Creatures from my old files!

GRAVE NEXUS

Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +4
Speed: 5 ft. (1 square)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1/19-20/x2 and 1 Con)
Full Attack: Bite +3 melee (1d6+1/19-20/x2 and 1 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution damage
Special Qualities: Tendrils, darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 10, Con 13, Int 4, Wis 12, Cha 6
Skills: Hide +9
Feats: Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard coins; 50% goods; standard items
Alignment: Usually neutral evil
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
A grave nexus appears to be an old, gnarled tree stump. Anyone approaching it soon discovers that it is a deadly monster, however. Grave nexuses are, on average, 6 feet high and 4 feet in diameter, weighing 500 pounds. A grave nexus has several tendrils, 40 feet long and 2 inches thick. They are not protected by the chitin-coated bark-like shell that protects the rest of the grave nexus, but are still tough and rubbery.
COMBAT
A grave nexus sends its zombies to attack. If forced into melee, it relies on its bite in combat. Though it is slow moving, its jaws can attack with surprising speed.
Constitution Damage (Su): On a successful critical hit, the grave nexus deals 1 point of Constitution damage.
Tendrils (Su): A grave nexus has 2 tendrils that extend 40 feet each. A tendril touched to a corpse of a Medium or smaller creature allows the grave nexus to animate the corpse as a zombie, as if the grave nexus had cast animate dead (caster level 5th). This is a standard action. When this occurs the tendril burrows into the flesh of the corpse, allowing the grave nexus to control the zombie utterly. The tendril remains attached to the zombie until the zombie is slain, and cannot animate another zombie while it is attached to a zombie. A grave nexus can control a maximum of 8 HD of zombies. Zombies animated by a grave nexus’s tendrils cannot travel farther than 40 feet from the grave nexus. A tendril can be attacked only if it is attached to a zombie (otherwise, they remain beneath the ground's surface). Tendrils have 5 hp and AC 16 (+4 size, +2 natural). If a tendril is severed, the zombie attached to it is freed from the grave nexus’s control and immediately takes 2d10 points of damage. The tendrils are not immediately obvious (Spot DC 15 to detect).
Skills: Grave nexuses have a +4 racial bonus on Hide checks due to their coloration and appearance.
 

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#2 - Skeletal Minion of Chaos

Skeletal Minion of Chaos

Medium Undead

Hit Dice: 2d12 (13 hp)

Initiative: +4

Speed: 40 ft. (8 squares)

Armor Class: 16 (+5 natural, +1 Dex), touch 11, flat-footed 15

Base Attack/Grapple: +1/+3

Attack: Bite +3 melee (1d8+3)

Full Attack: Bite +3 melee (1d8+3)

Space/Reach: 5 ft./5 ft.

Special Attacks: Scream of the dying

Special Qualities: Darkvision 60 ft., undead traits

Saves: Fort +0, Ref +2, Will +5

Abilities: Str 15, Dex 13, Con —, Int 13, Wis 14, Cha 12

Skills: Climb +7, Jump +7, Listen +7, Move Silently +6, Spot +7

Feats: Improved Initiative

Environment: Any

Organization: Solitary, pack (2-5), or rage (6-10)

Challenge Rating: 1

Treasure: None

Alignment: Always chaotic evil

Advancement: 3-6 HD (Medium)

Level Adjustment: —

Skeletal minions of chaos resemble animated skeletons. However, they glow faintly in complete darkness. They also possess great cunning and a twisted intelligence. Skeletal minions of chaos speak Abyssal and Common.

Skeletal minions of chaos are created when a mortal humanoid is slain by a powerful chaotic neutral or chaotic evil outsider.

A skeletal minion of chaos serves only chaos. Its only joy in existence is battle, and it loves to tear apart living creatures.

COMBAT
Skeletal minions of chaos are quick and vicious. They first loose their scream of the dying, then attack with claws or weapons.
Scream of the Dying (Su): A skeletal minion of chaos can loose a dying wail once per day, drawing upon the pain of its own death. This wail inflicts 1d4 points of sonic damage upon all living creatures within a 20-foot radius.
 

