Low CR Creatures - Community Developed

Connorsrpg

Adventurer
This thread developed out of a thread by ConnorSB's where he was doing low CR creatures. The thread has been quiet, and it was suggested to do a new one, where all people can contribute...so here it is.

Feel free to post some cool low CR monsters. Low for me is under CR5, and I hope most of these fall in there, but CR's up to 10 were handled on last thread and happy for this to be the same. Please, no really high level ones, maybe that could be a seperate thread. Blackdirge has been the leader in that area and a visit to one of his threads may be the go ;)

So go for it, show us you new creations... :)
 

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Skrolar

OK, to kick this thread off, here is a very low-level critter i wrote up last night just for fun. Inspired by the grannits of Fighting Fantasy fame.

Hope you like. Please inform me of any errors that may be there (John Cooper style ;)). other comments welcome. :)

Connors


SKROLAR
Diminutive Vermin
Hit Dice: ½ d8+2 (6hp)
Initiative: +1
Speed: 20 ft. (8 squares)
Armor Class: 19 (+4 size, +1 Dex, +4 natural), touch 15, flat-footed 18
Base Attack/Grapple: +0/-16
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Attach
Special Qualities: Darkvision 60ft., scent,tremorsense 60ft., vermin traits
Saves: Fort +4, Ref +1, Will +0
Abilities: Str 5, Dex 13, Con 14, Int -, Wis 10, Cha 2
Skills: Hide +17*, Move Silently +3, Spot +4
Feats: Weapon Finesse B
Environment: Underground
Organisation: Clutch (3-18) or hive (10-100) or swarm (see
below)
Challenge rating: 1/3
Treasure: -
Advancement: 1-2 HD (Tiny); 3HD (Small)
Level Adjustment: -

Where a moment ago there was just a pile of small rocks there is now a small horde of critters scurrying in your direction. Small plates seem to have slid back to reveal dark eyes of intent, a sharp bony ridge of teeth clacks with hunger and eight hard, segmented legs have appeared from under their rough, stone-like carapace.

Scrolar are common pests in the recesses of the deep earth. Their exoskeletons appear to be part of the surrounding rocky terrain. Scrolar are from 6 inches to 1 foot in length and weigh from half to a full pound. They have dark, obsidian eyes and a row of exceptionally sharp teeth.
Whilst scrolar will eat algae and fungi if food is scarce their favoured prey is meat. The usual food is rats and lizards, but a colony does not hesitate to take down a large meal to share. If a meal stops moving the colony joins in the feast, often leaving other combatants alone to feast on the dead. Although scrolar can go for great lengths of time between meals they are very fierce and stop at nothing to feed, but they are patient enough to sit and wait, not moving until prey comes close enough to be attacked. This attack is often with surprise thanks to their rock-like exoskeleton that enables them to blend in to their surroundings.
Although they appear a little like scorpions, scrolar are in fact a type of crustacean, and are sometimes referred to as ‘cave crabs’ or even 'scorpion stones' for the stinger variety (see belwo). Dwarves consider the succulent meat under the exoskeleton a delicacy when boiled, though creatures such as orcs and troglodytes simply eat the meat raw. Drow refuse to eat scrolar and most surface dwellers compare the taste to muscles with an earthy flavour.

Combat
Attach (Ex): If a scrolar hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached scrolar loses its Dexterity bonus to Armor Class and has an AC of 18. An attached scrolar can be struck with a weapon or grappled itself. To remove an attached scrolar through grappling, the opponent must achieve a pin against the creature.
Light Sensitivity (Ex): Scrolar are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Scrolar have a +4 racial bonus on Hide and Spot checks. *In rocky areas the Hide bonus improves by a further +8

SCROLAR SWARM
Diminutive Vermin (Swarm)
Hit Dice: 5d8+10 (32hp)
Initiative: +1
Speed: 20 ft. (8 squares)
Armor Class: 19 (+4 size, +1 Dex, +4 natural), touch 15, flat-footed 18
Base Attack/Grapple: +3/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Attach
Special Qualities: Darkvision 60ft., immune to weapon damage, scent, swarm traits, tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 5, Dex 13, Con 14, Int -, Wis 10, Cha 2
Skills: Hide +5*, Spot +8
Feats: Weapon Finesse B
Environment: Underground
Organisation: Single, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge rating: 4
Treasure: -
Advancement: -
Level Adjustment: -

It appears as if a mass of loose stones is sliding down the passage towards you. This would not be so odd, if the passage floor here was not flat! As the ‘stones’ draw nearer, you can see they move on small scorpion-like legs and tiny dots of eyes and slavering mouths sit on the front of them. The swarm makes directly for your group.

