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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: 2136612" data-attributes="member: 2795"><p><strong><span style="color: pink">KAMPFULT</span></strong></p><p>Small Plant</p><p><strong><span style="color: pink">Hit Dice</span></strong>: 2d8+2 (11 hp)</p><p><strong><span style="color: pink">Initiative</span></strong>: +2</p><p><strong><span style="color: pink">Speed</span></strong>: 20 ft. (4 squares)</p><p><strong><span style="color: pink">Armor Class</span></strong>: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16</p><p><strong><span style="color: pink">Base Attack/Grapple</span></strong>: +1/+4</p><p><strong><span style="color: pink">Attack</span></strong>: Slam +5 melee (1d4+3)</p><p><strong><span style="color: pink">Full Attack</span></strong>: Up to 6 slams +5 melee (1d4+3)</p><p><strong><span style="color: pink">Space/Reach</span></strong>: 5 ft./10 ft.</p><p><strong><span style="color: pink">Special Attacks</span></strong>: Improved grab, sinewy mugging</p><p><strong><span style="color: pink">Special Qualities</span></strong>: Low-light vision, plant traits, regeneration 5</p><p><strong><span style="color: pink">Saves</span></strong>: Fort +4, Ref +2, Will +1</p><p><strong><span style="color: pink">Abilities</span></strong>: Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 11</p><p><strong><span style="color: pink">Skills</span></strong>: Hide +8*, Listen +5, Spot +5</p><p><strong><span style="color: pink">Feats</span></strong>: Alertness (B), Combat Reflexes</p><p><strong><span style="color: pink">Environment</span></strong>: Any non-arctic forest</p><p><strong><span style="color: pink">Organization</span></strong>: Solitary</p><p><strong><span style="color: pink">Challenge Rating</span></strong>: 2</p><p><strong><span style="color: pink">Treasure</span></strong>: 1/10th coins; 50% goods; 50% items</p><p><strong><span style="color: pink">Alignment</span></strong>: Always neutral evil</p><p><strong><span style="color: pink">Advancement</span></strong>: 3-4 HD (Small); 5-6 HD (Medium)</p><p><strong><span style="color: pink">Level Adjustment</span></strong>: --</p><p></p><p>The kampfult, also know as the sinewy mugger, is an evil plant creature that stalks forests in search of prey. A kampfult is shaped like a thin-trunked tree with leafless, dropping branches. It looks much like a small willow. Still, a kampfult is not easily mistaken for a normal tree. Its dropping branches are too snake-like. Its bark is too much like rough lizard's scales. It stands and moves about on four leg-like roots.</p><p></p><p>Although kampfults are intelligent, they do not speak, nor do they appear to understand any languages. <em>Speak with plants</em> can be used to communicate with a kampfult.</p><p></p><p><strong><span style="color: pink">COMBAT</span></strong></p><p></p><p>A kampfult hides in an area of concealing vegetation waiting for prey to wander within reach. It attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. With its sinewy mugging ability, a kampfult can throttle several creatures at the same time while engaging in melee.</p><p></p><p><strong><span style="color: pink">Improved Grab (Ex)</span></strong>: To use this ability, a kampfult must hit a Large or smaller opponent with a tentacle 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 executes a sinewy mugging. Kampfult receive a +4 racial bonus on grapple checks, which is already included in the statistics block.</p><p></p><p><strong><span style="color: pink">Sinewy Mugging (Ex)</span></strong>: Upon establishing a hold, a kampfult's limb detaches and continues to constrict. This inflicts 1d4+3 points of damage with a successful grapple check against a Large or smaller creature, but the kampfult itself is not treated as grappled. A strangling limb uses the same grapple modifier as the kampfult. Because it seizes its victim by the neck, a creature in the kampfult's grasp cannot speak or cast spells with verbal components. Due to its impressive regenerative powers, a kampfult regrows a detached limb in two rounds.