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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4590571" data-attributes="member: 2795"><p><strong>Fiend Folio A</strong></p><p></p><p><span style="color: limegreen">I recently picked up a copy of the original <u>Fiend Folio</u> at Half-Price Books for a mere $8 US. It's about time I replaced my copy, which was lost when I moved from Fort Bragg to Schofield Barracks waaay back in the late 80s. Of course, I just had to update a few to 3.5. Please keep in mind that I'm not trying to exactly replicate these old classics within the newer game system.</span></p><p></p><p>[sblock=Aarakocra; CR 1/2]</p><p><em>The aarakocra are a race of intelligent monstrous avian humanoids. An aarakocra stands about 5 feet tall, but it has a wingspan of nearly 20 feet. Its wings/arms sport vicious claws that the creature can use in combat. Aarakocra prefer to fight while airborne, wielding shortspears in their taloned feet. An aarakocra's feet are as functional as a human hand. Aarakocra speak their own language and Auran. More intelligent ones often speak Common. Aarakocra leaders are usually druids.</em></p><p></p><p>Usually NE Medium Monstrous Humanoid</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision; Listen +6, Spot +4</p><p>-----</p><p><strong>AC</strong> 13 (+3 Dex), touch 13, flat-footed 10</p><p><strong>hp</strong> 6 (1 HD)</p><p><strong>Resist</strong> cold 5</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +5, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 15 ft. (3 squares), fly 90 ft. (average); Flyby Attack</p><p><strong>Melee</strong> 2 wing claws +2 (1d3+1), or</p><p><strong>Melee</strong> shortspear +2 (1d6+1), or</p><p><strong>Ranged</strong> shortspear +4 (1d6+1, range increment 20 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft. (10 ft. with wing claws)</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +2</p><p><strong>Atk Options</strong> dive attack, summon air elemental</p><p>-----</p><p><strong>Abilities</strong> Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 11</p><p><strong>SQ</strong> claustrophobia, wing claws</p><p><strong>Feats</strong> Flyby Attack</p><p><strong>Skills</strong> Listen +6, Spot +4</p><p>-----</p><p><strong>Environment</strong> any mountains</p><p><strong>Organization</strong> solitary, pair, flight (3-10), or tribe (11-30 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class</p><p>-----</p><p><strong>Claustrophobia (Ex):</strong> An aarakocra suffers a -2 morale penalty to attack rolls and Will saves when in any enclosed area smaller than a 20-foot cube.</p><p></p><p><strong>Dive Attack (Ex):</strong> When executing charge attack while flying, an aarakockra inflicts double damage with its weapon.</p><p></p><p><strong>Summon Air Elemental (Su)</strong>: Any five aarakocra within 10 feet of each other can perform an intricate dance that takes three rounds to complete. At the end of the third round on the aarakocra's initiative, the dance ritual summons a Medium air elemental (as <em>summon nature's ally IV</em> cast by a 7th-level druid).</p><p></p><p><strong>Wing Claws (Ex):</strong> An aarakocra has 10 feet of reach with its wing claws. It cannot use these natural weapons while flying.</p><p></p><p><strong>Skills:</strong> An aarakocra has a +2 racial bonus on Listen checks. It has exceptionally keen eyesight, suffering a -1 penalty to Spot checks per 25 feet of distance.</p><p>[/sblock]</p><p></p><p>[sblock=Adherer; CR 3]</p><p><em>This curious creature bears a close resemblance to a mummy: man-sized and with loose folds of dirty white skin which appear on first sight to be a mummy's bandages. The creature's skin constantly exudes a sour-smelling glue-like substance with very powerful adhesive properties.