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<blockquote data-quote="BOZ" data-source="post: 2183363" data-attributes="member: 1241"><p>OK, got 13 critters that need one or more feats. Some of them you will recognize from queries 1-18, some you will not. <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=":)" /> I decided to split these off from the SAs & SQs as I wanted to get those out of the way, and this part generally goes faster anyway. </p><p></p><p>Here are the first 7. The focus is on the feats (I have included all the text which could be relevant, to give a sort of flavor to each one), but if you notice anything else that is awry while you are looking, feel free to bring it up. These are very unfinished at this point, and I have a number of things left to adjust or recalculate.</p><p></p><p>19. </p><p>need 1 feat (Weapon Finesse had to become a bonus because they did not meet the prereq)</p><p></p><p>Small Fey</p><p>Hit Dice: 1d6 (3 hp)</p><p>Initiative: +8</p><p>Speed: 20 ft. (4 squares), swim 30 ft. (6 squares)</p><p>Armor Class: 15 (+1 size, +4 Dex)</p><p>Base Attack/Grapple: +0/-6</p><p>Attack: Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3)</p><p>Full Attack: Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Spell-like abilities, water breathing</p><p>Special Qualities: Damage reduction 5/cold iron, low-light vision</p><p>Saves: Fort +1, Ref +6, Will +3</p><p>Abilities: Str 7, Dex 17, Con 10, Int 10, Wis 14, Cha 14</p><p>Skills: Craft (any one) +2, Escape Artist +5, Bluff +4, Hide +7*, Jump +3, Listen +4, Handle Animal +5, Perform (dance) +9, Perform (drum) +9, Perform (chant) +9, Perform (sing) +9, Search +4, Spot +4, Sense Motive +7, Swim +6</p><p>Feats: Weapon Finesse (b)</p><p></p><p>Environment: Any hills and mountains</p><p>Organization: Solitary</p><p>Challenge Rating: 1</p><p>Treasure: None</p><p>Advancement: 2-3 HD (Small)</p><p>Level Adjustment: ?</p><p></p><p>FEY are short, ugly, green-faced little fey creatures. Their ears are pointed and their frequent grins toothy and lop-sided. The main function of the FEY is to be guardians of mountains and high places. FEY are wrathful and hostile in the high mountains. They take great delight in killing travelers, regarding it as part of their duty to discourage anyone from climbing 'their' mountains.</p><p>FEY prefer to inhabit mountain lakes and are quite capable of living entirely underwater, venturing out only to wreak havoc on passers-by. After killing the travelers, the FEY will gather up their corpses (or what is left of their corpses) and carry them down to the bottom of their lake to eat.</p><p></p><p>Combat</p><p>FEY have no wish to get anywhere near their opponents. In most cases, they will (rather arbitrarily) decide that a group of folk atop a mountain must be killed and hurl spells at them until they achieve that aim.</p><p>Spell-Like Abilities: At will— detect animals or plants, gust of wind (DC 14); 3/day—control weather, soften earth and stone. Caster level Xth. The save DCs are Charisma-based.</p><p>Skills: FEY have a +2 racial bonus on Search, Spot and Listen checks.</p><p>A FEY has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>*FEY have a +5 racial bonus on Hide checks when in the water. </p><p></p><p></p><p>20.</p><p>need 1</p><p></p><p>Medium Magical Beast</p><p>Hit Dice: 6d10+12 (45 hp)</p><p>Initiative: +5</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12</p><p>Base Attack/Grapple: +6/+9</p><p>Attack: Claws +9 melee (1d6+3) or bite +9 melee (1d8+3)</p><p>Full Attack: 2 claws +9 melee (1d6+3) and bite +4 melee (1d8+1)</p><p>Space/Reach: 5 ft. /5 ft.</p><p>Special Attacks: Improved grab, pounce, rake 2d4+1</p><p>Special Qualities: Darkvision 60 ft., low-light vision, pass without trace, scent</p><p>Saves: Fort +8, Ref +7, Will +3</p><p>Abilities: Str 16, Dex 20, Con 14, Int 5, Wis 12, Cha 8</p><p>Skills: Hide +12, Listen +3, Move Silently +7, Spot +6</p><p>Feats: Alertness, Dodge</p><p></p><p>Environment: Temperate forest, hill, and mountains and underground</p><p>Organization: Solitary, pair, or pride (6-10)</p><p>Challenge Rating: 3</p><p>Treasure: No coins; 50% goods; 50% items</p><p>Alignment: Usually neutral</p><p>Advancement: 7-9 HD (Large); 10-18 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>CATs are far from the house cats one might expect to accompany the fey. These beasts are closer to their dire counterparts, standing four to five-ft. at the shoulder, and are nearly unmatched in their tracking ability.