</p><p></p><p>A strangling limb can be dislodged and rendered harmless with a successful grapple check. A victim can make an attack with an unarmed strike, natural weapon, or light weapon against the strangling limb with a -4 penalty on such attacks. A strangling limb has 5 hit points (one-half the kampfult's hit points). Damage to a strangling limb doesn't affect the kampfult. Even through the kampfult is considered to be grappled, the victim of a strangling limb is considered grappled.</p><p></p><p><strong><span style="color: pink">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: pink">Regeneration (Ex)</span></strong>: Cold and electricity deal normal damage to a kampfult. If a kampful loses a limb or body part, the lost portion regrows in a mere two rounds. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p><strong><span style="color: pink">Skills</span></strong>: *A kampfult gains a +8 racial bonus to Hide checks in forested areas.</p><p></p><p></p><p><strong><span style="color: yellow">KECH</span></strong></p><p>Medium Outsider (Native)</p><p><strong><span style="color: yellow">Hit Dice</span></strong>: 5d8+20 (42 hp)</p><p><strong><span style="color: yellow">Initiative</span></strong>: +6</p><p><strong><span style="color: yellow">Speed</span></strong>: 40 ft. (8 squares), climb 30 ft.</p><p><strong><span style="color: yellow">Armor Class</span></strong>: 18 (+6 Dex, +2 natural), touch 16, flat-footed 12</p><p><strong><span style="color: yellow">Base Attack/Grapple</span></strong>: +5/+9</p><p><strong><span style="color: yellow">Attack</span></strong>: Claw +9 melee (1d4+4)</p><p><strong><span style="color: yellow">Full Attack</span></strong>: 2 claws +9 melee (1d4+4) and bite +5 melee (1d6+2)</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>: Pounce, spell-like abilities, summon devil</p><p><strong><span style="color: yellow">Special Qualities</span></strong>: Darkvision 60 ft., immunity to fire and poison, resistance to acid and fire 10, see in darkness, telepathy 100 ft.</p><p><strong><span style="color: yellow">Saves</span></strong>: Fort +8, Ref +10, Will +6</p><p><strong><span style="color: yellow">Abilities</span></strong>: Str 19, Dex 23, Con 19, Int 12, Wis 14, Cha 18</p><p><strong><span style="color: yellow">Skills</span></strong>: Climb +19, Craft (trapmaking) +10, Hide +17, Jump +15, Knowledge (nature) +3*, Listen +9, Move Silently +13, Search +8, Spot +9, Survival +9 (+11 when following tracks), Swim +11</p><p><strong><span style="color: yellow">Feats</span></strong>: Dodge, Track</p><p><strong><span style="color: yellow">Environment</span></strong>: Any forest</p><p><strong><span style="color: yellow">Organization</span></strong>: Gang (2-8) or band (8-32)</p><p><strong><span style="color: yellow">Challenge Rating</span></strong>: 4</p><p><strong><span style="color: yellow">Treasure</span></strong>: Standard</p><p><strong><span style="color: yellow">Alignment</span></strong>: Always evil</p><p><strong><span style="color: yellow">Advancement</span></strong>: 6-10 HD (Medium); 11-15 HD (Large)</p><p><strong><span style="color: yellow">Level Adjustment</span></strong>: --</p><p></p><p>Kech are evil forest fiends who chief goals in life seem to be misleading, snaring, and devouring humans. They throughout the deep woodlands of all climes from tropical to subarctic. There they dig pits, set snares, and rig deadfalls to catch unwary travelers. Worse still, several gangs sometimes band together to raid forest communities and carry off helpless victims to be fed upon during unholy feasts. Kech are green humanoids with loose, leathery flesh that folds in on itself so that it forms hundreds of flaps that look very much like leaves. Their long arms and prehensile toes allow them to climb with great ease and rapidity. Their barely human faces have fang-filled maws and protruding jaws.</p><p></p><p>Kech speak Infernal and Draconic.</p><p></p><p><strong><span style="color: yellow">COMBAT</span></strong></p><p></p><p>Kech use <em>sculpt sound</em> to lure victims into trapped areas. After summoning as many lemures as possible to soften up their prey, the kech pounce in order to rend and bite.