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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: 3743113" data-attributes="member: 2795"><p><strong>Lots of Tauric Creatures</strong></p><p></p><p><span style="color: lime">I'll add different tauric creatures to this post as I get the time. I've tweaked things here and there.</span></p><p></p><p>[sblock=Waspbear; CR 4</p><p>Tauric bugbear-giant wasp warrior 1]</p><p>Usually CE Large monstrous humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., scent, Listen +5, Spot +13</p><p><strong>Language</strong> Common, Draconic</p><p>-----</p><p><strong>AC</strong> 17 (-1 size, +1 Dex, +4 natural, +2 armor, +1 shield), touch 10, flat-footed 16</p><p><strong>hp</strong> 58 (9 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +4, <strong>Will</strong> +3</p><p>-----</p><p><strong>Spd</strong> 30 ft. (6 squares), fly 60 ft. (good)</p><p><strong>Melee</strong> Large morningstar +13/+8 (2d6+4) and sting +7 (1d3+2 plus poison/19-20)</p><p><strong>Ranged</strong> Large javelin +9 (1d8+4, range increment 30 ft.)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (5 ft. with stinger)</p><p><strong>Base Atk</strong> +9; <strong>Grp</strong> +17</p><p><strong>Attack Options</strong> poison (Fort 16)</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 9</p><p><strong>Skills</strong> Climb +6, Hide +4, Listen +5, Move Silently +11, Spot +13, Survival +2 (+6 to orient itself)</p><p><strong>Feats</strong> Alertness, Improved Critical (sting), Iron Will, Weapon Focus (morningstar)</p><p><strong>Possessions</strong> Large morningstar, Large javelin, leather armor, light wooden shield</p><p><strong>Environment</strong> temperate forests</p><p><strong>Organization</strong> solitary, swarm (2–5), or nest (11–20)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored Class</strong> rogue</p><p>-----</p><p><strong>Poison (Ex):</strong> Poisonous sting, Fortitude save DC 16 negates, inflicts 1d6 Dex initial and secondary damage. The save DCs are Constitution-based.</p><p></p><p><strong>Skills:</strong> Waspbears have a +8 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves. Waspbears have a +4 racial bonus on Move Silently checks.[/sblock]</p><p>[sblock=Duerder; CR 3</p><p>Tauric duergar-Large monstrous spider warrior 1]</p><p>Often LE Large monstrous humanoid</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 120 ft., tremorsense 60 ft., Listen +5, Spot +2</p><p><strong>Language</strong> Dwarven, Undercommon</p><p>-----</p><p><strong>AC</strong> 21 (-1 size, +3 Dex, +2 natural, +5 armor, +2 shield), touch 12, flat-footed 18</p><p><strong>hp</strong> 36 (6 HD)</p><p><strong>Immune</strong> paralysis, phantasms, poison</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +4, <strong>Will</strong> +0; +2 racial bonus on saves against spells and spell-like abilities</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares) (in chainmail), climb 20 ft.</p><p><strong>Melee</strong> Large warhammer +7/+2 (2d6+2/x3)</p><p><strong>Ranged</strong> Large light crossbow +8/+3 (2d6/19-20, 80 ft. range increment)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +12</p><p><strong>Attack Options</strong> +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against creatures of the giant type, web</p><p><strong>Special Actions</strong> stability, stonecunning</p><p><strong>Spell-Like Abilities (CL 3rd)</strong></p><p>1/day - <em>invisibility</em> (only the duerder and whatever it carries)</p><p>-----</p><p><strong>Abilities</strong> Str 15, Dex 17, Con 12, Int 10, Wis 9, Cha 4</p><p><strong>Skills</strong> Appraise +2 (+4 related to stone or metal items), Climb +4*, Craft (blacksmithing) +4, Craft (stonemasonry) +4, Hide +6* (+10* when using its webs), Jump -9*, Listen +5, Move Silently +4* (+8* when using its webs), Search +0 (+2 to notice unusual stonework), Spot +2 (*Includes -7 armor check penalty)</p><p><strong>Feats</strong> Rapid Reload (light crossbow), Stealthy, Toughness</p><p><strong>Possessions</strong> Large warhammer, chainmail, heavy shield, Large light crossbow, bolts (40)</p><p><strong>Environment</strong> any underground</p><p><strong>Organization</strong> solitary or colony (2–5)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> fighter</p><p>-----</p><p><strong>Light Sensitivity:</strong> Duerder are dazzled in bright sunlight or within the radius of a <em>daylight</em> spell.</p><p></p><p><strong>Speed:</strong> A duerder’s base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. </p><p></p><p><strong>Stability (Ex):</strong> Duerders are exceptionally stable on their feet. A duerder has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p></p><p><strong>Stonecunning (Ex):</strong> This ability grants a dueder a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dueder who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dueder can use the Search skill to find stonework traps as a rogue can. A dueder can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dueders have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.