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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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<blockquote data-quote="Mark Chance" data-source="post: 2112090" data-attributes="member: 2795"><p><strong><span style="color: darkorange">BANDERLOG</span></strong></p><p>Small Monstrous Humanoid</p><p><strong><span style="color: darkorange">Hit Dice</span></strong>: 4d8+7 (25 hp)</p><p><strong><span style="color: darkorange">Initiative</span></strong>: +2</p><p><strong><span style="color: darkorange">Speed</span></strong>: 20 ft. (4 squares), climb 30 ft.</p><p><strong><span style="color: darkorange">Armor Class</span></strong>: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p><strong><span style="color: darkorange">Base Attack/Grapple</span></strong>: +4/-2</p><p><strong><span style="color: darkorange">Attack</span></strong>: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2)</p><p><strong><span style="color: darkorange">Full Attack</span></strong>: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2)</p><p><strong><span style="color: darkorange">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: darkorange">Special Attacks</span></strong>: --</p><p><strong><span style="color: darkorange">Special Qualities</span></strong>: Darkvision 60 ft.</p><p><strong><span style="color: darkorange">Saves</span></strong>: Fort +2, Ref +6, Will +4</p><p><strong><span style="color: darkorange">Abilities</span></strong>: Str 15, Dex 14, Con 12, Int 8, Wis 11, Cha 10</p><p><strong><span style="color: darkorange">Skills</span></strong>: Climb +10, Hide +6, Listen +4, Spot +4</p><p><strong><span style="color: darkorange">Feats</span></strong>: Alertness, Toughness</p><p><strong><span style="color: darkorange">Environment</span></strong>: Warm forests</p><p><strong><span style="color: darkorange">Organization</span></strong>: Solitary, hunting party (2-8), or troop (20-80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th or 7th level, and 3-18 baboons)</p><p><strong><span style="color: darkorange">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: darkorange">Treasure</span></strong>: 1/10 coins; 50% goods; 50% items</p><p><strong><span style="color: darkorange">Alignment</span></strong>: Usually neutral</p><p><strong><span style="color: darkorange">Advancement</span></strong>: By character class</p><p><strong><span style="color: darkorange">Level Adjustment</span></strong>: +3</p><p></p><p>Banderlogs are primitive, baboon-like monstrous humanoids native to tropical forests. Males have brightly colored faces not dissimilar from the face of a mandrill. An adult male stands about three feet tall and weighs in at about 90 pounds. Females are duller in facial coloration and somewhat smaller. Banderlogs have dark brown to dusty black fur. They are not swift on the ground, but are exceptional climbers. Most banderlogs own little more than club, a crude sack, and a collection of "hunting rocks."</p><p></p><p>Banderlogs are semi-nomadic. They build crude, aboreal nests and huts, or else live in cliff-side caves.</p><p></p><p>Banderlogs speak their own language.</p><p></p><p><strong><span style="color: darkorange">COMBAT</span></strong></p><p></p><p>Banderlogs prefer to attack from the trees where they can make maximum use of their exceptional climbing abilities.</p><p></p><p><strong><span style="color: darkorange">Skills</span></strong>: A banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened.</p><p></p><p><strong><span style="color: darkorange">BANDERLOGS AS CHARACTERS</span></strong></p><p>Banderlog characters possess the following racial traits.</p><p>*+4 Strength, +4 Dexterity, +2 Constitution, -2 Intelligence.</p><p>*<strong><span style="color: darkorange">Small Size</span></strong>: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.</p><p>*A banderlog's base land speed is 20 feet. Its base climb speed is 30 feet, and a banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened.</p><p>*Darkvision out to 60 feet.</p><p>*<strong><span style="color: darkorange">Racial Hit Dice</span></strong>: A banderlog begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.</p><p>*<strong><span style="color: darkorange">Racial Skills</span></strong>: A banderlog's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot.</p><p>*<strong><span style="color: darkorange">Racial Feats</span></strong>: A banderlog's monstrous humanoid levels give it two feats.</p><p>*+2 natural armor bonus.</p><p>*<strong><span style="color: darkorange">Automatic Languages</span></strong>: Banderlog, Common. Bonus Languages: Elven, Giant, Gnoll, Goblin, Orc.</p><p>*<strong><span style="color: darkorange">Favored Class</span></strong>: Barbarian.</p><p>*Level adjustment +3.</p><p></p><p></p><p><strong><span style="color: lime">BARKBURR</span></strong></p><p>Medium Plant</p><p><strong><span style="color: lime">Hit Dice</span></strong>: 6d8+15 (42 hp)</p><p><strong><span style="color: lime">Initiative</span></strong>: +5</p><p><strong><span style="color: lime">Speed</span></strong>: 30 ft. (6 squares)</p><p><strong><span style="color: lime">Armor Class</span></strong>: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</p><p><strong><span style="color: lime">Base Attack/Grapple</span></strong>: +4/+5</p><p><strong><span style="color: lime">Attack</span></strong>: Slam +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification)</p><p><strong><span style="color: lime">Full Attack</span></strong>: 2 slams +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification)</p><p><strong><span style="color: lime">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: lime">Special Attacks</span></strong>: Lignification</p><p><strong><span style="color: lime">Special Qualities</span></strong>: Deceptive appearance, detect evil/good, low-light vision, plant traits, tremorsense 60 ft.</p><p><strong><span style="color: lime">Saves</span></strong>: Fort +7, Ref +3, Will +3</p><p><strong><span style="color: lime">Abilities</span></strong>: Str 13, Dex 12, Con 15, Int 5, Wis 13, Cha 9.</p><p><strong><span style="color: lime">Skills</span></strong>: Move Silently +10</p><p><strong><span style="color: lime">Feats</span></strong>: Improved Initiative, Point Blank Shot, Toughness</p><p><strong><span style="color: lime">Environment</span></strong>: Any forest</p><p><strong><span style="color: lime">Organization</span></strong>: Solitary, pair, or copse (3-10)</p><p><strong><span style="color: lime">Challenge Rating</span></strong>: 6</p><p><strong><span style="color: lime">Treasure</span></strong>: None</p><p><strong><span style="color: lime">Alignment</span></strong>: Neutral good or neutral evil</p><p><strong><span style="color: lime">Advancement</span></strong>: 7-12 HD (Medium); 13-18 HD (Large)</p><p><strong><span style="color: lime">Level Adjustment</span></strong>: --</p><p></p><p>Barkburrs are strange plant creatures found in isolated forest regions. They prowl the woods hunting for offensive creatures. An offensive creature is one of the good-evil alignment opposite that of the barkburr. Thus, a an evil-aligned barkburr finds good-aligned creatures offensive. Barkburrs seek to rid its forest home of offensive creatures, a task for which they are unusually suited. When not moving, a barkburr is virtually indistinguishable from a normal tree. In fact, they appear very much like smallish trees of a type common to the forest in which the barkburrs reside. A barkburr moves rapidly on several strong root-like legs.</p><p></p><p><strong><span style="color: lime">COMBAT</span></strong></p><p></p><p>Barkburrs attack by firing burrs at offensive creatures. Burrs appear to be a hard-shelled, roundish sort of pine cone about six-inches in diameter. They move and fire so as to avoid melee combat as long as possible. If forced into melee combat, a barkburr fights by lashing out with its stout branches.</p><p></p><p><strong><span style="color: lime">Lignification (Ex/Su)</span></strong>: As a standard action, a barkburr can fire a burr (range increment 60 feet) at a target. Merely firing a burr is an extraordinary ability that provokes attacks of opportunity as normal for a ranged attack. If the burr hits, it attaches to the target and injects a barbed tubule into the target (inflicting 1d4 points of damage). A barkburr usually has 24 burrs available. It regrows fired burrs within 24 hours.</p><p></p><p>The next round, the burr injects a supernatural toxin into the target. If the target doesn't make a DC 15 Fortitude save, the target instantly becomes paralyzed for 1d4 hours. <em>Remove paralysis</em> negates this paralysis as normal, but has no effect on further effects. Regardless of the success of the initial Fortitude save, if the burr remains attached, the target must make another DC 15 Fortitude save the next round or else suffer 1d6 points of Dexterity damage. For each round after this, so long as the burr remains attached, the target must make another Fortitude save with a cumulative +1 increase to the initial DC 15 for each round. Every failed Fortitude save inflicts 1d6 points of Dexterity damage. If the victim's Dexterity is reduced to zero, the victim becomes helpless. The following round, this helpless victim transforms into a normal tree. Once transformed into a tree, after 1d4 days have passed, the victim transforms again, this time into a common forest animal (GM's choice).