</em></p><p></p><p>Usually LE Medium Magical Beast</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision; Listen +5, Spot +5</p><p>-----</p><p><strong>AC</strong> 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</p><p><strong>hp</strong> 26 (4 HD); <strong>DR</strong> 5/--</p><p><strong>SR</strong> 20 (versus 0- and 1st-level spells only)</p><p><strong>Vulnerability</strong> fire</p><p><strong>Fort</strong> +5, <strong>Ref</strong> +5, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> slam (1d3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +4</p><p><strong>Atk Options</strong> adhesion, camouflage</p><p>-----</p><p><strong>Abilities</strong> Str 11, Dex 12, Con 13, Int 4, Wis 12, Cha 8</p><p><strong>Feats</strong> Alertness, Stealthy</p><p><strong>Skills</strong> Hide +4, Listen +5, Move Silently +5, Spot +5</p><p>-----</p><p><strong>Environment</strong> any temperate</p><p><strong>Organization</strong> solitary or pack (2-4)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> 5-8 HD (Medium); 9-12 HD (Large)</p><p>-----</p><p><strong>Adhesion (Ex):</strong> Any material except stone adheres to the adherer upon contact. Weapons (including natural weapons) stick to an adherer unless the wielder makes a DC 13 Reflex save. If the weapon adheres, it inflicts one-half damage. An object or victim stuck to an adherer can be pulled free with a DC 18 Strength check.</p><p></p><p>Anyone struck by adherer's slam attack must also make a DC 13 Reflex save or become stuck to the monster. Each round thereafter on the adherer's turn, it makes a grapple check as a free action. If successful, the stuck victim provides cover to the adherer. Attacks that miss the adherer by cover may hit the stuck victim as well. Note that the victim is treated as grappled, but the adherer is not. After an adherer uses its slam to trap a victim, it cannot use its slam attack against another target.</p><p></p><p>An adherer can release a stuck object or victim as a move action. The adhesive properties of its secretions fade 1d6+4 minutes after the creature's death.</p><p></p><p>The Reflex save and Strength DCs are Constitution-based, and the DC to force a stuck object free has a +5 racial bonus.</p><p></p><p><strong>Camouflage (Ex):</strong> An adherer can roll in the dirt to get sticks, leaves, and other debris to stick to it. Once so camouflaged, it can remain still in order to ambush a victim. The adherer gains a +10 circumstance bonus to Hide checks as a result.</p><p>[/sblock]</p><p></p><p>[sblock=Algoid; CR 5]</p><p><em>This creature appears as a green humanoid with coarse, rough features. Its appearance is misleading, however; it is in fact a colony of algae which, assembled in this form, has developed some mobility and a rudimentary intelligence.</em></p><p></p><p>Usually CN Medium Plant (Psionic)</p><p><strong>Init</strong> +1; <strong>Senses</strong> low-light vision, Listen +7, Spot +7</p><p>-----</p><p><strong>AC</strong> 15 (+1 Dex, +4 natural), touch 11, flat-footed 14</p><p><strong>hp</strong> 32 (5 HD); <strong>DR</strong> 10/magic or bludgeoning</p><p><strong>Immune</strong> all mind-affecting effects, critical hits, electricity, fire, paralysis, poison, <em>polymorph</em>, <em>sleep</em>, stunning</p><p><strong>PR</strong> 15</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +2, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 15 ft. (3 squares), swim 15 ft.</p><p><strong>Melee</strong> 2 slams +7 (1d6+4)</p><p><strong>Melee</strong> (Power Attack) 2 slams +4 (1d6+7)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +3; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> <em>animate trees, mind thrust</em> (1/day)</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 12, Con 15, Int 4, Wis 12, Cha 12</p><p><strong>SQ</strong> naturally psionic</p><p><strong>Feats</strong> Alertness, Power Attack</p><p><strong>Skills</strong> Listen +7, Spot +7, Swim +12</p><p>-----</p><p><strong>Environment</strong> temperate marsh</p><p><strong>Organization</strong> solitary, pair, or gang (3-6)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> 6-10 HD (Medium); 11-15 HD (Large)</p><p>-----</p><p><strong><em>Animate Trees</em> (Sp)</strong>: An algoid can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as an algoid in all respects. Animated trees lose their ability to move if the algoid that animated them is incapacitated or moves out of range. The ability is otherwise similar to <em>liveoak</em> spell (caster level 12th). Animated trees have vulnerability to fire.</p><p></p><p><strong><em>Mind Thrust</em> (Ps):</strong> 35-foot range, targets one creature, 5d10 points of damage, Will 14 negates.