</p><p></p><p>Combat</p><p>CATs prefer to sneak up on their prey, using their natural gifts for stealth, and attack when the victims are alone or most vulnerable.</p><p>Improved Grab (Ex): To use this ability, a CAT must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.</p><p>Pounce (Ex): If a CAT charges a foe, it can make a full attack, including (two rake attacks).</p><p>Rake (Ex): Attack bonus +9 melee, damage 2d4+1.</p><p>Pass Without Trace (Su): A CAT has the innate ability to use pass without trace (self only, as the spell) as a free action.</p><p>Skills: CATs have a +4 racial bonus on Hide and Move Silently checks.</p><p></p><p></p><p>21.</p><p>this one needs 4</p><p></p><p>Large Giant</p><p>Hit Dice: 12d8+48 (96 hp)</p><p>Initiative: -1</p><p>Speed: 40 ft. (8 Squares)</p><p>Armor Class: 21 (-1 size, -1 Dex, +3 studded leather, +10 natural), touch 8, flat-footed 21</p><p>Base Attack/Grapple: +9/+20</p><p>Attack: Greatclub +16 melee (2d8+10) or rock +7 ranged (2d6+7)</p><p>Full Attack: Greatclub +16/+11 melee (2d8+10) or rock +7 ranged (2d6+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, spell-like abilities</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +12, Ref +3, Will +4</p><p>Abilities: Str 25, Dex 9, Con 19, Int 10, Wis 10, Cha 17</p><p>Skills: Climb +9, Jump +9 (+4 SPEED), Spot +2</p><p>Feats: Weapon Focus (greatclub)</p><p></p><p>Environment: Any hill and mountain</p><p>Organization: Solitary, gang (2-5), or band (6-9 plus 35% non-combatants plus 12-30 dire wolves, 2-4 ogres and 12-22 ores).</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment: ?</p><p></p><p>Quicker-witted and equally mean cousins of hill giants, GIANTs have menaced settled peoples living in fertile mountain valleys for uncounted generations. Their name, used initially by their victims and gradually appropriated by themselves, derives from their favored tactic of raiding at dawn, using, using heavy morning fog as cover. In addition, they posses a rudimentary ability to manipulate the weather, as can the larger and fairer species of giant.</p><p>GIANTs are marked by their low brooding foreheads, heavily protruding lower lip and grey skin. They wear crudely studded, piecemeal, leather armour. Adult GIANTs usually reach 11-ft. in height and weigh about 1,200 lbs. The y can live to be 200 years old.</p><p>A GIANTs bag usually contains Id4 throwing rocks, ld4+4 mundane items and the giant's personal treasure. When raiding, however, a GIANT may choose not to carry his treasure with him, after all it will need as much space a s possible to bring back all their newly acquired loot.</p><p>GIANTs speak Giant and Common.</p><p></p><p>Combat</p><p>Unlike other giants, GIANTs show no marked preference for rock throwing. They have the ability to do so and will throw in a pinch, but they prefer to burst out of the fog, initiating a close-quarters fight with their surprised enemies. They usually wield greatclub, but also fight with greatswords or great-axes. They carry a few rocks with them, which they use mainly to discourage pursuers and cover their withdrawal once they have looted and pillaged to their heart's content.</p><p>Rock Throwing (Ex): The range increment is 120 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock.</p><p>Spell-Like Abilities: 2/day—obscuring mist; 1/day—fog cloud. Caster level 7th.</p><p>Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt.</p><p>Skills: The skill modifiers given in the statistics block include a –1 armor check penalty for wearing studded leather.</p><p></p><p>GIANT Society</p><p>GIANTs tend to organize themselves into tribes the size of an extended family. If encountered in their mountain layers, they tend to be wary of outsiders, as they are conscious of retribution for their raids. However, neighboring tribes trade and ally with each other, sometimes striking up impressively extensive alliances for the benefit of all.</p><p></p><p></p><p>22.