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<blockquote data-quote="the Jester" data-source="post: 5522261" data-attributes="member: 1210"><p><strong><u><span style="font-size: 15px">STIRGE</span></u></strong></p><p></p><p><strong><span style="font-size: 12px">Stirge</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: 19</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions Darkvision, scent</p><p>Initiative +1; Speed 10', fly 50'</p><p>Languages -</p><p></p><p>Str 6, Int 2, Wis 13, Dex 16, Con 11, Cha 8</p><p></p><p><strong>TRAITS</strong></p><p><em>Stirge:</em> Stirges get a +3 bonus to Reflex and a +1 bonus to initiative.</p><p><em>Tiny:</em> Tiny creatures don't get a bonus kicker of 1/3 its Constitution, but do get a +2 bonus to AC.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Blood Drain:</em> Only when the stirge is attached; the creature to which it is attached takes 1d2 points of lethal Strength damage.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite: </em>+0 vs. AC; 1d2 points of damage and the stirge attaches to the target. If a creature attacks an attached stirge with an attack that doesn't target the creature to which the stirge is attached, it must take a -2 penalty to its attack roll or else have a 50% chance of accidentally targeting the creature to which the stirge is attached.</p><p></p><p>Skill Bonuses +4 to skill checks to hide</p><p></p><p><strong><u>TROLL</u></strong></p><p></p><p><strong><span style="font-size: 12px">Troll</span></strong></p><p>Large humanoid 6th level brute</p><p>Hit Dice: 6d10+38 (71 hp); AC: 13</p><p>Immune disease; Resist 10 poison</p><p>Regeneration 3 (acid, fire)</p><p>Melee: +3; Fort: 24</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions Darkvision</p><p>Initiative +0; Speed 30'</p><p>Languages Troll </p><p></p><p>Str 18, Int 6, Wis 8, Dex 10, Con 24, Cha 7</p><p></p><p><strong>TRAITS</strong></p><p><em>Troll:</em> A troll gets a +3 bonus to AC, melee attacks and damage.</p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Troll Frenzy:</em> The troll makes two claw attacks and one bite attack.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claw: </em> +6 vs. AC (reach 2); 1d4+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action.</p><p><em>Bite:</em> +6 vs. AC; 1d6+3 damage.</p><p></p><p><strong><span style="font-size: 12px">Ice Troll</span></strong></p><p>Medium humanoid 4th level brute</p><p>Hit Dice: 4d10+37 (59 hp); AC: 13</p><p>Immune cold, disease; Resist 10 poison</p><p>Vulnerability 5 fire</p><p>Regeneration 3 (acid, fire)</p><p>Melee: +2; Fort: 21</p><p>Ranged: +0; Reflex: 13</p><p>Spell: +0; Will: 12</p><p></p><p>Perceptions Darkvision</p><p>Initiative +0; Speed 30'</p><p>Languages Troll </p><p></p><p>Str 18, Int 6, Wis 8, Dex 10, Con 21, Cha 7</p><p></p><p><strong>TRAITS</strong></p><p><em>Troll:</em> A troll gets a +3 bonus to AC, melee attacks and damage.</p><p><em>Cold Aura:</em> Any creature that starts its turn adjacent to an ice troll is slowed until the end of the next round.</p><p><strong></strong></p><p><strong>FULL ACTIONS</strong></p><p><em>Troll Frenzy:</em> The troll makes two claw attacks and one bite attack.