</p><p></p><p>Removing an attached burr is not easy. <em>Neutralize poison</em> cast on the victim can, at best, reset the Fortitude save DC to 15, but it cannot negate paralysis or remove ability damage. <em>Neutralize poison</em> cast on the burr destroys that burr's ability to inflict further harm, but it cannot negate paralysis or remove ability damage. A burr can be burned off. If it takes at least 6 points of fire damage, it detaches, but the rapid removal of the barbed tubule inflicts 1d6 points of damage to the victim. A burr can be pulled off (Strength check DC 14), but this also inflicts 1d6 points of damage to the victim. <em>Control plants</em> can cause a burr to detach without inflicting further harm to the victim.</p><p></p><p>Once a victim has transformed into either a tree or an animal, there is little that can be done to restore its original condition. <em>Limited wish, miracle, polymorph any object</em>, and <em>wish</em> can all restore the target to its original condition. <em>Break enchantment</em> and <em>dispel magic</em> are ineffective.</p><p></p><p>The DC for the Fortitude save is Constitution-based. The DC for the Strength check is Strength-based.</p><p></p><p><strong><span style="color: lime">Deceptive Appearance (Ex)</span></strong>: When stationary, there is little to distinguish a barkburr from an ordinary tree. A cleric with the Animal or Plant domain, a druid, or a ranger only can attempt a DC 20 Knowledge (nature) check in order to identify a barkburr as a plant creature.</p><p></p><p><strong><span style="color: lime">Detect Good/Evil (Su)</span></strong>: A good-aligned barkburr continuously detects evil with a range of 60 feet. An evil-aligned barkburr continuously detects good with a range of 60 feet. Either supernatural ability functions as if there had been three rounds of concentration. For example, a good-aligned barkburr automatically detects the presence or absence of evil, the number of evil auras within range, and the power and location of each aura. Except as noted above, this ability is identical to the spell.</p><p></p><p><strong><span style="color: lime">Plant Traits</span></strong>: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.</p><p></p><p><strong><span style="color: lime">Tremorsense (Ex)</span></strong>: A barkburr is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60 ft.</p><p></p><p></p><p><strong><span style="color: sandybrown">BASILISK, GREATER</span></strong></p><p>Large Magical Beast</p><p><strong><span style="color: sandybrown">Hit Dice</span></strong>: 11d10+44 (104 hp)</p><p><strong><span style="color: sandybrown">Initiative</span></strong>: -2</p><p><strong><span style="color: sandybrown">Speed</span></strong>: 20 ft. (4 squares)</p><p><strong><span style="color: sandybrown">Armor Class</span></strong>: 16 (-1 size, -2 Dex, +9 natural), touch 7, flat-footed 16</p><p><strong><span style="color: sandybrown">Base Attack/Grapple</span></strong>: +11/+21</p><p><strong><span style="color: sandybrown">Attack</span></strong>: Bite +16 melee (1d10+6)</p><p><strong><span style="color: sandybrown">Full Attack</span></strong>: Bite +16 melee (1d10+6) and 2 claws (1d4+3 plus poison)</p><p><strong><span style="color: sandybrown">Space/Reach</span></strong>: 10 ft./5 ft.</p><p><strong><span style="color: sandybrown">Special Attacks</span></strong>: Breath weapon, petrifying gaze, poison</p><p><strong><span style="color: sandybrown">Special Qualities</span></strong>: Darkvision 60 ft., immune to petrification and nausea, low-light vision</p><p><strong><span style="color: sandybrown">Saves</span></strong>: Fort +13, Ref +5, Will +8</p><p><strong><span style="color: sandybrown">Abilities</span></strong>: Str 23, Dex 6, Con 19, Int 7, Wis 17, Cha 16</p><p><strong><span style="color: sandybrown">Skills</span></strong>: Listen +12, Spot +12</p><p><strong><span style="color: sandybrown">Feats</span></strong>: Alertness, Blind-Fight, Great Fortitude, Iron Will</p><p><strong><span style="color: sandybrown">Environment</span></strong>: Warm deserts</p><p><strong><span style="color: sandybrown">Organization</span></strong>: Solitary or pair</p><p><strong><span style="color: sandybrown">Challenge Rating</span></strong>: 9</p><p><strong><span style="color: sandybrown">Treasure</span></strong>: Standard</p><p><strong><span style="color: sandybrown">Alignment</span></strong>: Always neutral evil</p><p><strong><span style="color: sandybrown">Advancement</span></strong>: 12-22 HD (Large); 23-33 HD (Huge)</p><p><strong><span style="color: sandybrown">Level Adjustment</span></strong>: --</p><p></p><p>A greater basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A greater basilisk usually has a dull brown body with a yellowish underbelly. Most specimens sport a short, curved horn atop the nose. An adult greater basilisk’s body grows to about 12 feet long, not including its tail, which can reach an additional length of 10 to 14 feet. The creature weighs about 900 pounds.</p><p></p><p>Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a greater basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.</p><p></p><p><strong><span style="color: sandybrown">COMBAT</span></strong></p><p></p><p>A greater basilisk relies on its gaze attack, biting and clawing only when opponents come within reach.</p><p></p><p><strong><span style="color: sandybrown">Breath Weapon (Su)</span></strong>: Once per hour, a greater basilisk can exhale a cloud of noxious fumes that fills a 20-foot-radius spread around the monster. This cloud doesn't appreciably obscure vision. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Living creatures in the cloud become nauseated unless they make a DC 19 Fortitude save. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on its turn. The save DC is Constitution-based.</p><p></p><p><strong><span style="color: sandybrown">Petrifying Gaze (Su)</span></strong>: Turn to stone permanently, range 30 feet; Fortitude DC 18 negates. The save DC is Charisma-based.</p><p></p><p><strong><span style="color: sandybrown">Poison (Ex)</span></strong>: Injury, Fortitude DC 19, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.</p><p></p><p></p><p><strong><span style="color: mediumturquoise">BEAVER, GIANT</span></strong></p><p>Medium Magical Beast</p><p><strong><span style="color: mediumturquoise">Hit Dice</span></strong>: 4d10+12 (34 hp)</p><p><strong><span style="color: mediumturquoise">Initiative</span></strong>: +1</p><p><strong><span style="color: mediumturquoise">Speed</span></strong>: 20 ft., swim 30 ft.</p><p><strong><span style="color: mediumturquoise">Armor Class</span></strong>: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13</p><p><strong><span style="color: mediumturquoise">Base Attack/Grapple</span></strong>: +4/+6</p><p><strong><span style="color: mediumturquoise">Attack</span></strong>: Bite +6 melee (3d4+3)</p><p><strong><span style="color: mediumturquoise">Full Attack</span></strong>: Bite +6 melee (3d4+3)</p><p><strong><span style="color: mediumturquoise">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: mediumturquoise">Special Attacks</span></strong>: Wood mastery</p><p><strong><span style="color: mediumturquoise">Special Qualities</span></strong>: Darkvision 60 ft., hold breath, low-light vision</p><p><strong><span style="color: mediumturquoise">Saves</span></strong>: Fort +4, Ref +4, Will +1</p><p><strong><span style="color: mediumturquoise">Abilities</span></strong>: Str 14, Dex 13, Con 16, Int 11, Wis 13, Cha 14</p><p><strong><span style="color: mediumturquoise">Skills</span></strong>: Craft (woodworking) +10, Knowledge (architecture and engineering) +5, Listen +5, Search +5*, Swim +10</p><p><strong><span style="color: mediumturquoise">Feats</span></strong>: Dodge, Skill Focus (Craft [woodworking])</p><p><strong><span style="color: mediumturquoise">Environment</span></strong>: Temperate or cold forests</p><p><strong><span style="color: mediumturquoise">Organization</span></strong>: Solitary or family (2-7)</p><p><strong><span style="color: mediumturquoise">Challenge Rating</span></strong>: 3</p><p><strong><span style="color: mediumturquoise">Treasure</span></strong>: Standard</p><p><strong><span style="color: mediumturquoise">Alignment</span></strong>: Usually neutral</p><p><strong><span style="color: mediumturquoise">Advancement</span></strong>: 5-8 HD (Medium); 9-12 HD (Large)</p><p><strong><span style="color: mediumturquoise">Level Adjustment</span></strong>: --</p><p></p><p>Giant beavers are intelligent, magical beasts native to temperate and cold forests. They are remarkable woodworkers who use skill and magic to craft enormous dams that contains several rooms. The entrance to a giant beaver's dam is always underwater. Giant beavers feed mainly on what they can find in their habitat. This includes vegetarian food such as aspen, willow, cottonwood, leaves, apples, crops, and similar fare. Fish can also comprise giant beaver's ration, yet the animal does not hunt. It eats dead fish found near-by. Careful and prudent, giant beavers hide food in their underwater tunnels to make use of it in winter periods.</p><p></p><p>Giant beavers communicate with their own kind by means of chitters, squeaks, and slapping their tails on nearby surfaces.</p><p></p><p><strong><span style="color: mediumturquoise">COMBAT</span></strong></p><p></p><p>Giant beavers are generally inoffensive, but they are not helpless. They have devastatingly powerful jaws as well as magical powers.