</p><p></p><p><strong>Tremorsense (Ex):</strong> Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs.</p><p></p><p><strong>Web (Ex):</strong> Duerders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. Duerders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. A creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17), both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.</p><p></p><p>Duerders often create sheets of webbing thirty feet square. They can position these sheets to snare flying creatures or to trap prey on the ground. Creatures must succeed on a DC 20 Spot check to notice a web or stumble into it and become trapped as by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5–foot section has the 12 hit points, and sheet webs have damage reduction 5/--. A duerder can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.</p><p></p><p><strong>Skills:</strong> Duerders have a +4 racial bonus on Move Silently checks, and a +1 racial bonus on Listen. They have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Duerders have a +8 racial bonus on Hide and Move Silently checks when using their webs. They also have a +2 racial bonus on Appraise checks that are related to stone or metal items, and a +2 racial bonus on Craft checks that are related to stone or metal.[/sblock]</p><p>[sblock=Drowolf; CR 4</p><p>Tauric drow-dire wolf warrior 1]</p><p>Usually NE Large monstrous humanoid</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, darkvision 120 ft., scent, Listen +10, Spot +7</p><p><strong>Language</strong> Common, Elven, Undercommon</p><p>-----</p><p><strong>AC</strong> 19 (-1 size, +2 Dex, +3 natural, +4 armor, +1 shield), touch 11, flat-footed 17</p><p><strong>hp</strong> 60 (8 HD)</p><p><strong>Immune</strong> <em>sleep</em></p><p><strong>Weakness</strong> light blindness</p><p><strong>SR</strong> 12</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +7, <strong>Will</strong> +5; +2 racial bonus on Will saves against spells and spell-like abilities</p><p>-----</p><p><strong>Spd</strong> 50 ft. (10 squares)</p><p><strong>Melee</strong> Large rapier +15 (1d8+7/18-20)</p><p><strong>Ranged</strong> Large hand crossbow +9 (1d6 plus poison/19-20, 30 ft. range increment)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +19</p><p><strong>Attack Options</strong> poison</p><p><strong>Spell-Like Abilities (CL 1st)</strong></p><p>1/day - <em>dancing lights, darkness, faerie fire</em></p><p>-----</p><p><strong>Abilities</strong> Str 25, Dex 15, Con 17, Int 12, Wis 10, Cha 10</p><p><strong>Skills</strong> Hide +4*, Jump +19*, Listen +10, Move Silently +8*, Search +6, Spot +7, Survival +7 (+11 when tracking by scent) (*Includes -3 armor check penalty.)</p><p><strong>Feats</strong> Alertness, Run, Track (B), Weapon Focus (rapier)</p><p><strong>Possessions</strong> Large rapier, chain shirt, light shield, Large hand crossbow, bolts (40), drow poison (1d4–1 doses)</p><p><strong>Environment</strong> any underground</p><p><strong>Organization</strong> Solitary or pack (5–8)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> wizard (male) or cleric (female)</p><p>-----</p><p><strong>Light Blindness:</strong> Abrupt exposure to bright light (such as sunlight or a <em>daylight</em> spell) blinds drowolves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.</p><p></p><p><strong>Poison (Ex):</strong> An opponent hit by a drowolf’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drowolf carries 1d4–1 doses of drow knockout poison. Drowolf typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drowolf have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drowolf and other elves are susceptible to it.</p><p></p><p><strong>Skills:</strong> A drowolf has a +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent. A drowolf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it was actively looking for it.[/sblock]</p><p>[sblock=Praying Gnolltis; CR 4</p><p>Tauric gnoll-giant praying mantis warrior 1]</p><p>Usually CE Large monstrous humanoid</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +4, Spot +8</p><p><strong>Language</strong> Gnoll</p><p>-----</p><p><strong>AC</strong> 16 (-1 size, -1 Dex, +6 natural, +2 armor), touch 8, flat-footed 16</p><p><strong>hp</strong> 45 (7 HD)</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +0, <strong>Will</strong> +1</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares), fly 40 ft. (poor)</p><p><strong>Melee</strong> Large battle axe +10/+5 (2d6+6/x3) and claws +4 (1d8+2)</p><p><strong>Ranged</strong> Large shortbow +6 (1d8/x3, 60 ft. range increment)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (5 ft. with claws)</p><p><strong>Base Atk</strong> +7; <strong>Grp</strong> +15</p><p><strong>Attack Options</strong> improved grab</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 8, Con 15, Int 8, Wis 11, Cha 8</p><p><strong>Skills</strong> Hide +5*, Listen +4, Spot +8 (*Add +8 to Hide bonus when surrounded by foliage.)