision 60 ft., tremorsense 60 ft., Listen +10, Spot +14
Languages Common, Terran
-----
AC 26 (+1 size, +2 armor, +1 deflection, +12 natural), touch 12, flat-footed 25
hp 84 (12 HD); DR 5/bludgeoning
Immune cold, fire
Resist electricity 10
Fort +13, Ref +8, Will +15
-----
Spd 25 ft. (5 squares), burrow 20 ft.
Melee bite +10 (2d8+1) and 3 claws +8 (1d3)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +5
Atk Options rebuke undead 4/day (+2 on turn checks), watchful spirit
Combat Gear arcane scroll (commune with lesser spirit, fireball [x2] [Ref 14], haste, CL 5th), wand of fire shuriken (27 charges)
Special Actions all-around vision, earth glide, ley lines +1 (mountains), spell secret, spell versatility 2
Cleric Spells Prepared (CL 4th, 5th for evil spells):
2nd - bear's endurance, cure moderate wounds (x2), soften earth and stone*
1st - bane (Will 14), command (x2) (Will 14), cure light wounds, protection from good*
0 - guidance (x2), read magic, resistance (x2)
* Domain spell. Domains: Earth, Evil.
Wu Jen Spells Prepared (CL 5th):
3rd - hail of stone (Empower), thornskin
2nd - blur, ice blast (Fort 15), wall of gloom (Extend) (Will 15)
1st - elemental burst (x2) (Ref 14), shield, true strike
0 - daze (x2) (Will 13), detect magic, ray of frost
-----
Abilities Str 12, Dex 10, Con 17, Int 16, Wis 16, Cha 12
Drift light, downy fur; touch wilts flowers; swift as an elk
Skills Climb +7, Concentration +12, Hide +7, Intimidate +8, Jump +7, Knowledge (arcana) +12, Knowledge (dungeoneering) +13, Knowledge (nature) +9, Knowledge (religion) +9, Listen +10, Move Silently +7, Search +14, Spellcraft +14, Spot +14, Survival +13 (+15 when following tracks, when underground, or in aboveground natural environments)
Feats Combat Expertise, Empower Spell (B), Lightning Reflexes, Multiattack, Scribe Scroll, Toughness
Possessions combat gear, plus bracers of armor +2, ring of protection +1
-----
All-Around Vision (Ex): A xorn’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can’t be flanked.

Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Ley Lines (Su): +1 caster level when in mountains.

Tremorsense [60 ft.] (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Watchful Spirit: Once per day, reroll initiative and take the better result.

Spellbook:
3rd - commune with lesser spirit, dispel magic, earthbolt, haste, thornskin
2nd - blur, ice blast, invisibility, rain of needles, see invisibility, wall of gloom (Extend Spell)
1st - comprehend languages, detect good, elemental burst, hail of stone, hold portal, shield, unseen servant, true strike
0 - all[/sblock]
 

Mark Chance

Boingy! Boingy!
Tûzkár

Here's the fire-themed villain, thus completing the four classical elements. Tûzkár is much the one-trick pony, but his claws of the beast power can be used to deal with enemies resistant to fire.

[sblock=Tûzkár; CR 11
Magmin psychic warrior 5/pyrokineticist 3]
CE Small elemental (extraplanar, fire)
Init +4; Senses darkvision 60 ft., Listen +2, Spot +6
Languages Ignan
-----
AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; melt weapons
hp 72 (10 HD); DR 5/magic
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Vulnerability cold
Fort +12, Ref +7, Will +6
-----
Spd 40 ft. (8 squares) (30 ft. if not psionically focused)
Melee Touch burning touch +11 (1d8 fire plus combustion), or
Melee slam +11 (1d3+6 plus combustion), or
Melee Touch (with hands afire) burning touch +11 (1d8 fire plus 2d6 fire plus combustion), or
Melee (with hands afire) slam +11 (1d3+6 plus 2d6 fire plus combustion), or
Ranged Touch bolt of fire +7 (3d6 fire), or
Ranged Touch fire lash +11/+6 (1d8 fire)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +6
Atk Options bolt of fire, combustion, fiery aura, fire lash, hand afire
Psychic Warrior Powers Known (12 pp/day; ML 5th):
2nd - psionic levitate, specified energy adaptation
1st - claws of the beast, offensive prescience, thicken skin
-----
Abilities Str 19, Dex 10, Con 16, Int 10, Wis 14, Cha 9
Skills Autohypnosis +9, Climb +11, Concentration +11, Craft (alchemy) +1, Jump +14*, Knowledge (psionics) +4, Psicraft +3, Spot +6 (*Subtract -4 if psionic focus is lost.)
Feats Great Fortitude, Improved Initiative, Iron Will, Open-Minded, Psionic Body (B), Speed of Thought (B), Up the Walls (B)
-----
Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.