</p><p>need 1</p><p></p><p>Huge Animal</p><p>HD: 8d8+32 (68 hp)</p><p>Initiative: +1</p><p>Speed: 20 ft. (4 squares), fly 80 ft (poor) (16 squares)</p><p>Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16</p><p>Base Attack/Grapple: +6/+19</p><p>Attack: Bite +9 melee (2d6+5) or claw +9 melee (1d8+5)</p><p>Full Attack: Bite +9 melee (2d6+5) or 2 claws +9 melee (1d8+5)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Low-light vision</p><p>Saves: Fort +10, Ref +3, Will +2</p><p>Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 10, Cha 6</p><p>Skills: Move Silently +7, Spot +6</p><p>Feats: Flyby Attack, Snatch</p><p></p><p>Environment: Cold mountains</p><p>Organization: Solitary</p><p>Challenge Rating: 5</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: 9-16 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>Few people can claim to have spotted the BIRD, an immense bird that supposedly nests in the highest peaks and can carry off a grown man. Black feathers cover its body, and it has a flexible neck that ends in a sharp beak. Actually the name is a misnomer, since the BIRD is not a carrion eater like the normal BIRD, but a bird of prey. It feeds primarily of peaks rams, mountain goats and sometimes even bears and mountain lions if it can catch them.</p><p>Sometimes it attempts to take humanoids or a caravan's beasts of burden, in which case any treasure or products that the victim might have carried would be abandoned near its nest.</p><p></p><p>Combat</p><p>The BIRD prefers to swoop down from cloud cover, flying very quietly despite its size. It will never land to attack, as it is clumsy on the ground. It will flee if combat turns against it.</p><p>Feats: A BIRD can use its Snatch feat on any creature of at least Small size, but no bigger than Large.</p><p></p><p></p><p>23.</p><p>needs 5 feats – this was a beast, converted into a magical beast</p><p></p><p>Huge Magical Beast</p><p>Hit Dice: 12d10+48 (X hp)</p><p>Initiative: -1</p><p>Speed: 20 ft. (4 squares), fly 60 ft. (good) (12 squares)</p><p>Armor Class: 13 (-2 size, -1 Dex, +6 natural)</p><p>Base Attack/Grapple: +12/+26</p><p>Attack: Bite +16 melee (2d8+6) or claw +16 melee (2d4+6)</p><p>Full Attack: Bite +16 melee (2d8+6) and 2 claws +11 melee (2d4+3)</p><p>Space/Reach: 15 ft./10 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Darkvision 60 ft., low-light vision</p><p>Saves: Fort +12, Ref +7, Will +4</p><p>Abilities: Str 22, Dex 8, Con 18, Int 2, Wis 10, Cha 6</p><p>Skills: Listen+1, Spot+3</p><p>Feats: -</p><p></p><p>Environment: Any land</p><p>Organization: Solitary or flock (2-7)</p><p>Challenge Rating: 7</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 13-24 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>Those who have seen a BEAST fill the sky with its presence rarely forget the sight. A typical adult measures 20-ft. from beaks to tail, with a wingspan of nearly 30-ft, and it strikes a majestic profile in flight. Reclusive in the wild, though, BEAST try to hide their lairs in the mountains or jungle habitats they call home. But their size makes them hard to miss and their utility as beasts of burden makes them a valuable prize for those ambitious enough to capture them.</p><p>A BEAST can carry up to 2,000 lbs. of cargo on its broad flat back. Its load has to be strapped down with greatest of care and distributed low across its back so that it will not spill if the creature has to make any sharp maneuvers. If handled properly, however, they can move large amounts of cargo across difficult terrain much more quickly than surface-based means of transportation.</p><p>BEASTs are expensive to acquire and even more troublesome to maintain, since they require a lot of living space and prodigious amounts of forage. They can also prove temperamental in difficult situations, military and civilian establishments who value speed over expense will still refuse to do without them.</p><p></p><p>Combat</p><p>To guide a trained BEAST, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The BEAST moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. Whenever a BEAST is damaged in combat it is thereafter treated as an untrained mount until it is out of reach of whatever damaged it. Then, the rider may make a DC 20 Ride check to re-establish control over the creature.</p><p>BEAST are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must succeed on a DC 20 Ride skill check if it wishes its BEAST to initiate combat.