Primitive Screwhead
First Post
Game coming up this Friday...
Using the Newest New Playtest document guidelines for creating monsters.. so I hope I am not too far off the mark. I don't expect to hit all of these encounters but the adventure is not railroaded so the group could encounter the monster groups in virtually any order depending on how they approach the McGuffin.
Please help me clean these up if its needed. And yes, I still need to give the BBEG his spell paths
Using the Newest New Playtest document guidelines for creating monsters.. so I hope I am not too far off the mark. I don't expect to hit all of these encounters but the adventure is not railroaded so the group could encounter the monster groups in virtually any order depending on how they approach the McGuffin.
Please help me clean these up if its needed. And yes, I still need to give the BBEG his spell paths

Code:
MudMen x22
Mudmen are formed in muddy pools where rivers contaminated by spell energy (even mildly magical ones, such as a stream eroding a magic structure) collect, evaporate, and concentrate the dweomer. Because they are beasts of magic, mudmen are sometimes called dweomerlings. Mudmen are dimly-intelligent life forces with but one goal -- to devour all magic, in any form, they can get their muddy grips on.
Small, Stout Ooze, Blindsight 60, Magic Sense 150
STR 8 Agi 4 End 8 Int 7 Log 2 Will 8 Cha 1
3D 2D 3D 3D 1D 3D 1D
Physical Def: 17 + 6 (natural)
Mental Def: 15
Health:
Max HP: 32
SOAK: 15 Bludgeoning, 10 Fire, 10 Lightning
Weapon Resistance: Takes 1 point of damage per Die from Slashing and Piercing damage
Vulnerable: Desiccation, Earth to Stone
Spell Absorption: Absorbs up to 8MP per day, area effects are partially absorbed by all
Speed:
Init 3D6
7 Climb 4
Jump 6/6
Exploits:
Disarm, Engulf, Imp Grab
Skills:
Hide, Spellcraft, Slam II
Attacks:
5D6: Slam: 3D6 and grabbed
4D6: Disarming Grab: 2D6 and Disarmed. The weapon or item is engulfed by the MudMen
2D6 Ranged Touch: Hurl Mud: 1D6. If 6, also blinded. The mud cakes on and requires an action to wipe away each hit. 2 hits clow the target, 4 hits immobilize and start to suffocate the target
If begins its turn with a grabbed opponent 5D6 vs STR or target is immobilized and starting to suffocate
Gargoyles X13
Medium Monstrous Humanoid, Darkvision 60
STR 8 Agi 7 End 9 Int 5 Log 3 Will 6 Cha 3
3D 3D 3D 2D 2D 3D 2D
Physical Def: 16 + 4 (natural)
Mental Def: 11
Health:
Max HP: 30
SOAK: 10
Speed:
Init 2D6
Ground 9 Climb 5
Fly 12
Jump 14/14
Exploits:
Death From Above
Camouflage: +2D to Hide when standing still against a stone backdrop
Skills:
Hide, Listen, Spot, Claw II
Attacks:
5D6: Claw x2: 3D6
4D6: Bombard with Stone: 2D6
4D6: Death from Above 5D6 and prone.
Monstrous Skeletons
Ogre x8
Troll x9
Undead, Darkvision 60
STR 12 Agi 8 End 11 Int 5 Log 3 Will 5 Cha 1
4D 3D 4D 2D 2D 2D 1D
Physical Def: 21 + 2 (natural)
Mental Def: 10
Immune: Charm/Compel
Health:
Max HP: 32
SOAK: 10
Weapon Resistance: Takes 1 point of damage per Die from Peircing damage
Vulnerable: Cold 2d6
Speed:
Init 3D6
Ground 12 Climb 6
Jump 19/19
Exploits:
Knockdown, Opportunistic Stomp
Skills:
Tactics, Claw II, Run
Attacks:
6D6: Claw x2: 4D6
5D6: KnockDown Strike: 4D6 + Prone
SwordWraith Brother X13: 36 HP
SwordWraith Lt: 42 HP, Wounding Longsword
SwordWraith Cdr: 48 HP, Quality PlateMail Soak 12, Quality Shield +9 Def, MasterCraft Longsword: 8D6 attack, 4D6 Damage
Ring of Twilight: Immune blindness, SOAK 10 Light, 2x per day cast Gloom {cast darkness 20' radius, gain concealment +2D}
SwordWraith, (Orcish Man of Arms base)
Undead, Darkvision 60
STR 20 Agi 4 End 10 Int 3 Log 5 Will 2 Cha 3
4D 2D 4D 2D 2D 1D 1D
Physical Def: 20 + 8 (Shield)
Gains +1D Cover when adjacent to another SwordWraith
Mental Def: 10
Immune: Charm/Compel
Health:
Max HP: 36
SOAK: 10 Unearthly + 6 RingMail armor
Berserker Rage: +1D to STR checks if under 50% HEALTH
Speed:
Init 3D6
8 Climb 4
Jump 7/7
+2 Speed when outdoors
Ignore rough terrain when charging
Exploits:
Alertness, Feint, Charge, Shield Expertise {+4 Defense}
Skills:
Hide, Stealth II, Spear, Sword II, Tactics
Attacks:
7D6: High Quality LongSword: 4D6 Damage + 1 STR Drain
5D6: Spear 3D6, range 5
3D6: Bow, 3D6
Armor:
Ring Mail, Soak 6
Medium Shield, +4 Defense
=================================================
Animated Sword x6
Small Construct, Darkvision 60
STR 5 Agi 6 End 12 Int - Log - Will - Cha -
2D 3D 4D - - - -
Physical Def: 19
Mental Def: Immune
Health:
Structure: 36
Toughness: 12
Immune to Mental attacks
Speed:
Init 3D6
Fly 8
Skill:
Attack III
Attacks:
6D6: LongSword: 4D6 Damage
================================================
Gibbering Mouther x3
This creature was formed through demonic magic
Aberration, Darkvision 60
STR 5 Agi 7 End 11 Int 7 Log 2 Will 8 Cha 6
3D 3D 4D 3D 1D 3D 3D
Physical Def: 18
Immune to flanking
Mental Def: 15
Health:
Max HP: 38
SOAK: 10 Unearthly + 6 RingMail armor
Berserker Rage: +1D to STR checks if under 50% HEALTH
Speed:
Init 4D6
8 Climb 4
Jump 13/9
Exploits:
Improved Grab
Skills:
Listen, Spot, Swim
Attacks:
3D6 vs Will: Free Action 60' radius Gibbering Confusion
2D6 vs Agi: Free action target one creature within 30' 1D6 acid. Followup End check vs 13 or be blinded for 1D6 actions.