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Claw: </em> +5 vs. AC (reach 2); 1d3+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action.</p><p><em>Bite:</em> +5 vs. AC; 1d4+3 damage.</p><p></p><p><strong><u>WOLF</u></strong></p><p></p><p><strong><span style="font-size: 12px">Wolf</span></strong></p><p>Medium beast 3rd level skirmisher</p><p>Hit Dice: 2d6+4 (11 hp); AC: 13</p><p>Melee: +1; Fort: 13</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 15</p><p></p><p>Perceptions: Lowlight vision, scent </p><p>Initiative +1; Speed 40'</p><p>Languages - </p><p></p><p>Str 16, Int 3, Wis 15, Dex 13, Con 12, Cha 10</p><p></p><p><strong>TRAITS</strong></p><p><em>Pack Hunter:</em> A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it.</p><p><em>Wolf:</em> A wolf gets a +2 bonus to AC and a +1 bonus to initiative.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite:</em> The wolf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 10' before or after the attack. +1 vs. AC; 1d4 damage. If the wolf has combat advantage, make a secondary attack on a hit: +1 vs. Reflex; the target falls prone.</p><p></p><p><strong>MOVE ACTIONS</strong></p><p><em>Lope:</em> The wolf does not provoke opportunity attacks from leaving its starting square.</p><p></p><p><strong><span style="font-size: 12px">Dire Wolf</span></strong></p><p>Large beast 3rd level skirmisher/4th level brute</p><p>Hit Dice: 2d6+4d10+26 (54 hp); AC: 15</p><p>Melee: +3; Fort: 19</p><p>Ranged: +0; Reflex: 16</p><p>Spell: +0; Will: 15</p><p></p><p>Perceptions: Lowlight vision, scent </p><p>Initiative +1; Speed 40'</p><p>Languages - </p><p></p><p>Str 21, Int 3, Wis 15, Dex 13, Con 18, Cha 10</p><p><strong></strong></p><p><strong>TRAITS</strong></p><p><em>Pack Hunter:</em> A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it.</p><p><em>Dire Wolf:</em> A dire wolf gets a +4 bonus to AC, a +2 bonus to melee attacks and damage and a +1 bonus to initiative.</p><p><strong></strong></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Bite:</em> The dire wolf <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 10' before or after the attack. +5 vs. AC; 2d4+2 damage. If the dire wolf has combat advantage, make a secondary attack on a hit: +5 vs. Reflex; the target falls prone.</p><p></p><p><strong>MOVE ACTIONS</strong></p><p><em>Lope:</em> The wolf does not provoke opportunity attacks from leaving its starting square.</p><p></p><p><strong><u>WRAITH</u></strong></p><p></p><p><strong><span style="font-size: 12px">Wraith</span></strong></p><p>Medium anidian humanoid 4th level skirmisher/4th level soldier (undead)</p><p>Hit Dice: 4d8+2d6+4 (29 hp); AC: 14</p><p>Resist insubstantial</p><p>Damage Reduction insubstantial/silver or +1</p><p>Vulnerable radiant 5</p><p>Melee: +4; Fort: 15</p><p>Ranged: +0; Reflex: 17</p><p>Spell: +0; Will: 14</p><p></p><p>Perceptions: Darkvision </p><p>Initiative +1; Speed 30', fly 30' (phasing)</p><p>Languages Usually Common plus others it knew in life</p><p></p><p>Str 5, Int 12, Wis 13, Dex 15, Con 12, Cha 15</p><p></p><p><strong>TRAITS</strong></p><p><em>Insubstantial: </em>A wraith takes half damage from most attacks; force and radiant effects, as well as weapons that penetrate its damage reduction, do full damage. Insubstantial creatures also get a +1 bonus to initiative.