</p><p></p><p><strong><span style="color: mediumturquoise">Wood Mastery (Su)</span></strong>: As a standard action with a range of touch, a giant beaver can <em>warp wood</em> as a 4th-level druid. Also as a standard action with a range of touch, a giant beaver can use <em>wood shape</em> on up to 14 cubic feet of wood. Multiple giant beavers can pool their power to affect a larger object. For example, eight giant beavers working in concert can warp a Colossal object or shape up to 112 cubic feet. A DC 14 Will save can resist this power.</p><p></p><p>A giant beaver can use its <em>warp wood</em> power as an attack in melee. The giant beaver and the defender make opposed attack rolls. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the giant beaver wins the opposed attack roll, the defender's wooden object is struck and affected by <em>warp wood</em> as per that spell's description.</p><p></p><p>A group of four beavers working together can use <em>spike growth</em> as a standard action as a 5th-level druid. No single giant beaver can participate in this group effort more than once per day. A DC 15 Reflex save partially resists this power, as normal for the spell <em>spike growth</em>.</p><p></p><p>The save DCs are Charisma-based.</p><p></p><p><strong><span style="color: mediumturquoise">Hold Breath (Ex)</span></strong>: A giant beaver can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.</p><p></p><p><strong><span style="color: mediumturquoise">Skills</span></strong>: A giant beaver gets a +4 racial bonus on Craft checks involving wood and a +2 racial bonus on Listen checks. It has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened. *It enjoys a +2 bonus on Search checks when looking for secret or concealed doors.</p><p></p><p><strong><span style="color: red">BLACK WILLOW</span></strong></p><p>Huge Plant</p><p><strong><span style="color: red">Hit Dice</span></strong>: 12d8+60 (114 hp)</p><p><strong><span style="color: red">Initiative</span></strong>: +0</p><p><strong><span style="color: red">Speed</span></strong>: 20 ft. (4 squares)</p><p><strong><span style="color: red">Armor Class</span></strong>: 18 (-2 size, +10 natural), touch 8, flat-footed 18</p><p><strong><span style="color: red">Base Attack/Grapple</span></strong>: +9/+29</p><p><strong><span style="color: red">Attack</span></strong>: Lash +15 melee (1d4+8)</p><p><strong><span style="color: red">Full Attack</span></strong>: 3 lashes +15 melee (1d4+8), bite +13 melee (2d6+4), and 2 slams +13 melee (1d8+4)</p><p><strong><span style="color: red">Space/Reach</span></strong>: 15 ft./15 ft. (30 ft. with lash)</p><p><strong><span style="color: red">Special Attacks</span></strong>: Aura of drowsiness, improved grab, swallow whole</p><p><strong><span style="color: red">Special Qualities</span></strong>: Damage reduction 5/blungeoning, low-light vision, plant traits, regeneration 5</p><p><strong><span style="color: red">Saves</span></strong>: Fort +15, Ref +4, Will +5</p><p><strong><span style="color: red">Abilities</span></strong>: Str 27, Dex 10, Con 21, Int 13, Wis 12, Cha 14</p><p><strong><span style="color: red">Skills</span></strong>: Hide -8*, Knowledge (nature) +8, Listen +11, Search +10, Spot +11, Survival +12*</p><p><strong><span style="color: red">Feats</span></strong>: Expertise, Great Fortitude, Improved Disarm, Improved Trip, Multiattack, Track (B)</p><p><strong><span style="color: red">Environment</span></strong>: Temperate or cold forest</p><p><strong><span style="color: red">Organization</span></strong>: Solitary</p><p><strong><span style="color: red">Challenge Rating</span></strong>: 10</p><p><strong><span style="color: red">Treasure</span></strong>: Standard</p><p><strong><span style="color: red">Alignment</span></strong>: Always neutral evil</p><p><strong><span style="color: red">Advancement</span></strong>: 13-24 HD (Huge); 25-36 HD (Gargantuan)</p><p><strong><span style="color: red">Level Adjustment</span></strong>: --</p><p></p><p>A black willow is a dangerous, malicious plant creature that inhabits regions where normal willows grow. They hate most other creatures, especially elves, good-aligned druids, treants, and other black willows. Black willows derive on some of their nourishment from the sun and soil. They are also carnivorous. At first glance, a black willow appears like a normal tree, but closer inspection cannot help but note the bark shaped into a cruel face, the arm-like lower branches, and the vertical slit of its fang-filled maw.</p><p></p><p>A black willow is about 20 feet tall, with a "trunk" about 3 feet in diameter. It weighs about 5,000 pounds. Black willows speak Sylvan. Most know one other language as well.</p><p></p><p><strong><span style="color: red">COMBAT</span></strong></p><p></p><p>A black willow attacks with three whip-like branches, its powerful bite, and two arm-like branches. Its whip-like branches have 30 feet of reach. A black willow likes to save its attacks of opportunity for use against creatures who use spells, spell-like abilities, or ranged weapons. This can come as a nasty surprise for a spellcaster who thinks he is safe 20 or so feet away from the black willow. Against a particularly small or weak creature, a black willow is likely to take the -20 penalty on its grapple check so that the black willow itself isn't treated as if grappled. Clever use of improved grab and swallow whole along with a full attack can rapidly reduce the number of foes outside a black willow's stomach.</p><p></p><p><strong><span style="color: red">Aura of Drowsiness (Su)</span></strong>: A black willow activates its aura of drowsiness of a free action. All creatures within a 30-foot spread must make a DC 18 Will save or become extremely lethargic each round they remain within the area of effect. An affected creature 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. Aura of drowsiness doesn't stack with <em>slow</em>, but it is dispelled by <em>haste</em>.</p><p></p><p><strong><span style="color: red">Improved Grab (Ex)</span></strong>: To use this ability, a black willow must hit with a lash or bite attack against a creature at least two sizes smaller. 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. A black willow has a +4 racial bonus to grapple checks.</p><p></p><p><strong><span style="color: red">Swallow Whole (Ex)</span></strong>: A black willow can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 6 points of acid damage per round from the black willow's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge black willow's stomach can hold 3 Medium, 12 Small, 48 Tiny, or 192 Diminutive or smaller opponents.</p><p></p><p><strong><span style="color: red">Plant Traits</span></strong>: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.</p><p></p><p><strong><span style="color: red">Regeneration (Ex)</span></strong>: Bludgeoning weapons and acid deal normal damage to a black willow. A black willow that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.</p><p></p><p><strong><span style="color: red">Skills</span></strong>: *A black willow has a +16 racial bonus to Hide checks in a forest. It gains a +2 bonus on Survival checks in aboveground natural environments and when following tracks.</p><p></p><p></p><p><strong><span style="color: green">BLOODTHORN</span></strong></p><p>Large Plant</p><p><strong><span style="color: green">Hit Dice</span></strong>: 5d8+20 (42 hp)</p><p><strong><span style="color: green">Initiative</span></strong>: +0</p><p><strong><span style="color: green">Speed</span></strong>: 5 ft. (1 square)</p><p><strong><span style="color: green">Armor Class</span></strong>: 16 (-1 size, +7 natural), touch 9, flat-footed 16</p><p><strong><span style="color: green">Base Attack/Grapple</span></strong>: +3/+13</p><p><strong><span style="color: green">Attack</span></strong>: Slam +8 melee (1d6+9)</p><p><strong><span style="color: green">Full Attack</span></strong>: Slam +8 melee (1d6+9)</p><p><strong><span style="color: green">Space/Reach</span></strong>: 10 ft./10 ft. (20 ft. with vine)</p><p><strong><span style="color: green">Special Attacks</span></strong>: Blood drain, improved grab</p><p><strong><span style="color: green">Special Qualities</span></strong>: Blindsight 30 ft., camouflage, immunity to electricity, plant traits, resistance to cold 10 and fire 10</p><p><strong><span style="color: green">Saves</span></strong>: Fort +8, Ref +1, Will +2</p><p><strong><span style="color: green">Abilities</span></strong>: Str 22, Dex 10, Con 19, Int --, Wis 13, Cha 9</p><p><strong><span style="color: green">Environment</span></strong>: Temperate forests or mountains</p><p><strong><span style="color: green">Organization</span></strong>: Solitary or patch (2-4)</p><p><strong><span style="color: green">Challenge Rating</span></strong>: 3</p><p><strong><span style="color: green">Treasure</span></strong>: 1/10th coins; 50% goods; 50% items</p><p><strong><span style="color: green">Alignment</span></strong>: Always neutral</p><p><strong><span style="color: green">Advancement</span></strong>: 6-15 HD (Large); 16-20 HD (Huge); 21-25 HD (Gargantuan); 26+ HD (Colossal)</p><p><strong><span style="color: green">Level Adjustment</span></strong>: --</p><p></p><p>Like its relative the assassin vine, a bloodthorn is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. Much larger specimens have been encountered in more remote forest regions. A bloodthorn's small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble beans. The fruit is tough and has a hearty but acrid flavor. Bloodthorn berries make a strong, dark coffee. A bloodthorn can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.