</p><p><strong>Feats</strong> Alertness, Improved Initiative, Power Attack</p><p><strong>Possessions</strong> Large battleaxe, leather armor, Large shortbow, arrows (40)</p><p><strong>Environment</strong> warm forests</p><p><strong>Organization</strong> solitary</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> ranger</p><p>-----</p><p><strong>Improved Grab (Ex):</strong> To use this ability, a praying gnolltis must hit with its claw attack.</p><p></p><p><strong>Skills:</strong> A praying gnolltis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when a gnolltis is surrounded by foliage.[/sblock]</p><p>[sblock=Gobloar; CR 3</p><p>Tauric goblin-boar warrior 1]</p><p>Usually NE Medium monstrous humanoid</p><p><strong>Init</strong> +0; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3</p><p><strong>Language</strong> Goblin (Those with Intelligence scores of 12 or higher also speak Common.)</p><p>-----</p><p><strong>AC</strong> 19 (+6 natural, +2 armor, +1 shield), touch 10, flat-footed 19</p><p><strong>hp</strong> 40 (5 HD)</p><p><strong>Fort</strong> +8, <strong>Ref</strong> +3, <strong>Will</strong> +0</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares)</p><p><strong>Melee</strong> Small morningstar +7 (1d6+2), or</p><p><strong>Ranged</strong> Small javelin +5 (1d4+2, 30 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +5; <strong>Grp</strong> +7</p><p><strong>Attack Options</strong> ferocity</p><p>-----</p><p><strong>Abilities</strong> Str 15, Dex 10, Con 17, Int 10, Wis 9, Cha 6</p><p><strong>Skills</strong> Hide +5*, Jump +7*, Listen +3, Move Silently +7*, Spot +3 (*Includes -1 armor check penalty.)</p><p><strong>Feats</strong> Alertness, Toughness</p><p><strong>Possessions</strong> Small morningstar, leather armor, light wooden shield, javelin</p><p><strong>Environment</strong> temperate forests</p><p><strong>Organization</strong> solitary or herd (5-8)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> rogue</p><p>-----</p><p><strong>Ferocity (Ex):</strong> A gobloar is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying.</p><p></p><p><strong>Skills:</strong> Gobloars have a +4 racial bonus on Move Silently checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3743113, member: 2795"] [b]Lots of Tauric Creatures[/b] [color=lime]I'll add different tauric creatures to this post as I get the time. I've tweaked things here and there.[/color] [sblock=Waspbear; CR 4 Tauric bugbear-giant wasp warrior 1] Usually CE Large monstrous humanoid [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., scent, Listen +5, Spot +13 [b]Language[/b] Common, Draconic ----- [b]AC[/b] 17 (-1 size, +1 Dex, +4 natural, +2 armor, +1 shield), touch 10, flat-footed 16 [b]hp[/b] 58 (9 HD) [b]Fort[/b] +8, [b]Ref[/b] +4, [b]Will[/b] +3 ----- [b]Spd[/b] 30 ft. (6 squares), fly 60 ft. (good) [b]Melee[/b] Large morningstar +13/+8 (2d6+4) and sting +7 (1d3+2 plus poison/19-20) [b]Ranged[/b] Large javelin +9 (1d8+4, range increment 30 ft.) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. (5 ft. with stinger) [b]Base Atk[/b] +9; [b]Grp[/b] +17 [b]Attack Options[/b] poison (Fort 16) ----- [b]Abilities[/b] Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 9 [b]Skills[/b] Climb +6, Hide +4, Listen +5, Move Silently +11, Spot +13, Survival +2 (+6 to orient itself) [b]Feats[/b] Alertness, Improved Critical (sting), Iron Will, Weapon Focus (morningstar) [b]Possessions[/b] Large morningstar, Large javelin, leather armor, light wooden shield [b]Environment[/b] temperate forests [b]Organization[/b] solitary, swarm (2–5), or nest (11–20) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored Class[/b] rogue ----- [b]Poison (Ex):[/b] Poisonous sting, Fortitude save DC 16 negates, inflicts 1d6 Dex initial and secondary damage. The save DCs are Constitution-based. [b]Skills:[/b] Waspbears have a +8 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves. Waspbears have a +4 racial bonus on Move Silently checks.