</p><p></p><p></p><p>24.</p><p>need 1</p><p></p><p>Medium Elemental (Extraplanar, Fire)</p><p>HD: 4d8+8 (26 hp)</p><p>Initiative: +4</p><p>Speed: 20 ft. (4 squares), fly 60 ft. (good) (6 squares)</p><p>Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13</p><p>Base Attack/Grapple: +3/+5</p><p>Attack: Talons +5 melee (1d6+2) or bite +5 melee (1d8+2)</p><p>Full Attack: 2 talons +5 melee (1d6+2) and bite +0 melee (1d8+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Death throes, explode, fiery aura, spell-like abilities</p><p>Special Qualities: Darkvision 60 ft., elemental traits, flicker form, immunity to fire, vulnerability to cold</p><p>Saves: Fort +3, Ref +8, Will +2</p><p>Abilities: Str 14, Dex 18, Con 14, Int 8, Wis 13, Cha 11</p><p>Skills: Intimidate +5, Knowledge (the planes) +6, Spot+10</p><p>Feats: Flyby Attack</p><p></p><p>Environment: Elemental Plane of Fire</p><p>Organization: Solitary</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 5-8 HD (Large); 9-12 HD (Huge)</p><p>Level Adjustment: —</p><p></p><p>The ELEMENTAL is a bird native to the Elemental Plane of Fire. It acts as messenger and sentinel for other denizens of that plane, as it can undertake planar travel and is relatively intelligent. It resembles a large eagle with a longer neck and beak, but its feathers are an incandescent red. It trails fire as it flies, with small flames licking its body when it is perched.</p><p>It eats other creatures of the Plane of Fire and sates itself with metal when it travels to the Material Plane. It is a regal creature with knowledge of its magnificence and its importance, and acts haughty and sometimes bullies other weaker elementals.</p><p>It understands, but does not speak Common and Ignan.</p><p></p><p>Combat</p><p>These creatures are hotheaded and will not shirk from a fight, especially considering their power to engulf in flame anything that surrounds them. It is more reckless in the Material Plane, as it knows it will reform in its home plane when it is destroyed, and is fond of leaving its would-be killers the little surprise of its explosive suicide.</p><p>Explode (Ex): A ELEMENTAL can cause a burst of flame to explode in a 20-foot radius around its body. The ELEMENTAL takes 1d6 points of damage when it uses this attack, but the explosion deals 4d6 points of fire damage (Reflex DC 14 half) to all creatures in the radius. The save DC is Constitution-based.</p><p>Fiery Aura (Ex): Anyone within 30 feet of a ELEMENTAL must succeed on a DC 14 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.</p><p>Flicker Form (Ex): On any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks against a ELEMENTAL have a 30% miss chance as they pass through the creature's fiery body.</p><p>Death Throes (Su): When a ELEMENTAL drops below 0 hit points it immolates itself. This creates an explosion of flames in a 30-foot radius around the ELEMENTAL’s body, dealing 6d6 points of fire damage to all within (Reflex DC 14 half). The save DC is Constitution-based.</p><p>Spell-Like Abilities: 1/week—plane shift. Caster level Xth.</p><p></p><p></p><p>25.</p><p>need 2 more</p><p></p><p>Huge Giant</p><p>Hit Dice: 18d8+126 (207 hp)</p><p>Initiative: +5</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 19</p><p>Base Attack/Grapple: +13/+29</p><p>Attack: Claw +19 melee (2d4+8/19-20) or bite +19 melee (1d10+8)</p><p>Full Attack: 2 claws +19 melee (2d4+8/19-20) and bite +14 melee (1d10+4)</p><p>Space/Reach: 15 ft./15 ft.</p><p>Special Attacks: Rend 4d4+12</p><p>Special Qualities: Darkvision 120 ft., low-light vision, regeneration 10, scent </p><p>Saves: Fort +18, Ref +9, Will +7</p><p>Abilities: Str 27, Dex 12, Con 24, Int 10, Wis 9, Cha 10</p><p>Skills: Climb +14, Jump +13, Listen +7, Spot +7</p><p>Feats: Alertness, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes</p><p></p><p>Environment: Any mountains and aquatic</p><p>Organisation: Solitary or gang (2-4)</p><p>Challenge Rating: 16</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: By character class</p><p>Level Adjustment: —</p><p></p><p>The existence of the TROLL is mere rumor, with tales accounting of a physiology identical to that of a normal troll except for sheer size. Its attacks and tactics would be the same, although even more deadly coming from such a huge monster. Sailor's tales speak of aquatic versions looking like enormous marine scrags. They stand at least 20-ft. tall and are attributed with even more powerful regenerative abilities than normal trolls.