</p><p></p><p><strong><span style="color: yellow">Pounce (Ex)</span></strong>: If a kech charges a foe, it can make a full attack.</p><p></p><p><strong><span style="color: yellow">Spell-Like Abilities</span></strong>: At will - <em>jump, pass without trace, sculpt sound</em>. 1/day - <em>snare</em>. Caster level 5th. Save DC = 14 + spell level.</p><p></p><p><strong><span style="color: yellow">Summon Devil (Sp)</span></strong>: Once per day a kech can attempt to summon 2d4 lemures with a 50% chance of success. This ability is the equivalent of a 4th-level spell.</p><p></p><p><strong><span style="color: yellow">See in Darkness (Su)</span></strong>: A kech can see perfectly in darkness of any kind, even that created by a deeper darkness spell.</p><p></p><p><strong><span style="color: yellow">Telepathy (Su)</span></strong>: Kech can communicate telepathically with other kech even if they do not have line of sight to each other out to a maximum range of 100 feet.</p><p></p><p><strong><span style="color: yellow">Skills</span></strong>: A kech has a +4 racial bonus on Hide and Move Silently checks. It has +8 racial bonus on all Climb checks, and it always can choose to take 10 even if rushed or threatened while climbing. *Unskilled.</p><p></p><p></p><p><strong><span style="color: sandybrown">KORRED</span></strong></p><p>Small Fey</p><p><strong><span style="color: sandybrown">Hit Dice</span></strong>: 6d6+24 (45 hp)</p><p><strong><span style="color: sandybrown">Initiative</span></strong>: +1</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>: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16</p><p><strong><span style="color: sandybrown">Base Attack/Grapple</span></strong>: +3/+6</p><p><strong><span style="color: sandybrown">Attack</span></strong>: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6)</p><p><strong><span style="color: sandybrown">Full Attack</span></strong>: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6)</p><p><strong><span style="color: sandybrown">Space/Reach</span></strong>: 5 ft./5 ft.</p><p><strong><span style="color: sandybrown">Special Attacks</span></strong>: Entangling hair, holiday dance, laugh, rock throwing, spell-like abilities</p><p><strong><span style="color: sandybrown">Special Qualities</span></strong>: Low-light vision, scent, SR 18</p><p><strong><span style="color: sandybrown">Saves</span></strong>: Fort +6, Ref +6, Will +7</p><p><strong><span style="color: sandybrown">Abilities</span></strong>: Str 25, Dex 13, Con 19, Int 10, Wis 14, Cha 17</p><p><strong><span style="color: sandybrown">Skills</span></strong>: Climb +10, Knowledge (nature) +9, Jump +10, Listen +11, Perform (dance) +10, Perform (singing) +10, Spot +11, Search +9, Survival +9*</p><p><strong><span style="color: sandybrown">Feats</span></strong>: Cleave, Improved Bull Rush, Improved Unarmed Strike (B), Power Attack</p><p><strong><span style="color: sandybrown">Environment</span></strong>: Any forest or hills</p><p><strong><span style="color: sandybrown">Organization</span></strong>: Solitary or gang (2-4)</p><p><strong><span style="color: sandybrown">Challenge Rating</span></strong>: 7</p><p><strong><span style="color: sandybrown">Treasure</span></strong>: Standard</p><p><strong><span style="color: sandybrown">Alignment</span></strong>: Usually chaotic neutral</p><p><strong><span style="color: sandybrown">Advancement</span></strong>: 7-12 HD (Small); 13-24 HD (Medium)</p><p><strong><span style="color: sandybrown">Level Adjustment</span></strong>: --</p><p></p><p>These dance-loving, loud-singing, hard-drinking fey always carry scythes and large pouches containing various personal effects. Korreds resemble satyrs, but stand only about three feet tall. They are also incredibly stocky, and an adult korred weighs almost 100 pounds. A korred has jet black hooves but no horns. Instead, a korred's head is covered with a wild mane of locks. Despite their unassuming statures, korreds are phenomenally strong.</p><p></p><p>Korreds speak Sylvan.