Combustion (Ex): Anyone a magmin touches must succeed on a DC 14 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.

Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a fire lash he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.

Hand Afire (Ps): A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist’s hands (but do him no harm). His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 14 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 14 Fortitude save or melt away into slag. The save DC is Constitution-based.[/sblock]
 
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Mark Chance

Boingy! Boingy!
The Scourge of Erythnul

A few years ago, I was running a Greyhawk campaign set in and around the Wild Coast. Events were slowly coming to a head as several powerful factions vied for control of the fabled Chalice of Dawn, an artifact that could tap into the very energies of creation itself. One of the factions was the extremely powerful Hierarchs of the Horned Society. The Scourge of Erythnul is one of these hierarchs. Unfortunately, the campaign came to a premature end, and the players never had a chance to literally save the world from being remade into something considerably more hellish.

[sblock=The Scourge of Erythnul; CR 20
Giant two-headed troll fighter 10]
CE Huge giant
Init +5; Senses darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9
Languages Giant
-----
AC 26 (-2 size, +1 Dex, +8 natural, +9 armor), touch 9, flat-footed 25; protection from good
hp 382 (24 HD); regeneration 5
Resist acid 20, fire 20
Fort +27, Ref +8, Will +6; protection from good
-----
Spd 30 ft. (6 squares, run x3) (unarmored 40 ft.)
Melee +2 anarchic thundering Huge morningstar +33/+28/+23/+18 (3d6+16 plus 2d6 versus lawful/19-20) and +2 unholy thundering Huge morningstar +33/+28/+23/+18 (3d6+16 plus 2d6 versus good/19-20)
Ranged 2 Huge javelins +19/+14/+9/+4 (2d6+12, 30 ft. range increment)
Space 15 ft.; Reach 15 ft.
Base Atk +20; Grp +40
Atk Options Awesome Blow, Great Cleave, Improved Bullrush, Improved Overrun, Improved Sunder, Improved Unarmed Strike, Power Attack, Quick Draw, superior two-weapon fighting
Combat Gear necklace of protection, ring of major acid resistance, ring of major fire resistance
-----
Abilities Str 34, Dex 12, Con 32, Int 8, Wis 9, Cha 6
Skills Jump +17*, Listen +9, Search +6, Spot +9 (*Includes -5 armor check penalty.)
Feats Alertness, Awesome Blow, Cleave (B), Great Cleave, Improved Bullrush, Improved Critical (morningstar), Improved Initiative (B), Improved Overrun (B), Improved Sunder, Improved Unarmed Strike (B), Power Attack (B), Quick Draw, Track, Weapon Focus (morningstar), Weapon Specialization (morningstar) (B)
Possessions Combat gear, plus +3 Huge ghost touch banded mail, +2 Huge anarchic thundering morningstar, +2 Huge unholy thundering morningstar, eight Huge javelins
-----
Regeneration (Ex): Fire and acid deal normal damage to a giant two-headed troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Superior Two-Weapon Fighting (Ex): A giant two-headed troll fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.

Necklace of Protection: This necklace continuously provides its wearer with protection from good.
Faint abjuration [evil]; CL 5th; Craft Wondrous Item, protection from good; Price 20,000 gp.[/sblock]
The Master of Battle is the brains behind the Scourge's brawn:

[sblock=The Master of Battle; CR 20
Gnoll cleric 9/warmind 10]
NE Medium humanoid (gnoll)
Init +3; Senses darkvision 90 ft., low-light vision, scent, Listen +9, Spot +9
Languages Common, Gnoll, Giant
-----
AC 25 (+3 Dex, +4 natural, +8 armor), touch 13, flat-footed 22
hp 179 (21 HD); DR 3/-
Fort +17, Ref +12, Will +10
-----
Spd 50 ft. (10 squares) (40 ft. if not psionically focused)
Melee +2 unholy defending heavy flail +23/+18/+13/+8 (1d10+6 plus 2d6 versus good/19-20), or
Ranged +1 psychokinetic composite longbow [Str +3] +21/+16/+11/+6 (1d8+4 plus 1d4/x3, 110 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +17; Grp +20
Atk Options chain of defensive posture +4 (3/day), chain of personal superiority +4 (3/day), chain of overwhelming force (1/day), Combat Manifestation, rebuke undead 4/day, Psionic Charge, spontaneous inflict, sweeping strike, Wounding Attack
Combat Gear divine scroll (cure critical wounds, lesser planar ally, CL 7th)
Cleric Spells Prepared (CL 9th):
5th - slay living (Fort partial 19), true seeing*
4th - air walk, divination, divine power*, spell immunity
3rd - clairaudience/clairvoyance*, dispel magic (x2), locate object, prayer
2nd - death knell (x2) (Will 16), detect thoughts* (Will 16), hold person (Will 16), shatter (Will or Fort 16) (x2)
1st - deathwatch, detect good, detect secret doors*, divine favor (x2)
0 - detect magic (x2), guidance (x2), read magic, resistance
*Domain spell. Domains: Knowledge (caster level +1 for divination spells), War
Psionic Powers Known (92 pp; ML 10th):
4th (7pp) - energy adaptation
3rd (5 pp) - empathic feedback, vampiric blade
2nd (3 pp) - psionic lion's charge
1st (1 pp) - expansion, offensive prescience
-----
Abilities Str 16 (12), Dex 16 (12), Con 16 (14), Int 12, Wis 19 (17), Cha 12
Skills Autohypnosis +14, Concentration +18 (+22 to manifest defensively or regain psionic focus), Diplomacy +7, Escape Artist +13, Knowledge (history) +3, Knowledge (psionics) +11, Jump +9, Listen +14, Psicraft +11, Spot +14
Feats Combat Manifestation, Martial Weapon Proficiency (heavy flail) (B), Narrow Mind, Psionic Body, Psionic Charge, Speed of Thought, Weapon Focus (heavy flail) (B), Wild Talent, Wounding Attack
Possessions combat gear, plus +4 improved slick mithral shirt, +2 unholy defending heavy flail, +1 psychokinetic composite longbow [Str +3], amulet of health +2 (no space limitation), amulet of natural armor +3, belt of giant strength +4, boots of striding and springing, gloves of dexterity +4, helmet of wisdom +2, lesser bracers of archery, quiver with 20 arrows
-----
Chain of Defensive Posture (Ex): Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Armor Class for up to 1 minute. Activating this power is a free action. A war mind can use this power three times per day.

Chain of Personal Superiority (Ex): Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +4 insight bonus to Strength and Constitution for up to 1 minute. This adds +2 to attack rolls, +2 to damage, +2 to Strength checks, +2 to Fortitude saves, +2 to Constitution checks, and +42 hit points. Activating this power is a free action. A war mind can use this power three times per day.

Chain of Overwhelming Force (Ex): The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.

Sweeping Strike (Ex): On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity. A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Red Tunic Thugs

The Red Tunic Thugs are a gang of mercenaries. An encounter with them trying to kidnap a bard once kicked off an adventure I modified from Dungeon magazine about a group of assassins trying to thwart a marriage between two merchant houses.

[sblock=Red Tunic Thug; CR 4 (x6)
Human fighter 4]
Various non-good Medium humanoid (human)
Init +1; Senses Listen +0, Spot +0
Languages Common
-----
AC 15 (+1 Dex, +4 armor), touch 11, flat-footed 14
hp 30 (4 HD)
Fort +6, Ref +2, Will +1
-----
Spd 20 ft. (4 squares) (30 ft. unarmored)
Melee masterwork longsword +8 (1d8+4/19-20), or
Ranged bola +5 (1d4+3 nonlethal, 10 ft. range increment)
Ranged (Point Blank Shot) bola +6 (1d4+4 nonlethal, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Atk Options Point Blank Shot, Power Attack, Precise Shot
Combat Gear potion of cure moderate wounds
-----
Abilities Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 10
Skills* Intimidate +7, Ride +8, Use Rope +4 (*Include -4 armor check penalty where appropriate.)
Feats Exotic Weapon Proficiency (bolas), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (longsword), Weapon Specialization (longsword)
Possessions combat gear, plus scale mail, masterwork longsword, two bolas
Note The thugs fight two-handed with their longswords.
-----
Bolas: Bolas can wrap around an enemy's legs or other limbs for a ranged trip attack. Make a ranged touch attack. If this succeeds, make a Str check opposed by the target's Str or Dex check (whichever is better). A combatant gets a +4 bonus for every category larger than Medium he is. He gets a -4 penalty for every category smaller than Medium he is. A defender with four more legs or who is otherwise exceptionally stable gets a +4 bonus.[/sblock]
 

Mark Chance

Boingy! Boingy!
Deadly Critters

These monsters were separate "random" encounters in a wilderness adventure. Our extremely anal-retentive player was very annoyed that the monstrous undead centipedes had poisonous bites. I guess monstrous undead centipedes with poisonous bites were unrealistic.