</p><p></p><p><strong><span style="color: green">COMBAT</span></strong></p><p></p><p>A bloodthorn uses simple tactics: It lies still until prey comes within reach, then attacks.</p><p></p><p><strong><span style="color: green">Blood Drain (Ex)</span></strong>: Against a grappled foe, a bloodthorn automatically drains blood for 1d4 points of Constitution damage each round.</p><p></p><p><strong><span style="color: green">Improved Grab (Ex)</span></strong>: To use this ability, a bloodthorn must hit with its slam 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 immediately drain blood.</p><p></p><p><strong><span style="color: green">Blindsight (Ex)</span></strong>: Bloodthorns have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.</p><p></p><p><strong><span style="color: green">Camouflage (Ex)</span></strong>: Since bloodthorn looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.</p><p></p><p><strong><span style="color: green">Plant Traits</span></strong>: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.</p><p></p><p></p><p><strong><span style="color: yellow">BOGGART</span></strong></p><p>Small Aberration (Air)</p><p><strong><span style="color: yellow">Hit Dice</span></strong>: 3d8 (13 hp)</p><p><strong><span style="color: yellow">Initiative</span></strong>: +7</p><p><strong><span style="color: yellow">Speed</span></strong>: 20 ft. (4 squares), fly 40 ft. (perfect) in energy form</p><p><strong><span style="color: yellow">Armor Class</span></strong>: 18 (+1 size, +7 Dex), touch 18, flat-footed 11</p><p><strong><span style="color: yellow">Base Attack/Grapple</span></strong>: +2/-3</p><p><strong><span style="color: yellow">Attack</span></strong>: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form</p><p><strong><span style="color: yellow">Full Attack</span></strong>: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form</p><p><strong><span style="color: yellow">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: yellow">Special Attacks</span></strong>: Spell-like abilities</p><p><strong><span style="color: yellow">Special Qualities</span></strong>: Darkvision 60 ft., energy form, immunity to magic, transformative death</p><p><strong><span style="color: yellow">Saves</span></strong>: Fort +1, Ref +8, Will +5</p><p><strong><span style="color: yellow">Abilities</span></strong>: Str 8, Dex 25, Con 10, Int 13, Wis 14, Cha 12</p><p><strong><span style="color: yellow">Skills</span></strong>: Bluff +7, Diplomacy +3, Hide +11, Intimidate +3, Listen +9, Search +7, Spot +9</p><p><strong><span style="color: yellow">Feats</span></strong>: Alertness, Dodge, Weapon Finesse (B)</p><p><strong><span style="color: yellow">Environment</span></strong>: Temperate marshes</p><p><strong><span style="color: yellow">Organization</span></strong>: Brood (2-5)</p><p><strong><span style="color: yellow">Challenge Rating</span></strong>: 3</p><p><strong><span style="color: yellow">Treasure</span></strong>: 1/10 coins; 50% goods; 50% items</p><p><strong><span style="color: yellow">Alignment</span></strong>: Always chaotic evil</p><p><strong><span style="color: yellow">Advancement</span></strong>: 4-9 HD (Small)</p><p><strong><span style="color: yellow">Level Adjustment</span></strong>: --</p><p></p><p>A boggart is the immature form of a will-o'-wisp. It appears as a hairy, dirty humanoid about the same size as a halfling. In humanoid form, a boggart usually carries little more than a short sword and maybe a pouch or two hanging from a crude belt. It spends about half of its time in energy form, appearing as a glowing, crackling ball in this form. Boggarts feed on both flesh and life energy, and hunt in either form.</p><p></p><p>Boggarts speak Auran.</p><p></p><p><strong><span style="color: yellow">COMBAT</span></strong></p><p></p><p>Boggarts prefer to attack by surprise from either hiding or under cover of <em>invisibility</em>. They fight in energy form as much as possible.</p><p></p><p><strong><span style="color: yellow">Spell-Like Abilities</span></strong>: 1/day - <em>confusion, detect thoughts, invisibility</em>. Caster level 6th. Save DC 11 + spell level. Saves are Charisma-based.</p><p></p><p><strong><span style="color: yellow">Energy Form (Su)</span></strong>: As a standard action, a boggart (and up to 50 pounds of equipment) can change to a form comprised largely of electrical energy. It can maintain this form only for 1d6+6 rounds before it automatically reverts to humanoid form at the end of its turn. It cannot resume energy form for another 1d6+6 rounds. In energy form, the boggart receives a +9 deflection bonus to AC. It can make a melee touch attack that inflicts 2d6 points of electricity damage.</p><p></p><p><strong><span style="color: yellow">Immunity to Magic (Ex)</span></strong>: A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except <em>magic missile, magic circle against evil</em>, and <em>maze</em>.</p><p></p><p><strong><span style="color: yellow">Transformative Death (Su)</span></strong>: When a boggart dies, it rises again as a will-o'-wisp after 1d4 days unless the corpse is subjected to a <em>bless</em> followed by a <em>protection from evil</em>.</p><p></p><p></p><p></p><p><strong><span style="color: sienna">BROWNIE </span></strong></p><p>Small Fey</p><p><strong><span style="color: sienna">Hit Dice</span></strong>: 1d6+1 (4 hp)</p><p><strong><span style="color: sienna">Initiative</span></strong>: +4</p><p><strong><span style="color: sienna">Speed</span></strong>: 30 ft. (6 squares)</p><p><strong><span style="color: sienna">Armor Class</span></strong>: 18 (+1 size, +4 Dex, +2 leather, +1 buckler), touch 15, flat-footed 18</p><p><strong><span style="color: sienna">Base Attack/Grapple</span></strong>: +0/-5</p><p><strong><span style="color: sienna">Attack</span></strong>: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3)</p><p><strong><span style="color: sienna">Full Attack</span></strong>: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3)</p><p><strong><span style="color: sienna">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: sienna">Special Attacks</span></strong>: Spell-like abilities</p><p><strong><span style="color: sienna">Special Qualities</span></strong>: Evasion, low-light vision, uncanny dodge</p><p><strong><span style="color: sienna">Saves</span></strong>: Fort +3, Ref +8, Will +7</p><p><strong><span style="color: sienna">Abilities</span></strong>: Str 8, Dex 18, Con 12, Int 15, Wis 16, Cha 17</p><p><strong><span style="color: sienna">Skills</span></strong>: Bluff +7*, Craft (any one) +6, Hide +11*, Listen +15, Move Silently +7*, Search +14, Spot +15, Survival +7</p><p><strong><span style="color: sienna">Feats</span></strong>: Weapon Finesse</p><p><strong><span style="color: sienna">Environment</span></strong>: Any non-evil community</p><p><strong><span style="color: sienna">Organization</span></strong>: Family (2-5) or clan (2-4 families)</p><p><strong><span style="color: sienna">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: sienna">Treasure</span></strong>: Standard</p><p><strong><span style="color: sienna">Alignment</span></strong>: Always good</p><p><strong><span style="color: sienna">Advancement</span></strong>: 2-3 HD (Small)</p><p><strong><span style="color: sienna">Level Adjustment</span></strong>: +3</p><p></p><p>Brownies are good-natured, helpful fey who live in communities, usually among humans. Brownies tend to be nocturnal. During the day, they hide away in places humans seldom go, such as in the farther recesses of attics. At night, they sneak out of hiding and go to work, helping with repairs, crafting, and even patrolling shadowy alleys for trouble. A brownie appears very much like halflings, but their ears are larger and pointier, and their arms and legs are longer and skinnier. They typically dress in drab homespun, but keep their armor and small bucklers on hand for emergencies.</p><p></p><p>Brownies speak Sylvan, Common, and Halfling.</p><p></p><p><strong><span style="color: sienna">COMBAT</span></strong></p><p></p><p>Brownies fight to defend themselves and their adopted community. With their keen senses, they are seldom surprised. They are masters of hiding, and often attack by surprise. A family of brownies typically uses <em>confusion</em> first to disorient their foes, followed by <em>mirror image</em> and/or <em>protection from evil</em> for defense. If the <em>confusions</em> took well, brownies hang back and pepper their foes with arrows.</p><p></p><p><strong><span style="color: sienna">Spell-Like Abilities</span></strong>: 3/day - <em>mending</em>. 1/day - <em>confusion, dancing lights, daylight, dimension door, fabricate, mirror image, protection from evil, ventriloquism</em>. Caster level 7th. Save DC = 13 + spell level.</p><p></p><p><strong><span style="color: sienna">Evasion (Ex)</span></strong>: A brownie can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the brownie is wearing light armor or no armor. A helpless brownie does not gain the benefit of evasion.</p><p></p><p><strong><span style="color: sienna">Uncanny Dodge (Ex)</span></strong>: A brownie can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses her Dexterity bonus to AC if immobilized.</p><p></p><p><strong><span style="color: sienna">Skills</span></strong>: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide. Hide and Move Silently include a -1 armor check penalty due to the buckler.