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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3682798" data-attributes="member: 2795"><p><strong>Lupigriff Riders</strong></p><p></p><p><span style="color: lime">I created this gang of lupigriff riders for a recent adventure I ran, but the PCs never encountered them. In retrospect, I decided the encounter would've just been too difficult for the party. Maybe I'll use them some other time.</span></p><p></p><p>[sblock=Lupigriff Rider (x4); CR 6</p><p>Goblin druid 6]</p><p>Various E Small humanoid (goblinoid)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +3, Spot +3</p><p><strong>Languages</strong> Common, Goblin</p><p>-----</p><p><strong>AC</strong> 19 (+1 size, +3 Dex, +3 armor, +2 shield), touch 14, flat-footed 16</p><p><strong>hp</strong> 33 (6 HD)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +5, <strong>Will</strong> +8; +4 against spell-like abilities of fey</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares); trackless step, woodland stride</p><p><strong>Melee</strong> masterwork shortspear +6 (1d4, 20 ft. range increment), or</p><p><strong>Ranged</strong> sling +9 (1d4+1, 50 ft. range increment), or</p><p><strong>Ranged Touch</strong> net +8 (entangle, 10 ft. range)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +0</p><p><strong>Atk Options</strong> aspect of nature 2/day, spontaneous <em>summon nature's ally</em></p><p><strong>Special Actions</strong> wild empathy +6</p><p><strong>Combat Gear</strong> <em>potion of cure moderate wounds</em></p><p><strong>Druid Spells Prepared (CL 6th):</strong></p><p>3rd - <em>call lightning</em> (Ref half 16), <em>mass resist energy</em></p><p>2nd - <em>cat's grace, gust of wind</em> (Fort 15), <em>soften earth and stone</em></p><p>1st - <em>cure light wounds, magic fang, shillelagh</em></p><p>0 - <em>detect magic, flare</em> (Fort 13), <em>guidance</em> (x2), <em>resistance</em></p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 16, Con 13, Int 10, Wis 16, Cha 6</p><p><strong>Feats</strong> Exotic Weapon Proficiency (net), Mounted Archery, Mounted Combat</p><p><strong>SQ</strong> nature sense</p><p><strong>Skills</strong> Concentration +10, Handle Animal +7, Hide +5*, Knowledge (nature) +7, Listen +3, Move Silently +5*, Ride +18, Spot +3, Survival +9* (*Hide and Move Silently include -2 armor check penalty. Add +2 to Survival checks made in aboveground natural environments.)</p><p><strong>Possessions</strong> combat gear, plus <em>+1 leather armor</em>, 50 <em>+1 sling bullets</em>, heavy wooden shield, masterwork shortspear, net, sling</p><p>-----</p><p><strong>Aspect of Nature (Su):</strong> Choose one of the following:</p><p style="margin-left: 20px">Aquatic: The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Flight: The druid grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druid's level + druid's Con modifier; initial and secondary damage 1d6 Con).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Scent: The druid gains the scent ability.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Speed: The druid gains a +30-foot enhancement bonus to her base land speed.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid's size (1d6 for a Medium druid, or 1d4 for a Small druid), while the claws deal piercing and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid).</p><p><strong>Skills:</strong> Goblins get a +4 size bonus on Hide checks, and a +4 racial bonus on Move Silently and Ride checks.[/sblock]</p><p></p><p><span style="color: lime">A lupigriff is sort of like a hippogriff, but with wolfish traits rather than equine traits:</span></p><p></p><p>[sblock=Lupigriff (x4); CR 2</p><p>Always N Medium magical beast]</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +5, Spot +8</p><p>-----</p><p><strong>AC</strong> 15 (+3 Dex, +2 natural), touch 13, flat-footed 12</p><p><strong>hp</strong> 30 (4 HD)</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +5, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 50 ft. (10 squares), fly 100 ft. (average); Wingover</p><p><strong>Melee</strong> 2 claws +6 (1d3+2) and bite +1 (1d6+1)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> screech</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 17, Con 15, Int 2, Wis 15, Cha 8</p><p><strong>Feats</strong> Track, Wingover</p><p><strong>Skills</strong> Hide +7, Listen +5, Move Silently +6, Spot +8, Survival +3* (*Add +4 to Survival checks when tracking by scent.)