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<blockquote data-quote="the Jester" data-source="post: 5508696" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">DRAGON</span></strong></p><p></p><p><strong><span style="font-size: 12px">White Dragon Hatchling</span></strong></p><p>Small beast 4th level brute/2nd level artillery</p><p>Hit Dice: 4d10+1d6+25 (50 hp); AC: 17</p><p>Immunity cold</p><p>Vulnerability 5 fire</p><p>Melee: +2; Fort: 23</p><p>Ranged: +2; Reflex: 19</p><p>Spell: +0; Will: 17</p><p></p><p>Perceptions: Darkvision, lowlight vision, scent </p><p>Initiative +0; Speed 30', fly 60' (clumsy)</p><p>Languages Draconic</p><p></p><p>Str 18, Int 5, Wis 12, Dex 14, Con 16, Cha 14</p><p></p><p><strong>TRAITS</strong></p><p><em>Dragon Hatchling:</em> Dragon hatchlings get a +6 bonus to AC and a +4 bonus to all other defenses, attacks, damage, recharge rolls and saving throws.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Bloodied Breath:</em> Trigger: The dragon becomes bloodied. Effect: Its breath weapon recharges and it uses it as a free action.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Breath Weapon (recharges on an 18+):</em> Close blast 5; +6 vs. Reflex; 3d6+4 cold damage and the target is slowed (save ends on a 10+).</p><p>Bite: +6 vs. AC; 1d4+4 damage.</p><p><strong></strong></p><p><strong>MOVE ACTIONS</strong></p><p><em>Ramming Flight:</em> The dragon flies at least 20' and up to 30' and makes the following attack on each adjacent enemy at the end of this move: +6 vs. AC; on a hit, the target is knocked prone and pushed 10'. The dragon may choose not to push one target.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Claw: </em>+6 vs. AC; 1d3+4 damage. </p><p></p><p><strong><span style="font-size: 15px">ELEMENTAL</span></strong></p><p></p><p><strong><span style="font-size: 12px">Lesser Fire Elemental </span></strong></p><p>Small ooze 3rd level skirmisher (fire)</p><p>Hit Dice: 2d6+4 (11 hp); AC: 12</p><p>Immunity fire</p><p>Vulnerability 5 cold</p><p>Melee: +1; Fort: 14</p><p>Ranged: +0; Reflex: 18</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions - </p><p>Initiative +0; Speed 50'</p><p>Languages Ignan </p><p></p><p>Str 6, Int 5, Wis 10, Dex 18, Con 12, Cha 14</p><p></p><p><strong>TRAITS</strong></p><p><em>Flame Body:</em> A lesser fire elemental sheds bright light in a 20' radius and dim light for an additional 20' beyond that. Any adjacent creature that hits a fire elemental with a melee attack, or any creature that hits a fire elemental with a natural weapon, takes 1d4 points of fire damage.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Flickering Flame:</em> Trigger (reaction): The lesser fire elemental shifts 10'.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Flame Touch:</em> +1 vs. Reflex; 1d4 fire damage and ongoing 2 fire (save ends on an 8+).</p><p></p><p><strong><span style="font-size: 15px">GARGOYLE</span></strong></p><p></p><p><strong><span style="font-size: 12px">Gargoyle</span></strong></p><p>Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier (earth)</p><p>Hit Dice: 1d10+1d6+3d8+9 (31 hp); AC: 18</p><p>Damage Reduction 10/+1 or adamantine</p><p>Melee: +4; Fort: 19</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Darkvision</p><p>Initiative +1; Speed 30', fly 50' (clumsy)</p><p>Languages Common, Terran </p><p></p><p>Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12</p><p></p><p><strong>TRAITS</strong></p><p><em>Stone Body: </em>The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude.</p><p><em>Gargoyle:</em> A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage.</p><p><strong></strong></p><p><strong>FULL ACTIONS</strong></p><p><em>Gargoyle Frenzy (recharges on a 10+): </em>The gargoyle makes a claws, bite and horn attack.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claws:</em> +5 vs. AC; 2d4 damage. </p><p><em>Bite: </em>+5 vs. AC; 1d4 damage.</p><p><em>Horn:</em> +5 vs. AC; 1d6 damage.</p><p><em>Flying Charge: </em>The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage. </p><p><em>Flyby Attack:</em> The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack. </p><p></p><p>Skill Bonuses +3 to checks involving stealth</p><p></p><p><strong><span style="font-size: 12px">Gargoyle Archer</span></strong></p><p>Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier/3rd level archer (earth)</p><p>Hit Dice: 1d10+1d6+4d8+9 (36 hp); AC: 19</p><p>Damage Reduction 10/+1 or adamantine</p><p>Melee: +4; Fort: 19</p><p>Ranged: +1; Reflex: 16</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Darkvision</p><p>Initiative +3; Speed 30', fly 50' (clumsy)</p><p>Languages Common, Terran </p><p></p><p>Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12</p><p></p><p><strong>TRAITS</strong></p><p><em>Stone Body: </em>The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude.</p><p><em>Gargoyle:</em> A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage..</p><p><em>Missile Weapon Style:</em> The gargoyle is always wielding his bow, so his bonuses for this weapon style are figured into his stat block. If he loses his bow, he takes a -2 penalty to initiative.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Gargoyle Frenzy (recharges on a 10+):</em> The gargoyle makes a claws, bite and horn attack.</p><p><em>Rapid Shot:</em> The gargoyle makes 3 longbow attacks at -2.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Longbow:</em> +5 vs. AC (range 50'); 1d8/x3 damage. If the target has cover, its AC bonus is reduced by 2.</p><p><em>Claws: </em>+5 vs. AC; 2d4 damage. </p><p><em>Bite: </em>+5 vs. AC; 1d4 damage.</p><p><em>Horn:</em> +5 vs. AC; 1d6 damage.</p><p><em>Flying Charge:</em> The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage. </p><p><em>Flyby Attack:</em> The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack. </p><p></p><p>Skill Bonuses +3 to checks involving stealth</p><p>Equipment longbow, 20 arrows</p></blockquote><p></p>
[QUOTE="the Jester, post: 5508696, member: 1210"] [B][SIZE="4"]DRAGON[/SIZE][/B] [B][SIZE="3"]White Dragon Hatchling[/SIZE][/B] Small beast 4th level brute/2nd level artillery Hit Dice: 4d10+1d6+25 (50 hp); AC: 17 Immunity cold Vulnerability 5 fire Melee: +2; Fort: 23 Ranged: +2; Reflex: 19 Spell: +0; Will: 17 Perceptions: Darkvision, lowlight vision, scent Initiative +0; Speed 30', fly 60' (clumsy) Languages Draconic Str 18, Int 5, Wis 12, Dex 14, Con 16, Cha 14 [B]TRAITS[/B] [I]Dragon Hatchling:[/I] Dragon hatchlings get a +6 bonus to AC and a +4 bonus to all other defenses, attacks, damage, recharge rolls and saving throws. [B]TRIGGERED ACTIONS[/B] [I]Bloodied Breath:[/I] Trigger: The dragon becomes bloodied. Effect: Its breath weapon recharges and it uses it as a free action. [B]STANDARD ACTIONS[/B] [I]Breath Weapon (recharges on an 18+):[/I] Close blast 5; +6 vs. Reflex; 3d6+4 cold damage and the target is slowed (save ends on a 10+). Bite: +6 vs. AC; 1d4+4 damage. [B] MOVE ACTIONS[/B] [I]Ramming Flight:[/I] The dragon flies at least 20' and up to 30' and makes the following attack on each adjacent enemy at the end of this move: +6 vs. AC; on a hit, the target is knocked prone and pushed 10'. The dragon may choose not to push one target. [B]MINOR ACTIONS[/B] [I]Claw: [/I]+6 vs. AC; 1d3+4 