</p><p><em>Phasing: </em>A wraith can pass through physical objects freely and ignores difficult terrain.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Draining Touch:</em> +4 vs. Fortitude; 1d6 necrotic damage and the target suffers a -1 penalty on attacks, skill checks, saving throws and recharge rolls (save ends on a 10+). This penalty stacks with itself. </p><p></p><p><strong>MOVE ACTIONS</strong></p><p><em>Shadow Glide (recharges on a 6+):</em> The wraith shifts 30'. </p><p></p><p>Skill Bonuses +3 bonus on checks to be sneaky</p><p></p><p><span style="font-size: 15px"><strong><u>ZOMBIE</u></strong></span></p><p></p><p><span style="font-size: 12px"><strong>Zombie</strong></span></p><p>Medium humanoid 1st level brute (undead)</p><p>Hit Dice: 1d10+11 (16 hp); AC: 10</p><p>Resist 5 cold, 5 necrotic</p><p>Vulnerability automatically dies on a crit</p><p>Melee: +1; Fort: 17</p><p>Ranged: +0; Reflex: 11</p><p>Spell: +0; Will: 11</p><p></p><p>Perceptions Darkvision </p><p>Initiative -1; Speed 25'</p><p>Languages -</p><p></p><p>Str 16, Int 1, Wis 5, Dex 5, Con 18, Cha 1</p><p></p><p><strong>TRAITS</strong></p><p><em>Zombie:</em> Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies. </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Slam:</em> +1 vs. AC; 1d4 damage.</p><p><em>Grab: </em>+1 vs. Reflex; the target is grabbed.</p><p></p><p><strong><span style="font-size: 12px">Zombie Ogre</span></strong></p><p>Medium humanoid 5th level brute (ogre, undead)</p><p>Hit Dice: 1d10+11 (16 hp); AC: 14</p><p>Resist 5 cold, 5 necrotic</p><p>Vulnerability automatically dies on a crit</p><p>Melee: +3; Fort: 23</p><p>Ranged: +0; Reflex: 11</p><p>Spell: +0; Will: 10</p><p></p><p>Perceptions Darkvision </p><p>Initiative -2; Speed 20'</p><p>Languages -</p><p></p><p>Str 21, Int 1, Wis 2, Dex 3, Con 25, Cha 1</p><p></p><p><strong>TRAITS</strong></p><p><em>Ogrish Might:</em> Ogres receive a +4 bonus to melee damage and AC but have a -1 penalty to initiative.</p><p><em>Zombie:</em> Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies. </p><p></p><p><strong>FULL ACTIONS</strong></p><p><em>Squish:</em> Targets a grabbed creature; +5 vs. Fortitude; 3d6+6.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><em>Massive Slam:</em> +3 vs. AC (reach 2); 2d4+4 damage.</p><p><em>Grab:</em> +3 vs. Reflex; the target is grabbed.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5522261, member: 1210"] [B][U][SIZE="4"]STIRGE[/SIZE][/U][/B] [B][SIZE="3"]Stirge[/SIZE][/B] Tiny beast 1st level skirmisher Hit Dice: 1d6 (3 hp); AC: 14 Melee: +0; Fort: 13 Ranged: +0; Reflex: 19 Spell: +0; Will: 14 Perceptions Darkvision, scent Initiative +1; Speed 10', fly 50' Languages - Str 6, Int 2, Wis 13, Dex 16, Con 11, Cha 8 [B]TRAITS[/B] [I]Stirge:[/I] Stirges get a +3 bonus to Reflex and a +1 bonus to initiative. [I]Tiny:[/I] Tiny creatures don't get a bonus kicker of 1/3 its Constitution, but do get a +2 bonus to AC. [B]FULL ACTIONS[/B] [I]Blood Drain:[/I] Only when the stirge is attached; the creature to which it is attached takes 1d2 points of lethal Strength