Wildwood Monsters (PCs please stay out)

Voadam

Legend
bloodwhisker flunkies

Fiendish Dire Rats (5): CR 1; Small magical beast;
HD 1d8+1; hp 8, 8, 7, 7, 7; Init +3; Spd 40 ft., climb
20 ft.; AC 17, touch 16, flat-footed 12; Base Atk +0;
Grp –4; Atk/Full Atk Bite +4 melee (1d4 plus disease)
ease); SA Smite good 1/day (+1 damage), disease;
SQ Spell resistance 6, darkvision, cold/fire resistance
5, scent; AL NE; SV Fort +4, Ref +5, 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, Alertness,
Weapon Finesse.
Disease (Ex): Filth fever – bite, Fortitude DC 11,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
 

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Voadam

Legend
Poor Gernak

Poor Gernak

Size/Type: Small Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 17 (+1 Size, +2 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 Wisdom damage)
Full Attack: Incorporeal touch +5 melee (1d4 Wisdom damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Babble, madness, Wisdom damage
Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str Ø, Dex 12, Con Ø, Int 11, Wis 11, Cha 18
Skills: Hide +16, Intimidate +7, Listen +9, Search +4, Spot +9, Survival +0 (+2 following tracks)
Feats: Alertness, Improved Initiative, Lightning Reflexes, weapon focus touch,
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: —

Poor Gernak is the spectral remains of a goblin driven to suicide by a madness that afflicted it in life. This madness was caused by exposure to eldritch forces from Beyond that warped poor Gernak's brain beyond enduring.

Poor Gernak cannot speak intelligibly.

Combat
Gernak is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no bodily wounds.

Babble (Su)
Gernak constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of Gernak must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.

Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.

Madness (Su)
Anyone targeting Gernak with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Damage (Su)
Gernak causes 1d4 points of Wisdom damage each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.
 

Voadam

Legend
Vore

Medium animal/beast
hp 26
AC 23 (+9 dex, +4 natural) T 19, FF 14
Attacks Bite +7 d6+3, 2 claws +4 d4+2
F +6 R +9 W +1
Climb 20'
Pass through attack (spring attack in vegetation)
Plantwalk (Ex): Due to its lifestyle, a vore can move through plant material as easily as it can walk across clear ground. This includes trees, bushes, un-dergrowth, and jungle. The vore also can move easily through magical plant growth, such as an entangle spell or a wall of thorns.

The vore is a hungry, carnivorous, arboreal, slothlike animal. Unlike other sloths, the vore is quite quick and dexterous, and is able to move through dense vegetation as easily as over clear land. The vore spends its entire life in the trees, never once touching its feet to the ground. It survives by preying on creatures trying to push their way through thick brush. A vore has thick reddish fur with black stripes, four nimble legs with opposable thumbs, and a long prehensile tail. If necessary, a vore can hang from its tail and attack creatures below.
 

Voadam

Legend
Goblin Worg rider

Goblin warrior

Goblin, 1st-Level Warrior
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +1, Move Silently +5, Ride +4, Spot +1
Feats: Mounted combat
 

Voadam

Legend
Reed mat

Animated Object Medium
Size/Type: Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft. (6 squares);
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: Fort +0, Ref +0, Will -5
Abilities: Str 12, Dex 10, Con Ø, Int Ø, Wis 1, Cha 1

Blind (Ex)
A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent’s head, causing that creature to be blinded until removed.
 

Voadam

Legend
imp

Imp
Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 21 (+2 size, +4 Dex, +5 natural), touch 16, flat-footed 17
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse, toughness
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.

Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Poison (Ex)
Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities
At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su)
An imp can assume the form of a boar at will as a standard action.
 
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Voadam

Legend
Calzone Golem
Medium-Size Construct
Hit Dice: 6d10 (33 hp)
Initiative: –1 (Dex)
Speed: 30 ft. (can’t run)
AC: 13 (–1 Dex, +4 natural)
Attacks: 2 slams +5 melee
Damage: Slam 1d8+1 and 1d4 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Breath weapon, heat
Special Qualities: Berserk, construct, magic immunity,
spurt
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 17, Dex 9, Con —, Int —, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Medium-size); 13–18 HD
(Large)
The calzone golem is a strange construct dreamed up
by Andolyn and Gendrew and created through a delicate
process that mixes alchemy and bakery in ways
never before imagined by mortal beings. It looks like a
doughy humanoid, and smells of cheese and tomatoes.
Combat
As a golem, the calzone golem is incapable of strategy
or tactics. Its creator can command it if within 60 feet.
When not directly controlled, most calzone golems
stand as steadfast guardians of kitchens, pantries, or
dining halls.
Breath Weapon (Su): Once every 5 rounds, the calzone
golem can exhale a cloud of nauseating gas as a
free action. This is identical with a stinking cloud spell
except that the range is 0 and the effect is a cloud that
spreads in a 5-foot radius, 5 feet high. The Fortitude
save to negate the effect has a DC of 13.
Heat (Ex): The calzone golem generates so much
heat that its mere touch deals additional fire damage.
Berserk (Ex): When a calzone golem is struck by a
slashing or piercing weapon, it must make a Will save
(DC 12), or its elemental spirit breaks free and goes
berserk. The uncontrolled golem begins rampaging,
attacking the nearest living creature or smashing some
object smaller than itself if no creature is within reach,
then moving on to spread more destruction. Once the
golem goes berserk, no known method can reestablish
control.
Construct: Immune to mind-influencing effects,
poison, disease, and similar effects. Not subject to critical
hits, subdual damage, ability damage, energy drain,
or death from massive damage.
Magic Immunity (Ex): Calzone golems are immune
to all spells, spell-like abilities, and supernatural effects,
except as follows. Cold-based effects slow them (as the
slow spell) for 2d6 rounds, no saving throw. Fire-based
effects deal no damage but rather harden the golem
temporarily, increasing its natural armor bonus by +1
for every 3 points of damage it would otherwise deal
(this hardening fades after 1d4 hours). The golem rolls
no saving throw against fire effects.
Spurt (Ex): If the calzone golem is struck for damage
by a slashing or piercing weapon, it spurts out a small
splash of extremely hot juices from the wound. This
spurt inflicts 1 point of fire damage to all individuals
within 5 feet of the golem.
 

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