the Jester
Legend
RUST MONSTER
Rust Monster
Medium beast 5th level controller
Hit Dice: 3d8+3 (16 hp); AC: 15
Melee: +3; Fort: 13
Ranged: +0; Reflex: 13
Spell: +0; Will: 14
Perceptions: Lowlight vision, scent
Initiative +0; Speed 30'
Languages -
Str 14, Int 4, Wis 12, Dex 10, Con 10, Cha 10
TRAITS
Rusting Hide: Rust monsters have a +2 bonus to AC. If a metal weapon hits the rust monster, the rust monster gains resist 5 against the attack and the weapon gains a wear point.
TRIGGERED ACTIONS
Lashing Antennae (recharges on a 15+): Trigger (reaction): An enemy hits the rust monster with a melee attack. Effect: The rust monster makes a rusting antennae attack at the triggering enemy.
STANDARD ACTIONS
Bite: +3 vs. AC; 1d2 damage.
Rusting Antennae: +3 vs. Reflex (reach 10'); one of the target's items gains a wear point. The item is the first one in this list that the target is wearing or bearing that is metal: armor, shield, weapon wielded, other weapon, cloak, gauntlets, belt, boots.
SAHUAGIN
Sahuagin
Medium humanoid 1st level brute (aquatic)
Hit Dice: 1d10+8 (13 hp); AC: 12 (plus see aquatic)
Melee: +1; Fort: 15 (plus see aquatic)
Ranged: +0; Reflex: 13 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)
Perceptions: Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin
Str 15, Int 11, Wis 13, Dex 10, Con 13, Cha 13
TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin: Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.
STANDARD ACTIONS
Spear: +4 vs. AC (reach 10'); 1d6+1/x3 damage.
MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.
Skill Bonuses +2 on checks involving the ocean
Equipment sea shell armor, spear
Sahuagin Raider
Medium humanoid 3rd level brute (aquatic)
Hit Dice: 3d10+20 (36 hp); AC: 14 (plus see aquatic)
Melee: +2; Fort: 18 (plus see aquatic)
Ranged: +0; Reflex: 14 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)
Perceptions Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin
Str 16, Int 11, Wis 13, Dex 12, Con 15, Cha 13
TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin: Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.
STANDARD ACTIONS
Spear: +5 vs. AC (reach 10'); 1d6+1/x3 damage.
Raider's Strike (recharges on a 13+): +5 vs. AC (reach 10'); 1d6+3/x3 damage and the target is knocked prone.
MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.
Skill Bonuses +2 on checks involving the ocean
Equipment turtle shell armor, spear
SKELETON
Decrepit Skeleton
Medium humanoid 1st level soldier (undead)
Hit Dice: 1d8 (4 hp); AC: 14
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 10
Ranged: +0; Reflex: 15
Spell: +0; Will: 13
Perceptions: Darkvision
Initiative +1; Speed 6
Languages -
Str 12, Int 5, Wis 10, Dex 15, Con 2, Cha 4
TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.
STANDARD ACTIONS
Bony Claws: +2 vs. AC; 1d4 damage.
Equipment Tattered armor
Skeleton Guard
Medium humanoid 2nd level soldier (undead)
Hit Dice: 2d8+3 (12 hp); AC: 16
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 14
Ranged: +0; Reflex: 15
Spell: +0; Will: 13
Perceptions: Darkvision
Initiative +1; Speed 5
Languages -
Str 14, Int 5, Wis 10, Dex 15, Con 10, Cha 4
TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.
TRIGGERED ACTIONS
Swift Opportunity: Trigger: An enemy provokes an opportunity attack from the skeleton guard; Effect: The skeleton guard gets a +2 bonus to its opportunity attack and damage.
STANDARD ACTIONS
Broad sword: +3 vs. AC; 1d8/19-20 damage.
Equipment chain mail, broadsword
SPIDER
SPIDER SWARM
Medium beast 1st level skirmisher/1st level controller
Hit Dice: 1d6+1d8+3 (11 hp); AC: 12
Resist/Vulnerable See Swarm
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +0; Speed 6, climb 5 (spider climb)
Languages -
Str 1, Int 1, Wis 13, Dex 17, Con 10, Cha 8
TRAITS
Swarm: A swarm takes half damage from single-target attacks and double damage from area or close attacks.
TRIGGERED ACTIONS
Swarm Attack: Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a thousand bites attack at the target.
STANDARD ACTIONS
Thousand Bites (poison): Targets each creature adjacent to the swarm; +1 vs. AC; 1d4 damage plus ongoing 1 damage (save ends on a 13+) and poison (ongoing 1d2 Dexterity damage) (save ends on a 10+)
MOVE ACTIONS
Web Slick (recharges on a 13+): The spider swarm moves its speed and leaves webs in one square that it passed through during this movement. A creature must make a Strength check on 4d6 to leave a square of webs.
