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<blockquote data-quote="the Jester" data-source="post: 5521809" data-attributes="member: 1210"><p><strong><u><span style="font-size: 15px">RUST MONSTER</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Rust Monster</span></strong></p><p>Medium beast 5th level controller</p><p>Hit Dice: 3d8+3 (16 hp); AC: 15</p><p>Melee: +3; Fort: 13</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Lowlight vision, scent </p><p>Initiative +0; Speed 30'</p><p>Languages - </p><p></p><p>Str 14, Int 4, Wis 12, Dex 10, Con 10, Cha 10</p><p></p><p><strong>TRAITS</strong></p><p><em>Rusting Hide:</em> 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.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Lashing Antennae (recharges on a 15+):</em> 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.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite:</em> +3 vs. AC; 1d2 damage.</p><p><em>Rusting Antennae:</em> +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.</p><p></p><p><strong><u><span style="font-size: 15px">SAHUAGIN</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Sahuagin</span></strong></p><p>Medium humanoid 1st level brute (aquatic)</p><p>Hit Dice: 1d10+8 (13 hp); AC: 12 (plus see aquatic) </p><p>Melee: +1; Fort: 15 (plus see aquatic)</p><p>Ranged: +0; Reflex: 13 (plus see aquatic)</p><p>Spell: +0; Will: 14 (plus see aquatic)</p><p></p><p>Perceptions: Green eyes </p><p>Initiative +1 (plus see aquatic); Speed 25', swim 40'</p><p>Languages Sahuagin </p><p></p><p>Str 15, Int 11, Wis 13, Dex 10, Con 13, Cha 13</p><p></p><p><strong>TRAITS</strong></p><p><em>Aquatic:</em> An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water.</p><p><em>Sahuagin:</em> 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.</p><p><strong></strong></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Spear:</em> +4 vs. AC (reach 10'); 1d6+1/x3 damage. </p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Claw (recharge 6+):</em> 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.</p><p></p><p>Skill Bonuses +2 on checks involving the ocean</p><p>Equipment sea shell armor, spear</p><p></p><p></p><p><strong><span style="font-size: 12px">Sahuagin Raider </span></strong></p><p>Medium humanoid 3rd level brute (aquatic)</p><p>Hit Dice: 3d10+20 (36 hp); AC: 14 (plus see aquatic) </p><p>Melee: +2; Fort: 18 (plus see aquatic)</p><p>Ranged: +0; Reflex: 14 (plus see aquatic)</p><p>Spell: +0; Will: 14 (plus see aquatic)</p><p></p><p>Perceptions Green eyes </p><p>Initiative +1 (plus see aquatic); Speed 25', swim 40'</p><p>Languages Sahuagin </p><p></p><p>Str 16, Int 11, Wis 13, Dex 12, Con 15, Cha 13</p><p></p><p><strong>TRAITS</strong></p><p><em>Aquatic:</em> An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the <em>water.</em></p><p><em>Sahuagin:</em> 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.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Spear:</em> +5 vs. AC (reach 10'); 1d6+1/x3 damage. </p><p><em>Raider's Strike (recharges on a 13+):</em> +5 vs. AC (reach 10'); 1d6+3/x3 damage and the target is knocked prone.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><em>Claw (recharge 6+):</em> 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.</p><p></p><p>Skill Bonuses +2 on checks involving the ocean</p><p>Equipment turtle shell armor, spear</p><p></p><p></p><p><strong><u><span style="font-size: 15px">SKELETON</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Decrepit Skeleton</span></strong></p><p>Medium humanoid 1st level soldier (undead)</p><p>Hit Dice: 1d8 (4 hp); AC: 14</p><p>Resist 5 cold, 10 piercing, 5 slashing</p><p>Melee: +1; Fort: 10</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Darkvision </p><p>Initiative +1; Speed 6</p><p>Languages - </p><p></p><p>Str 12, Int 5, Wis 10, Dex 15, Con 2, Cha 4</p><p></p><p><strong>TRAITS</strong></p><p><em>Skeleton:</em> Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bony Claws:</em> +2 vs. AC; 1d4 damage. </p><p></p><p>Equipment Tattered armor</p><p></p><p><strong><span style="font-size: 12px">Skeleton Guard</span></strong></p><p>Medium humanoid 2nd level soldier (undead)</p><p>Hit Dice: 2d8+3 (12 hp); AC: 16</p><p>Resist 5 cold, 10 piercing, 5 slashing</p><p>Melee: +1; Fort: 14</p><p>Ranged: +0; Reflex: 15</p><p>Spell: +0; Will: 13</p><p></p><p>Perceptions: Darkvision </p><p>Initiative +1; Speed 5</p><p>Languages - </p><p></p><p>Str 14, Int 5, Wis 10, Dex 15, Con 10, Cha 4</p><p></p><p><strong>TRAITS</strong></p><p><em>Skeleton:</em> Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Swift Opportunity: </em>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. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Broad sword:</em> +3 vs. AC; 1d8/19-20 damage.</p><p></p><p>Equipment chain mail, broadsword</p><p></p><p><strong><u><span style="font-size: 15px">SPIDER</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">SPIDER SWARM</span></strong></p><p>Medium beast 1st level skirmisher/1st level controller</p><p>Hit Dice: 1d6+1d8+3 (11 hp); AC: 12</p><p>Resist/Vulnerable See Swarm</p><p>Melee: +1; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Tremorsense in webs </p><p>Initiative +0; Speed 6, climb 5 (spider climb)</p><p>Languages - </p><p></p><p>Str 1, Int 1, Wis 13, Dex 17, Con 10, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Swarm:</em> A swarm takes half damage from single-target attacks and double damage from area or close attacks. </p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><em>Swarm Attack:</em> Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a thousand bites attack at the target.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Thousand Bites (poison):</em> 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+)</p><p></p><p><strong>MOVE ACTIONS</strong></p><p><em>Web Slick (recharges on a 13+):</em> 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. </p><p></p><p><strong><span style="font-size: 12px">Giant Gray Spider</span></strong></p><p>Tiny beast 1st level skirmisher</p><p>Hit Dice: 1d6 (3 hp); AC: 14</p><p>Melee: +0; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Tremorsense in webs </p><p>Initiative +0; Speed 30', climb 25' (spider climb)</p><p>Languages - </p><p></p><p>Str 4, Int 1, Wis 13, Dex 17, Con 11, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Tiny:</em> The giant gray spider doesn't get a bonus kicker of 1/3 its hit points, but it gets a +2 bonus to AC.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite (poison): </em>+0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)</p><p></p><p></p><p><strong><span style="font-size: 12px">Giant Jumping Spider</span></strong></p><p>Small beast 2nd level skirmisher</p><p>Hit Dice: 1d6 (3 hp); AC: 14</p><p>Melee: +1; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Tremorsense in webs </p><p>Initiative +1; Speed 30', climb 25' (spider climb)</p><p>Languages - </p><p></p><p>Str 7, Int 1, Wis 13, Dex 17, Con 11, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Scuttler:</em> Because of its constant scuttling movements, a giant jumping spider gets a +2 bonus to AC and a +1 bonus to initiative.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite (poison):</em> +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+)</p><p></p><p><strong>MOVE ACTIONS</strong></p><p><em>Leap: </em>The giant jumping spider leaps 20' without provoking opportunity attacks.</p><p></p><p><strong>Giant Tarantella Spider</strong></p><p>Medium beast 1st level skirmisher/4th level controller</p><p>Hit Dice: 1d6+2d8+3 (15 hp); AC: 14</p><p>Melee: +3; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Tremorsense in webs </p><p>Initiative +1; Speed 30', climb 25' (spider climb)</p><p>Languages - </p><p></p><p>Str 15, Int 1, Wis 13, Dex 17, Con 11, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Expert Biter: </em>A giant tarantella gets a +2 bonus on attack and damage rolls with its bite attack and a +1 bonus to initiative.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite (poison):</em> +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+).</p><p></p><p><strong>Giant Black Widow Spider</strong></p><p>Medium beast 4th level skirmisher/2nd level brute</p><p>Hit Dice: 2d8+2d10+15 (35 hp); AC: 11</p><p>Melee: +3; Fort: 10+2</p><p>Ranged: +0; Reflex: 10+2</p><p>Spell: +0; Will: 10</p><p></p><p>Perceptions Tremorsense in webs </p><p>Initiative +0; Speed 30', climb 25' (spider climb)</p><p>Languages - </p><p></p><p>Str 15, Int 1, Wis 13, Dex 14, Con 16, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Expert Biter:</em> A giant black widow gets a +2 bonus on attack and damage rolls with its bite attack.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite (poison):</em> +5 vs. AC; 1d6+2 damage plus poison (ongoing 1d4 Constitution damage; save ends on a 12+).</p></blockquote><p></p>