</p><p></p><p><strong>Naturally Psionic:</strong> A phrenic creature gains 1 bonus power point.</p><p>[/sblock]</p><p></p><p>[sblock=Al-mi'raj; CR 1/3]</p><p><em>The al-mi'raj generally roams pastures and woodlands. Its lair is usually a small cave just below ground. The creature resembles a large yellow hare with a long black horn protruding forwards from the center of its forehead.</em></p><p></p><p>Always N Small Animal</p><p><strong>Init</strong> +4; <strong>Senses</strong> low-light vision, scent, Listen +9, Spot +4</p><p>-----</p><p><strong>AC</strong> 15 (+1 size, +4 Dex), touch 14, flat-footed 11</p><p><strong>hp</strong> 4 (1 HD)</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +6, <strong>Will</strong> +1</p><p>-----</p><p><strong>Speed</strong> 45 ft. (9 squares)</p><p><strong>Melee</strong> gore +5 (1d4)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +0; <strong>Grp</strong> -3</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 18, Con 11, Int 2, Wis 12, Cha 8</p><p><strong>Feats</strong> Alertness, Weapon Finesse (B)</p><p><strong>Skills</strong> Jump +10, Listen +9, Spot +4</p><p>-----</p><p><strong>Environment</strong> temperate plains and woodlands</p><p><strong>Organization</strong> solitary, pair, or group (3-18)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> 2-3 HD (Small)</p><p>-----</p><p><strong>Skills:</strong> An al-mi'raj has a +4 racial bonus on Jump and Listen checks.</p><p></p><p><strong>Al-mi'raj Animal Companions:</strong> A character with the animal companion class feature may choose an al-mi'raj as an animal companion.</p><p>[/sblock]</p><p></p><p>[sblock=Apparation]</p><p><em>This ghastly undead creature exists mainly on the Ethereal Plane. An apparation is created in the same manner as a ghost, but it uses the following for special attacks rather than those listed under the ghost template.</em></p><p></p><p><strong>Special Attacks:</strong> An apparition retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The apparition also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + apparition's Cha modifier unless otherwise noted.</p><p></p><p><em>Corrupting Touch (Su):</em> An apparition that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.</p><p></p><p><em>Frightful Moan (Su):</em> An apparition can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mindaffecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.</p><p></p><p><em>Manifestation (Su):</em> Every apparation has this ability. An apparition dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an apparation manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested apparation can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested apparation can pass through solid objects at will, and its own attacks pass through armor. A manifested apparation always moves silently. A manifested apparation can strike with its touch attack or with a ghost touch weapon. A manifested apparation remains partially on the Ethereal Plane, where is it not incorporeal. A manifested apparation can be attacked by opponents on either the Material Plane or the Ethereal Plane. The apparation's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.</p><p></p><p>When a spellcasting apparation is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting apparation manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested apparation's touch spells don’t work on non-ethereal targets. A apparation has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.</p><p></p><p><em>Phantasmal Killer (Su):</em> An apparition can target a victim with <em>phantasmal killer</em> as if cast by a 9th-level wizard. It can use this ability once per day per point of Charisma bonus.</p><p></p><p><em>Shadow Conjuration (Su):</em> An apparition can use <em>shadow conjuration</em> as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus.</p><p></p><p><em>Shadow Evocation (Su):</em> An apparition can use <em>shadow evocation</em> as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus.</p><p>[/sblock]</p><p></p><p>[sblock=Assassin Bug; CR 1/2]</p><p><em>Resembling giant bluebottle flies with four limbs -- miniature arms and legs -- the assassin bugs are rarely seen except during their mating season (one day in every two months). Males and females hunt in pairs for a host in which the female's eggs can be implanted. Assassin bugs prefer human hosts for their eggs, but any humanoid will do.