Giant Gray Spider
Tiny beast 1st level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +0; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -
Str 4, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Tiny: The giant gray spider doesn't get a bonus kicker of 1/3 its hit points, but it gets a +2 bonus to AC.
STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)
Giant Jumping Spider
Small beast 2nd level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -
Str 7, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Scuttler: Because of its constant scuttling movements, a giant jumping spider gets a +2 bonus to AC and a +1 bonus to initiative.
STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)
MOVE ACTIONS
Leap: The giant jumping spider leaps 20' without provoking opportunity attacks.
Giant Tarantella Spider
Medium beast 1st level skirmisher/4th level controller
Hit Dice: 1d6+2d8+3 (15 hp); AC: 14
Melee: +3; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -
Str 15, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Expert Biter: A giant tarantella gets a +2 bonus on attack and damage rolls with its bite attack and a +1 bonus to initiative.
STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d3+2 damage plus poison (ongoing 1d3 Wisdom damage and the target dances, moving 3 squares in a random direction at the start of each round and granting combat advantage; save ends on a 12+).
Giant Black Widow Spider
Medium beast 4th level skirmisher/2nd level brute
Hit Dice: 2d8+2d10+15 (35 hp); AC: 11
Melee: +3; Fort: 10+2
Ranged: +0; Reflex: 10+2
Spell: +0; Will: 10
Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -
Str 15, Int 1, Wis 13, Dex 14, Con 16, Cha 8
TRAITS
Expert Biter: A giant black widow gets a +2 bonus on attack and damage rolls with its bite attack.
STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d6+2 damage plus poison (ongoing 1d4 Constitution damage; save ends on a 12+).
Rust Monster
Medium beast 5th level controller
Hit Dice: 3d8+3 (16 hp); AC: 15
Melee: +3; Fort: 13
Ranged: +0; Reflex: 13
Spell: +0; Will: 14
Perceptions: Lowlight vision, scent
Initiative +0; Speed 30'
Languages -
Str 14, Int 4, Wis 12, Dex 10, Con 10, Cha 10
TRAITS
Rusting Hide: Rust monsters have a +2 bonus to AC. If a metal weapon hits the rust monster, the rust monster gains resist 5 against the attack and the weapon gains a wear point.
TRIGGERED ACTIONS
Lashing Antennae (recharges on a 15+): Trigger (reaction): An enemy hits the rust monster with a melee attack. Effect: The rust monster makes a rusting antennae attack at the triggering enemy.
STANDARD ACTIONS
Bite: +3 vs. AC; 1d2 damage.
Rusting Antennae: +3 vs. Reflex (reach 10'); one of the target's items gains a wear point. The item is the first one in this list that the target is wearing or bearing that is metal: armor, shield, weapon wielded, other weapon, cloak, gauntlets, belt, boots.
SAHUAGIN
Sahuagin
Medium humanoid 1st level brute (aquatic)
Hit Dice: 1d10+8 (13 hp); AC: 12 (plus see aquatic)
Melee: +1; Fort: 15 (plus see aquatic)
Ranged: +0; Reflex: 13 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)
Perceptions: Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin
Str 15, Int 11, Wis 13, Dex 10, Con 13, Cha 13
TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin: Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.
STANDARD ACTIONS
Spear: +4 vs. AC (reach 10'); 1d6+1/x3 damage.
MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.
Skill Bonuses +2 on checks involving the ocean
Equipment sea shell armor, spear
Sahuagin Raider
Medium humanoid 3rd level brute (aquatic)
Hit Dice: 3d10+20 (36 hp); AC: 14 (plus see aquatic)
Melee: +2; Fort: 18 (plus see aquatic)
Ranged: +0; Reflex: 14 (plus see aquatic)
Spell: +0; Will: 14 (plus see aquatic)
Perceptions Green eyes
Initiative +1 (plus see aquatic); Speed 25', swim 40'
Languages Sahuagin
Str 16, Int 11, Wis 13, Dex 12, Con 15, Cha 13
TRAITS
Aquatic: An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.
Sahuagin: Sahuagin get a +1 bonus to AC, initiative, melee and ranged attacks and melee damage. A sahuagin that is out of water for more than an hour takes 1d4 points of Constitution damage and an additional 1d6 points per hour thereafter.
STANDARD ACTIONS
Spear: +5 vs. AC (reach 10'); 1d6+1/x3 damage.
Raider's Strike (recharges on a 13+): +5 vs. AC (reach 10'); 1d6+3/x3 damage and the target is knocked prone.
MINOR ACTIONS
Claw (recharge 6+): The sahuagin makes the following attack. If it is wielding its spear, it releases one hand's grip on it and then re-readies the spear as a part of this action. +4 vs. AC; 1d3 damage.
