Wildwood Monsters (PCs please stay out)

Voadam

Legend
goblin oozombie

Oozombie
38 hp
+0 init 30' move
AC 14
2 slams +4 1d4 Improved grab -1 grapple, bite -1 1d3 slimy doom disease DC 16
DR 5/slashing, blindsight 60', mindless, immune to crits
Collapse, when reduced to 0 hp bite only, 5' move and only killed by fire or alcohol
 

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Voadam

Legend
split ooze

hp 0'

Blindsight 60'
move 5' reach 0'
bite -1 1d3 DC16 slimy doom disease.
kill by fire, alcohol, blunt cdg
 

Voadam

Legend
Worg mount

Size/Type: Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (+6 Dex, +2 natural), touch 16, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats: Alertness, Track, weapon focus bite, improved natural attack
 

Voadam

Legend
Stinging woodfly

Diminutive Plant
Hit Dice: 1/4d8 (1 hp)
Initiative: +7
Speed: 5 ft. (1 square), fly 15 ft. (perfect)
Armor Class: 21 (+4 size, +7 Dex), touch
21, flat-footed 14
Base Attack/Grapple:+ 0/-17
Attack: Sting -1 melee (1 plus burrowing
thorn)
Full Attack: Sting -1 melee (1 plus
burrowing thorn)
Space/Reach: 1 ft./0 ft.
Special Attacks: Burrowing thorn
Special Qualities: Blindsight 100 ft.,
camouflage, plant traits, scent
Saves: Fort +2, Ref +7, Will -4
Abilities: Str 1, Dex 25, Con 10, Int 2, Wis
2, Cha 18
Skills: Hide +21, Jump -17, Listen +1,
Move Silently +9
Feats: Ability Focus (burrowing thorn),
StealthyB
Environment: Any forests
Organization: Solitary, or swarm (2-6)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1/2-3/4 HD (Diminutive);
1-2 HD (Tiny)
Level Adjustment: –

The stinging woodfly is a tiny creature that
appears to be an insect made from twigs and
leaves. This moth-like plant spends most of its
life as a stationary weed, quietly growing in a
sunny patch like any other weed. Upon reaching
adulthood, usually around the middle of summer,
the woodfly drops its flower and detaches itself
from its stem. After a period of rest in which it
grows a single, sharp thorn, it begins stealthily
searching the woods for an animal.

Combat

Once the stinging woodfly locates an animal
or humanoid, it attempts to quietly attach itself to
the creature. It then carefully locates a suitable
point to sting the animal with its thorn attack. If
the woodfly is discovered or threatened, it usually
tries to flee to a safe distance and hide until it can
return unnoticed.

Burrowing Thorn

Thorn detaches upon successful hit, killing fly. Hollow thorn anesthetizes wound after initial puncture and injects burrowing seed which implants in victim. Over next seven days wound site swells covering a hard woody knot causing 1 con damage each day that is normally healed by otherwise healthy hosts. The seed knot can be surgically removed with a DC 20 heal check that inflicts d4 hp and 1 con damage. On day seven the knot erupts expelling hundreds of seed pods that float away on the air.
 

Voadam

Legend
Rats

Size/Type: Tiny Animal
Hit Dice: ¼ d8 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16,
Move Silently +10, Swim +10
Feats: Stealthy, Weapon FinesseB
Environment: Any
Organization: Plague (10-100)
These omnivorous rodents thrive almost anywhere.

Combat
Rats usually run away. They bite only as a last resort.

Skills
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat 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.
 

Voadam

Legend
Lithob

Monstrous Centipede,
Size/Type: Large Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+7
Attack: Bite +3 melee (1d8+1 plus poison)
Full Attack: Bite +3 melee (1d8+1 plus poison)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 10, Int Ø, Wis 10, Cha 2
Skills: Climb +10, Hide +6, Spot +4
Feats: Weapon FinesseB
Environment: Underground Any evil-aligned plane
Organization: Solitary or colony (2-5)

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex)
A monstrous centipede has a poisonous bite. DC 11 1d4 str damage. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills
Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

http://www.samford.edu/schools/arts...rder-Lithob.jpg
 
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Voadam

Legend
Improved Fiendish Dire Rats (4): CR 2; Small
Magical Beast; HD 2d8+2; hp 16, 15, 13, 11; Init +3;
Spd 40 ft., climb 20 ft.; AC 18, touch 17, flat-footed
12; Base Atk +0; Grp –4; Atk/Full Atk Bite +4 melee
(1d4 plus disease); SA Smite Good 1/day (+2 damage),
disease; SQ Spell resistance 7, Darkvision,
Cold/Fire resistance (5), scent; AL NE; SV Fort +4,
Ref +6, Will +3; Str 10, Dex 17, Con 12, Int 3, Wis
12, Cha 4.
Skills and Feats: Climb +11, Hide +8, Listen +4,
Move Silently +4, Spot +4, Swim +11; Ability Focus Disease, Alertness,
Weapon Finesse.
Disease (Ex): Filth fever – bite, Fortitude DC 14,
incubation period 1d3 days, damage 1d3 Dex and
1d3 Con.
 