</em></p><p></p><p>Always N Small Magical Beast</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +3, Spot +7</p><p>-----</p><p><strong>AC</strong> 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12</p><p><strong>hp</strong> 6 (1 HD)</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +5, <strong>Will</strong> +1</p><p>-----</p><p><strong>Speed</strong> 15 ft. (3 squares), climb 15 ft., fly 45 ft. (average)</p><p><strong>Melee</strong> bite +1 (1d4 plus poison)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> -3</p><p><strong>Atk Options</strong> implantation (females only), poison (males only)</p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 16, Con 12, Int 2, Wis 12, Cha 6</p><p><strong>Feats</strong> Flyby Attack</p><p><strong>Skills</strong> Climb +8, Listen +3, Spot +7</p><p>-----</p><p><strong>Environment</strong> temperate plains</p><p><strong>Organization</strong> solitary or pair</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 2-3 HD (Small)</p><p>-----</p><p><strong>Implantation (Ex):</strong> As a full-round action that provokes attacks of opportunity, a female assassin bug can implant its eggs into a helpless target. Implantation inflicts 1 point of damage. The female dies 1d4 rounds after implanting her eggs.</p><p></p><p>The eggs hatch 1d12+12 hours after implantation, producing numerous larvae within the host's bloodstream. Larval infestation appears to be a disease, but remove disease cannot cure it. A cure serious wounds or higher level healing spell permits a new Fortitude save with a bonus equal to the healing spell's level. Otherwise, treat the host as if he were diseased.</p><p></p><p>If the host dies from the "disease," the larvae continue to consume the body from the inside. 2d6+2 days after implantation, the larvae burrow out of the body (living or dead) and attempt to wriggle away. This inflicts 1d6+6 points of damage to a living host. Larvae metamorphose into fully grown assassin bugs 1d4+1 minutes later.</p><p></p><p><em>Implantation "Disease":</em> Fortitude DC 11, incubation period 1d12+12 hours; damage 1d3 Strength and 1d3 Constitution. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above).</p><p></p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 11, initial and secondary damage is paralyzation for 1d4 hours. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above). Only male assassin bugs have poison.</p><p></p><p><strong>Skills:</strong> Assassin bugs have a +4 racial bonus on Spot checks. Assassin bugs have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.</p><p>[/sblock]</p><p></p><p>[sblock=Astral Searcher; CR 3]</p><p><em>Astral searchers -- shells of nebulous humanoid shape -- are created by concentrated and/or traumatic humanoid thought. Violent deaths, spells cast while on the Astral Plane, and astral combat often result in the creation of astral searchers (quite often unknown to their creator or source). Driven by their past connection with material beings, astral searchers seek material bodies with complete singleness of purpose. Wandering the Astral Plane, they search for weak points in the fabric connecting the Astral to the Material, waiting for the stress lines to become collinear so that they can pass through and possess the living.</em></p><p></p><p>Always CE Medium Construct (Extraplanar, Incorporeal)</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +5, Spot +5</p><p>-----</p><p><strong>AC</strong> 11 (+1 deflection), touch 11, flat-footed 11</p><p><strong>hp</strong> 31 (2 HD)</p><p><strong>Immune</strong> ability damage, ability drain, all mind-affecting effects, any effect that requires a Fort saves (unless the effect also works on objects or is harmless), critical hits, death and necromancy effects, disease, energy drain, exhaustion, fatigue, massive damage, nonlethal damage, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>SR</strong> 15</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +1, <strong>Will</strong> +1</p><p>-----</p><p><strong>Speed</strong> fly 30 ft. (perfect)</p><p><strong>Melee Touch</strong> touch +1 (1d6 cold)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> possession</p><p>-----</p><p><strong>Abilities</strong> Str --, Dex 11, Con --, Int 8, Wis 10, Cha 13</p><p><strong>Feats</strong> Alertness</p><p><strong>Skills</strong> Listen +5, Spot +5</p><p>-----</p><p><strong>Environment</strong> Astral Plane</p><p><strong>Organization</strong> mob (4-24)</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 3-6 HD (Medium)</p><p>-----</p><p><strong>Possession (Su):</strong> Once per round while on the Material Plane, an astral searcher can merge its body with a humanoid. This ability is similar to a <em>magic jar</em> spell (caster level 10th), except that it does not require a receptacle. To use this ability, the astral searcher must try move into the target’s space; moving into the target’s space to use the possession ability does provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + astral searcher's Cha modifier). A creature that successfully saves is immune to that same astral searcher's possession for 24 hours. If the save fails, the astral searcher vanishes into the target’s body.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4590571, member: 2795"] [b]Fiend Folio A[/b] [color=limegreen]I recently picked up a copy of the original [u]Fiend Folio[/u] at Half-Price Books for a mere $8 US. It's about time I replaced my copy, which was lost when I moved from Fort Bragg to Schofield Barracks waaay back in the late 80s. Of course, I just had to update a few to 3.5. Please keep in mind that I'm not trying to exactly replicate these old classics within the newer game system.[/color] [sblock=Aarakocra; CR 1/2] [i]The aarakocra are a race of intelligent monstrous avian humanoids. An aarakocra stands about 5 feet tall, but it has a wingspan of nearly 20 feet. Its wings/arms sport vicious claws that the creature can use in combat. Aarakocra prefer to fight while airborne, wielding shortspears in their taloned feet. An aarakocra's feet are as functional as a human hand. Aarakocra speak their own language and Auran. More intelligent ones often speak Common. Aarakocra leaders are usually druids.[/i] Usually NE Medium Monstrous Humanoid [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision; Listen +6, Spot +4 ----- [b]AC[/b] 13 (+3 Dex), touch 13, flat-footed 10 [b]hp[/b] 6 (1 HD) [b]Resist[/b] cold 5 [b]Fort[/b] +2, [b]Ref[/b] +5, [b]Will[/b] +2 ----- [b]Speed[/b] 15 ft. (3 squares), fly 90 ft. (average); Flyby Attack [b]Melee[/b] 2 wing claws +2 (1d3+1), or [b]Melee[/b] shortspear +2 (1d6+1), or [b]Ranged[/b] shortspear +4 (1d6+1, range increment 20 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. (10 ft. with wing claws) [b]Base Atk[/b] +1; [b]Grp[/b] +2 [b]Atk Options[/b] dive attack, summon air elemental ----- [b]Abilities[/b] Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 11 [b]SQ[/b] claustrophobia, wing claws [b]Feats[/b] Flyby Attack [b]Skills[/b] Listen +6, Spot +4 ----- [b]Environment[/b] any mountains [b]Organization[/b] solitary, pair, flight (3-10), or tribe (11-30 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level) [b]Treasure[/b] standard [b]Advancement[/b] by character class ----- [b]Claustrophobia (Ex):[/b] An aarakocra suffers a -2 morale penalty to attack rolls and Will saves when in any enclosed area smaller than a 20-foot cube. [b]Dive Attack (Ex):[/b] When executing charge attack while flying, an aarakockra inflicts double damage with its weapon. [b]Summon Air Elemental (Su)[/b]: Any five aarakocra within 10 feet of each other can perform an intricate dance that takes three rounds to complete. At the end of the third round on the aarakocra's initiative, the dance ritual summons a Medium air elemental (as [i]summon nature's ally IV[/i] cast by a 7th-level druid). [b]Wing Claws (Ex):[/b] An aarakocra has 10 feet of reach with its wing claws. It cannot use these natural weapons while flying. [b]Skills:[/b] An aarakocra has a +2 racial bonus on Listen checks. It has exceptionally keen eyesight, suffering a -1 penalty to Spot checks per 25 feet of distance. [/sblock] [sblock=Adherer; CR 3] [i]This curious creature bears a close resemblance to a mummy: man-sized and with loose folds of dirty white skin which appear on first sight to be a mummy's bandages. The creature's skin constantly exudes a sour-smelling glue-like substance with very powerful adhesive properties.