Skill Bonuses +2 on checks involving the ocean
Equipment turtle shell armor, spear
SKELETON
Decrepit Skeleton
Medium humanoid 1st level soldier (undead)
Hit Dice: 1d8 (4 hp); AC: 14
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 10
Ranged: +0; Reflex: 15
Spell: +0; Will: 13
Perceptions: Darkvision
Initiative +1; Speed 6
Languages -
Str 12, Int 5, Wis 10, Dex 15, Con 2, Cha 4
TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.
STANDARD ACTIONS
Bony Claws: +2 vs. AC; 1d4 damage.
Equipment Tattered armor
Skeleton Guard
Medium humanoid 2nd level soldier (undead)
Hit Dice: 2d8+3 (12 hp); AC: 16
Resist 5 cold, 10 piercing, 5 slashing
Melee: +1; Fort: 14
Ranged: +0; Reflex: 15
Spell: +0; Will: 13
Perceptions: Darkvision
Initiative +1; Speed 5
Languages -
Str 14, Int 5, Wis 10, Dex 15, Con 10, Cha 4
TRAITS
Skeleton: Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.
TRIGGERED ACTIONS
Swift Opportunity: Trigger: An enemy provokes an opportunity attack from the skeleton guard; Effect: The skeleton guard gets a +2 bonus to its opportunity attack and damage.
STANDARD ACTIONS
Broad sword: +3 vs. AC; 1d8/19-20 damage.
Equipment chain mail, broadsword
SPIDER
SPIDER SWARM
Medium beast 1st level skirmisher/1st level controller
Hit Dice: 1d6+1d8+3 (11 hp); AC: 12
Resist/Vulnerable See Swarm
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +0; Speed 6, climb 5 (spider climb)
Languages -
Str 1, Int 1, Wis 13, Dex 17, Con 10, Cha 8
TRAITS
Swarm: A swarm takes half damage from single-target attacks and double damage from area or close attacks.
TRIGGERED ACTIONS
Swarm Attack: Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a thousand bites attack at the target.
STANDARD ACTIONS
Thousand Bites (poison): Targets each creature adjacent to the swarm; +1 vs. AC; 1d4 damage plus ongoing 1 damage (save ends on a 13+) and poison (ongoing 1d2 Dexterity damage) (save ends on a 10+)
MOVE ACTIONS
Web Slick (recharges on a 13+): The spider swarm moves its speed and leaves webs in one square that it passed through during this movement. A creature must make a Strength check on 4d6 to leave a square of webs.
Giant Gray Spider
Tiny beast 1st level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +0; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -
Str 4, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Tiny: The giant gray spider doesn't get a bonus kicker of 1/3 its hit points, but it gets a +2 bonus to AC.
STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)
Giant Jumping Spider
Small beast 2nd level skirmisher
Hit Dice: 1d6 (3 hp); AC: 14
Melee: +1; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -
Str 7, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Scuttler: Because of its constant scuttling movements, a giant jumping spider gets a +2 bonus to AC and a +1 bonus to initiative.
STANDARD ACTIONS
Bite (poison): +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)
MOVE ACTIONS
Leap: The giant jumping spider leaps 20' without provoking opportunity attacks.
Giant Tarantella Spider
Medium beast 1st level skirmisher/4th level controller
Hit Dice: 1d6+2d8+3 (15 hp); AC: 14
Melee: +3; Fort: 13
Ranged: +0; Reflex: 16
Spell: +0; Will: 14
Perceptions Tremorsense in webs
Initiative +1; Speed 30', climb 25' (spider climb)
Languages -
Str 15, Int 1, Wis 13, Dex 17, Con 11, Cha 8
TRAITS
Expert Biter: A giant tarantella gets a +2 bonus on attack and damage rolls with its bite attack and a +1 bonus to initiative.
STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d3+2 damage plus poison (ongoing 1d3 Wisdom damage and the target dances, moving 3 squares in a random direction at the start of each round and granting combat advantage; save ends on a 12+).
Giant Black Widow Spider
Medium beast 4th level skirmisher/2nd level brute
Hit Dice: 2d8+2d10+15 (35 hp); AC: 11
Melee: +3; Fort: 10+2
Ranged: +0; Reflex: 10+2
Spell: +0; Will: 10
Perceptions Tremorsense in webs
Initiative +0; Speed 30', climb 25' (spider climb)
Languages -
Str 15, Int 1, Wis 13, Dex 14, Con 16, Cha 8
TRAITS
Expert Biter: A giant black widow gets a +2 bonus on attack and damage rolls with its bite attack.
STANDARD ACTIONS
Bite (poison): +5 vs. AC; 1d6+2 damage plus poison (ongoing 1d4 Constitution damage; save ends on a 12+).