damage. [B]STANDARD ACTIONS[/B] [I]Bite: [/I]+0 vs. AC; 1d2 points of damage and the stirge attaches to the target. If a creature attacks an attached stirge with an attack that doesn't target the creature to which the stirge is attached, it must take a -2 penalty to its attack roll or else have a 50% chance of accidentally targeting the creature to which the stirge is attached. Skill Bonuses +4 to skill checks to hide [B][U]TROLL[/U][/B] [B][SIZE="3"]Troll[/SIZE][/B] Large humanoid 6th level brute Hit Dice: 6d10+38 (71 hp); AC: 13 Immune disease; Resist 10 poison Regeneration 3 (acid, fire) Melee: +3; Fort: 24 Ranged: +0; Reflex: 13 Spell: +0; Will: 12 Perceptions Darkvision Initiative +0; Speed 30' Languages Troll Str 18, Int 6, Wis 8, Dex 10, Con 24, Cha 7 [B]TRAITS[/B] [I]Troll:[/I] A troll gets a +3 bonus to AC, melee attacks and damage. [B]FULL ACTIONS[/B] [I]Troll Frenzy:[/I] The troll makes two claw attacks and one bite attack. [B]STANDARD ACTIONS[/B] [I]Claw: [/I] +6 vs. AC (reach 2); 1d4+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action. [I]Bite:[/I] +6 vs. AC; 1d6+3 damage. [B][SIZE="3"]Ice Troll[/SIZE][/B] Medium humanoid 4th level brute Hit Dice: 4d10+37 (59 hp); AC: 13 Immune cold, disease; Resist 10 poison Vulnerability 5 fire Regeneration 3 (acid, fire) Melee: +2; Fort: 21 Ranged: +0; Reflex: 13 Spell: +0; Will: 12 Perceptions Darkvision Initiative +0; Speed 30' Languages Troll Str 18, Int 6, Wis 8, Dex 10, Con 21, Cha 7 [B]TRAITS[/B] [I]Troll:[/I] A troll gets a +3 bonus to AC, melee attacks and damage. [I]Cold Aura:[/I] Any creature that starts its turn adjacent to an ice troll is slowed until the end of the next round. [B] FULL ACTIONS[/B] [I]Troll Frenzy:[/I] The troll makes two claw attacks and one bite attack. [B]STANDARD ACTIONS[/B] [I]Claw: [/I] +5 vs. AC (reach 2); 1d3+3 damage. If this damage bloodies the target, the troll uses claw against it again as a free action. [I]Bite:[/I] +5 vs. AC; 1d4+3 damage. [B][U]WOLF[/U][/B] [B][SIZE="3"]Wolf[/SIZE][/B] Medium beast 3rd level skirmisher Hit Dice: 2d6+4 (11 hp); AC: 13 Melee: +1; Fort: 13 Ranged: +0; Reflex: 16 Spell: +0; Will: 15 Perceptions: Lowlight vision, scent Initiative +1; Speed 40' Languages - Str 16, Int 3, Wis 15, Dex 13, Con 12, Cha 10 [B]TRAITS[/B] [I]Pack Hunter:[/I] A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it. [I]Wolf:[/I] A wolf gets a +2 bonus to AC and a +1 bonus to initiative. [B]STANDARD ACTIONS[/B] [I]Bite:[/I] The wolf :):):):):) 10' before or after the attack. +1 vs. AC; 1d4 damage. If the wolf has combat advantage, make a secondary attack on a hit: +1 vs. Reflex; the target falls prone. [B]MOVE ACTIONS[/B] [I]Lope:[/I] The wolf does not provoke opportunity attacks from leaving its starting square. [B][SIZE="3"]Dire Wolf[/SIZE][/B] Large beast 3rd level skirmisher/4th level brute Hit Dice: 2d6+4d10+26 (54 hp); AC: 15 Melee: +3; Fort: 19 Ranged: +0; Reflex: 16 Spell: +0; Will: 15 Perceptions: Lowlight vision, scent Initiative +1; Speed 40' Languages - Str 21, Int 3, Wis 15, Dex 13, Con 18, Cha 10 [B] TRAITS[/B] [I]Pack Hunter:[/I] A pack hunter gains combat advantage against any creature with one of the pack hunter's allies