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<blockquote data-quote="the Jester" data-source="post: 5509131" data-attributes="member: 1210"><p><span style="font-size: 15px"><u><strong>GHOUL</strong></u></span></p><p></p><p><span style="font-size: 12px">Ghoul</span></p><p>Medium humanoid 3rd level controller (undead)</p><p>Hit Dice: 2d8+3 (12 hp); AC: 15</p><p>Melee: +2; Fort: 13</p><p>Ranged: +0; Reflex: 14</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Darkvision </p><p>Initiative +1; Speed 30' </p><p>Languages Common</p><p></p><p>Str 15, Int 7, Wis 12, Dex 13, Con 10, Cha 9</p><p></p><p><strong>TRAITS</strong></p><p><em>Ghoul:</em> Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Feast: </em>Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claws: </em>+2 vs. AC; 1d6+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+).</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Bite:</em> +2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+). </p><p></p><p>Skill Bonuses: +3 to checks involving stealth</p><p></p><p><strong><span style="font-size: 12px">Ghast</span></strong></p><p>Medium humanoid 3rd level controller/3rd level leader (undead)</p><p>Hit Dice: 4d8+3 (21 hp); AC: 15</p><p>Melee: +3; Fort: 13</p><p>Ranged: +0; Reflex: 14</p><p>Spell: +0; Will: 16</p><p></p><p>Perceptions: Darkvision </p><p>Initiative +1; Speed 30' </p><p>Languages Common</p><p></p><p>Str 16, Int 9, Wis 14, Dex 13, Con 10, Cha 13</p><p></p><p><strong>TRAITS</strong></p><p><em>Ghoul:</em> Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Feast:</em> Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claws:</em> +3 vs. AC; 1d6+2 damage and the target is immobilized (save ends on an 14+); if the target is already immobilized, it is instead paralyzed (save ends on a 17+).</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Bite: </em>+2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+). </p><p></p><p>Skill Bonuses: +3 to checks involving stealth</p><p></p><p><u><span style="font-size: 15px"><strong>GOBLIN</strong></span></u></p><p></p><p><strong><span style="font-size: 12px">Goblin</span></strong></p><p>Small humanoid 1st level skirmisher (goblinoid, humanoid)</p><p>Hit Dice: 1d6+3 (6 hp); AC: 12</p><p>Melee: +0; Fort: 13</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Lowlight vision</p><p>Initiative +0; Speed 30'</p><p>Languages Common, Goblin</p><p></p><p>Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Goblin Tactics:</em> When a melee attack misses the goblin, it can shift 1 as a reaction.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Scimitar: </em>+2 vs. AC; 1d6/18-20 damage.</p><p></p><p>Skill Bonuses: +2 to stealth related skill checks</p><p>Equipment leather armor, scimitar</p><p></p><p><strong><span style="font-size: 12px">Goblin Archer</span></strong></p><p>Small humanoid 1st level skirmisher/2nd level artillery (goblinoid, humanoid)</p><p>Hit Dice: 2d6+3 (10 hp); AC: 13 (15 while wielding bow- see archery)</p><p>Melee: +0; Fort: 13</p><p>Ranged: +2; Reflex: 17</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Lowlight vision </p><p>Initiative +0; Speed 30'</p><p>Languages Common, Goblin</p><p></p><p>Str 8, Int 9, Wis 10, Dex 16, Con 9, Cha 8</p><p></p><p></p><p><strong>TRAITS</strong></p><p><em>Archery:</em> While the goblin archer wields a bow, it gains a +2 bonus to AC.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Goblin Tactics:</em> When a melee attack misses the goblin, it can shift 1 as a reaction.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Shortsword:</em> +2 vs. AC; 1d6/18-20 damage.</p><p><em>Shortbow:</em> +5 vs. AC (range 6); 1d6/x3 damage.</p><p></p><p>Skill Bonuses: +2 to stealth related skill checks</p><p>Equipment leather armor, short sword, shortbow, 20 arrows</p><p></p><p><strong><span style="font-size: 12px">Goblin Warrior</span></strong></p><p>Small humanoid 1st level skirmisher/1st level soldier (goblinoid, humanoid)</p><p>Hit Dice: 1d6+1d8+3 (11 hp); AC: 16</p><p>Melee: +1; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Lowlight vision </p><p>Initiative +0; Speed 25'</p><p>Languages Common, Goblin</p><p></p><p>Str 13, Int 9, Wis 10, Dex 13, Con 9, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Helm:</em> -1 crit severity.