4D6: Bite x3, 3D6 and grabbed
If start turn with an opponent grabbed 5D6 vs Str to engulf, target takes 2 END damage at the start of its turm. The Mouther can only engulf one creature at a time
Monstrous Spider:
* Trap Spider x5
** Net Casting X3
[url]http://www.dandwiki.com/wiki/Spider,_Monstrous_Specific_(3.5e_Template)[/url]
Vermin, LowLight Vision 60, Tremorsense 60 {when in lair}
STR 16 Agi 6 End 10 Int 1 Log 1 Will 1 Cha 1
9D 4D 6D 1D 1D 1D 1D
Physical Def: 28
Mental Def: 3
Health:
Max HP: 30
SOAK: 10
Speed:
Init 4D6
14 Climb 14
Jump 13/9
Exploits:
Improved Grab
Skills:
Climbing II, Stealth II
Attacks:
Bite 9D6; 4D6 Stabbing and Crushing + Venom 6D6 vs End; 2D6 poison damage
* Trap and Drag {in Lair}: 4D6; grab target + Str vs Str; prone and drag into trap door and Bite
** Net Cast 4D6 vs Agi; pinned, Str or Agi check vs original attack roll as an action to break free
Gadrinist, Drider Mage
Large Abberation, Darkvision Vision 60
STR 6 Agi 6 End 7 Int 8 Log 6 Will 8 Cha 8
3D 3D 3D 3D 3D 3D 3D
Physical Def: 11
Mental Def: 16
Health:
Max HP: 30
SOAK: 10
Speed:
Init 4D6
7 Climb 7
Jump 14/14
Exploits:
Ambidexterous
Skills:
Hide II, Dagger II, Stealth III, Spot II, Spellcraft III, Bite II
Attacks:
Bite 5D6; 3D6 + Venom 4D6 vs End; 1D6 poison damage
Dagger x2 6D6; 2D Stabbing
Mag: 12 {5D} Chaos, Destruction, Evil, Trickery
Secrets: Force, Illusion
MP: 36
===========================================
Monster Summons
V:
Margoyles X2
Medium Monstrous Humanoid, Darkvision 60
STR 10 Agi 7 End 10 Int 5 Log 3 Will 6 Cha 3
4D 3D 4D 2D 2D 3D 2D
Physical Def: 19 + 4 (natural)
Mental Def: 11
Health:
Max HP: 30
SOAK: 10
Speed:
Init 2D6
Ground 9 Climb 5
Fly 12
Jump 14/14
Exploits:
Death From Above
Cameoflage: +4D to Hide when standing still against a stone backdrop
Skills:
Hide II, Listen, Spot, Claw II
Attacks:
6D6: Claw x2: 4D6
4D6: Bombard with Stone: 2D6
4D6: Death from Above 5D6 and prone.
II:
Troglodyte
Medium Reptilian Humanoid, Darkvision 90, Cold-blooded
STR 5 Agi 4 End 7 Int 5 Log 4 Will 5 Cha 5
2D 2D 3D 2D 2D 2D 2D
Physical Def: 12 + 4 (natural)
Mental Def: 10
Health:
Max HP: 24
SOAK: 0
Speed:
Init 2D6
Ground 6 Climb 3
Jump 7/7
Exploits:
Feint, Assassin Strike {+2 damage if target is unaware}
Camouflage: +2D to Hide when standing still against a stone backdrop
Skills:
Hide III, Listen I, Javelin, Claw II
Attacks:
Claw x2, 4D6; 2D6
Poisonous Stench {Free action} 30' Aura, creatures must pass an End check vs 10 or be sickened {-1D to attack rolls, damage rolls, and attribute checks} Build a temporary dice pool for each round spent sickened within the auto, this is the countdown pool to shed the sickening once the creature leaves the aura. If the End check is passed, the creature is not affected by that specific troglodytes stench for the remainder of the day. This is a Poison effect.
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