</p><p></p><p><strong><span style="color: sienna">BROWNIES AS CHARACTERS</span></strong></p><p>A brownie character exchanges its 1 HD of fey for its first class level. Brownie characters possess the following racial traits.</p><p>*-2 Strength, +8 Dexterity, +2 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma.</p><p>*Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.</p><p>*A brownie's base land speed is 30 feet.</p><p>*Low-light vision.</p><p>*Skills: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide.</p><p>*+2 resistance bonus to all saves.</p><p>*Special Attacks (see above): Spell-like abilities.</p><p>*Special Qualities (see above): Evasion, uncanny dodge.</p><p>*Automatic Languages: Sylvan. Bonus Languages: Common, Dwarven, Elven, Gnome, Halfling, and Orc.</p><p>*Favored Class: Rogue.</p><p>*Level adjustment +3.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2112090, member: 2795"] [b][color=darkorange]BANDERLOG[/color][/b][color=darkorange][/color] Small Monstrous Humanoid [b][color=darkorange]Hit Dice[/color][/b][color=darkorange][/color]: 4d8+7 (25 hp) [b][color=darkorange]Initiative[/color][/b][color=darkorange][/color]: +2 [b][color=darkorange]Speed[/color][/b][color=darkorange][/color]: 20 ft. (4 squares), climb 30 ft. [b][color=darkorange]Armor Class[/color][/b][color=darkorange][/color]: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 [b][color=darkorange]Base Attack/Grapple[/color][/b][color=darkorange][/color]: +4/-2 [b][color=darkorange]Attack[/color][/b][color=darkorange][/color]: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2) [b][color=darkorange]Full Attack[/color][/b][color=darkorange][/color]: Club +7 melee (1d4+2), or rock +7 ranged (1d3+2) [b][color=darkorange]Space/Reach[/color][/b][color=darkorange][/color]: 5 ft./5 ft. [b][color=darkorange]Special Attacks[/color][/b][color=darkorange][/color]: -- [b][color=darkorange]Special Qualities[/color][/b][color=darkorange][/color]: Darkvision 60 ft. [b][color=darkorange]Saves[/color][/b][color=darkorange][/color]: Fort +2, Ref +6, Will +4 [b][color=darkorange]Abilities[/color][/b][color=darkorange][/color]: Str 15, Dex 14, Con 12, Int 8, Wis 11, Cha 10 [b][color=darkorange]Skills[/color][/b][color=darkorange][/color]: Climb +10, Hide +6, Listen +4, Spot +4 [b][color=darkorange]Feats[/color][/b][color=darkorange][/color]: Alertness, Toughness [b][color=darkorange]Environment[/color][/b][color=darkorange][/color]: Warm forests [b][color=darkorange]Organization[/color][/b][color=darkorange][/color]: Solitary, hunting party (2-8), or troop (20-80 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th or 7th level, and 3-18 baboons) [b][color=darkorange]Challenge Rating[/color][/b][color=darkorange][/color]: 2 [b][color=darkorange]Treasure[/color][/b][color=darkorange][/color]: 1/10 coins; 50% goods; 50% items [b][color=darkorange]Alignment[/color][/b][color=darkorange][/color]: Usually neutral [b][color=darkorange]Advancement[/color][/b][color=darkorange][/color]: By character class [b][color=darkorange]Level Adjustment[/color][/b][color=darkorange][/color]: +3 Banderlogs are primitive, baboon-like monstrous humanoids native to tropical forests. Males have brightly colored faces not dissimilar from the face of a mandrill. An adult male stands about three feet tall and weighs in at about 90 pounds. Females are duller in facial coloration and somewhat smaller. Banderlogs have dark brown to dusty black fur. They are not swift on the ground, but are exceptional climbers. Most banderlogs own little more than club, a crude sack, and a collection of "hunting rocks." Banderlogs are semi-nomadic. They build crude, aboreal nests and huts, or else live in cliff-side caves. Banderlogs speak their own language. [b][color=darkorange]COMBAT[/color][/b][color=darkorange][/color] Banderlogs prefer to attack from the trees where they can make maximum use of their exceptional climbing abilities. [b][color=darkorange]Skills[/color][/b][color=darkorange][/color]: A banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened. [b][color=darkorange]BANDERLOGS AS CHARACTERS[/color][/b][color=darkorange][/color] Banderlog characters possess the following racial traits. *+4 Strength, +4 Dexterity, +2 Constitution, -2 Intelligence. *[b][color=darkorange]Small Size[/color][/b][color=darkorange][/color]: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. *A banderlog's base land speed is 20 feet. Its base climb speed is 30 feet, and a banderlog has a +8 racial bonus on Climb checks, and can take 10 on Climb checks when rushed or threatened. *Darkvision out to 60 feet. *[b][color=darkorange]Racial Hit Dice[/color][/b][color=darkorange][/color]: A banderlog begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. *[b][color=darkorange]Racial Skills[/color][/b][color=darkorange][/color]: A banderlog's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. *[b][color=darkorange]Racial Feats[/color][/b][color=darkorange][/color]: A banderlog's monstrous humanoid levels give it two feats. *+2 natural armor bonus. *[b][color=darkorange]Automatic Languages[/color][/b][color=darkorange][/color]: Banderlog, Common. Bonus Languages: Elven, Giant, Gnoll, Goblin, Orc. *[b][color=darkorange]Favored Class[/color][/b][color=darkorange][/color]: Barbarian. *Level adjustment +3. [b][color=lime]BARKBURR[/color][/b][color=lime][/color] Medium Plant [b][color=lime]Hit Dice[/color][/b][color=lime][/color]: 6d8+15 (42 hp) [b][color=lime]Initiative[/color][/b][color=lime][/color]: +5 [b][color=lime]Speed[/color][/b][color=lime][/color]: 30 ft. (6 squares) [b][color=lime]Armor Class[/color][/b][color=lime][/color]: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 [b][color=lime]Base Attack/Grapple[/color][/b][color=lime][/color]: +4/+5 [b][color=lime]Attack[/color][/b][color=lime][/color]: Slam +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification) [b][color=lime]Full Attack[/color][/b][color=lime][/color]: 2 slams +5 melee (1d6+1), or burr +5 ranged (1d4 plus lignification) [b][color=lime]Space/Reach[/color][/b][color=lime][/color]: 5 ft./5 ft. [b][color=lime]Special Attacks[/color][/b][color=lime][/color]: Lignification [b][color=lime]Special Qualities[/color][/b][color=lime][/color]: Deceptive appearance, detect evil/good, low-light vision, plant traits, tremorsense 60 ft. [b][color=lime]Saves[/color][/b][color=lime][/color]: Fort +7, Ref +3, Will +3 [b][color=lime]Abilities[/color][/b][color=lime][/color]: Str 13, Dex 12, Con 15, Int 5, Wis 13, Cha 9. [b][color=lime]Skills[/color][/b][color=lime][/color]: Move Silently +10 [b][color=lime]Feats[/color][/b][color=lime][/color]: Improved Initiative, Point Blank Shot, Toughness [b][color=lime]Environment[/color][/b][color=lime][/color]: Any forest [b][color=lime]Organization[/color][/b][color=lime][/color]: Solitary, pair, or copse (3-10) [b][color=lime]Challenge Rating[/color][/b][color=lime][/color]: 6 [b][color=lime]Treasure[/color][/b][color=lime][/color]: None [b][color=lime]Alignment[/color][/b][color=lime][/color]: Neutral good or neutral evil [b][color=lime]Advancement[/color][/b][color=lime][/color]: 7-12 HD (Medium); 13-18 HD (Large) [b][color=lime]Level Adjustment[/color][/b][color=lime][/color]: -- Barkburrs are strange plant creatures found in isolated forest regions. They prowl the woods hunting for offensive creatures. An offensive creature is one of the good-evil alignment opposite that of the barkburr. Thus, a an evil-aligned barkburr finds good-aligned creatures offensive. Barkburrs seek to rid its forest home of offensive creatures, a task for which they are unusually suited. When not moving, a barkburr is virtually indistinguishable from a normal tree. In fact, they appear very much like smallish trees of a type common to the forest in which the barkburrs reside. A barkburr moves rapidly on several strong root-like legs. [b][color=lime]COMBAT[/color][/b][color=lime][/color] Barkburrs attack by firing burrs at offensive creatures. Burrs appear to be a hard-shelled, roundish sort of pine cone about six-inches in diameter. They move and fire so as to avoid melee combat as long as possible. If forced into melee combat, a barkburr fights by lashing out with its stout branches. [b][color=lime]Lignification (Ex/Su)[/color][/b][color=lime][/color]: As a standard action, a barkburr can fire a burr (range increment 60 feet) at a target. Merely firing a burr is an extraordinary ability that provokes attacks of opportunity as normal for a ranged attack. If the burr hits, it attaches to the target and injects a barbed tubule into the target (inflicting 1d4 points of damage). A barkburr usually has 24 burrs available. It regrows fired burrs within 24 hours. The next round, the burr injects a supernatural toxin into the target. If the target doesn't make a DC 15 Fortitude save, the target instantly becomes paralyzed for 1d4 hours. [i]Remove paralysis[/i] negates this paralysis as normal, but has no effect on further effects. Regardless of the success of the initial Fortitude save, if the burr remains attached, the target must make another DC 15 Fortitude save the next round or else suffer 1d6 points of Dexterity damage. For each round after this, so long as the burr remains attached, the target must make another Fortitude save with a cumulative +1 increase to the initial DC 15 for each round. Every failed Fortitude save inflicts 1d6 points of Dexterity damage. If the victim's Dexterity is