Voadam

Legend
Snarl the Badger

Snarl the Badger: CR 1/2; Small magical beast;
HD 3d8+6; hp 22/-5; Init +3; Spd 30 ft., burrow 10 ft.;
AC 21, touch 18, flat-footed 14; Base Atk +2; Grp
–3; Atk Claw +7 melee (1d2–1); Full Atk 2 claws +7
melee (1d2–1) and bite +1 melee (1d3–1); SA
Rage; SQ Link, share spells, evasion, low-light
vision, scent; AL NE; SV Fort +4, Ref +5, Will +1;
Str 9, Dex 18, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Balance +11 Escape Artist +10, Listen +3,
Spot +3, Skill Focus (balance), Track, Weapon Focus (claws), Weapon Finesse(B), Diehard(B).
Rage (Ex): A badger that takes damage in combat
flies into a berserk rage on its next turn, clawing
and biting madly until either it or its opponent is
dead. It gains +4 to Strength, +4 to Constitution,
and –2 to armor class. The creature cannot end its
rage voluntarily.

Raging
HD 3d8+12; hp 28/; Init +3; Spd 30 ft., burrow 10 ft.;
AC 19, touch 16, flat-footed 12; Base Atk +2; Grp
–1; Atk Claw +7 melee (1d2+1); Full Atk 2 claws +7
melee (1d2+1) and bite +1 melee (1d3);
 
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Voadam

Legend
pit ooze

Gray Ooze: CR 4; Medium ooze; HD 3d10+15; hp
36; Init -5; Spd 10 ft.; AC 6, touch 6, flat-footed 5;
Base Atk +2; Grp +3; Atk/Full Atk Slam +3 melee
(1d6+1 plus 1d6 acid); SA Acid, constrict 1d6+1
plus 1d6 acid, improved grab; SQ Blindsight 60 ft.,
immunity to cold and fire, ooze traits, transparent;
AL N; SV Fort +6, Ref –4, Will –4; Str 12, Dex 1,
Con 21, Int –, Wis 1, Cha 1
Acid (Ex): Dissolves organic material and metal
but not stone; affected objects (including weapons
attacking the ooze) dissolve unless they make a DC
16 Ref save.
Transparent (Ex): A gray ooze is hard to identify,
even under ideal conditions, and it takes a DC 15
Spot check to notice one. Since this ooze is hidden
below the surface of the pool, increase the Spot
check DC to 20. Anyone who falls into the pit is
treated as having failed to spot it, and is automatically
hit with a slam attack.
 

Voadam

Legend
Bloodwhisker Gannu

Blood Whisker Gannu,
Fiendish goblin Wererat Rog3:
CR 5; Small goblin, animal (shapechanger, Evil);
HD 2d8+3d6+10; hp 32; Init +7; Spd 30 ft.;
AC 24 (size +1 dex+11, natural armor +2), touch
21, flat-footed 13;
Base Atk +3; Grp -1; Atk dagger +13 melee (1d3/19–20);
Full Atk dagger +13 melee (1d3/19–20) and bite +9 melee (1d4 plus disease and lycanthropy);
SA Smite good (+2 damage), curse of
lycanthropy, disease, sneak attack (+2d6);
SQ Spell resistance 10, darkvision 60’, cold/fire resistance 5,
improved rat empathy, damage reduction 10/silver 5/magic, low-light
vision, scent, evasion, trap sense +1; AL E;
SV Fort +6, Ref +13, Will +3;
Str 11, Dex 24, Con 14,
Int 10, Wis 11, Cha 6.
Skills and Feats: Climb +16, Escape Artist +10,
Hide +14, Listen +10, Move Silently +10, Spot +10,
Swim +12;
Alertness, Improved Lycanthropic Empathy, Iron Will(B), Lightning Reflexes, Weapon Finesse(B), Swarm Master, Weapon Focus (dagger).
Disease (Ex): Filth fever – bite, Fortitude DC 14,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Lycanthropy (Su): Fort DC 15
Possessions: +1 small moonstone dagger, minor ring of sonic resistance, two potions of cure light wounds, moonstone supply.
 
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