[QUOTE="the Jester, post: 5521809, member: 1210"] [B][U][SIZE="4"]RUST MONSTER[/SIZE][/U][/B] [B][SIZE="3"]Rust Monster[/SIZE][/B] 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 [B]TRAITS[/B] [I]Rusting Hide:[/I] 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. [B]TRIGGERED ACTIONS[/B] [I]Lashing Antennae (recharges on a 15+):[/I] 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. [B]STANDARD ACTIONS[/B] [I]Bite:[/I] +3 vs. AC; 1d2 damage. [I]Rusting Antennae:[/I] +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. [B][U][SIZE="4"]SAHUAGIN[/SIZE][/U][/B] [B][SIZE="3"]Sahuagin[/SIZE][/B] 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 [B]TRAITS[/B] [I]Aquatic:[/I] An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the water. [I]Sahuagin:[/I] 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. [B] STANDARD ACTIONS[/B] [I]Spear:[/I] +4 vs. AC (reach 10'); 1d6+1/x3 damage. [B]MINOR ACTIONS[/B] [I]Claw (recharge 6+):[/I] 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 [B][SIZE="3"]Sahuagin Raider [/SIZE][/B] 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 [B]TRAITS[/B] [I]Aquatic:[/I] An aquatic creature can breathe water and gets a +1 bonus to initiative, attacks and defenses against non-aquatic creatures while in the [I]water. Sahuagin:[/I] 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. [B]STANDARD ACTIONS[/B] [I]Spear:[/I] +5 vs. AC (reach 10'); 1d6+1/x3 damage. [I]Raider's Strike (recharges on a 13+):[/I] +5 vs. AC (reach 10'); 1d6+3/x3 damage and the target is knocked prone. [B]MINOR ACTIONS[/B] [I]Claw (recharge 6+):[/I] 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 [B][U][SIZE="4"]SKELETON[/SIZE][/U][/B] [B][SIZE="3"]Decrepit Skeleton[/SIZE][/B] 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 [B]TRAITS[/B] [I]Skeleton:[/I] Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC. [B]STANDARD ACTIONS[/B] [I]Bony Claws:[/I] +2 vs. AC; 1d4 damage. Equipment Tattered armor [B][SIZE="3"]Skeleton Guard[/SIZE][/B] 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 [B]TRAITS[/B] [I]Skeleton:[/I] Skeletons have a +1 bonus on initiative and to melee attacks. They also have a +2 bonus to AC. [B]TRIGGERED ACTIONS[/B] [I]Swift Opportunity: [/I]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. [B]STANDARD ACTIONS[/B] [I]Broad sword:[/I] +3 vs. AC; 1d8/19-20 damage. Equipment chain mail, broadsword [B][U][SIZE="4"]SPIDER[/SIZE][/U][/B] [B][SIZE="3"]SPIDER SWARM[/SIZE][/B] 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 [B]TRAITS[/B] [I]Swarm:[/I] A swarm takes half damage from single-target attacks and double damage from area or close attacks. [B]TRIGGERED ACTIONS[/B] [I]Swarm Attack:[/I] Trigger: An enemy starts its turn adjacent to the swarm. Effect: The swarm makes a thousand bites attack at the target. [B]STANDARD ACTIONS[/B] [I]Thousand Bites (poison):[/I] 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+) [B]MOVE ACTIONS[/B] [I]Web Slick (recharges on a 13+):[/I] 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. [B][SIZE="3"]Giant Gray Spider[/SIZE][/B] 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 [B]TRAITS[/B] [I]Tiny:[/I] The giant gray spider doesn't get a bonus kicker of 1/3 its hit points, but it gets a +2 bonus to AC. [B]STANDARD ACTIONS[/B] [I]Bite (poison): [/I]+0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+) [B][SIZE="3"]Giant Jumping Spider[/SIZE][/B] 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 [B]TRAITS[/B] [I]Scuttler:[/I] Because of its constant scuttling movements, a giant jumping spider gets a +2 bonus to AC and a +1 bonus to initiative. [B]STANDARD ACTIONS[/B] [I]Bite (poison):[/I] +0 vs. AC; 1d3 damage plus poison (ongoing 2 poison) (save ends on an 8+) [B]MOVE ACTIONS[/B] [I]Leap: [/I]The giant jumping spider leaps 20' without provoking opportunity attacks. [B]Giant Tarantella Spider[/B] 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 [B]TRAITS[/B] [I]Expert Biter: [/I]A giant tarantella gets a +2 bonus on attack and damage rolls with its bite attack and a +1 bonus to initiative. [B]STANDARD ACTIONS[/B] [I]Bite (poison):[/I] +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+). [B]Giant Black Widow Spider[/B] 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 [B]TRAITS[/B] [I]Expert Biter:[/I] A giant black widow gets a +2 bonus on attack and damage rolls with its bite attack. [B]STANDARD ACTIONS[/B] [I]Bite (poison):[/I] +5 vs. AC; 1d6+2 damage plus poison (ongoing 1d4 Constitution damage; save ends on a 12+). [/QUOTE]
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