#3 - Lar

LAR

Tiny Outsider (Native)
Hit Dice: 1d8-1 (3 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Knife -2 melee (1d3-3)
Full Attack: Knife -2 melee (1d3-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Outsider traits, invisibility
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 4, Dex 15, Con 8, Int 10, Wis 11, Cha 10
Skills: Hide +6, Climb +8*
Feats: Improved Initiative
Environment: Urban
Organization: Solitary
Challenge Rating: 1/6
Treasure: None
Alignment: Always lawful (any)
Advancement: 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: —
A lar is usually invisible. If seen or made visible by magic (such as see invisibility or invisibility purge) or if it wishes to be seen, it appears as a tiny, metallic-skinned humanoid without facial features. Lawful-good lares are golden-skinned, lawful-neutral ones are grey, and lawful-evil ones are bloodred. A lar is about 15” tall and weighs about 2 lbs.
COMBAT
A lar will not fight unless forced.
Spell-like Abilities (Sp): At will – detect chaos, detect magic, virtue. 1/day – heal minor wounds (if good or neutral), inflict minor wounds (if evil).
Invisibility (Sp): A lar is normally invisible, as the invisibility spell. If it becomes visible (due to attacking or invisibility purge), it becomes invisible again in 1 minute.
Skills: Lares have a +4 racial bonus on Climb checks due to their supple limbs.
 

#s 4 and 5 - Pteranodon and Dire Pteranodon

Pteranodon
Medium Animal
Hit Dice: 2d8 (9 hp)
Initiative: +8
Speed: 10 ft. (2 squares), fly 40 ft. (8 squares)
AC: 16 (+2 natural, +4 Dex)
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d6)
Full Attack: Bite +1 melee (1d6); 2 claws -4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Saves: Fort +3 , Ref +7 , Will +0
Abilities: Str 10, Dex 18, Con 11, Int 2, Wis 11, Cha 10
Skills: Spot +5, Listen +5
Feats: Improved Initiative
Climate/Terrain: Any aquatic
Organization: Solitary, pair, colony (5-8), or rookery (20-120)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large)

A pteranodon is a crested flying reptile with a wingspan of 20 feet and a weight of 50 pounds. It eats fish.

Dire Pteranodon
Huge Animal
Hit Dice: 12d8+24
Initiative: +12
Speed: 10 ft. (2 squares), fly 40 ft. (8 squares)
AC: 18 (+6 natural, -2 size, +4 Dex)
Base Attack/Grapple: +9/+20
Attack: Bite +12 melee (1d8+3)
Full Attack: Bite +12 melee (1d8+3); 2 claws +5 melee (1d4+1); 2 wings +5 melee (1d3+1)
Space/Reach: 15 ft./15 ft.
Special Attacks: Clutch, fly away
Saves: Fort +10 , Ref +12 , Will +4
Abilities: Str 17, Dex 18, Con 14, Int 2, Wis 11, Cha 10
Skills: Spot +5, Listen +5
Feats: Improved Initiative (x2), Power Attack, Weapon Focus (bite), Weapon Finesse (bite)
Climate/Terrain:
Organization: Solitary, pair, or colony (5-8)
Challenge Rating: 6

A dire pteranodon is a crested flying reptile with a wingspan of 40 feet and a weight of 300 pounds. Its feet end in flesh-ripping talons, and its beak is six feet long and sharp-pointed.
Clutch (Ex): When both claws and a bite hit an opponent in one round, the dire pteranodon automatically makes a grapple check with a +4 bonus (for a total grapple bonus of +24). If this grapple check succeeds, in addition to grappling normally, the dire pteranodon can fly away.
Fly Away (Ex): If the dire pteranodon has grappled a Medium-size or smaller creature with its clutch, it can fly at three-quarters normal speed while grappling.
 

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