[/i] Usually LE Medium Magical Beast [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision; Listen +5, Spot +5 ----- [b]AC[/b] 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 [b]hp[/b] 26 (4 HD); [b]DR[/b] 5/-- [b]SR[/b] 20 (versus 0- and 1st-level spells only) [b]Vulnerability[/b] fire [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +2 ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] slam (1d3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +4 [b]Atk Options[/b] adhesion, camouflage ----- [b]Abilities[/b] Str 11, Dex 12, Con 13, Int 4, Wis 12, Cha 8 [b]Feats[/b] Alertness, Stealthy [b]Skills[/b] Hide +4, Listen +5, Move Silently +5, Spot +5 ----- [b]Environment[/b] any temperate [b]Organization[/b] solitary or pack (2-4) [b]Treasure[/b] standard [b]Advancement[/b] 5-8 HD (Medium); 9-12 HD (Large) ----- [b]Adhesion (Ex):[/b] Any material except stone adheres to the adherer upon contact. Weapons (including natural weapons) stick to an adherer unless the wielder makes a DC 13 Reflex save. If the weapon adheres, it inflicts one-half damage. An object or victim stuck to an adherer can be pulled free with a DC 18 Strength check. Anyone struck by adherer's slam attack must also make a DC 13 Reflex save or become stuck to the monster. Each round thereafter on the adherer's turn, it makes a grapple check as a free action. If successful, the stuck victim provides cover to the adherer. Attacks that miss the adherer by cover may hit the stuck victim as well. Note that the victim is treated as grappled, but the adherer is not. After an adherer uses its slam to trap a victim, it cannot use its slam attack against another target. An adherer can release a stuck object or victim as a move action. The adhesive properties of its secretions fade 1d6+4 minutes after the creature's death. The Reflex save and Strength DCs are Constitution-based, and the DC to force a stuck object free has a +5 racial bonus. [b]Camouflage (Ex):[/b] An adherer can roll in the dirt to get sticks, leaves, and other debris to stick to it. Once so camouflaged, it can remain still in order to ambush a victim. The adherer gains a +10 circumstance bonus to Hide checks as a result. [/sblock] [sblock=Algoid; CR 5] [i]This creature appears as a green humanoid with coarse, rough features. Its appearance is misleading, however; it is in fact a colony of algae which, assembled in this form, has developed some mobility and a rudimentary intelligence.[/i] Usually CN Medium Plant (Psionic) [b]Init[/b] +1; [b]Senses[/b] low-light vision, Listen +7, Spot +7 ----- [b]AC[/b] 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 [b]hp[/b] 32 (5 HD); [b]DR[/b] 10/magic or bludgeoning [b]Immune[/b] all mind-affecting effects, critical hits, electricity, fire, paralysis, poison, [i]polymorph[/i], [i]sleep[/i], stunning [b]PR[/b] 15 [b]Fort[/b] +6, [b]Ref[/b] +2, [b]Will[/b] +2 ----- [b]Speed[/b] 15 ft. (3 squares), swim 15 ft. [b]Melee[/b] 2 slams +7 (1d6+4) [b]Melee[/b] (Power Attack) 2 slams +4 (1d6+7) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +3; [b]Grp[/b] +7 [b]Atk Options[/b] [i]animate trees, mind thrust[/i] (1/day) ----- [b]Abilities[/b] Str 18, Dex 12, Con 15, Int 4, Wis 12, Cha 12 [b]SQ[/b] naturally psionic [b]Feats[/b] Alertness, Power Attack [b]Skills[/b] Listen +7, Spot +7, Swim +12 ----- [b]Environment[/b] temperate marsh [b]Organization[/b] solitary, pair, or gang (3-6) [b]Treasure[/b] standard [b]Advancement[/b] 6-10 HD (Medium); 11-15 HD (Large) ----- [b][i]Animate Trees[/i] (Sp)[/b]: An algoid can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as an algoid in all respects. Animated trees lose their ability to move if the algoid that animated them is incapacitated or moves out of range. The ability is otherwise similar to [i]liveoak[/i] spell (caster level 12th). Animated trees have vulnerability to fire. [b][i]Mind Thrust[/i] (Ps):[/b] 35-foot range, targets one creature, 5d10 points of damage, Will 14 negates. [b]Naturally Psionic:[/b] A phrenic creature gains 1 bonus power point. [/sblock] [sblock=Al-mi'raj; CR 1/3] [i]The al-mi'raj generally roams pastures and woodlands. Its lair is usually a small cave just below ground. The creature resembles a large yellow hare with a long black horn protruding forwards from the center of its forehead.