</p><p></p><p>Combat</p><p>Rend (Ex): If a TROLL hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4+12 points of damage.</p><p>Regeneration (Ex): Fire and acid deal normal damage to a TROLL.</p><p>If a TROLL loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p>AQUATIC TROLLS</p><p>TROLLs that have adapted to living in the ocean have the aquatic subtype, and have a swim speed of 40 feet and are found only in aquatic environments.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2183363, member: 1241"] OK, got 13 critters that need one or more feats. Some of them you will recognize from queries 1-18, some you will not. :) I decided to split these off from the SAs & SQs as I wanted to get those out of the way, and this part generally goes faster anyway. Here are the first 7. The focus is on the feats (I have included all the text which could be relevant, to give a sort of flavor to each one), but if you notice anything else that is awry while you are looking, feel free to bring it up. These are very unfinished at this point, and I have a number of things left to adjust or recalculate. 19. need 1 feat (Weapon Finesse had to become a bonus because they did not meet the prereq) Small Fey Hit Dice: 1d6 (3 hp) Initiative: +8 Speed: 20 ft. (4 squares), swim 30 ft. (6 squares) Armor Class: 15 (+1 size, +4 Dex) Base Attack/Grapple: +0/-6 Attack: Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3) Full Attack: Dagger +4 melee (1d3-2/19-20) or sling +4 ranged (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, water breathing Special Qualities: Damage reduction 5/cold iron, low-light vision Saves: Fort +1, Ref +6, Will +3 Abilities: Str 7, Dex 17, Con 10, Int 10, Wis 14, Cha 14 Skills: Craft (any one) +2, Escape Artist +5, Bluff +4, Hide +7*, Jump +3, Listen +4, Handle Animal +5, Perform (dance) +9, Perform (drum) +9, Perform (chant) +9, Perform (sing) +9, Search +4, Spot +4, Sense Motive +7, Swim +6 Feats: Weapon Finesse (b) Environment: Any hills and mountains Organization: Solitary Challenge Rating: 1 Treasure: None Advancement: 2-3 HD (Small) Level Adjustment: ? FEY are short, ugly, green-faced little fey creatures. Their ears are pointed and their frequent grins toothy and lop-sided. The main function of the FEY is to be guardians of mountains and high places. FEY are wrathful and hostile in the high mountains. They take great delight in killing travelers, regarding it as part of their duty to discourage anyone from climbing 'their' mountains. FEY prefer to inhabit mountain lakes and are quite capable of living entirely underwater, venturing out only to wreak havoc on passers-by. After killing the travelers, the FEY will gather up their corpses (or what is left of their corpses) and carry them down to the bottom of their lake to eat. Combat FEY have no wish to get anywhere near their opponents. In most cases, they will (rather arbitrarily) decide that a group of folk atop a mountain must be killed and hurl spells at them until they achieve that aim. Spell-Like Abilities: At will— detect animals or plants, gust of wind (DC 14); 3/day—control weather, soften earth and stone. Caster level Xth. The save DCs are Charisma-based. Skills: FEY have a +2 racial bonus on Search, Spot and Listen checks. A FEY has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *FEY have a +5 racial bonus on Hide checks when in the water. 20. need 1 Medium Magical Beast Hit Dice: 6d10+12 (45 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 17 (+5 Dex, +2 natural), touch 15, flat-footed 12 Base Attack/Grapple: +6/+9 Attack: Claws +9 melee (1d6+3) or bite +9 melee (1d8+3) Full Attack: 2 claws +9 melee (1d6+3) and bite +4 melee (1d8+1) Space/Reach: 5 ft. /5 ft. Special Attacks: Improved grab, pounce, rake 2d4+1 Special Qualities: Darkvision 60 ft., low-light vision, pass without trace, scent Saves: Fort +8, Ref +7, Will +3 Abilities: Str 16, Dex 20, Con 14, Int 5, Wis 12, Cha 8 Skills: Hide +12, Listen +3, Move Silently +7, Spot +6 Feats: Alertness, Dodge Environment: Temperate forest, hill, and mountains and underground Organization: Solitary, pair, or