</p><p></p><p><strong><span style="color: sandybrown">COMBAT</span></strong></p><p></p><p>While korreds love nothing so much as a good brawl, preferably with several pints of stout and raunchy songs, they are not malicious. Unless defending their lives, they are content to attack unarmed inflicting nonlethal damage while using their entangling hair and laughs to humiliate their foes.</p><p></p><p><strong><span style="color: sandybrown">Entangling Hair (Su)</span></strong>: Once per day, a korred can pull out a wild lock of hair and hurl it up to 20 feet as a ranged touch attack. A successful attack roll automatically entangles the target. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The lock of hair has AC 22, 12 hit points, and damage reduction 5/slashing.</p><p></p><p><strong><span style="color: sandybrown">Holiday Dance (Su)</span></strong>: Once per week, a gang of korreds can perform a holiday dance so long as the korreds stay within a 20-foot radius and take no other actions. All non-fey creatures within 30 feet of the korreds' circle must make a DC 18 Will save or else be able to do nothing but dance. Affected dancers suffer 1d4 points of Constitution damage each round they dance, and the effects persist until at least one of the korreds stops dancing or the affected dancer is dead or restrained. The save DC is Charisma-based.</p><p></p><p><strong><span style="color: sandybrown">Laugh (Su)</span></strong>: Three times per day as a free action (but only once per round), a korred can let loose a mighty guffaw. All non-fey creatures within 30 feet must make a DC 18 Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based.</p><p></p><p><strong><span style="color: sandybrown">Rock Throwing (Ex)</span></strong>: The range increment is 120 feet for a korred's thrown rocks.</p><p></p><p><strong><span style="color: sandybrown">Spell-Like Abilities</span></strong>: At will - <em>animate object</em> (stone only), <em>dimension door, shatter, stone shape, stone tell, transmute rock to mud</em>. Caster level 11th. Save DC = 13 + spell level.</p><p></p><p><strong><span style="color: sandybrown">Skills</span></strong>: A korred has a +4 racial bonus on Climb checks and a +8 bonus on Jump checks. *Gains a +2 bonus to Survival checks in natural aboveground environments or when following tracks.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2136612, member: 2795"] [b][color=pink]KAMPFULT[/color][/b][color=pink][/color] Small Plant [b][color=pink]Hit Dice[/color][/b][color=pink][/color]: 2d8+2 (11 hp) [b][color=pink]Initiative[/color][/b][color=pink][/color]: +2 [b][color=pink]Speed[/color][/b][color=pink][/color]: 20 ft. (4 squares) [b][color=pink]Armor Class[/color][/b][color=pink][/color]: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16 [b][color=pink]Base Attack/Grapple[/color][/b][color=pink][/color]: +1/+4 [b][color=pink]Attack[/color][/b][color=pink][/color]: Slam +5 melee (1d4+3) [b][color=pink]Full Attack[/color][/b][color=pink][/color]: Up to 6 slams +5 melee (1d4+3) [b][color=pink]Space/Reach[/color][/b][color=pink][/color]: 5 ft./10 ft. [b][color=pink]Special Attacks[/color][/b][color=pink][/color]: Improved grab, sinewy mugging [b][color=pink]Special Qualities[/color][/b][color=pink][/color]: Low-light vision, plant traits, regeneration 5 [b][color=pink]Saves[/color][/b][color=pink][/color]: Fort +4, Ref +2, Will +1 [b][color=pink]Abilities[/color][/b][color=pink][/color]: Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 11 [b][color=pink]Skills[/color][/b][color=pink][/color]: Hide +8*, Listen +5, Spot +5 [b][color=pink]Feats[/color][/b][color=pink][/color]: Alertness (B), Combat Reflexes [b][color=pink]Environment[/color][/b][color=pink][/color]: Any non-arctic forest [b][color=pink]Organization[/color][/b][color=pink][/color]: Solitary [b][color=pink]Challenge Rating[/color][/b][color=pink][/color]: 2 [b][color=pink]Treasure[/color][/b][color=pink][/color]: 1/10th coins; 50% goods; 50% items [b][color=pink]Alignment[/color][/b][color=pink][/color]: Always neutral evil [b][color=pink]Advancement[/color][/b][color=pink][/color]: 3-4 HD (Small); 5-6 HD (Medium) [b][color=pink]Level Adjustment[/color][/b][color=pink][/color]: -- The kampfult, also know as the sinewy mugger, is an evil plant creature that stalks forests in search of prey. A kampfult is shaped like a thin-trunked tree with leafless, dropping branches. It looks much like a small willow. Still, a kampfult is not easily mistaken for a normal tree. Its dropping branches are too snake-like. Its bark is too much like rough lizard's scales. It stands and moves about on four leg-like roots. Although kampfults are intelligent, they do not speak, nor do they appear to understand any languages. [i]Speak with plants[/i] can be used to communicate with a kampfult. [b][color=pink]COMBAT[/color][/b][color=pink][/color] A kampfult hides in an area of concealing vegetation waiting for prey to wander within reach. It attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. With its sinewy mugging ability, a kampfult can throttle several creatures at the same time while engaging in melee. [b][color=pink]Improved Grab (Ex)[/color][/b][color=pink][/color]: To use this ability, a kampfult must hit a Large or smaller opponent with a tentacle 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 executes a sinewy mugging. Kampfult receive a +4 racial bonus on grapple checks, which is already included in the statistics block. [b][color=pink]Sinewy Mugging (Ex)[/color][/b][color=pink][/color]: Upon establishing a hold, a kampfult's limb detaches and continues to constrict. This inflicts 1d4+3 points of damage with a successful grapple check against a Large or smaller creature, but the kampfult itself is not treated as grappled. A strangling limb uses the same grapple modifier as the kampfult. Because it seizes its victim by the neck, a creature in the kampfult's grasp cannot speak or cast spells with verbal components. Due to its impressive regenerative powers, a kampfult regrows a detached limb in two rounds. A strangling limb can be dislodged and rendered harmless with a successful grapple check. A victim can make an attack with an unarmed strike, natural weapon, or light weapon against the strangling limb with a -4 penalty on such attacks. A strangling limb has 5 hit points (one-half the kampfult's hit points). Damage to a strangling limb doesn't affect the kampfult. Even through the kampfult is considered to be grappled, the victim of a strangling limb is considered grappled. [b][color=pink]Plant Traits[/color][/b][color=pink][/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=pink]Regeneration (Ex)[/color][/b][color=pink][/color]: Cold and electricity deal normal damage to a kampfult. If a kampful loses a limb or body part, the lost portion regrows in a mere two rounds. The creature can reattach the severed member instantly by holding it to the stump. [b][color=pink]Skills[/color][/b][color=pink][/color]: *A kampfult gains a +8 racial bonus to Hide checks in forested areas. [b][color=yellow]KECH[/color][/b][color=yellow][/color] Medium Outsider (Native) [b][color=yellow]Hit Dice[/color][/b][color=yellow][/color]: 5d8+20 (42 hp) [b][color=yellow]Initiative[/color][/b][color=yellow][/color]: +6 [b][color=yellow]Speed[/color][/b][color=yellow][/color]: 40 ft. (8 squares), climb 30 ft. [b][color=yellow]Armor Class[/color][/b][color=yellow][/color]: 18 (+6 Dex, +2 natural), touch 16, flat-footed 12 [b][color=yellow]Base Attack/Grapple[/color][/b][color=yellow][/color]: +5/+9 [b][color=yellow]Attack[/color][/b][color=yellow][/color]: Claw +9 melee (1d4+4) [b][color=yellow]Full Attack[/color][/b][color=yellow][/color]: 2 claws +9 melee (1d4+4) and bite +5 melee (1d6+2) [b][color=yellow]Space/Reach[/color][/b][color=yellow][/color]: 5 ft./5 ft. [b][color=yellow]Special Attacks[/color][/b][color=yellow][/color]: Pounce, spell-like abilities, summon devil [b][color=yellow]Special Qualities[/color][/b][color=yellow][/color]: Darkvision 60 ft., immunity to fire and poison, resistance to acid and fire 10, see in darkness, telepathy 100 ft. [b][color=yellow]Saves[/color][/b][color=yellow][/color]: Fort +8, Ref +10, Will +6 [b][color=yellow]Abilities[/color][/b][color=yellow][/color]: Str 19, Dex 23, Con 19, Int 12, Wis 14, Cha 18 [b][color=yellow]Skills[/color][/b][color=yellow][/color]: Climb +19, Craft (trapmaking) +10, Hide +17, Jump +15, Knowledge (nature) +3*, Listen +9, Move Silently +13, Search +8, Spot +9, Survival +9 (+11 when following tracks), Swim +11 [b][color=yellow]Feats[/color][/b][color=yellow][/color]: Dodge, Track [b][color=yellow]Environment[/color][/b][color=yellow][/color]: Any forest [b][color=yellow]Organization[/color][/b][color=yellow][/color]: Gang (2-8) or band (8-32) [b][color=yellow]Challenge Rating[/color][/b][color=yellow][/color]: 4 [b][color=yellow]Treasure[/color][/b][color=yellow][/color]: Standard [b][color=yellow]Alignment[/color][/b][color=yellow][/color]: Always evil [b][color=yellow]Advancement[/color][/b][color=yellow][/color]: 6-10 HD (Medium); 11-15 HD (Large) [b][color=yellow]Level Adjustment[/color][/b][color=yellow][/color]: -- Kech are evil forest fiends who chief goals in life seem to be misleading, snaring, and devouring humans. They throughout the deep woodlands of all climes from tropical to subarctic. There they dig pits, set snares, and rig deadfalls to catch unwary travelers. Worse still, several gangs sometimes band together to raid forest communities and carry off helpless victims to be fed upon during unholy feasts. Kech are green humanoids with loose, leathery flesh that folds in on itself so that it forms hundreds of flaps that look very much like leaves. Their long arms and prehensile toes allow them to climb with great ease and rapidity. Their barely human faces have fang-filled maws and protruding jaws. Kech speak Infernal and Draconic. [b][color=yellow]COMBAT[/color][/b][color=yellow][/color] Kech use [i]sculpt sound[/i] to lure victims into trapped areas. After summoning as many lemures as possible to soften up their prey, the kech pounce in order to rend and bite. [b][color=yellow]Pounce (Ex)[/color][/b][color=yellow][/color]: If a kech charges a foe, it can make a full attack. [b][color=yellow]Spell-Like Abilities[/color][/b][color=yellow][/color]: At will - [i]jump, pass without trace, sculpt sound[/i]. 1/day - [i]snare[/i]. Caster level 5th. Save DC = 14 + spell level. [b][color=yellow]Summon Devil (Sp)[/color][/b][color=yellow][/color]: Once per day a kech can attempt to summon 2d4 lemures with a 50% chance of success. This ability is the equivalent of a 4th-level spell. [b][color=yellow]See in Darkness (Su)[/color][/b][color=yellow][/color]: A kech can see perfectly in darkness of any kind, even that created by a deeper darkness spell. [b][color=yellow]Telepathy (Su)[/color][/b][color=yellow][/color]: Kech can communicate telepathically with other kech even if they do not have line of sight to each other out to a maximum range of 100 feet. [b][color=yellow]Skills[/color][/b][color=yellow][/color]: A kech has a +4 racial bonus on Hide and Move Silently checks. It has +8 racial bonus on all Climb checks, and it always can choose to take 10 even if rushed or threatened while climbing. *Unskilled. [b][color=sandybrown]KORRED[/color][/b][color=sandybrown][/color] Small Fey [b][color=sandybrown]Hit Dice[/color][/b][color=sandybrown][/color]: 6d6+24 (45 hp) [b][color=sandybrown]Initiative[/color][/b][color=sandybrown][/color]: +1 [b][color=sandybrown]Speed[/color][/b][color=sandybrown][/color]: 20 ft. (4 squares) [b][color=sandybrown]Armor Class[/color][/b][color=sandybrown][/color]: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16 [b][color=sandybrown]Base Attack/Grapple[/color][/b][color=sandybrown][/color]: +3/+6 [b][color=sandybrown]Attack[/color][/b][color=sandybrown][/color]: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6) [b][color=sandybrown]Full Attack[/color][/b][color=sandybrown][/color]: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6) [b][color=sandybrown]Space/Reach[/color][/b][color=sandybrown][/color]: 5 ft./5 ft. [b][color=sandybrown]Special Attacks[/color][/b][color=sandybrown][/color]: Entangling hair, holiday dance, laugh, rock throwing, spell-like abilities [b][color=sandybrown]Special