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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: 5647996" data-attributes="member: 2795"><p><strong>Clockwork Monkeys & Phantom Fungus</strong></p><p></p><p><span style="color: limegreen">Here're some foes from my <a href="http://www.obsidianportal.com/campaigns/wniaa" target="_blank">current campaign</a>.</span></p><p></p><p>[sblock=Clockwork Monkey Swarm]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600</p><p>N Tiny construct (swarm)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision; Perception -5</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 18, touch 16, flat-footed 13 (+3 Dex, +2 dodge, +1 natural, +2 size)</p><p><strong>hp</strong> 16 (3d10); <strong>hardness</strong> 3</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +6, <strong>Will</strong> -4</p><p><strong>Defensive Abilities</strong> half damage from weapons, swarm traits; <strong>Immune</strong> construct traits</p><p><strong>Vulnerability</strong> electricity</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft., climb 20 ft.</p><p><strong>Melee</strong> swarm (1d6 plus distraction)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Special Attacks</strong> distraction (DC 11)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 7, <strong>Dex</strong> 16, <strong>Con</strong> —, <strong>Int</strong> —, <strong>Wis</strong> 1, <strong>Cha</strong> 1</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> —; <strong>CMD</strong> —</p><p><strong>Feats</strong> Improved Initiative (B), Lightning Reflexes (B)</p><p><strong>Skills</strong> Acrobatics +7, Climb +11; <strong>Racial Modifiers</strong> +4 Acrobatics, +8 Climb</p><p>[/sblock]</p><p></p><p>[sblock=Phantom Fungus]</p><p><em>This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator.</em></p><p></p><p><strong>CR</strong> 4; <strong>XP</strong> 1,200</p><p>N Medium plant</p><p><strong>Init</strong> +0; <strong>Senses</strong> low-light vision; Perception +9</p><p></p><p>DEFENSE</p><p><strong>AC</strong> 14, touch 10, flat-footed 14 (+4 natural)</p><p><strong>hp</strong> 59 (7d8+28)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +2, <strong>Will</strong> +2</p><p><strong>Defensive Abilities</strong> all-around vision, natural invisibility; <strong>Immune</strong> plant traits</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 20 ft.</p><p><strong>Melee</strong> bite +5 (1d6+9) (Power Attack)</p><p><strong>Ranged</strong> 4 spore jets +5 (slow effect)</p><p><strong>Special Attacks</strong> spore jet (Fort DC 16)</p><p></p><p>STATISTICS</p><p><strong>Str</strong> 14, <strong>Dex</strong> 11, <strong>Con</strong> 16, <strong>Int</strong> 2, <strong>Wis</strong> 11, <strong>Cha</strong> 9</p><p><strong>Base Atk</strong> +5; <strong>CMB</strong> +7; <strong>CMD</strong> 17</p><p><strong>Feats</strong> Power Attack, Skill Focus (Perception), Toughness</p><p><strong>Skills</strong> Perception +9, Stealth +12; <strong>Racial Modifiers</strong> +5 Stealth</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Natural Invisibility (Su):</strong> This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like <em>greater invisibility</em> (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the <em>invisibility purge</em> spell. A phantom fungus becomes visible 1 minute after it is killed.</p><p></p><p>Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any).</p><p></p><p><strong>Spore Jet (Ex):</strong> A phantom fungus can spray jets of spores out to a range of 15 feet. A creature struck by the spores must make a Fortitude save or be slowed for 1d4+3 rounds. Durations for additional exposures do not stack. Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The save DC and the 1d4 duration modifier are both Constitution-based.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5647996, member: 2795"] [b]Clockwork Monkeys & Phantom Fungus[/b] [color=limegreen]Here're some foes from my [url=http://www.obsidianportal.com/campaigns/wniaa]current campaign[/url].[/color] [sblock=Clockwork Monkey Swarm] [b]CR[/b] 2; [b]XP[/b] 600 N Tiny construct (swarm) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision; Perception -5 DEFENSE [b]AC[/b] 18, touch 16, flat-footed 13 (+3 Dex, +2 dodge, +1 natural, +2 size) [b]hp[/b] 16 (3d10); [b]hardness[/b] 3 [b]Fort[/b] +1, [b]Ref[/b] +6, [b]Will[/b] -4 [b]Defensive Abilities[/b] half damage from weapons, swarm traits; [b]Immune[/b] construct traits [b]Vulnerability[/b] electricity OFFENSE [b]Speed[/b] 30 ft., climb 20 ft. [b]Melee[/b] swarm (1d6 plus distraction) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Special Attacks[/b] distraction (DC 11) STATISTICS [b]Str[/b] 7, [b]Dex[/b] 16, [b]Con[/b] —, [b]Int[/b] —, [b]Wis[/b] 1, [b]Cha[/b] 1 [b]Base Atk[/b] +3; [b]CMB[/b] —; [b]CMD[/b] — [b]Feats[/b] Improved Initiative (B), Lightning Reflexes (B) [b]Skills[/b] Acrobatics +7, Climb +11; [b]Racial Modifiers[/b] +4 Acrobatics, +8 Climb [/sblock] [sblock=Phantom Fungus] [i]This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator.[/i] [b]CR[/b] 4; [b]XP[/b] 1,200 N Medium plant [b]Init[/b] +0; [b]Senses[/b] low-light vision; Perception +9 DEFENSE [b]AC[/b] 14, touch 10, flat-footed 14 (+4 natural) [b]hp[/b] 59 (7d8+28) [b]Fort[/b] +8, [b]Ref[/b] +2, [b]Will[/b] +2 [b]Defensive Abilities[/b] all-around vision, natural invisibility; [b]Immune[/b] plant traits OFFENSE [b]Speed[/b] 20 ft. [b]Melee[/b] bite +5 (1d6+9) (Power Attack) [b]Ranged[/b] 4 spore jets +5 (slow effect) [b]Special Attacks[/b] spore jet (Fort DC 16) STATISTICS [b]Str[/b] 14, [b]Dex[/b] 11, [b]Con[/b] 16, [b]Int[/b] 2, [b]Wis[/b] 11, [b]Cha[/b] 9 [b]Base Atk[/b] +5; [b]CMB[/b] +7; [b]CMD[/b] 17 [b]Feats[/b] Power Attack, Skill Focus (Perception), Toughness [b]Skills[/b] Perception +9, Stealth +12; [b]Racial Modifiers[/b] +5 Stealth SPECIAL ABILITIES [b]Natural Invisibility (Su):[/b] This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like [i]greater invisibility[/i] (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the [i]invisibility purge[/i] spell. A phantom fungus becomes visible 1 minute after it is killed. Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). [b]Spore Jet (Ex):[/b] A phantom fungus can spray jets of spores out to a range of 15 feet. A creature struck by the spores must make a Fortitude save or be slowed for 1d4+3 rounds. Durations for additional exposures do not stack. Slowed creatures are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. The save DC and the 1d4 duration modifier are both Constitution-based. [/sblock] [/QUOTE]
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