</p><p><strong>Advancement</strong> 5-8 HD (Medium); 9-12 HD (Large)</p><p>-----</p><p><strong>Carrying Capacity:</strong> A light load for a lupigriff is up to 87 pounds; a medium load, 88-174 pounds; and a heavy load, 175-263 pounds.</p><p></p><p><strong>Screech (Ex):</strong> As a standard action, a lupigriff may unleash a piercing screech. This sonic attack affects all creatures in a 10-foot cone. Creatures in the area of effect must make a DC 14 Fortitude save or be stunned for 1 round. A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> Lupigriffs have a +2 racial bonus on Listen checks and a +5 racial bonus on Spot checks. They have a +1 racial bonus on Move Silently, and a +2 racial bonus on Hide checks. Lupigriffs have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong>Training a Lupigriff:</strong> A lupigriff requires training before it can bear a rider in combat. Training a lupigriff requires six weeks of work and a DC 25 Handle Animal check. Riding a lupigriff requires an exotic saddle. A lupigriff can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check. Lupigriff eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. Professional trainers charge 500 gp to rear or train a lupigriff.[/sblock]</p><p></p><p><span style="color: lime">Just to further complicate things, each goblin druid has a dire bat animal companion:</span></p><p></p><p>[sblock=Dire Bat (x4)</p><p>Animal companion]</p><p>N Large animal</p><p><strong>Init</strong> +6; <strong>Senses</strong> blindsense 40 ft., Listen +13, Spot +9</p><p>-----</p><p><strong>AC</strong> 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16</p><p><strong>hp</strong> 45 (6 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +11, <strong>Will</strong> +4; evasion</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), fly 40 ft. (good); Flyby Attack</p><p><strong>Melee</strong> bite +7 melee (1d8+6)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +12</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 23, Con 17, Int 2, Wis 14, Cha 6</p><p><strong>SQ</strong> link, share spells</p><p><strong>Skills</strong> Hide +4, Listen +13, Move Silently +11, Spot +9</p><p><strong>Feats</strong> Alertness, Flyby Attack, Stealthy</p><p>-----</p><p><strong>Blindsense [40 ft.] (Ex):</strong> A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.</p><p></p><p><strong>Skills:</strong> Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3682798, member: 2795"] [b]Lupigriff Riders[/b] [color=lime]I created this gang of lupigriff riders for a recent adventure I ran, but the PCs never encountered them. In retrospect, I decided the encounter would've just been too difficult for the party. Maybe I'll use them some other time.[/color] [sblock=Lupigriff Rider (x4); CR 6 Goblin druid 6] Various E Small humanoid (goblinoid) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +3, Spot +3 [b]Languages[/b] Common, Goblin ----- [b]AC[/b] 19 (+1 size, +3 Dex, +3 armor, +2 shield), touch 14, flat-footed 16 [b]hp[/b] 33 (6 HD) [b]Fort[/b] +6, [b]Ref[/b] +5, [b]Will[/b] +8; +4 against spell-like abilities of fey ----- [b]Speed[/b] 30 ft. (6 squares); trackless step, woodland stride [b]Melee[/b] masterwork shortspear +6 (1d4, 20 ft. range increment), or [b]Ranged[/b] sling +9 (1d4+1, 50 ft. range increment), or [b]Ranged Touch[/b] net +8 (entangle, 10 ft. range) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +0 [b]Atk Options[/b] aspect of nature 2/day, spontaneous [i]summon nature's ally[/i] [b]Special Actions[/b] wild empathy +6 [b]Combat Gear[/b] [i]potion of cure moderate wounds[/i] [b]Druid Spells Prepared (CL 6th):[/b] 3rd - [i]call lightning[/i] (Ref half 16), [i]mass resist energy[/i] 2nd - [i]cat's grace, gust of wind[/i] (Fort 15), [i]soften earth and stone[/i] 1st - [i]cure light wounds, magic fang, shillelagh[/i] 0 - [i]detect magic, flare[/i] (Fort 13), [i]guidance[/i] (x2), [i]resistance[/i] ----- [b]Abilities[/b] Str 10, Dex 16, Con 13, Int 10, Wis 16, Cha 6 [b]Feats[/b] Exotic Weapon Proficiency (net), Mounted