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Goblin Tactics:</em> When a melee attack misses the goblin, it can shift 1 as a reaction.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Scimitar: </em>+3 vs. AC; 1d6/18-20 damage.</p><p></p><p>Skill Bonuses: +2 to stealth related skill checks</p><p>Equipment chain mail, light shield, helm, scimitar</p><p></p><p><strong><span style="font-size: 12px">Goblin Chieftain</span></strong></p><p>Small humanoid 1st level skirmisher/2nd level leader (goblinoid, humanoid)</p><p>Hit Dice: 1d6+2d8+3 (15 hp); AC: 12</p><p>Melee: +0; Fort: 13</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Lowlight vision </p><p>Initiative +0; Speed 30'</p><p>Languages Common, Goblin</p><p></p><p>Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Leadership:</em> Allied goblinoids within 20' gain a +1 bonus to initiative.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Goblin Tactics:</em> When a melee attack misses the goblin, it can shift 1 as a reaction.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Scimitar:</em> +2 vs. AC; 1d6/18-20 damage.</p><p><em>Shortbow:</em> +2 vs. AC (range 6); 1d6/x3 damage.</p><p></p><p>Skill Bonuses: +2 to stealth related skill checks</p><p>Equipment leather armor, scimitar, shortbow, 20 arrows</p><p></p><p><strong><u><span style="font-size: 15px">GOLEM</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Iron Golem</span></strong></p><p>Large humanoid 10th level soldier/6th level brute</p><p>Hit Dice: 10d8+6d10+38 (116 hp); AC: 21 (see also spell immunity)</p><p>Immunity see spell immunity</p><p>DR 15/adamantine</p><p>Melee: +8; Fort: 31 (see also spell immunity)</p><p>Ranged: +0; Reflex: 12 (see also spell immunity)</p><p>Spell: +0; Will: 13 (see also spell immunity)</p><p></p><p>Perceptions: Darkvision</p><p>Initiative -1; Speed 20'</p><p>Languages usually none </p><p></p><p>Str 30, Int 3, Wis 10, Dex 7, Con 24, Cha 5</p><p></p><p><strong>TRAITS</strong></p><p><em>Golem:</em> A golem gets a +2 bonus to melee and spell attacks and melee damage and takes a -1 penalty to initiative.</p><p><em>Iron Body:</em> Because it is made of iron, the iron golem gets a +4 bonus to AC and Fortitude.</p><p><em>Spell Immunity:</em> Spell attacks automatically miss the golem.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Poisonous Breath (poison) (recharges on a 13+):</em> The golem breathes out a cloud of greenish vapors in a 20' blast. It makes the following attack on each creature in the blast: +2 vs. Fortitude; 2d6 Constitution poison damage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Large Greatsword: </em>+11 vs. AC; 2d10+2 damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5509131, member: 1210"] [SIZE="4"][U][B]GHOUL[/B][/U][/SIZE] [SIZE="3"]Ghoul[/SIZE] Medium humanoid 3rd level controller (undead) Hit Dice: 2d8+3 (12 hp); AC: 15 Melee: +2; Fort: 13 Ranged: +0; Reflex: 14 Spell: +0; Will: 14 Perceptions: Darkvision Initiative +1; Speed 30' Languages Common Str 15, Int 7, Wis 12, Dex 13, Con 10, Cha 9 [B]TRAITS[/b] [i]Ghoul:[/i] Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power. [B]FULL ACTIONS[/B] [I]Feast: [/I]Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage. [B]STANDARD ACTIONS[/B] [I]Claws: [/I]+2 vs. AC; 1d6+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+). [B]MINOR ACTIONS[/B] [I]Bite:[/I] +2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+). Skill Bonuses: +3 to checks involving stealth [B][SIZE="3"]Ghast[/SIZE][/B] Medium humanoid 3rd level controller/3rd level leader (undead) Hit Dice: 4d8+3 (21 hp); AC: 15 Melee: +3; Fort: 13 Ranged: +0; Reflex: 14 Spell: +0; Will: 16 Perceptions: Darkvision Initiative +1; Speed 30' Languages Common Str 16, Int 9, Wis 14, Dex 13, Con 10, Cha 13 [B]TRAITS[/B] [I]Ghoul:[/I] Ghouls get a +1 bonus to initiative, a +2 bonus to AC and melee damage, and a +1d6 severity bonus to critical hits caused by their claws or bite. If a ghoul starts its turn next to a paralyzed enemy, it must use its feast power. [B]FULL ACTIONS[/B] [I]Feast:[/I] Targets an adjacent paralyzed enemy; automatic hit; 2d4+2 damage. [B]STANDARD ACTIONS[/B] [I]Claws:[/I] +3 vs. AC; 1d6+2 damage and the target is immobilized (save ends on an 14+); if the target is already immobilized, it is instead paralyzed (save ends on a 17+). [B]MINOR ACTIONS[/B] [I]Bite: [/I]+2 vs. AC; 1d4+2 