[/i] Always N Small Animal [b]Init[/b] +4; [b]Senses[/b] low-light vision, scent, Listen +9, Spot +4 ----- [b]AC[/b] 15 (+1 size, +4 Dex), touch 14, flat-footed 11 [b]hp[/b] 4 (1 HD) [b]Fort[/b] +2, [b]Ref[/b] +6, [b]Will[/b] +1 ----- [b]Speed[/b] 45 ft. (9 squares) [b]Melee[/b] gore +5 (1d4) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +0; [b]Grp[/b] -3 ----- [b]Abilities[/b] Str 10, Dex 18, Con 11, Int 2, Wis 12, Cha 8 [b]Feats[/b] Alertness, Weapon Finesse (B) [b]Skills[/b] Jump +10, Listen +9, Spot +4 ----- [b]Environment[/b] temperate plains and woodlands [b]Organization[/b] solitary, pair, or group (3-18) [b]Treasure[/b] standard [b]Advancement[/b] 2-3 HD (Small) ----- [b]Skills:[/b] An al-mi'raj has a +4 racial bonus on Jump and Listen checks. [b]Al-mi'raj Animal Companions:[/b] A character with the animal companion class feature may choose an al-mi'raj as an animal companion. [/sblock] [sblock=Apparation] [i]This ghastly undead creature exists mainly on the Ethereal Plane. An apparation is created in the same manner as a ghost, but it uses the following for special attacks rather than those listed under the ghost template.[/i] [b]Special Attacks:[/b] An apparition retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The apparition also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + apparition's Cha modifier unless otherwise noted. [i]Corrupting Touch (Su):[/i] An apparition that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. [i]Frightful Moan (Su):[/i] An apparition can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mindaffecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. [i]Manifestation (Su):[/i] Every apparation has this ability. An apparition dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When an apparation manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested apparation can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested apparation can pass through solid objects at will, and its own attacks pass through armor. A manifested apparation always moves silently. A manifested apparation can strike with its touch attack or with a ghost touch weapon. A manifested apparation remains partially on the Ethereal Plane, where is it not incorporeal. A manifested apparation can be attacked by opponents on either the Material Plane or the Ethereal Plane. The apparation's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting apparation is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting apparation manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested apparation's touch spells don’t work on non-ethereal targets. A apparation has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. [i]Phantasmal Killer (Su):[/i] An apparition can target a victim with [i]phantasmal killer[/i] as if cast by a 9th-level wizard. It can use this ability once per day per point of Charisma bonus. [i]Shadow Conjuration (Su):[/i] An apparition can use [i]shadow conjuration[/i] as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus. [i]Shadow Evocation (Su):[/i] An apparition can use [i]shadow evocation[/i] as if it were a 9th-level wizard. It can use this supernatural ability once per day per point of Charisma bonus. [/sblock] [sblock=Assassin Bug; CR 1/2] [i]Resembling giant bluebottle flies with four limbs -- miniature arms and legs -- the assassin bugs are rarely seen except during their mating season (one day in every two months). Males and females hunt in pairs for a host in which the female's eggs can be implanted. Assassin bugs prefer human hosts for their eggs, but any humanoid will do.