Archery, Mounted Combat [b]SQ[/b] nature sense [b]Skills[/b] Concentration +10, Handle Animal +7, Hide +5*, Knowledge (nature) +7, Listen +3, Move Silently +5*, Ride +18, Spot +3, Survival +9* (*Hide and Move Silently include -2 armor check penalty. Add +2 to Survival checks made in aboveground natural environments.) [b]Possessions[/b] combat gear, plus [i]+1 leather armor[/i], 50 [i]+1 sling bullets[/i], heavy wooden shield, masterwork shortspear, net, sling ----- [b]Aspect of Nature (Su):[/b] Choose one of the following: [indent]Aquatic: The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks. Flight: The druid grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load). Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druid's level + druid's Con modifier; initial and secondary damage 1d6 Con). Scent: The druid gains the scent ability. Speed: The druid gains a +30-foot enhancement bonus to her base land speed. Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid's size (1d6 for a Medium druid, or 1d4 for a Small druid), while the claws deal piercing and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid).[/indent] [b]Skills:[/b] Goblins get a +4 size bonus on Hide checks, and a +4 racial bonus on Move Silently and Ride checks.[/sblock] [color=lime]A lupigriff is sort of like a hippogriff, but with wolfish traits rather than equine traits:[/color] [sblock=Lupigriff (x4); CR 2 Always N Medium magical beast] [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +5, Spot +8 ----- [b]AC[/b] 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 [b]hp[/b] 30 (4 HD) [b]Fort[/b] +6, [b]Ref[/b] +5, [b]Will[/b] +2 ----- [b]Speed[/b] 50 ft. (10 squares), fly 100 ft. (average); Wingover [b]Melee[/b] 2 claws +6 (1d3+2) and bite +1 (1d6+1) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Atk Options[/b] screech ----- [b]Abilities[/b] Str 14, Dex 17, Con 15, Int 2, Wis 15, Cha 8 [b]Feats[/b] Track, Wingover [b]Skills[/b] Hide +7, Listen +5, Move Silently +6, Spot +8, Survival +3* (*Add +4 to Survival checks when tracking by scent.) [b]Advancement[/b] 5-8 HD (Medium); 9-12 HD (Large) ----- [b]Carrying Capacity:[/b] A light load for a lupigriff is up to 87 pounds; a medium load, 88-174 pounds; and a heavy load, 175-263 pounds. [b]Screech (Ex):[/b] As a standard action, a lupigriff may unleash a piercing screech. This sonic attack affects all creatures in a 10-foot cone. Creatures in the area of effect must make a DC 14 Fortitude save or be stunned for 1 round. A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. The save DC is Constitution-based. [b]Skills:[/b] Lupigriffs have a +2 racial bonus on Listen checks and a +5 racial bonus on Spot checks. They have a +1 racial bonus on Move Silently, and a +2 racial bonus on Hide checks. Lupigriffs have a +4 racial bonus on Survival checks when tracking by scent. [b]Training a Lupigriff:[/b] A lupigriff requires training before it can bear a rider in combat. Training a lupigriff requires six weeks of work and a DC 25 Handle Animal check. Riding a lupigriff requires an exotic saddle. A lupigriff can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check. Lupigriff eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. Professional trainers charge 500 gp to rear or train a lupigriff.[/sblock] [color=lime]Just to further complicate things, each goblin druid has a dire bat animal companion:[/color] [sblock=Dire Bat (x4) Animal companion] N Large animal [b]Init[/b] +6; [b]Senses[/b] blindsense 40 ft., Listen +13, Spot +9 ----- [b]AC[/b] 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16 [b]hp[/b] 45 (6 HD) [b]Fort[/b] +8, [b]Ref[/b] +11, [b]Will[/b] +4; evasion ----- [b]Speed[/b] 20 ft. (4 squares), fly 40 ft. (good); Flyby Attack [b]Melee[/b] bite +7 melee (1d8+6) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +12 ----- [b]Abilities[/b] Str 18, Dex 23, Con 17, Int 2, Wis 14, Cha 6 [b]SQ[/b] link, share spells [b]Skills[/b] Hide +4, Listen +13, Move Silently +11, Spot +9 [b]Feats[/b] Alertness, Flyby Attack, Stealthy ----- [b]Blindsense [40 ft.] (Ex):[/b] A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. [b]Skills:[/b] Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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