reduced to zero, the victim becomes helpless. The following round, this helpless victim transforms into a normal tree. Once transformed into a tree, after 1d4 days have passed, the victim transforms again, this time into a common forest animal (GM's choice). Removing an attached burr is not easy. [i]Neutralize poison[/i] cast on the victim can, at best, reset the Fortitude save DC to 15, but it cannot negate paralysis or remove ability damage. [i]Neutralize poison[/i] cast on the burr destroys that burr's ability to inflict further harm, but it cannot negate paralysis or remove ability damage. A burr can be burned off. If it takes at least 6 points of fire damage, it detaches, but the rapid removal of the barbed tubule inflicts 1d6 points of damage to the victim. A burr can be pulled off (Strength check DC 14), but this also inflicts 1d6 points of damage to the victim. [i]Control plants[/i] can cause a burr to detach without inflicting further harm to the victim. Once a victim has transformed into either a tree or an animal, there is little that can be done to restore its original condition. [i]Limited wish, miracle, polymorph any object[/i], and [i]wish[/i] can all restore the target to its original condition. [i]Break enchantment[/i] and [i]dispel magic[/i] are ineffective. The DC for the Fortitude save is Constitution-based. The DC for the Strength check is Strength-based. [b][color=lime]Deceptive Appearance (Ex)[/color][/b][color=lime][/color]: When stationary, there is little to distinguish a barkburr from an ordinary tree. A cleric with the Animal or Plant domain, a druid, or a ranger only can attempt a DC 20 Knowledge (nature) check in order to identify a barkburr as a plant creature. [b][color=lime]Detect Good/Evil (Su)[/color][/b][color=lime][/color]: A good-aligned barkburr continuously detects evil with a range of 60 feet. An evil-aligned barkburr continuously detects good with a range of 60 feet. Either supernatural ability functions as if there had been three rounds of concentration. For example, a good-aligned barkburr automatically detects the presence or absence of evil, the number of evil auras within range, and the power and location of each aura. Except as noted above, this ability is identical to the spell. [b][color=lime]Plant Traits[/color][/b][color=lime][/color]: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. [b][color=lime]Tremorsense (Ex)[/color][/b][color=lime][/color]: A barkburr is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60 ft. [b][color=sandybrown]BASILISK, GREATER[/color][/b][color=sandybrown][/color] Large Magical Beast [b][color=sandybrown]Hit Dice[/color][/b][color=sandybrown][/color]: 11d10+44 (104 hp) [b][color=sandybrown]Initiative[/color][/b][color=sandybrown][/color]: -2 [b][color=sandybrown]Speed[/color][/b][color=sandybrown][/color]: 20 ft. (4 squares) [b][color=sandybrown]Armor Class[/color][/b][color=sandybrown][/color]: 16 (-1 size, -2 Dex, +9 natural), touch 7, flat-footed 16 [b][color=sandybrown]Base Attack/Grapple[/color][/b][color=sandybrown][/color]: +11/+21 [b][color=sandybrown]Attack[/color][/b][color=sandybrown][/color]: Bite +16 melee (1d10+6) [b][color=sandybrown]Full Attack[/color][/b][color=sandybrown][/color]: Bite +16 melee (1d10+6) and 2 claws (1d4+3 plus poison) [b][color=sandybrown]Space/Reach[/color][/b][color=sandybrown][/color]: 10 ft./5 ft. [b][color=sandybrown]Special Attacks[/color][/b][color=sandybrown][/color]: Breath weapon, petrifying gaze, poison [b][color=sandybrown]Special Qualities[/color][/b][color=sandybrown][/color]: Darkvision 60 ft., immune to petrification and nausea, low-light vision [b][color=sandybrown]Saves[/color][/b][color=sandybrown][/color]: Fort +13, Ref +5, Will +8 [b][color=sandybrown]Abilities[/color][/b][color=sandybrown][/color]: Str 23, Dex 6, Con 19, Int 7, Wis 17, Cha 16 [b][color=sandybrown]Skills[/color][/b][color=sandybrown][/color]: Listen +12, Spot +12 [b][color=sandybrown]Feats[/color][/b][color=sandybrown][/color]: Alertness, Blind-Fight, Great Fortitude, Iron Will [b][color=sandybrown]Environment[/color][/b][color=sandybrown][/color]: Warm deserts [b][color=sandybrown]Organization[/color][/b][color=sandybrown][/color]: Solitary or pair [b][color=sandybrown]Challenge Rating[/color][/b][color=sandybrown][/color]: 9 [b][color=sandybrown]Treasure[/color][/b][color=sandybrown][/color]: Standard [b][color=sandybrown]Alignment[/color][/b][color=sandybrown][/color]: Always neutral evil [b][color=sandybrown]Advancement[/color][/b][color=sandybrown][/color]: 12-22 HD (Large); 23-33 HD (Huge) [b][color=sandybrown]Level Adjustment[/color][/b][color=sandybrown][/color]: -- A greater basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A greater basilisk usually has a dull brown body with a yellowish underbelly. Most specimens sport a short, curved horn atop the nose. An adult greater basilisk’s body grows to about 12 feet long, not including its tail, which can reach an additional length of 10 to 14 feet. The creature weighs about 900 pounds. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a greater basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures. [b][color=sandybrown]COMBAT[/color][/b][color=sandybrown][/color] A greater basilisk relies on its gaze attack, biting and clawing only when opponents come within reach. [b][color=sandybrown]Breath Weapon (Su)[/color][/b][color=sandybrown][/color]: Once per hour, a greater basilisk can exhale a cloud of noxious fumes that fills a 20-foot-radius spread around the monster. This cloud doesn't appreciably obscure vision. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. Living creatures in the cloud become nauseated unless they make a DC 19 Fortitude save. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on its turn. The save DC is Constitution-based. [b][color=sandybrown]Petrifying Gaze (Su)[/color][/b][color=sandybrown][/color]: Turn to stone permanently, range 30 feet; Fortitude DC 18 negates. The save DC is Charisma-based. [b][color=sandybrown]Poison (Ex)[/color][/b][color=sandybrown][/color]: Injury, Fortitude DC 19, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. [b][color=mediumturquoise]BEAVER, GIANT[/color][/b][color=mediumturquoise][/color] Medium Magical Beast [b][color=mediumturquoise]Hit Dice[/color][/b][color=mediumturquoise][/color]: 4d10+12 (34 hp) [b][color=mediumturquoise]Initiative[/color][/b][color=mediumturquoise][/color]: +1 [b][color=mediumturquoise]Speed[/color][/b][color=mediumturquoise][/color]: 20 ft., swim 30 ft. [b][color=mediumturquoise]Armor Class[/color][/b][color=mediumturquoise][/color]: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 [b][color=mediumturquoise]Base Attack/Grapple[/color][/b][color=mediumturquoise][/color]: +4/+6 [b][color=mediumturquoise]Attack[/color][/b][color=mediumturquoise][/color]: Bite +6 melee (3d4+3) [b][color=mediumturquoise]Full Attack[/color][/b][color=mediumturquoise][/color]: Bite +6 melee (3d4+3) [b][color=mediumturquoise]Space/Reach[/color][/b][color=mediumturquoise][/color]: 5 ft./5 ft. [b][color=mediumturquoise]Special Attacks[/color][/b][color=mediumturquoise][/color]: Wood mastery [b][color=mediumturquoise]Special Qualities[/color][/b][color=mediumturquoise][/color]: Darkvision 60 ft., hold breath, low-light vision [b][color=mediumturquoise]Saves[/color][/b][color=mediumturquoise][/color]: Fort +4, Ref +4, Will +1 [b][color=mediumturquoise]Abilities[/color][/b][color=mediumturquoise][/color]: Str 14, Dex 13, Con 16, Int 11, Wis 13, Cha 14 [b][color=mediumturquoise]Skills[/color][/b][color=mediumturquoise][/color]: Craft (woodworking) +10, Knowledge (architecture and engineering) +5, Listen +5, Search +5*, Swim +10 [b][color=mediumturquoise]Feats[/color][/b][color=mediumturquoise][/color]: Dodge, Skill Focus (Craft [woodworking]) [b][color=mediumturquoise]Environment[/color][/b][color=mediumturquoise][/color]: Temperate or cold forests [b][color=mediumturquoise]Organization[/color][/b][color=mediumturquoise][/color]: Solitary or family (2-7) [b][color=mediumturquoise]Challenge Rating[/color][/b][color=mediumturquoise][/color]: 3 [b][color=mediumturquoise]Treasure[/color][/b][color=mediumturquoise][/color]: Standard [b][color=mediumturquoise]Alignment[/color][/b][color=mediumturquoise][/color]: Usually neutral [b][color=mediumturquoise]Advancement[/color][/b][color=mediumturquoise][/color]: 5-8 HD (Medium); 9-12 HD (Large) [b][color=mediumturquoise]Level Adjustment[/color][/b][color=mediumturquoise][/color]: -- Giant beavers are intelligent, magical beasts native to temperate and cold forests. They are remarkable woodworkers who use skill and magic to craft enormous dams that contains several rooms. The entrance to a giant beaver's dam is always underwater. Giant beavers feed mainly on what they can find in their habitat. This includes vegetarian food such as aspen, willow, cottonwood, leaves, apples, crops, and similar fare. Fish can also comprise giant beaver's ration, yet the animal does not hunt. It eats dead fish found near-by. Careful and prudent, giant beavers hide food in their underwater tunnels to make use of it in winter periods. Giant beavers communicate with their own kind by means of chitters, squeaks, and slapping their tails on nearby surfaces. [b][color=mediumturquoise]COMBAT[/color][/b][color=mediumturquoise][/color] Giant beavers are generally inoffensive, but they are not helpless. They have devastatingly powerful jaws as well as magical powers. [b][color=mediumturquoise]Wood Mastery (Su)[/color][/b][color=mediumturquoise][/color]: As a standard action with a range of touch, a giant beaver can [i]warp wood[/i] as a 4th-level druid. Also as a standard action with a range of touch, a giant beaver can use [i]wood shape[/i] on up to 14 cubic feet of wood. Multiple giant beavers can pool their power to affect a larger object. For example, eight giant beavers working in concert can warp a Colossal object or shape up to 112 cubic feet. A DC 14 Will save can resist this power. A giant beaver can use its [i]warp wood[/i] power as an attack in melee. The giant beaver and the defender make opposed attack rolls. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the giant beaver wins the opposed attack roll, the defender's wooden object is struck and affected by [i]warp wood[/i] as per that spell's description. A group of four beavers working together can use [i]spike growth[/i] as a standard action as a 5th-level druid. No single giant beaver can participate in this group effort more than once per day. A DC 15 Reflex save partially resists this power, as normal for the spell [i]spike growth[/i]. The save DCs are Charisma-based. [b][color=mediumturquoise]Hold Breath (Ex)[/color][/b][color=mediumturquoise][/color]: A giant beaver can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning. [b][color=mediumturquoise]Skills[/color][/b][color=mediumturquoise][/color]: A giant beaver gets a +4 racial bonus on Craft checks involving wood and a +2 racial bonus on Listen checks. It has a +8 racial bonus on Swim checks, and can take on a Swim check even when rushed or threatened. *It enjoys a +2 bonus on Search checks when looking for secret or concealed doors. [b][color=red]BLACK WILLOW[/color][/b][color=red][/color] Huge Plant [b][color=red]Hit Dice[/color][/b][color=red][/color]: 12d8+60 (114 hp) [b][color=red]Initiative[/color][/b][color=red][/color]: +0 [b][color=red]Speed[/color][/b][color=red][/color]: 20 ft. (4 squares) [b][color=red]Armor Class[/color][/b][color=red][/color]: 18 (-2 size, +10 natural), touch 8, flat-footed 18 [b][color=red]Base Attack/Grapple[/color][/b][color=red][/color]: +9/+29 [b][color=red]Attack[/color][/b][color=red][/color]: Lash +15 melee (1d4+8) [b][color=red]Full Attack[/color][/b][color=red][/color]: 3 lashes +15 melee (1d4+8), bite +13 melee (2d6+4), and 2 slams +13 melee (1d8+4) [b][color=red]Space/Reach[/color][/b][color=red][/color]: 15 ft./15 ft. (30 ft. with lash) [b][color=red]Special Attacks[/color][/b][color=red][/color]: Aura of drowsiness, improved grab, swallow whole [b][color=red]Special Qualities[/color][/b][color=red][/color]: Damage reduction 5/blungeoning, low-light vision, plant traits, regeneration 5 [b][color=red]Saves[/color][/b][color=red][/color]: Fort +15, Ref +4, Will +5 [b][color=red]Abilities[/color][/b][color=red][/color]: Str 27, Dex 10, Con 21, Int 13, Wis 12, Cha 14 [b][color=red]Skills[/color][/b][color=red][/color]: Hide -8*, Knowledge (nature) +8, Listen +11, Search +10, Spot +11, Survival +12* [b][color=red]Feats[/color][/b][color=red][/color]: Expertise, Great Fortitude, Improved Disarm, Improved Trip, Multiattack, Track (B) [b][color=red]Environment[/color][/b][color=red][/color]: Temperate or cold forest [b][color=red]Organization[/color][/b][color=red][/color]: Solitary [b][color=red]Challenge Rating[/color][/b][color=red][/color]: 10 [b][color=red]Treasure[/color][/b][color=red][/color]: Standard [b][color=red]Alignment[/color][/b][color=red][/color]: Always neutral evil [b][color=red]Advancement[/color][/b][color=red][/color]: 13-24 HD (Huge); 25-36 HD (Gargantuan) [b][color=red]Level Adjustment[/color][/b][color=red][/color]: -- A black willow is a dangerous, malicious plant creature that inhabits regions where normal willows grow. They hate most other creatures, especially elves, good-aligned druids, treants, and other black willows. Black willows derive on some of their nourishment from the sun and soil. They are also carnivorous. At first glance, a black willow appears like a normal tree, but closer inspection cannot help but note the bark shaped into a cruel face, the arm-like lower branches, and the vertical slit of its fang-filled maw. A black willow is about 20 feet tall, with a "trunk" about 3 feet in diameter. It weighs about 5,000 pounds. Black willows speak Sylvan. Most know one other language as well. [b][color=red]COMBAT[/color][/b][color=red][/color] A black willow attacks with three whip-like branches, its powerful bite, and two arm-like branches. Its whip-like branches have 30 feet of reach. A black willow likes to save its attacks of opportunity for use against creatures who use spells, spell-like abilities, or ranged weapons. This can come as a nasty surprise for a spellcaster who thinks he is safe 20 or so feet away from the black willow. Against a particularly small or weak creature, a black willow is likely to take the -20 penalty on its grapple check so that the black willow itself isn't treated as if grappled. Clever use of improved grab and swallow whole along with a full attack can rapidly reduce the number of foes outside a black willow's stomach. [b][color=red]Aura of Drowsiness (Su)[/color][/b][color=red][/color]: A black willow activates its aura of drowsiness of a free action. All creatures within a 30-foot spread must make a DC 18 Will save or become extremely lethargic each round they remain within the area of effect. An affected creature 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. Aura of drowsiness doesn't stack with [i]slow[/i], but it is dispelled by [i]haste[/i]. [b][color=red]Improved Grab (Ex)[/color][/b][color=red][/color]: To use this ability, a black willow must hit with a lash or bite attack against a creature at least two sizes smaller. 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. A black willow has a +4 racial bonus to grapple checks. [b][color=red]Swallow Whole (Ex)[/color][/b][color=red][/color]: A black willow can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 6 points of acid damage per round from the black willow's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the stomach (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge black willow's stomach can hold 3 Medium, 12 Small, 48 Tiny, or 192 Diminutive or smaller opponents. [b][color=red]Plant Traits[/color][/b][color=red][/color]: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. [b][color=red]Regeneration (Ex)[/color][/b][color=red][/color]: Bludgeoning weapons and acid deal normal damage to a black willow. A black willow that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly. [b][color=red]Skills[/color][/b][color=red][/color]: *A black willow has a +16 racial bonus to Hide checks in a forest. It gains a +2 bonus on Survival checks in aboveground natural environments and when following tracks. [b][color=green]BLOODTHORN[/color][/b][color=green][/color] Large Plant [b][color=green]Hit Dice[/color][/b][color=green][/color]: 5d8+20 (42 hp) [b][color=green]Initiative[/color][/b][color=green][/color]: +0 [b][color=green]Speed[/color][/b][color=green][/color]: 5 ft. (1 square) [b][color=green]Armor Class[/color][/b][color=green][/color]: 16 (-1 size, +7 natural), touch 9, flat-footed 16 [b][color=green]Base Attack/Grapple[/color][/b][color=green][/color]: +3/+13 [b][color=green]Attack[/color][/b][color=green][/color]: Slam +8 melee (1d6+9) [b][color=green]Full Attack[/color][/b][color=green][/color]: Slam +8 melee (1d6+9) [b][color=green]Space/Reach[/color][/b][color=green][/color]: 10 ft./10 ft. (20 ft. with vine) [b][color=green]Special Attacks[/color][/b][color=green][/color]: Blood drain, improved grab [b][color=green]Special Qualities[/color][/b][color=green][/color]: Blindsight 30 ft., camouflage, immunity to electricity, plant traits, resistance to cold 10 and fire 10 [b][color=green]Saves[/color][/b][color=green][/color]: Fort +8, Ref +1, Will +2 [b][color=green]Abilities[/color][/b][color=green][/color]: Str 22, Dex 10, Con 19, Int --, Wis 13, Cha 9 [b][color=green]Environment[/color][/b][color=green][/color]: Temperate forests or mountains [b][color=green]Organization[/color][/b][color=green][/color]: Solitary or patch (2-4) [b][color=green]Challenge Rating[/color][/b][color=green][/color]: 3 [b][color=green]Treasure[/color][/b][color=green][/color]: 1/10th coins; 50% goods; 50% items [b][color=green]Alignment[/color][/b][color=green][/color]: Always neutral [b][color=green]Advancement[/color][/b][color=green][/color]: 6-15 HD (Large); 16-20 HD (Huge); 21-25 HD (Gargantuan); 26+ HD (Colossal) [b][color=green]Level Adjustment[/color][/b][color=green][/color]: -- Like its relative the assassin vine, a bloodthorn is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. Much larger specimens have been encountered in more remote forest regions. A bloodthorn's small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble beans. The fruit is tough and has a hearty but acrid flavor. Bloodthorn berries make a strong, dark coffee. A bloodthorn can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity. [b][color=green]COMBAT[/color][/b][color=green][/color] A bloodthorn uses simple tactics: It lies still until prey comes within reach, then attacks. [b][color=green]Blood Drain (Ex)[/color][/b][color=green][/color]: Against a grappled foe, a bloodthorn automatically drains blood for 1d4 points of Constitution damage each round. [b][color=green]Improved Grab (Ex)[/color][/b][color=green][/color]: To use this ability, a bloodthorn must hit with its slam 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 immediately drain blood. [b][color=green]Blindsight (Ex)[/color][/b][color=green][/color]: Bloodthorns have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. [b][color=green]Camouflage (Ex)[/color][/b][color=green][/color]: Since bloodthorn looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. [b][color=green]Plant Traits[/color][/b][color=green][/color]: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits. [b][color=yellow]BOGGART[/color][/b][color=yellow][/color] Small Aberration (Air) [b][color=yellow]Hit Dice[/color][/b][color=yellow][/color]: 3d8 (13 hp) [b][color=yellow]Initiative[/color][/b][color=yellow][/color]: +7 [b][color=yellow]Speed[/color][/b][color=yellow][/color]: 20 ft. (4 squares), fly 40 ft. (perfect) in energy form [b][color=yellow]Armor Class[/color][/b][color=yellow][/color]: 18 (+1 size, +7 Dex), touch 18, flat-footed 11 [b][color=yellow]Base Attack/Grapple[/color][/b][color=yellow][/color]: +2/-3 [b][color=yellow]Attack[/color][/b][color=yellow][/color]: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form [b][color=yellow]Full Attack[/color][/b][color=yellow][/color]: Short sword +10 melee (1d4-1/19-20), or electrical touch +10 melee (2d6 electricity) in energy form [b][color=yellow]Space/Reach[/color][/b][color=yellow][/color]: 5 ft./5 ft. [b][color=yellow]Special Attacks[/color][/b][color=yellow][/color]: Spell-like abilities [b][color=yellow]Special Qualities[/color][/b][color=yellow][/color]: Darkvision 60 ft., energy form, immunity to magic, transformative death [b][color=yellow]Saves[/color][/b][color=yellow][/color]: Fort +1, Ref +8, Will +5 [b][color=yellow]Abilities[/color][/b][color=yellow][/color]: Str 8, Dex 25, Con 10, Int 13, Wis 14, Cha 12 [b][color=yellow]Skills[/color][/b][color=yellow][/color]: Bluff +7, Diplomacy +3, Hide +11, Intimidate +3, Listen +9, Search +7, Spot +9 [b][color=yellow]Feats[/color][/b][color=yellow][/color]: Alertness, Dodge, Weapon Finesse (B) [b][color=yellow]Environment[/color][/b][color=yellow][/color]: Temperate marshes [b][color=yellow]Organization[/color][/b][color=yellow][/color]: Brood (2-5) [b][color=yellow]Challenge Rating[/color][/b][color=yellow][/color]: 3 [b][color=yellow]Treasure[/color][/b][color=yellow][/color]: 1/10 coins; 50% goods; 50% items [b][color=yellow]Alignment[/color][/b][color=yellow][/color]: Always chaotic evil [b][color=yellow]Advancement[/color][/b][color=yellow][/color]: 4-9 HD (Small) [b][color=yellow]Level Adjustment[/color][/b][color=yellow][/color]: -- A boggart is the immature form of a will-o'-wisp. It appears as a hairy, dirty humanoid about the same size as a halfling. In humanoid form, a boggart usually carries little more than a short sword and maybe a pouch or two hanging from a crude belt. It spends about half of its time in energy form, appearing as a glowing, crackling ball in this form. Boggarts feed on both flesh and life energy, and hunt in either form. Boggarts speak Auran. [b][color=yellow]COMBAT[/color][/b][color=yellow][/color] Boggarts prefer to attack by surprise from either hiding or under cover of [i]invisibility[/i]. They fight in energy form as much as possible. [b][color=yellow]Spell-Like Abilities[/color][/b][color=yellow][/color]: 1/day - [i]confusion, detect thoughts, invisibility[/i]. Caster level 6th. Save DC 11 + spell level. Saves are Charisma-based. [b][color=yellow]Energy Form (Su)[/color][/b][color=yellow][/color]: As a standard action, a boggart (and up to 50 pounds of equipment) can change to a form comprised largely of electrical energy. It can maintain this form only for 1d6+6 rounds before it automatically reverts to humanoid form at the end of its turn. It cannot resume energy form for another 1d6+6 rounds. In energy form, the boggart receives a +9 deflection bonus to AC. It can make a melee touch attack that inflicts 2d6 points of electricity damage. [b][color=yellow]Immunity to Magic (Ex)[/color][/b][color=yellow][/color]: A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except [i]magic missile, magic circle against evil[/i], and [i]maze[/i]. [b][color=yellow]Transformative Death (Su)[/color][/b][color=yellow][/color]: When a boggart dies, it rises again as a will-o'-wisp after 1d4 days unless the corpse is subjected to a [i]bless[/i] followed by a [i]protection from evil[/i]. [b][color=sienna]BROWNIE [/color][/b][color=sienna][/color] Small Fey [b][color=sienna]Hit Dice[/color][/b][color=sienna][/color]: 1d6+1 (4 hp) [b][color=sienna]Initiative[/color][/b][color=sienna][/color]: +4 [b][color=sienna]Speed[/color][/b][color=sienna][/color]: 30 ft. (6 squares) [b][color=sienna]Armor Class[/color][/b][color=sienna][/color]: 18 (+1 size, +4 Dex, +2 leather, +1 buckler), touch 15, flat-footed 18 [b][color=sienna]Base Attack/Grapple[/color][/b][color=sienna][/color]: +0/-5 [b][color=sienna]Attack[/color][/b][color=sienna][/color]: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3) [b][color=sienna]Full Attack[/color][/b][color=sienna][/color]: Short sword +5 melee (1d4-1/19-20), or shortbow +5 ranged (1d4-1/x3) [b][color=sienna]Space/Reach[/color][/b][color=sienna][/color]: 5 ft./5 ft. [b][color=sienna]Special Attacks[/color][/b][color=sienna][/color]: Spell-like abilities [b][color=sienna]Special Qualities[/color][/b][color=sienna][/color]: Evasion, low-light vision, uncanny dodge [b][color=sienna]Saves[/color][/b][color=sienna][/color]: Fort +3, Ref +8, Will +7 [b][color=sienna]Abilities[/color][/b][color=sienna][/color]: Str 8, Dex 18, Con 12, Int 15, Wis 16, Cha 17 [b][color=sienna]Skills[/color][/b][color=sienna][/color]: Bluff +7*, Craft (any one) +6, Hide +11*, Listen +15, Move Silently +7*, Search +14, Spot +15, Survival +7 [b][color=sienna]Feats[/color][/b][color=sienna][/color]: Weapon Finesse [b][color=sienna]Environment[/color][/b][color=sienna][/color]: Any non-evil community [b][color=sienna]Organization[/color][/b][color=sienna][/color]: Family (2-5) or clan (2-4 families) [b][color=sienna]Challenge Rating[/color][/b][color=sienna][/color]: 2 [b][color=sienna]Treasure[/color][/b][color=sienna][/color]: Standard [b][color=sienna]Alignment[/color][/b][color=sienna][/color]: Always good [b][color=sienna]Advancement[/color][/b][color=sienna][/color]: 2-3 HD (Small) [b][color=sienna]Level Adjustment[/color][/b][color=sienna][/color]: +3 Brownies are good-natured, helpful fey who live in communities, usually among humans. Brownies tend to be nocturnal. During the day, they hide away in places humans seldom go, such as in the farther recesses of attics. At night, they sneak out of hiding and go to work, helping with repairs, crafting, and even patrolling shadowy alleys for trouble. A brownie appears very much like halflings, but their ears are larger and pointier, and their arms and legs are longer and skinnier. They typically dress in drab homespun, but keep their armor and small bucklers on hand for emergencies. Brownies speak Sylvan, Common, and Halfling. [b][color=sienna]COMBAT[/color][/b][color=sienna][/color] Brownies fight to defend themselves and their adopted community. With their keen senses, they are seldom surprised. They are masters of hiding, and often attack by surprise. A family of brownies typically uses [i]confusion[/i] first to disorient their foes, followed by [i]mirror image[/i] and/or [i]protection from evil[/i] for defense. If the [i]confusions[/i] took well, brownies hang back and pepper their foes with arrows. [b][color=sienna]Spell-Like Abilities[/color][/b][color=sienna][/color]: 3/day - [i]mending[/i]. 1/day - [i]confusion, dancing lights, daylight, dimension door, fabricate, mirror image, protection from evil, ventriloquism[/i]. Caster level 7th. Save DC = 13 + spell level. [b][color=sienna]Evasion (Ex)[/color][/b][color=sienna][/color]: A brownie can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the brownie is wearing light armor or no armor. A helpless brownie does not gain the benefit of evasion. [b][color=sienna]Uncanny Dodge (Ex)[/color][/b][color=sienna][/color]: A brownie can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses her Dexterity bonus to AC if immobilized. [b][color=sienna]Skills[/color][/b][color=sienna][/color]: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide. Hide and Move Silently include a -1 armor check penalty due to the buckler. [b][color=sienna]BROWNIES AS CHARACTERS[/color][/b][color=sienna][/color] A brownie character exchanges its 1 HD of fey for its first class level. Brownie characters possess the following racial traits. *-2 Strength, +8 Dexterity, +2 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma. *Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. *A brownie's base land speed is 30 feet. *Low-light vision. *Skills: Brownies have a +8 racial bonus on Listen, Search, and Spot checks. Brownies enjoy a +2 resistance bonus to all saves. *They also have a +4 racial bonus to Bluff checks when creating a diversion to Hide. *+2 resistance bonus to all saves. *Special Attacks (see above): Spell-like abilities. *Special Qualities (see above): Evasion, uncanny dodge. *Automatic Languages: Sylvan. Bonus Languages: Common, Dwarven, Elven, Gnome, Halfling, and Orc. *Favored Class: Rogue. *Level adjustment +3. [/QUOTE]
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[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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