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Goblin or Goblin Orc: This small breed of Orcs are expert marksmen. After the Common Orc Goblins make up the next largest percentage of the Orcish armies. They often ride on wargs and harry foes from a distance when possible.
Small Size: Orc
Hit Dice: 1d6 (4hps)
Initiative: +4 (+4 Dex)
Speed: 20 ft
AC:18 (Size +1, Dex +4, Armor +3)
Face/Reach: 5 feet by 5 feet/5 feet
Attacks: Shortbow +5 or Shortsword +1
Damage: 1d6 or 1d6
SA: None
SQ: None
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10, Dex 18, Con 12
Int 10, Wis 10, Cha 10
Skills: Hide +4, Move Silently +4, Ride +2
Feats:Rapid Shot
Fav Class: Rogue
Normal stuff: Studded Leather, Shortbow, Shortsword.
CR 1/2
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Loper: These beasts are almost all leg and arm. They use two heavy bladed gauntlets that they use to strike with as they leap onto thier foes. Lopers run and fight on all fours and can only stand for short periods of time. Their saliva is filled with mind affecting toxins.
Medium Size: Orc
Hit Dice: 5d8 (39hps)
Initiative: +2 (+2 Dex)
Speed: 50 ft
AC: 17 (Dex +3, Natural AC +4)
Face/Reach: 5 feet by 5 feet/5 feet
Attacks: 2 Gauntlets +9, Bite +4
Damage: 1d10+4, Bite 1d4+4, Rake 2d6+4
SA: Pounce, Rake (+4* x2) 1d6+4
SQ: Bite Causes Confusion for 1d6 hours (Fort 15)
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 18, Dex 16, Con 15
Int 6, Wis 8, Cha 6
Skills: Jump 12, Spot 0
Feats: Run (fake feet this is a racial ability), Dodge, Mobility
CR:5
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Name
Mother&8217;s brood (Devil spiders)
Type: Aberration (Spider)
Size: Medium
Hit Dice: 11d8 (70)
Initiative: +9
Speed: 40, Climb 30
Armor Class: 20 (+5dex +5nat)
Attacks: Bite +17 Sting +9
Damage: 3d8+6, 1d4+3
Face/Reach: 5&8217;
Special Attacks: Burn (Ex), Webs (Ex), Poison (Ex)
Special Qualities: Hide (Su),
Saves: Fort:+5 Ref:+8 Will:+7
Abilities: Str 15, Dex 21, Con 15, Int 14, Wis 10, Cha 6
Skills: Hide +15, Jump +10, Spot +12, Search +13, Trap Making 10, Bluff 3,
Feats: Weapon Finesse (bite), Alertness, Improved Initiative
Climate/Terrain: Forrest, Underground, Any
Organization: Solitary or Pack (1d4+1)
Challenge Rating: 8
Treasure: None or 50% normal
Alignment: Neutral Evil
Mothers&8217; Brood spiders understand but don&8217;t speak common.
Combat:
Mother&8217;s Brood spiders prefer to attack with stealth and surprise. They will try and incapacitate as much of the part as possible before launching attacks on hopefully weakened foes. They will normally harrie there foes for several hours trying to anger them into splitting up or making other mistakes. A favored tactic is to pop out of hiding bite and sting a foe and then retreat into hiding again before their foe can react.
Burn: 5 times a day after a successful bite attack a spider can inject an acid into the target. This acid dose 2d8 pts of dmg the next round and 1d8 the third round. The acid creates an incredible painful burning sensation.
Webs: Mother&8217;s Brood spiders can shoot webbing every d4 rounds. This webbing can take one of two effects. Web as a 5th lvl wizard (save DC 18) or Strands of web that can trap a single opponent of large size or smaller (Touch attack to hit. Str check DC25 to burst, 10 points of slashing damage, or 5pts of fire damage though this dose equal damage to the trapped creature). The single target web makes it impossible for the webbed target to use any weapons, other than small weapons already in hand, or to move.
Poison: Fort save DC 20 or 1d8 str damage secondary damage unconsiousness for 1d4x10 minutes.
Hide: Mother&8217;s brood spiders get a +10 circumstance bonus to hide in low light conditions.
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Stone Troll: These brutes stand 10-15 feet tall and have been known to rip a man in half. Legend says stone trolls where originally carved from the roots of the mountains before being inhabited by evil spirits. There rock hard skin certainly seems to bear witness to this belief, as only the strongest of blows will pierce their rocky skin. They tend to use more complicated battle tactics than the common troll. They are especially known for there habit of shattering their foes weapons.
Large Giant
Hit Dice: 10d8+36 (107 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 23 (-1 size, +2 Dex, +12 natural)
Attacks: 2 claws +13 melee, bite +8 melee
Damage: Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Damage reduction 5/-, darkvision 90 ft.