pride (6-10) Challenge Rating: 3 Treasure: No coins; 50% goods; 50% items Alignment: Usually neutral Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — CATs are far from the house cats one might expect to accompany the fey. These beasts are closer to their dire counterparts, standing four to five-ft. at the shoulder, and are nearly unmatched in their tracking ability. Combat CATs prefer to sneak up on their prey, using their natural gifts for stealth, and attack when the victims are alone or most vulnerable. Improved Grab (Ex): To use this ability, a CAT must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a CAT charges a foe, it can make a full attack, including (two rake attacks). Rake (Ex): Attack bonus +9 melee, damage 2d4+1. Pass Without Trace (Su): A CAT has the innate ability to use pass without trace (self only, as the spell) as a free action. Skills: CATs have a +4 racial bonus on Hide and Move Silently checks. 21. this one needs 4 Large Giant Hit Dice: 12d8+48 (96 hp) Initiative: -1 Speed: 40 ft. (8 Squares) Armor Class: 21 (-1 size, -1 Dex, +3 studded leather, +10 natural), touch 8, flat-footed 21 Base Attack/Grapple: +9/+20 Attack: Greatclub +16 melee (2d8+10) or rock +7 ranged (2d6+7) Full Attack: Greatclub +16/+11 melee (2d8+10) or rock +7 ranged (2d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, spell-like abilities Special Qualities: Low-light vision, rock catching Saves: Fort +12, Ref +3, Will +4 Abilities: Str 25, Dex 9, Con 19, Int 10, Wis 10, Cha 17 Skills: Climb +9, Jump +9 (+4 SPEED), Spot +2 Feats: Weapon Focus (greatclub) Environment: Any hill and mountain Organization: Solitary, gang (2-5), or band (6-9 plus 35% non-combatants plus 12-30 dire wolves, 2-4 ogres and 12-22 ores). Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: ? Quicker-witted and equally mean cousins of hill giants, GIANTs have menaced settled peoples living in fertile mountain valleys for uncounted generations. Their name, used initially by their victims and gradually appropriated by themselves, derives from their favored tactic of raiding at dawn, using, using heavy morning fog as cover. In addition, they posses a rudimentary ability to manipulate the weather, as can the larger and fairer species of giant. GIANTs are marked by their low brooding foreheads, heavily protruding lower lip and grey skin. They wear crudely studded, piecemeal, leather armour. Adult GIANTs usually reach 11-ft. in height and weigh about 1,200 lbs. The y can live to be 200 years old. A GIANTs bag usually contains Id4 throwing rocks, ld4+4 mundane items and the giant's personal treasure. When raiding, however, a GIANT may choose not to carry his treasure with him, after all it will need as much space a s possible to bring back all their newly acquired loot. GIANTs speak Giant and Common. Combat Unlike other giants, GIANTs show no marked preference for rock throwing. They have the ability to do so and will throw in a pinch, but they prefer to burst out of the fog, initiating a close-quarters fight with their surprised enemies. They usually wield greatclub, but also fight with greatswords or great-axes. They carry a few rocks with them, which they use mainly to discourage pursuers and cover their withdrawal once they have looted and pillaged to their heart's content. Rock Throwing (Ex): The range increment is 120 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock. Spell-Like Abilities: 2/day—obscuring mist; 1/day—fog cloud. Caster level 7th. Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt. Skills: The skill modifiers given in the statistics block include a –1 armor check penalty for wearing studded leather. GIANT Society GIANTs tend to organize themselves into tribes the size of an extended family. If encountered in their mountain layers, they tend to be wary of outsiders, as they are conscious of retribution for their raids. However, neighboring tribes trade and ally with each other, sometimes striking up impressively extensive alliances for the benefit of all. 22. need 1 Huge Animal HD: 8d8+32 (68 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 80 ft (poor) (16 squares) Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+19 Attack: Bite +9 melee (2d6+5) or claw +9 melee (1d8+5) Full Attack: Bite +9 melee (2d6+5) or 2 claws +9 