[sblock=Advanced shocker lizards; CR 2 (x9)]
Small magical beast
Init +6; Senses darkvision 60 ft., electricity sense, low-light vision, Listen +5, Spot +5
-----
AC 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
hp 26 (4 HD)
Immune electricity
Fort +4, Ref +5, Will +1
-----
Spd 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Melee bite +7 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +0
Atk Options lethal shock, stunning shock
-----
Abilities Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills Climb +11, Hide +11, Jump +7, Listen +5, Spot +5, Swim +10
Feats Improved Initiative, Weapon Finesse
-----
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.

Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.

Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 13 half). The save DC is Constitution-based.

Skills: A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard 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.[/sblock]
[sblock=Monstrous undead centipedes; CR 3 (x4)]
NE Huge undead
Init +3; Senses darkvision 60 ft., Listen +1, Spot +1
-----
AC 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
hp 39 (6 HD)
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +2, Ref +5, Will +6
-----
Spd 40 ft. (8 squares), climb 40 ft.
Melee bite +5 (2d6+6 plus poison and energy drain)
Space 15 ft.; Reach 10 ft.
Base Atk +3; Grp +15
Atk Options energy drain, poison
-----
Abilities Str 19, Dex 17, Con --, Int 3, Wis 12, Cha 6
Skills Climb +12, Hide +3, Move Silently +11, Spot +5
-----
Energy Drain (Su): Living creatures hit by a monstrous undead centipede's slam attack gain one negative level. The DC is 11 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the monstrous undead centipede gains 5 temporary hit points.

Poison (Ex): A monstrous undead centipede has a poisonous bite, Fortitude save DC 11 to negate, inflicts 1d6 Dex initial and secondary damage. The save DC is Charisma-based.

Skills: Monstrous undead centipedes can take 10 on Climb checks, even if threatened or distracted.[/sblock]
[sblock=Advanced ethereal filcher; CR 11
Rogue 7]
Large aberration
Init +9; Senses darkvision 60 ft., Listen +14, Spot +14
Languages Ethereal filchers do not speak. It understands Common.
-----
AC 21 (-1 size, +5 Dex, +5 natural, +2 deflection), touch 16, flat-footed 16; trap sense +2, uncanny dodge
hp 105 (15 HD)
Fort +8, Ref +13, Will +9; evasion, trap sense +2
-----
Spd 40 ft. (8 squares); ethereal jaunt
Melee bite +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +20
Atk Options sneak attack +4d6
Combat Gear potion of cure light wounds, oil of darkness, potion of mage armor
Special Actions detect magic, trapfinding
-----
Abilities Str 20, Dex 21, Con 17, Int 10, Wis 12, Cha 8
Skills Bluff +12, Climb +12, Hide +14, Intimidate +3*, Listen +14, Move Silently +18, Open Lock +12, Sleight of Hand +26, Spot +14, Use Rope +7* (untrained)
Feats Deft Hands, Dodge, Improved Initiative, Improved Natural Attack (bite), Persuasive, Stealthy
Possessions combat gear, plus amulet of mighty fists +1, ring of protection +2
Other Treasure arcane scroll (enlarge person, jump; CL 1st), +1 nunchaku
-----
Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.

Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).[/sblock]
 
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Mark Chance

Boingy! Boingy!
Congress of Dire Baboons

No, the post title isn't political commentary. One of the terms for a group of baboons is "congress".

[sblock=Alpha dire baboons; CR 3 (x2)]
Large animal
Init +2; Senses low-light vision, scent, Listen +8, Spot +8
-----
AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 55 (8 HD)
Fort +8, Ref +8, Will +3
-----
Spd 30 ft. (6 squares), climb 30 ft.
Melee 2 claws +10 (1d6+5) and bite +5 (1d6+2), or
Ranged thrown stone +8/+3 (1d6+5)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +15
Atk Options throw stones
-----
Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills Climb +18, Listen +8, Spot +8
Feats Alertness, Quick Draw, Toughness
-----
Throw Stones (Ex): Dire baboons can throw stones out to a range of 50 ft. with no penalties for range.