Combat
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Attach (Ex): As scrolar attach themselves, a creature leaving a swarm still will have several of the vermin attached to them if they leave the swarm before it is dispersed. A creature will have 1 scrolar for every 2 hp taken the last round a creature spent in the swarm when they leave. Treat as individual scrolar above.
Skills: Scrolar have a +4 racial bonus on Hide and Spot checks. *In rocky areas the Hide bonus improves by a further +8

Variations
There are rumours of surface dwelling scrolar around particular mountain ranges. Such scrolar do not suffer the light sensitivity detailed below, but their natural armor is not as tough either. Natural armor bonus for surface dwelling scrolar becomes +2.
Another variation is the stinger scrolar. This critter has a segmented tail that folds out at the rear of the creature like a scorpion’s. It operates similar to a scorpion’s stinger, though it more needle-like in shape. A stinger scrolar’s statistics are the same as for a normal scrolar except for the attacks listed below and increase the CR to ½.
Full Attack: Bite +5 melee (1d4-3), sting +3 melee (1d1-3 plus poison)
Poison: Fort DC 10, damage 1d2 Dex.

If using the “Book of Vile Darkness” Wizards of the Coast Publishing: Some say scrolar are the creation of some drow deity, possibly Llolth herself and that may be the reason why fully 20% of scrolar colonies with 50 individuals or more have a hivemind as described on page 34 of this book.

Well that took a lot more formating than I thought. Do we need a template?

Connors
 
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Yay for sheep

Who doesn't like sheep? And how humiliating would it be to get beaten down by a sheep?

Warbeast Dire Sheep
Large Animal
Hit Dice:
5d8+25 (57 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 22 (+1 Dex, +6 natural, -1 size, +6 banded mail)
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+10)
Full Attack: Bite +9 melee (1d8+10)
Face/Reach: 10ft/5ft
Special Qualities: Combative Mount
Saves: Fort +9, Ref +5, Will +1
Abilities: Str 25, Dex 13, Con 21, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +6
Feats: Alertness, Improved Natural Attack (Bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Banded Mail Barding
Alignment: Always neutral
Advancement: 6-9 HD (Large); 10-12 HD (Huge)

A colossal version of the sheep, whose wool has mated and tangle to such an extent that it provides protection equal to that of banded mail, its fierce eyes glow a manic red, and the occasional froth at the mouth. These creatures are often armored with barding and ridden upon. What better to protect the flock than one of its own, just beefier and trained? They are always found with a rider.

COMBAT
Combative Mount(Ex):
A rider on a trained warbeast mount gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium, and heavy armor.

Skills: A warbeast receives a +1 racial bonus on Listen and Spot checks.
 

More Sheep!

Baaakent Goreson
Anthropomorphic Feral Sheep Barbarian 1/Fighter 2
Medium Monstrous Humanoid
Hit Dice:
4d10+1d12+10 (52 hp)
Initiative: +0
Speed: 50 ft
AC: 22 (+6 natural, +6 breastplate)
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d6+4)
Full Attack: Bite +9 melee (1d6+4), 2 Claws +7 melee (1d10+2)
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 feet, fast healing 2, Rage 1/day
Face/Reach: 5ft/5ft
Saves: Fort +7, Ref +3, Will +5
Abilities: Str 18, Dex 11, Con 14, Int 7, Wis 15, Cha 4
Skills: Climb +2, Listen +3, Spot +1
Feats: Multiattack, Improved Natural Attack (Claw), Improved Natural Attack (Bite), Power Attack
Environment: Any land
Organization: Herd (10-100)
Challenge Rating: 5
Treasure: Breastplate +1, Belt of Giant Strength (+4), 4 Elixers of Flaming Fist
Alignment: Chaotic Neutral
Advancement: By Class

COMBAT
Improved Grab(Ex):
If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake if it has that ability (see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent )-20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful check it makes during successive rounds automatically deals claw damage. See the monster manual for additional rules.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills
(except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level
and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Elixir of Flaming Fists (As the potion from Sword and Fist)
The drinker's hands burst into flame, adding +ld6 points of bonus fire damage to her unarmed attacks. The flames do not harm her. The effect lasts 3 minutes.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, burning hands; Market Price: 300 gp.

Background: The first thing Baaakent remembers is seeing a herd of sheep destroyed in various ways by a group of people who apparently thought it would be funny to kill sheep. One of the people in the group was a Wizard and for some reason, some how, Baaakent didn't die. He his dead fellows and cried sadly. He didn't know them very well, but still, he felt he should cry for them. They were, after all, herdmates and that has to count for something, right?

Anyway, after his short tearshedding, Baaakent began searching for an identity. At this point in time, he wasn't yet known as Baaakent. He was happy calling himself Sheep because he wasn't quite used to the idea of being an individual with intelligence. So he traveled the countryside protecting other herds of sheep from various dangers and eventually he gained some knowledge of fighting. He used this gained knowledge to further the causes of the sheep. However, he tired of simply protecting sheep after a while. He was saddened that they could not speak with him or be like him. After all, how interesting can a person really be when all they say is 'Baaa.'