Qualities[/color][/b][color=sandybrown][/color]: Low-light vision, scent, SR 18 [b][color=sandybrown]Saves[/color][/b][color=sandybrown][/color]: Fort +6, Ref +6, Will +7 [b][color=sandybrown]Abilities[/color][/b][color=sandybrown][/color]: Str 25, Dex 13, Con 19, Int 10, Wis 14, Cha 17 [b][color=sandybrown]Skills[/color][/b][color=sandybrown][/color]: Climb +10, Knowledge (nature) +9, Jump +10, Listen +11, Perform (dance) +10, Perform (singing) +10, Spot +11, Search +9, Survival +9* [b][color=sandybrown]Feats[/color][/b][color=sandybrown][/color]: Cleave, Improved Bull Rush, Improved Unarmed Strike (B), Power Attack [b][color=sandybrown]Environment[/color][/b][color=sandybrown][/color]: Any forest or hills [b][color=sandybrown]Organization[/color][/b][color=sandybrown][/color]: Solitary or gang (2-4) [b][color=sandybrown]Challenge Rating[/color][/b][color=sandybrown][/color]: 7 [b][color=sandybrown]Treasure[/color][/b][color=sandybrown][/color]: Standard [b][color=sandybrown]Alignment[/color][/b][color=sandybrown][/color]: Usually chaotic neutral [b][color=sandybrown]Advancement[/color][/b][color=sandybrown][/color]: 7-12 HD (Small); 13-24 HD (Medium) [b][color=sandybrown]Level Adjustment[/color][/b][color=sandybrown][/color]: -- These dance-loving, loud-singing, hard-drinking fey always carry scythes and large pouches containing various personal effects. Korreds resemble satyrs, but stand only about three feet tall. They are also incredibly stocky, and an adult korred weighs almost 100 pounds. A korred has jet black hooves but no horns. Instead, a korred's head is covered with a wild mane of locks. Despite their unassuming statures, korreds are phenomenally strong. Korreds speak Sylvan. [b][color=sandybrown]COMBAT[/color][/b][color=sandybrown][/color] While korreds love nothing so much as a good brawl, preferably with several pints of stout and raunchy songs, they are not malicious. Unless defending their lives, they are content to attack unarmed inflicting nonlethal damage while using their entangling hair and laughs to humiliate their foes. [b][color=sandybrown]Entangling Hair (Su)[/color][/b][color=sandybrown][/color]: Once per day, a korred can pull out a wild lock of hair and hurl it up to 20 feet as a ranged touch attack. A successful attack roll automatically entangles the target. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The lock of hair has AC 22, 12 hit points, and damage reduction 5/slashing. [b][color=sandybrown]Holiday Dance (Su)[/color][/b][color=sandybrown][/color]: Once per week, a gang of korreds can perform a holiday dance so long as the korreds stay within a 20-foot radius and take no other actions. All non-fey creatures within 30 feet of the korreds' circle must make a DC 18 Will save or else be able to do nothing but dance. Affected dancers suffer 1d4 points of Constitution damage each round they dance, and the effects persist until at least one of the korreds stops dancing or the affected dancer is dead or restrained. The save DC is Charisma-based. [b][color=sandybrown]Laugh (Su)[/color][/b][color=sandybrown][/color]: Three times per day as a free action (but only once per round), a korred can let loose a mighty guffaw. All non-fey creatures within 30 feet must make a DC 18 Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based. [b][color=sandybrown]Rock Throwing (Ex)[/color][/b][color=sandybrown][/color]: The range increment is 120 feet for a korred's thrown rocks. [b][color=sandybrown]Spell-Like Abilities[/color][/b][color=sandybrown][/color]: At will - [i]animate object[/i] (stone only), [i]dimension door, shatter, stone shape, stone tell, transmute rock to mud[/i]. Caster level 11th. Save DC = 13 + spell level. [b][color=sandybrown]Skills[/color][/b][color=sandybrown][/color]: A korred has a +4 racial bonus on Climb checks and a +8 bonus on Jump checks. *Gains a +2 bonus to Survival checks in natural aboveground environments or when following tracks. [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
[1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)
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