Skills: Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock]
[sblock=Dire baboons; CR 2 (x9)]
Large animal
Init +2; Senses low-light vision, scent, Listen +6, Spot +6
-----
AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
hp 29 (4 HD)
Fort +6, Ref +6, Will +2
-----
Spd 30 ft. (6 squares), climb 30 ft.
Melee 2 claws +7 (1d6+5) and bite +2 (1d6+2), or
Ranged thrown stone +5 (1d6+5)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +12
Atk Options throw stones
-----
Abilities Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills Climb +14, Listen +6, Spot +6
Feats Alertness, Toughness
-----
Throw Stones (Ex): Dire baboons can throw stones out to a range of 50 ft. with no penalties for range.

Skills: Dire baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock]
 

Mark Chance

Boingy! Boingy!
Jadeling

Here's an example of how easy it is to come up with a new monster's stats. I started with a green dragon wrymling, advanced it 2 HD, adjusted the ability scores, respent the skill points, and made a couple of cosmetic changes. Tada!

[sblock=Jadeling; CR 5]
Any E Small dragon (air)
Init +1; Senses blindsight 60 ft., darkvision 120 ft., keen senses, Listen +2, Spot +2
Languages Common, Draconic
-----
AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
hp 52 (7 HD)
Immune acid, paralysis, sleep
Fort +6, Ref +6, Will +7
-----
Spd 40 ft. (8 squares), fly 100 ft. (average), swim 40 ft.
Melee bite +8 (1d6) and 2 claw +6 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +3
Atk Options breath weapon
Special Actions water breathing
-----
Abilities Str 11, Dex 12, Con 12, Int 13, Wis 14, Cha 15
Skills Diplomacy +12, Escape Artist +11, Intimidate +12, Knowledge (any two) +11, Sense Motive +12, Use Magic Device +15
Feats Flyby Attack, Multiattack, Skill Focus (Use Magic Device)
Advancement 8-14 HD (Small); 15-21 HD (Medium)
-----
Blindsense [60 ft.] (Ex): Uses keen sense of smell and hearing to pinpoint creatures or objects (still requires a line of effect).

Breath Weapon (Su): Cone of corrosive acid (as high/wide as long, from adjacent intersection), 20 ft. range, DC 14 Reflex save for half (Constitution-based), 2d6 acid damage. Usable every 1d4 rounds.

Keen Senses (Ex): Four times human in shadowy illumination, two times normal light.

Water Breathing (Ex): A jadeling can breathe underwater indefinitely and can freely use its breath weapon and other abilities while submerged.[/sblock]
 

Mark Chance

Boingy! Boingy!
Four from The Lost Caverns of Tsojcanth

Some time ago, I converted the 1E module S4 - The Lost Caverns of Tsojcanth. Here are some of the monsters:

[sblock=Fomorian giant; CR 9]
Usually CE Large giant (psionic)
Init +1; Senses darkvision 90 ft., low-light vision, Listen +10, Spot +10
Languages Common, Giant
-----
AC 21 (-1 size, +11 natural, +2 shield), touch 8, flat-footed 21; can't be flanked
hp 133 (14 HD)
Fort +14, Ref +3, Will +6
-----
Spd 30 ft. (6 squares)
Melee flail +18/+13 (2d6+9), or
Melee 2 slams +18 (1d4+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Atk Options Cleave, Improved Overrun, Improved Sunder, Power Attack
Psi-Like Ability (ML 5th):
At will - stomp
-----
Abilities Str 29, Dex 11, Con 21, Int 12, Wis 14, Cha 13
Skills Concentration +11, Hide +18, Listen +10, Move Silently +21, Spot +10
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Possessions large flail, large wooden shield
Advancement by character class; Favored Class wilder
-----
Stomp (Ps): A foot stomp precipitates a psychokinetic shock wave that travels along the ground in a 20-foot cone, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their DC 20 Reflex saves are thrown to the ground, become prone, and take 5d4 points of nonlethal damage. The save DC is Strength-based.