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 23, Dex 14, Con 23, Int 8, Wis 9, Cha 6
Skills: Listen +5, Spot +5, Wilderness Lore +3
Feats: Sunder, Improved Sunder, Power Attack, scent (B)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Stone Trolls speak Giant.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent&8217;s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage
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Ice Troll
Type: Giant (Cold subtype)
Size: Large
Hit Dice: 12d8+ +3d10 (160)
Initiative: +1 (Dex)
Speed: 40
Armor Class: 27 (+5dex +5nat)
Attacks: Claw /Claw/Bite 19/19/14 or Weapon 19/14/9 (normally Giant Greatsword)
Damage: 2d8+8/2d8+8/1d6+4 or 4d6+12
Face/Reach: 10&8217;
Special Attacks: Rend 2d8+15
Special Qualities: Damage reduction 8/-, Shatter
Saves: Fort: +12 Ref: +6 Will: +7
Abilities: Str 27, Dex 13, Con 22, Int 8, Wis 9, Cha 6
Skills: Wilderness Lore: 6, Hide* 6, Spot 4, Listen 3
Feats: Power Attack, Reckless Attack, Greater Resiliency, Cleave, Scent, Large and in Charge, Run
Climate/Terrain: Mountain, Cold
Organization: Solitary, Pair or Group (1d4+2)
Challenge Rating: 15
Treasure: Normal
Alignment: Chaotic Evil
Advancement: Large 13-15HD, Huge 16-20HD
Shatter: Any strike against an Ice Troll causes shards of ice to fly outward damaging the attacker and anyone near him. Anyone who hits an Ice troll in melee must make ref save DC 10+1/2 damage dealt or suffer ½ the dmg of his or her attack. A successful save reduces this to ¼ damage. Those standing next to the troll and adjacent to the attacker must make Ref saves DC 10+ ¼ the dmg delt or take ¼ the attacks dmg. A successful save reduces this to no damage. If the Ice troll is advanced to Huge any shatter that deals more than 10 points of damage also has a chance to blind; ref save DC 10 to avoid. The blindness lasts for 10 rounds or the character takes a standard action to clear the ice from their eyes.
Reckless Attack: This works as power attack except you lose 1 point of AC for 1 point of dmg. As per power attack the max is your BAB. (In this case 12)
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent&8217;s body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage
*Ice trolls get +5 to hide rolls in snowy or icy areas.
Ice Trolls speak Giant.
Goblin or Goblin Orc: This small breed of Orcs are expert marksmen. After the Common Orc Goblins make up the next largest percentage of the Orcish armies. They often ride on wargs and harry foes from a distance when possible.
Small Size: Orc
Hit Dice: 1d6 (4hps)
Initiative: +4 (+4 Dex)
Speed: 20 ft
AC:18 (Size +1, Dex +4, Armor +3)
Face/Reach: 5 feet by 5 feet/5 feet
Attacks: Shortbow +5 or Shortsword +1
Damage: 1d6 or 1d6
SA: None
SQ: None
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10, Dex 18, Con 12
Int 10, Wis 10, Cha 10
Skills: Hide +4, Move Silently +4, Ride +2
Feats:Rapid Shot
Fav Class: Rogue
Normal stuff: Studded Leather, Shortbow, Shortsword.
CR 1/2
********
Loper: These beasts are almost all leg and arm. They use two heavy bladed gauntlets that they use to strike with as they leap onto thier foes. Lopers run and fight on all fours and can only stand for short periods of time. Their saliva is filled with mind affecting toxins.
Medium Size: Orc
Hit Dice: 5d8 (39hps)
Initiative: +2 (+2 Dex)
Speed: 50 ft
AC: 17 (Dex +3, Natural AC +4)
Face/Reach: 5 feet by 5 feet/5 feet
Attacks: 2 Gauntlets +9, Bite +4
Damage: 1d10+4, Bite 1d4+4, Rake 2d6+4
SA: Pounce, Rake (+4* x2) 1d6+4
SQ: Bite Causes Confusion for 1d6 hours (Fort 15)
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 18, Dex 16, Con 15
Int 6, Wis 8, Cha 6
Skills: Jump 12, Spot 0
Feats: Run (fake feet this is a racial ability), Dodge, Mobility
CR:5
**********
Name
Mother&8217;s brood (Devil spiders)
Type: Aberration (Spider)
Size: Medium
Hit Dice: 11d8 (70)
Initiative: +9
Speed: 40, Climb 30
Armor Class: 20 (+5dex +5nat)
Attacks: Bite +17 Sting +9
Damage: 3d8+6, 1d4+3
Face/Reach: 5&8217;
Special Attacks: Burn (Ex), Webs (Ex), Poison (Ex)
Special Qualities: Hide (Su),
Saves: Fort:+5 Ref:+8 Will:+7
Abilities: Str 15, Dex 21, Con 15, Int 14, Wis 10, Cha 6
Skills: Hide +15, Jump +10, Spot +12, Search +13, Trap Making 10, Bluff 3,
Feats: Weapon Finesse (bite), Alertness, Improved Initiative
Climate/Terrain: Forrest, Underground, Any
Organization: Solitary or Pack (1d4+1)
Challenge Rating: 8
Treasure: None or 50% normal
Alignment: Neutral Evil
Mothers&8217; Brood spiders understand but don&8217;t speak common.