adjacent to it. [I]Dire Wolf:[/I] A dire wolf gets a +4 bonus to AC, a +2 bonus to melee attacks and damage and a +1 bonus to initiative. [B] STANDARD ACTIONS[/B] [I]Bite:[/I] The dire wolf :):):):):) 10' before or after the attack. +5 vs. AC; 2d4+2 damage. If the dire wolf has combat advantage, make a secondary attack on a hit: +5 vs. Reflex; the target falls prone. [B]MOVE ACTIONS[/B] [I]Lope:[/I] The wolf does not provoke opportunity attacks from leaving its starting square. [B][U]WRAITH[/U][/B] [B][SIZE="3"]Wraith[/SIZE][/B] Medium anidian humanoid 4th level skirmisher/4th level soldier (undead) Hit Dice: 4d8+2d6+4 (29 hp); AC: 14 Resist insubstantial Damage Reduction insubstantial/silver or +1 Vulnerable radiant 5 Melee: +4; Fort: 15 Ranged: +0; Reflex: 17 Spell: +0; Will: 14 Perceptions: Darkvision Initiative +1; Speed 30', fly 30' (phasing) Languages Usually Common plus others it knew in life Str 5, Int 12, Wis 13, Dex 15, Con 12, Cha 15 [B]TRAITS[/B] [I]Insubstantial: [/I]A wraith takes half damage from most attacks; force and radiant effects, as well as weapons that penetrate its damage reduction, do full damage. Insubstantial creatures also get a +1 bonus to initiative. [I]Phasing: [/I]A wraith can pass through physical objects freely and ignores difficult terrain. [B]STANDARD ACTIONS[/B] [I]Draining Touch:[/I] +4 vs. Fortitude; 1d6 necrotic damage and the target suffers a -1 penalty on attacks, skill checks, saving throws and recharge rolls (save ends on a 10+). This penalty stacks with itself. [B]MOVE ACTIONS[/B] [I]Shadow Glide (recharges on a 6+):[/I] The wraith shifts 30'. Skill Bonuses +3 bonus on checks to be sneaky [SIZE="4"][B][U]ZOMBIE[/U][/B][/SIZE] [SIZE="3"][B]Zombie[/B][/SIZE] Medium humanoid 1st level brute (undead) Hit Dice: 1d10+11 (16 hp); AC: 10 Resist 5 cold, 5 necrotic Vulnerability automatically dies on a crit Melee: +1; Fort: 17 Ranged: +0; Reflex: 11 Spell: +0; Will: 11 Perceptions Darkvision Initiative -1; Speed 25' Languages - Str 16, Int 1, Wis 5, Dex 5, Con 18, Cha 1 [B]TRAITS[/B] [I]Zombie:[/I] Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies. [B]STANDARD ACTIONS[/B] [I]Slam:[/I] +1 vs. AC; 1d4 damage. [I]Grab: [/I]+1 vs. Reflex; the target is grabbed. [B][SIZE="3"]Zombie Ogre[/SIZE][/B] Medium humanoid 5th level brute (ogre, undead) Hit Dice: 1d10+11 (16 hp); AC: 14 Resist 5 cold, 5 necrotic Vulnerability automatically dies on a crit Melee: +3; Fort: 23 Ranged: +0; Reflex: 11 Spell: +0; Will: 10 Perceptions Darkvision Initiative -2; Speed 20' Languages - Str 21, Int 1, Wis 2, Dex 3, Con 25, Cha 1 [B]TRAITS[/B] [I]Ogrish Might:[/I] Ogres receive a +4 bonus to melee damage and AC but have a -1 penalty to initiative. [I]Zombie:[/I] Zombies have a -1 penalty to initiative and a -5' penalty to speed, but they get a +2 bonus on attacks and damage against grabbed enemies. If a zombie suffers a critical hit, it automatically dies. [B]FULL ACTIONS[/B] [I]Squish:[/I] Targets a grabbed creature; +5 vs. Fortitude; 3d6+6. [B]STANDARD ACTIONS[/B] [I]Massive Slam:[/I] +3 vs. AC (reach 2); 2d4+4 damage. [I]Grab:[/I] +3 vs. Reflex; the target is grabbed. [/QUOTE]
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