damage and the target is slowed (save ends on an 11+); if the target is already slowed, it is instead immobilized (save ends on a 12+); if the target is already immobilized, it is instead paralyzed (save ends on a 15+). Skill Bonuses: +3 to checks involving stealth [U][SIZE="4"][B]GOBLIN[/B][/SIZE][/U] [B][SIZE="3"]Goblin[/SIZE][/B] Small humanoid 1st level skirmisher (goblinoid, humanoid) Hit Dice: 1d6+3 (6 hp); AC: 12 Melee: +0; Fort: 13 Ranged: +0; Reflex: 15 Spell: +0; Will: 13 Perceptions: Lowlight vision Initiative +0; Speed 30' Languages Common, Goblin Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8 [B]TRIGGERED ACTIONS[/B] [I]Goblin Tactics:[/I] When a melee attack misses the goblin, it can shift 1 as a reaction. [B]STANDARD ACTIONS[/B] [I]Scimitar: [/I]+2 vs. AC; 1d6/18-20 damage. Skill Bonuses: +2 to stealth related skill checks Equipment leather armor, scimitar [B][SIZE="3"]Goblin Archer[/SIZE][/B] Small humanoid 1st level skirmisher/2nd level artillery (goblinoid, humanoid) Hit Dice: 2d6+3 (10 hp); AC: 13 (15 while wielding bow- see archery) Melee: +0; Fort: 13 Ranged: +2; Reflex: 17 Spell: +0; Will: 13 Perceptions: Lowlight vision Initiative +0; Speed 30' Languages Common, Goblin Str 8, Int 9, Wis 10, Dex 16, Con 9, Cha 8 [B]TRAITS[/B] [I]Archery:[/I] While the goblin archer wields a bow, it gains a +2 bonus to AC. [B]TRIGGERED ACTIONS[/B] [I]Goblin Tactics:[/I] When a melee attack misses the goblin, it can shift 1 as a reaction. [B]STANDARD ACTIONS[/B] [I]Shortsword:[/I] +2 vs. AC; 1d6/18-20 damage. [I]Shortbow:[/I] +5 vs. AC (range 6); 1d6/x3 damage. Skill Bonuses: +2 to stealth related skill checks Equipment leather armor, short sword, shortbow, 20 arrows [B][SIZE="3"]Goblin Warrior[/SIZE][/B] Small humanoid 1st level skirmisher/1st level soldier (goblinoid, humanoid) Hit Dice: 1d6+1d8+3 (11 hp); AC: 16 Melee: +1; Fort: 13 Ranged: +0; Reflex: 16 Spell: +0; Will: 13 Perceptions: Lowlight vision Initiative +0; Speed 25' Languages Common, Goblin Str 13, Int 9, Wis 10, Dex 13, Con 9, Cha 8 [B]TRAITS[/B] [I]Helm:[/I] -1 crit severity. [B]TRIGGERED ACTIONS[/B] [I]Goblin Tactics:[/I] When a melee attack misses the goblin, it can shift 1 as a reaction. [B]STANDARD ACTIONS[/B] [I]Scimitar: [/I]+3 vs. AC; 1d6/18-20 damage. Skill Bonuses: +2 to stealth related skill checks Equipment chain mail, light shield, helm, scimitar [B][SIZE="3"]Goblin Chieftain[/SIZE][/B] Small humanoid 1st level skirmisher/2nd level leader (goblinoid, humanoid) Hit Dice: 1d6+2d8+3 (15 hp); AC: 12 Melee: +0; Fort: 13 Ranged: +0; Reflex: 15 Spell: +0; Will: 14 Perceptions: Lowlight vision Initiative +0; Speed 30' Languages Common, Goblin Str 8, Int 9, Wis 10, Dex 13, Con 9, Cha 8 [B]TRAITS[/B] [I]Leadership:[/I] Allied goblinoids within 20' gain a +1 bonus to initiative. [B]TRIGGERED ACTIONS[/B] [I]Goblin Tactics:[/I] When a melee attack misses the goblin, it can shift 1 as a reaction. [B]STANDARD ACTIONS[/B] [I]Scimitar:[/I] +2 vs. AC; 1d6/18-20 damage. [I]Shortbow:[/I] +2 vs. AC (range 6); 1d6/x3 damage. Skill Bonuses: +2 to stealth related skill checks Equipment leather armor, scimitar, shortbow, 20 arrows [B][U][SIZE="4"]GOLEM[/SIZE][/U][/B] [B][SIZE="3"]Iron Golem[/SIZE][/B] Large humanoid 10th level soldier/6th level brute Hit Dice: 10d8+6d10+38 (116 hp); AC: 21 (see also spell immunity) Immunity see spell immunity DR 15/adamantine Melee: +8; Fort: 31 (see also spell immunity) Ranged: +0; Reflex: 12 (see also spell immunity) Spell: +0; Will: 13 (see also spell immunity) Perceptions: Darkvision Initiative -1; Speed 20' Languages usually none Str 30, Int 3, Wis 10, Dex 7, Con 24, Cha 5 [B]TRAITS[/B] [I]Golem:[/I] A golem gets a +2 bonus to melee and spell attacks and melee damage and takes a -1 penalty to initiative. [I]Iron Body:[/I] Because it is made of iron, the iron golem gets a +4 bonus to AC and Fortitude. [I]Spell Immunity:[/I] Spell attacks automatically miss the golem. [B]FULL ACTIONS[/B] [I]Poisonous Breath (poison) (recharges on a 13+):[/I] The golem breathes out a cloud of greenish vapors in a 20' blast. It makes the following attack on each creature in the blast: +2 vs. Fortitude; 2d6 Constitution poison damage. [B]STANDARD ACTIONS[/B] [I]Large Greatsword: [/I]+11 vs. AC; 2d10+2 damage. [/QUOTE]
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