Combat:
Mother&8217;s Brood spiders prefer to attack with stealth and surprise. They will try and incapacitate as much of the part as possible before launching attacks on hopefully weakened foes. They will normally harrie there foes for several hours trying to anger them into splitting up or making other mistakes. A favored tactic is to pop out of hiding bite and sting a foe and then retreat into hiding again before their foe can react.
Burn: 5 times a day after a successful bite attack a spider can inject an acid into the target. This acid dose 2d8 pts of dmg the next round and 1d8 the third round. The acid creates an incredible painful burning sensation.
Webs: Mother&8217;s Brood spiders can shoot webbing every d4 rounds. This webbing can take one of two effects. Web as a 5th lvl wizard (save DC 18) or Strands of web that can trap a single opponent of large size or smaller (Touch attack to hit. Str check DC25 to burst, 10 points of slashing damage, or 5pts of fire damage though this dose equal damage to the trapped creature). The single target web makes it impossible for the webbed target to use any weapons, other than small weapons already in hand, or to move.
Poison: Fort save DC 20 or 1d8 str damage secondary damage unconsiousness for 1d4x10 minutes.
Hide: Mother&8217;s brood spiders get a +10 circumstance bonus to hide in low light conditions.
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Stone Troll: These brutes stand 10-15 feet tall and have been known to rip a man in half. Legend says stone trolls where originally carved from the roots of the mountains before being inhabited by evil spirits. There rock hard skin certainly seems to bear witness to this belief, as only the strongest of blows will pierce their rocky skin. They tend to use more complicated battle tactics than the common troll. They are especially known for there habit of shattering their foes weapons.
Large Giant
Hit Dice: 10d8+36 (107 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 23 (-1 size, +2 Dex, +12 natural)
Attacks: 2 claws +13 melee, bite +8 melee
Damage: Claw 1d6+6, bite 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Damage reduction 5/-, darkvision 90 ft.
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 23, Dex 14, Con 23, Int 8, Wis 9, Cha 6
Skills: Listen +5, Spot +5, Wilderness Lore +3
Feats: Sunder, Improved Sunder, Power Attack, scent (B)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Stone Trolls speak Giant.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent&8217;s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage
*******
Ice Troll
Type: Giant (Cold subtype)
Size: Large
Hit Dice: 12d8+ +3d10 (160)
Initiative: +1 (Dex)
Speed: 40
Armor Class: 27 (+5dex +5nat)
Attacks: Claw /Claw/Bite 19/19/14 or Weapon 19/14/9 (normally Giant Greatsword)
Damage: 2d8+8/2d8+8/1d6+4 or 4d6+12
Face/Reach: 10&8217;
Special Attacks: Rend 2d8+15
Special Qualities: Damage reduction 8/-, Shatter
Saves: Fort: +12 Ref: +6 Will: +7
Abilities: Str 27, Dex 13, Con 22, Int 8, Wis 9, Cha 6
Skills: Wilderness Lore: 6, Hide* 6, Spot 4, Listen 3
Feats: Power Attack, Reckless Attack, Greater Resiliency, Cleave, Scent, Large and in Charge, Run
Climate/Terrain: Mountain, Cold
Organization: Solitary, Pair or Group (1d4+2)
Challenge Rating: 15
Treasure: Normal
Alignment: Chaotic Evil
Advancement: Large 13-15HD, Huge 16-20HD
Shatter: Any strike against an Ice Troll causes shards of ice to fly outward damaging the attacker and anyone near him. Anyone who hits an Ice troll in melee must make ref save DC 10+1/2 damage dealt or suffer ½ the dmg of his or her attack. A successful save reduces this to ¼ damage. Those standing next to the troll and adjacent to the attacker must make Ref saves DC 10+ ¼ the dmg delt or take ¼ the attacks dmg. A successful save reduces this to no damage. If the Ice troll is advanced to Huge any shatter that deals more than 10 points of damage also has a chance to blind; ref save DC 10 to avoid. The blindness lasts for 10 rounds or the character takes a standard action to clear the ice from their eyes.
Reckless Attack: This works as power attack except you lose 1 point of AC for 1 point of dmg. As per power attack the max is your BAB. (In this case 12)
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent&8217;s body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage
*Ice trolls get +5 to hide rolls in snowy or icy areas.
Ice Trolls speak Giant.