damage. [B][SIZE="4"]ELEMENTAL[/SIZE][/B] [B][SIZE="3"]Lesser Fire Elemental [/SIZE][/B] Small ooze 3rd level skirmisher (fire) Hit Dice: 2d6+4 (11 hp); AC: 12 Immunity fire Vulnerability 5 cold Melee: +1; Fort: 14 Ranged: +0; Reflex: 18 Spell: +0; Will: 13 Perceptions - Initiative +0; Speed 50' Languages Ignan Str 6, Int 5, Wis 10, Dex 18, Con 12, Cha 14 [B]TRAITS[/B] [I]Flame Body:[/I] A lesser fire elemental sheds bright light in a 20' radius and dim light for an additional 20' beyond that. Any adjacent creature that hits a fire elemental with a melee attack, or any creature that hits a fire elemental with a natural weapon, takes 1d4 points of fire damage. [B]TRIGGERED ACTIONS[/B] [I]Flickering Flame:[/I] Trigger (reaction): The lesser fire elemental shifts 10'. [B]STANDARD ACTIONS[/B] [I]Flame Touch:[/I] +1 vs. Reflex; 1d4 fire damage and ongoing 2 fire (save ends on an 8+). [B][SIZE="4"]GARGOYLE[/SIZE][/B] [B][SIZE="3"]Gargoyle[/SIZE][/B] Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier (earth) Hit Dice: 1d10+1d6+3d8+9 (31 hp); AC: 18 Damage Reduction 10/+1 or adamantine Melee: +4; Fort: 19 Ranged: +0; Reflex: 15 Spell: +0; Will: 14 Perceptions: Darkvision Initiative +1; Speed 30', fly 50' (clumsy) Languages Common, Terran Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12 [B]TRAITS[/B] [I]Stone Body: [/I]The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude. [I]Gargoyle:[/I] A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage. [B] FULL ACTIONS[/B] [I]Gargoyle Frenzy (recharges on a 10+): [/I]The gargoyle makes a claws, bite and horn attack. [B]STANDARD ACTIONS[/B] [I]Claws:[/I] +5 vs. AC; 2d4 damage. [I]Bite: [/I]+5 vs. AC; 1d4 damage. [I]Horn:[/I] +5 vs. AC; 1d6 damage. [I]Flying Charge: [/I]The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage. [I]Flyby Attack:[/I] The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack. Skill Bonuses +3 to checks involving stealth [B][SIZE="3"]Gargoyle Archer[/SIZE][/B] Medium humanoid 1st level brute/2nd level skirmisher/3rd level soldier/3rd level archer (earth) Hit Dice: 1d10+1d6+4d8+9 (36 hp); AC: 19 Damage Reduction 10/+1 or adamantine Melee: +4; Fort: 19 Ranged: +1; Reflex: 16 Spell: +0; Will: 14 Perceptions Darkvision Initiative +3; Speed 30', fly 50' (clumsy) Languages Common, Terran Str 18, Int 7, Wis 14, Dex 13, Con 14, Cha 12 [B]TRAITS[/B] [I]Stone Body: [/I]The gargoyle has a +5 bonus to AC and a +3 bonus to Fortitude. [I]Gargoyle:[/I] A gargoyle gets a +1 bonus to initiative, melee attacks and melee damage.. [I]Missile Weapon Style:[/I] The gargoyle is always wielding his bow, so his bonuses for this weapon style are figured into his stat block. If he loses his bow, he takes a -2 penalty to initiative. [B]FULL ACTIONS[/B] [I]Gargoyle Frenzy (recharges on a 10+):[/I] The gargoyle makes a claws, bite and horn attack. [I]Rapid Shot:[/I] The gargoyle makes 3 longbow attacks at -2. [B]STANDARD ACTIONS[/B] [I]Longbow:[/I] +5 vs. AC (range 50'); 1d8/x3 damage. If the target has cover, its AC bonus is reduced by 2. [I]Claws: [/I]+5 vs. AC; 2d4 damage. [I]Bite: [/I]+5 vs. AC; 1d4 damage. [I]Horn:[/I] +5 vs. AC; 1d6 damage. [I]Flying Charge:[/I] The gargoyle makes a flying charge and uses the following attack (this includes the gargoyle's bonus for charging): +7 vs. AC; 2d6 damage. [I]Flyby Attack:[/I] The gargoyle flies up to its speed and makes a claws attack at one creature during that movement. It does not trigger opportunity attacks when moving away from the target of that attack. Skill Bonuses +3 to checks involving stealth Equipment longbow, 20 arrows [/QUOTE]
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