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<blockquote data-quote="Umarth" data-source="post: 395674" data-attributes="member: 7235"><p>If you see any mistakes or areas for improvement let me know.</p><p></p><p>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.</p><p>Small Size: Orc</p><p>Hit Dice: 1d6 (4hps)</p><p>Initiative: +4 (+4 Dex)</p><p>Speed: 20 ft</p><p>AC:18 (Size +1, Dex +4, Armor +3)</p><p>Face/Reach: 5 feet by 5 feet/5 feet</p><p>Attacks: Shortbow +5 or Shortsword +1</p><p>Damage: 1d6 or 1d6</p><p>SA: None</p><p>SQ: None</p><p>Saves: Fort +2, Ref +1, Will +0</p><p>Abilities: Str 10, Dex 18, Con 12</p><p>Int 10, Wis 10, Cha 10</p><p>Skills: Hide +4, Move Silently +4, Ride +2</p><p>Feats:Rapid Shot</p><p>Fav Class: Rogue</p><p>Normal stuff: Studded Leather, Shortbow, Shortsword.</p><p></p><p>CR 1/2</p><p></p><p>********</p><p></p><p>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.</p><p>Medium Size: Orc</p><p>Hit Dice: 5d8 (39hps)</p><p>Initiative: +2 (+2 Dex)</p><p>Speed: 50 ft</p><p>AC: 17 (Dex +3, Natural AC +4)</p><p>Face/Reach: 5 feet by 5 feet/5 feet</p><p>Attacks: 2 Gauntlets +9, Bite +4 </p><p>Damage: 1d10+4, Bite 1d4+4, Rake 2d6+4</p><p>SA: Pounce, Rake (+4* x2) 1d6+4 </p><p>SQ: Bite Causes Confusion for 1d6 hours (Fort 15)</p><p>Saves: Fort +2, Ref +1, Will +0</p><p>Abilities: Str 18, Dex 16, Con 15</p><p>Int 6, Wis 8, Cha 6</p><p>Skills: Jump 12, Spot 0</p><p>Feats: Run (fake feet this is a racial ability), Dodge, Mobility</p><p>CR:5</p><p></p><p>**********</p><p></p><p>Name</p><p>Mother&8217;s brood (Devil spiders)</p><p>Type: Aberration (Spider)</p><p>Size: Medium</p><p>Hit Dice: 11d8 (70)</p><p>Initiative: +9</p><p>Speed: 40, Climb 30</p><p>Armor Class: 20 (+5dex +5nat)</p><p>Attacks: Bite +17 Sting +9</p><p>Damage: 3d8+6, 1d4+3</p><p>Face/Reach: 5&8217;</p><p>Special Attacks: Burn (Ex), Webs (Ex), Poison (Ex)</p><p>Special Qualities: Hide (Su),</p><p>Saves: Fort:+5 Ref:+8 Will:+7</p><p>Abilities: Str 15, Dex 21, Con 15, Int 14, Wis 10, Cha 6</p><p>Skills: Hide +15, Jump +10, Spot +12, Search +13, Trap Making 10, Bluff 3, </p><p>Feats: Weapon Finesse (bite), Alertness, Improved Initiative</p><p>Climate/Terrain: Forrest, Underground, Any</p><p>Organization: Solitary or Pack (1d4+1)</p><p>Challenge Rating: 8</p><p>Treasure: None or 50% normal</p><p>Alignment: Neutral Evil</p><p></p><p>Mothers&8217; Brood spiders understand but don&8217;t speak common.</p><p></p><p>Combat:</p><p>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. </p><p></p><p>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.</p><p>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.</p><p>Poison: Fort save DC 20 or 1d8 str damage secondary damage unconsiousness for 1d4x10 minutes.</p><p>Hide: Mother&8217;s brood spiders get a +10 circumstance bonus to hide in low light conditions.</p><p></p><p>********</p><p></p><p>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.</p><p></p><p>Large Giant</p><p>Hit Dice: 10d8+36 (107 hp)</p><p>Initiative: +2 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 23 (-1 size, +2 Dex, +12 natural)</p><p>Attacks: 2 claws +13 melee, bite +8 melee </p><p>Damage: Claw 1d6+6, bite 1d6+3</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Rend 2d6+9</p><p>Special Qualities: Damage reduction 5/-, darkvision 90 ft.</p><p>Saves: Fort +7, Ref +3, Will +2 </p><p>Abilities: Str 23, Dex 14, Con 23, Int 8, Wis 9, Cha 6</p><p>Skills: Listen +5, Spot +5, Wilderness Lore +3</p><p>Feats: Sunder, Improved Sunder, Power Attack, scent (B)</p><p>Climate/Terrain: Any land, aquatic, and underground</p><p>Organization: Solitary or gang (2-4)</p><p>Challenge Rating: 9</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: By character class</p><p>Stone Trolls speak Giant.</p><p>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</p><p></p><p>*******</p><p></p><p>Ice Troll</p><p>Type: Giant (Cold subtype)</p><p>Size: Large</p><p>Hit Dice: 12d8+ +3d10 (160)</p><p>Initiative: +1 (Dex)</p><p>Speed: 40</p><p>Armor Class: 27 (+5dex +5nat)</p><p>Attacks: Claw /Claw/Bite 19/19/14 or Weapon 19/14/9 (normally Giant Greatsword)</p><p>Damage: 2d8+8/2d8+8/1d6+4 or 4d6+12</p><p>Face/Reach: 10&8217;</p><p>Special Attacks: Rend 2d8+15 </p><p>Special Qualities: Damage reduction 8/-, Shatter</p><p>Saves: Fort: +12 Ref: +6 Will: +7</p><p>Abilities: Str 27, Dex 13, Con 22, Int 8, Wis 9, Cha 6</p><p>Skills: Wilderness Lore: 6, Hide* 6, Spot 4, Listen 3</p><p>Feats: Power Attack, Reckless Attack, Greater Resiliency, Cleave, Scent, Large and in Charge, Run</p><p>Climate/Terrain: Mountain, Cold</p><p>Organization: Solitary, Pair or Group (1d4+2)</p><p>Challenge Rating: 15</p><p>Treasure: Normal</p><p>Alignment: Chaotic Evil</p><p>Advancement: Large 13-15HD, Huge 16-20HD </p><p></p><p>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.</p><p>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)</p><p>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</p><p></p><p>*Ice trolls get +5 to hide rolls in snowy or icy areas.</p><p>Ice Trolls speak Giant.</p></blockquote><p></p>
[QUOTE="Umarth, post: 395674, member: 7235"] If you see any mistakes or areas for improvement let me know. 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. ******** 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. [/QUOTE]
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