melee (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: — Special Qualities: Low-light vision Saves: Fort +10, Ref +3, Will +2 Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 10, Cha 6 Skills: Move Silently +7, Spot +6 Feats: Flyby Attack, Snatch Environment: Cold mountains Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always neutral Advancement: 9-16 HD (Huge) Level Adjustment: — Few people can claim to have spotted the BIRD, an immense bird that supposedly nests in the highest peaks and can carry off a grown man. Black feathers cover its body, and it has a flexible neck that ends in a sharp beak. Actually the name is a misnomer, since the BIRD is not a carrion eater like the normal BIRD, but a bird of prey. It feeds primarily of peaks rams, mountain goats and sometimes even bears and mountain lions if it can catch them. Sometimes it attempts to take humanoids or a caravan's beasts of burden, in which case any treasure or products that the victim might have carried would be abandoned near its nest. Combat The BIRD prefers to swoop down from cloud cover, flying very quietly despite its size. It will never land to attack, as it is clumsy on the ground. It will flee if combat turns against it. Feats: A BIRD can use its Snatch feat on any creature of at least Small size, but no bigger than Large. 23. needs 5 feats – this was a beast, converted into a magical beast Huge Magical Beast Hit Dice: 12d10+48 (X hp) Initiative: -1 Speed: 20 ft. (4 squares), fly 60 ft. (good) (12 squares) Armor Class: 13 (-2 size, -1 Dex, +6 natural) Base Attack/Grapple: +12/+26 Attack: Bite +16 melee (2d8+6) or claw +16 melee (2d4+6) Full Attack: Bite +16 melee (2d8+6) and 2 claws +11 melee (2d4+3) Space/Reach: 15 ft./10 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +12, Ref +7, Will +4 Abilities: Str 22, Dex 8, Con 18, Int 2, Wis 10, Cha 6 Skills: Listen+1, Spot+3 Feats: - Environment: Any land Organization: Solitary or flock (2-7) Challenge Rating: 7 Treasure: None Alignment: Always neutral Advancement: 13-24 HD (Huge) Level Adjustment: — Those who have seen a BEAST fill the sky with its presence rarely forget the sight. A typical adult measures 20-ft. from beaks to tail, with a wingspan of nearly 30-ft, and it strikes a majestic profile in flight. Reclusive in the wild, though, BEAST try to hide their lairs in the mountains or jungle habitats they call home. But their size makes them hard to miss and their utility as beasts of burden makes them a valuable prize for those ambitious enough to capture them. A BEAST can carry up to 2,000 lbs. of cargo on its broad flat back. Its load has to be strapped down with greatest of care and distributed low across its back so that it will not spill if the creature has to make any sharp maneuvers. If handled properly, however, they can move large amounts of cargo across difficult terrain much more quickly than surface-based means of transportation. BEASTs are expensive to acquire and even more troublesome to maintain, since they require a lot of living space and prodigious amounts of forage. They can also prove temperamental in difficult situations, military and civilian establishments who value speed over expense will still refuse to do without them. Combat To guide a trained BEAST, its handler applies pressure to the sides, top and underside of its head with a long stick looped around their wrist. The BEAST moves following the direction and force of the stick, pressing the top of their head causes them to descend, while applying more pressure causes the creature to dive, for example. Under duress, however, they tend to value self preservation over obedience. Whenever a BEAST is damaged in combat it is thereafter treated as an untrained mount until it is out of reach of whatever damaged it. Then, the rider may make a DC 20 Ride check to re-establish control over the creature. BEAST are normally stolid creatures that do not like to fight. If attacked, they will defend themselves with their enormous beak and claws. A handler must succeed on a DC 20 Ride skill check if it wishes its BEAST to initiate combat. 