One day, while Baaakent, or Sheep still, was traveling, he came across a stray hut and there were cries from people inside the straw hut. As Baaakent closed in, he saw the reason for this. Outside the hut was big bad, evil wolf. Being natural enemies of wolves, since they always try to kill and eat sheep, Baaakent attacked the wolf. The wolf was trying some strange move because he was inhaling deeply, but Baaakent killed the wolf before he could finish whatever it was he was trying to do.

Baaakent told the people inside that the wolf was dead though it took a while before one of the inhabitants peeked out the window and saw the dead wolf. Baaakent was surprised to see that the person had a round, pink face with a short nose. He recognized the being as being a pig. The pig let him in. Baaakent found there were too pigs. There were apparently three pigs, triplets no less, and had the wolf gotten through the straw, they would have gone to his house, but that apparently wasn't necessary. When asked what his name, Sheep could only say 'Sheep.' They decided to give him a better name. They tried to give him the name Bakent, but he could only say 'Baaakent' and that became his name.

He lived with the two pigs who were like him in some ways, though they were more cultured than him. They were quite happy, but after a year or so after living with them, Baaakent became restless. He felt something inside him, and he wasn't sure what it. He felt sad, but he knew he had to leave the pigs. After a tearful good-bye, Baaakent left and began traveling again. As he did so, he felt the wilderness calling him. He felt something inside him trying to get him to return to the state he was in before. He fought the feeling inside him, but it is constantly threatening to overpowering.

Goals: Perhaps whatever magical effect which caused Baaakent to be more than just a normal sheep is wearing off. Baaakent doesn't know, but he is worried about losing what knowledge he has learned and forgetting the time he had, especially with the pigs. He is searching for a means to fight the basic instinct in him.


Tactics: He generally goes in quickly, not wasting any time thinking of tactics. If the battle looks like it could be dangerous, he will drink an Elixir, close in, and then rage. So far, it has worked just fine.

Gogo sheep. Also, I didn't put any changes for when he goes into rage. Maybe I'll make those changes, but not right now. I had meant for Baaakent to be serious, but as I was beginning a background, it came out differently than intended, but was still fun.
 
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Well Baaarkent is certainly a strange one..;) Probably not that useful for many campaigns, but I am sure a unique individual. One thing on the guy - maybe provide what he looks like. Interesting background - reminds me of a twist in a familiar fairy tale ;)

Now the warbeast diresheep, that is something I could use and very cool.

In fact I was just following a thread on what PDF's people would like and a very popular choice was one detailing many animals with different stats and templates added, just as you have done :)

Noce work...anyone else feel free to help us out :)

Connors
 

Originally posted by Connorsrpg
Well Baaarkent is certainly a strange one.. Probably not that useful for many campaigns, but I am sure a unique individual. One thing on the guy - maybe provide what he looks like. Interesting background - reminds me of a twist in a familiar fairy tale

His background wasn't quite to be like that when I started, but the idea came to me and I went with it. He could easily be played with another background. :)
I also couldn't remember if the pigs had names and if they did, what they were...


It does seem to be quiet...maybe there are too many people who like others to do work for them?
 

Dog_Moon 2003 wrote: It does seem to be quiet...maybe there are too many people who like others to do work for them?

Mmmm it seems so. If anyone else has something to add please do so.

Must admit I haven't spent extra time creating for this thread. Busy on CS development and running a game, but I did play test those Scrolar again, and found they were very nasty despite the low damage they deal. Might up the CR to 1/2 ;)

I too would take requests, and give monsters a go for others, but Blackdirge seems to still be on the go there, though ConnorsSB has been quiet of late.

Connors
 

Oh I'm still around.

I started college though, about three months ago, and things have just been crazy. All my free time is taken up by sleep. Mm... sleep. But when I get around to it, I'll definitly be making more monsters.

Mostly though, my ENWorld use has been a bit passive- lurking is a good thing.
 

This is a little something I'm playing with thanks to Libris Mortis

Bloodthirsty, Unkillable, Fast, Hunting Megaraptor Zombie
Huge Undead
HD: 16d12+23 (159 HP)
Initiative: +1
AC: 21 Touch 11 Flatfooted 18
Speed: 90 Feet (Can Run)
Base Attack/Grapple: +8/+22
Attack: Talons 2d8+6, Bite 2d6+6, Slam 2d6+6
Full Attack: As attack
Special Attacks: Blood Drain
Special Qualities: Damage Reduction 5/slashing, Darkvision 60 ft., Scent, Fast Healing 5, Undead Traits
Saves: Fort +5 Reflex +6 Will +12
Abilities: Str 23 Dex 12 Con -- Int -- Wis 14 Cha 1
Feats: Toughness, Track, Improved Critical (Bite), Improved Toughness
CR: 8

What's more fun than having a zombie dinosaur that can keep up with your party, and track them down? The usual tactics won't work against these, and a group could probably make short work of a party if they're not careful.
 

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