[/i] Always N Small Magical Beast [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +3, Spot +7 ----- [b]AC[/b] 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 [b]hp[/b] 6 (1 HD) [b]Fort[/b] +3, [b]Ref[/b] +5, [b]Will[/b] +1 ----- [b]Speed[/b] 15 ft. (3 squares), climb 15 ft., fly 45 ft. (average) [b]Melee[/b] bite +1 (1d4 plus poison) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -3 [b]Atk Options[/b] implantation (females only), poison (males only) ----- [b]Abilities[/b] Str 10, Dex 16, Con 12, Int 2, Wis 12, Cha 6 [b]Feats[/b] Flyby Attack [b]Skills[/b] Climb +8, Listen +3, Spot +7 ----- [b]Environment[/b] temperate plains [b]Organization[/b] solitary or pair [b]Treasure[/b] none [b]Advancement[/b] 2-3 HD (Small) ----- [b]Implantation (Ex):[/b] As a full-round action that provokes attacks of opportunity, a female assassin bug can implant its eggs into a helpless target. Implantation inflicts 1 point of damage. The female dies 1d4 rounds after implanting her eggs. The eggs hatch 1d12+12 hours after implantation, producing numerous larvae within the host's bloodstream. Larval infestation appears to be a disease, but remove disease cannot cure it. A cure serious wounds or higher level healing spell permits a new Fortitude save with a bonus equal to the healing spell's level. Otherwise, treat the host as if he were diseased. If the host dies from the "disease," the larvae continue to consume the body from the inside. 2d6+2 days after implantation, the larvae burrow out of the body (living or dead) and attempt to wriggle away. This inflicts 1d6+6 points of damage to a living host. Larvae metamorphose into fully grown assassin bugs 1d4+1 minutes later. [i]Implantation "Disease":[/i] Fortitude DC 11, incubation period 1d12+12 hours; damage 1d3 Strength and 1d3 Constitution. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above). [b]Poison (Ex):[/b] Injury, Fortitude DC 11, initial and secondary damage is paralyzation for 1d4 hours. The save DC is Constitution-based. Against humans, the save DC has a +2 racial bonus (not figured into the save DC listed above). Only male assassin bugs have poison. [b]Skills:[/b] Assassin bugs have a +4 racial bonus on Spot checks. Assassin bugs have a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. [/sblock] [sblock=Astral Searcher; CR 3] [i]Astral searchers -- shells of nebulous humanoid shape -- are created by concentrated and/or traumatic humanoid thought. Violent deaths, spells cast while on the Astral Plane, and astral combat often result in the creation of astral searchers (quite often unknown to their creator or source). Driven by their past connection with material beings, astral searchers seek material bodies with complete singleness of purpose. Wandering the Astral Plane, they search for weak points in the fabric connecting the Astral to the Material, waiting for the stress lines to become collinear so that they can pass through and possess the living.[/i] Always CE Medium Construct (Extraplanar, Incorporeal) [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +5, Spot +5 ----- [b]AC[/b] 11 (+1 deflection), touch 11, flat-footed 11 [b]hp[/b] 31 (2 HD) [b]Immune[/b] ability damage, ability drain, all mind-affecting effects, any effect that requires a Fort saves (unless the effect also works on objects or is harmless), critical hits, death and necromancy effects, disease, energy drain, exhaustion, fatigue, massive damage, nonlethal damage, paralysis, poison, [i]sleep[/i], stunning [b]SR[/b] 15 [b]Fort[/b] +1, [b]Ref[/b] +1, [b]Will[/b] +1 ----- [b]Speed[/b] fly 30 ft. (perfect) [b]Melee Touch[/b] touch +1 (1d6 cold) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -- [b]Atk Options[/b] possession ----- [b]Abilities[/b] Str --, Dex 11, Con --, Int 8, Wis 10, Cha 13 [b]Feats[/b] Alertness [b]Skills[/b] Listen +5, Spot +5 ----- [b]Environment[/b] Astral Plane [b]Organization[/b] mob (4-24) [b]Treasure[/b] none [b]Advancement[/b] 3-6 HD (Medium) ----- [b]Possession (Su):[/b] Once per round while on the Material Plane, an astral searcher can merge its body with a humanoid. This ability is similar to a [i]magic jar[/i] spell (caster level 10th), except that it does not require a receptacle. To use this ability, the astral searcher must try move into the target’s space; moving into the target’s space to use the possession ability does provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + astral searcher's Cha modifier). A creature that successfully saves is immune to that same astral searcher's possession for 24 hours. If the save fails, the astral searcher vanishes into the target’s body. [/sblock] [/QUOTE]
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