Skills: Fomorians have a +4 racial bonus to Hide, Listen, Move Silently, and Spot checks.[/sblock]
[sblock=Chossus the Gorgimera; CR 10]
CE Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision, scent, Listen +21, Spot +21
Languages Common, Draconic, Dwarven, Giant
-----
AC 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
hp 123 (13 HD)
Immune electricity, petrification
Fort +12, Ref +9, Will +5
-----
Spd 30 ft. (6 squares), fly 50 ft. (poor); Hover
Melee bite +16 (2d6+4) and bite +16 (1d8+4) and gore +16 (1d8+4) and 2 hooves +14 (1d8+2)
Space 10 ft.; Reach 5 ft.
Base Atk +13; Grp +21
Atk Options lightning breath weapon, petrifying breath weapon, Power Attack, trample (1d8+4)
-----
Abilities Str 19, Dex 13, Con 18, Int 16, Wis 13, Cha 10
Skills Hide +13, Listen +21, Move Silently +17, Sense Motive +17, Spot +21
Feats Alertness, Hover, Iron Will, Multiattack, Power Attack
-----
Lightning Breath Weapon (Su): Chossus's breath weapon is usable once per 1d4 rounds, deals 3d8 points of damage in a 40-foot line of lightning (DC 20 Reflex save for half, Constitution-based).

Petrifying Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 20 negates. The save DC is Constitution-based.

Trample (Ex): Reflex DC 20 half. The save DC is Strength-based.

Skills: A gorgimera three heads give it a +2 racial bonus on Spot and Listen checks.[/sblock]
[sblock=Chasme; CR 6]
Always CE Small outsider (chaotic, evil, extraplanar)
Init +4; Senses darkvision 60 ft., Listen +21, Spot +21
Languages Abyssal, Celestial, Draconic. A chasme can communicate with most intelligent creatures via telepathy.
-----
AC 19 (+1 size, +4 Dex, +4 natural), touch 11, flat-footed 18
hp 45 (7 HD); DR 5/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10
SR 18
Fort +7, Ref +9, Will +6
-----
Spd 30 ft. (6 squares), climb 30 ft., fly 60 ft. (good)
Melee 2 pincers +12 (1d4+2) and bite +10 (1d4+1 plus swarm infestation)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +4
Atk Options summon demon, swarm infestation
Special Actions telepathy 100 ft.
Spell-Like Abilities (CL 7th):
At will - dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
1/day - cause fear (Will DC 14), deep slumber (Will DC 16)
-----
Abilities Str 12, Dex 18, Con 14, Int 14, Wis 13, Cha 16
Skills Bluff +13, Climb +19, Diplomacy +17, Hide +18, Knowledge (the planes) +12, Listen +13, Move Silently +14, Search +12, Sense Motive +11, Spot +13
Feats Alertness, Multiattack, Weapon Finesse
Advancement 8-14 HD (Small); 15-21 HD (Medium)
-----
Summon Demon (Sp): Once per day a chasme can attempt to summon 1 chasme with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Swarm Infestation (Su): As successful attack forces the target to make a DC 16 Fort save or become nauseated for 1d3 rounds. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. Each round he is nauseated, the target must make another DC 16 Fort save or vomit forth a spider swarm. Each spider swarm remains in the area where it was puked up, and each disperses after 3 rounds.

Skills: A chasme can always take 10 on a Climb check.[/sblock]
[sblock=Dracolisk; CR 10]
Usually CE Large dragon
Init -2; Senses darkvision 60 ft., low-light vision, Listen +18, Spot +18
Languages Draconic
-----
AC 20 (-1 size, -2 Dex, +13 natural), touch 7, flat-footed 20
hp 138 (12 HD)
Immune acid, paralysis, sleep
Fort +15, Ref +6, Will +6
-----
Spd 20 ft. (4 squares), fly 40 ft. (average); Fly-By Attack, Hover
Melee 2 claws +21 (1d6+10) and bite +16 (2d6+5)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +26
Atk Options Blind-Fight, breath weapon, petrifying gaze
-----
Abilities Str 31, Dex 6, Con 21, Int 4, Wis 14, Cha 13
Skills Hide +9, Listen +18, Spot +18
Feats Alertness, Blind-Fight, Fly-By Attack, Great Fortitude, Hover
Advancement 13-24 HD (Large); 25-36 HD (Huge)
-----
Breath Weapon (Su): 1/day - 60 ft. line of acid, 6d8, Reflex DC 21 halves. The save DC is Constitution-based.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 17 negates. The save DC is Charisma-based.

Skills: The dracolisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.[/sblock]
 
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