24. need 1 Medium Elemental (Extraplanar, Fire) HD: 4d8+8 (26 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (good) (6 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +3/+5 Attack: Talons +5 melee (1d6+2) or bite +5 melee (1d8+2) Full Attack: 2 talons +5 melee (1d6+2) and bite +0 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Death throes, explode, fiery aura, spell-like abilities Special Qualities: Darkvision 60 ft., elemental traits, flicker form, immunity to fire, vulnerability to cold Saves: Fort +3, Ref +8, Will +2 Abilities: Str 14, Dex 18, Con 14, Int 8, Wis 13, Cha 11 Skills: Intimidate +5, Knowledge (the planes) +6, Spot+10 Feats: Flyby Attack Environment: Elemental Plane of Fire Organization: Solitary Challenge Rating: 4 Treasure: None Alignment: Always chaotic neutral Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: — The ELEMENTAL is a bird native to the Elemental Plane of Fire. It acts as messenger and sentinel for other denizens of that plane, as it can undertake planar travel and is relatively intelligent. It resembles a large eagle with a longer neck and beak, but its feathers are an incandescent red. It trails fire as it flies, with small flames licking its body when it is perched. It eats other creatures of the Plane of Fire and sates itself with metal when it travels to the Material Plane. It is a regal creature with knowledge of its magnificence and its importance, and acts haughty and sometimes bullies other weaker elementals. It understands, but does not speak Common and Ignan. Combat These creatures are hotheaded and will not shirk from a fight, especially considering their power to engulf in flame anything that surrounds them. It is more reckless in the Material Plane, as it knows it will reform in its home plane when it is destroyed, and is fond of leaving its would-be killers the little surprise of its explosive suicide. Explode (Ex): A ELEMENTAL can cause a burst of flame to explode in a 20-foot radius around its body. The ELEMENTAL takes 1d6 points of damage when it uses this attack, but the explosion deals 4d6 points of fire damage (Reflex DC 14 half) to all creatures in the radius. The save DC is Constitution-based. Fiery Aura (Ex): Anyone within 30 feet of a ELEMENTAL must succeed on a DC 14 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. Flicker Form (Ex): On any plane other than the Plane of Fire, the ELEMENTAL's body flickers like a flame. All attacks against a ELEMENTAL have a 30% miss chance as they pass through the creature's fiery body. Death Throes (Su): When a ELEMENTAL drops below 0 hit points it immolates itself. This creates an explosion of flames in a 30-foot radius around the ELEMENTAL’s body, dealing 6d6 points of fire damage to all within (Reflex DC 14 half). The save DC is Constitution-based. Spell-Like Abilities: 1/week—plane shift. Caster level Xth. 25. need 2 more Huge Giant Hit Dice: 18d8+126 (207 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +13/+29 Attack: Claw +19 melee (2d4+8/19-20) or bite +19 melee (1d10+8) Full Attack: 2 claws +19 melee (2d4+8/19-20) and bite +14 melee (1d10+4) Space/Reach: 15 ft./15 ft. Special Attacks: Rend 4d4+12 Special Qualities: Darkvision 120 ft., low-light vision, regeneration 10, scent Saves: Fort +18, Ref +9, Will +7 Abilities: Str 27, Dex 12, Con 24, Int 10, Wis 9, Cha 10 Skills: Climb +14, Jump +13, Listen +7, Spot +7 Feats: Alertness, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes Environment: Any mountains and aquatic Organisation: Solitary or gang (2-4) Challenge Rating: 16 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: — The existence of the TROLL is mere rumor, with tales accounting of a physiology identical to that of a normal troll except for sheer size. Its attacks and tactics would be the same, although even more deadly coming from such a huge monster. Sailor's tales speak of aquatic versions looking like enormous marine scrags. They stand at least 20-ft. tall and are attributed with even more powerful regenerative abilities than normal trolls. Combat Rend (Ex): If a TROLL hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d4+12 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a TROLL. If a TROLL loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. AQUATIC TROLLS TROLLs that have adapted to living in the ocean have the aquatic subtype, and have a swim speed of 40 feet and are found only in aquatic environments. [/QUOTE]
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