[/sblock] [sblock=Duerder; CR 3 Tauric duergar-Large monstrous spider warrior 1] Often LE Large monstrous humanoid [b]Init[/b] +3; [b]Senses[/b] darkvision 120 ft., tremorsense 60 ft., Listen +5, Spot +2 [b]Language[/b] Dwarven, Undercommon ----- [b]AC[/b] 21 (-1 size, +3 Dex, +2 natural, +5 armor, +2 shield), touch 12, flat-footed 18 [b]hp[/b] 36 (6 HD) [b]Immune[/b] paralysis, phantasms, poison [b]Weakness[/b] light sensitivity [b]Fort[/b] +7, [b]Ref[/b] +4, [b]Will[/b] +0; +2 racial bonus on saves against spells and spell-like abilities ----- [b]Spd[/b] 20 ft. (4 squares) (in chainmail), climb 20 ft. [b]Melee[/b] Large warhammer +7/+2 (2d6+2/x3) [b]Ranged[/b] Large light crossbow +8/+3 (2d6/19-20, 80 ft. range increment) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +12 [b]Attack Options[/b] +1 racial bonus on attack rolls against orcs and goblinoids, +4 dodge bonus to Armor Class against creatures of the giant type, web [b]Special Actions[/b] stability, stonecunning [b]Spell-Like Abilities (CL 3rd)[/b] 1/day - [i]invisibility[/i] (only the duerder and whatever it carries) ----- [b]Abilities[/b] Str 15, Dex 17, Con 12, Int 10, Wis 9, Cha 4 [b]Skills[/b] Appraise +2 (+4 related to stone or metal items), Climb +4*, Craft (blacksmithing) +4, Craft (stonemasonry) +4, Hide +6* (+10* when using its webs), Jump -9*, Listen +5, Move Silently +4* (+8* when using its webs), Search +0 (+2 to notice unusual stonework), Spot +2 (*Includes -7 armor check penalty) [b]Feats[/b] Rapid Reload (light crossbow), Stealthy, Toughness [b]Possessions[/b] Large warhammer, chainmail, heavy shield, Large light crossbow, bolts (40) [b]Environment[/b] any underground [b]Organization[/b] solitary or colony (2–5) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] fighter ----- [b]Light Sensitivity:[/b] Duerder are dazzled in bright sunlight or within the radius of a [i]daylight[/i] spell. [b]Speed:[/b] A duerder’s base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. [b]Stability (Ex):[/b] Duerders are exceptionally stable on their feet. A duerder has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). [b]Stonecunning (Ex):[/b] This ability grants a dueder a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dueder who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dueder can use the Search skill to find stonework traps as a rogue can. A dueder can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dueders have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. [b]Tremorsense (Ex):[/b] Can detect and pinpoint a creature or object within 60 ft. in contact with the ground, or within any range in contact with their webs. [b]Web (Ex):[/b] Duerders often wait in their webs or in trees, then lowers silently on silk strands and leap onto prey. A strand is strong enough to support the spider and one creature of the same size. Duerders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. A creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17), both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Duerders often create sheets of webbing thirty feet square. They can position these sheets to snare flying creatures or to trap prey on the ground. Creatures must succeed on a DC 20 Spot check to notice a web or stumble into it and become trapped as by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5–foot section has the 12 hit points, and sheet webs have damage reduction 5/--. A duerder can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. [b]Skills:[/b] Duerders have a +4 racial bonus on Move Silently checks, and a +1 racial bonus on Listen. They have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Duerders have a +8 racial bonus on Hide and Move Silently checks when using their webs. They also have a +2 racial bonus on Appraise checks that are related to stone or metal items, and a +2 racial bonus on Craft checks that are related to stone or metal.[/sblock] [sblock=Drowolf; CR 4 Tauric drow-dire wolf warrior 1] Usually NE Large monstrous humanoid [b]Init[/b] +2; [b]Senses[/b] low-light vision, darkvision 120 ft., scent, Listen +10, Spot +7 [b]Language[/b] Common, Elven, Undercommon ----- [b]AC[/b] 19 (-1 size, +2 Dex, +3 natural, +4 armor, +1 shield), touch 11, flat-footed 17 [b]hp[/b] 60 (8 HD) [b]Immune[/b] [i]sleep[/i] [b]Weakness[/b] light blindness [b]SR[/b] 12 [b]Fort[/b] +10, [b]Ref[/b] +7, [b]Will[/b] +5; +2 racial bonus on Will saves against spells and spell-like abilities ----- [b]Spd[/b] 50 ft. (10 squares) [b]Melee[/b] Large rapier +15 (1d8+7/18-20) [b]Ranged[/b] Large hand crossbow +9 (1d6 plus poison/19-20, 30 ft. range increment) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +8; [b]Grp[/b] +19 [b]Attack Options[/b] poison [b]Spell-Like Abilities (CL 1st)[/b] 1/day - [i]dancing lights, darkness, faerie fire[/i] ----- [b]Abilities[/b] Str 25, Dex 15, Con 17, Int 12, Wis 10, Cha 10 [b]Skills[/b] Hide +4*, Jump +19*, Listen +10, Move Silently +8*, Search +6, Spot +7, Survival +7 (+11 when tracking by scent) (*Includes -3 armor check penalty.) [b]Feats[/b] Alertness, Run, Track (B), Weapon Focus (rapier) [b]Possessions[/b] Large rapier, chain shirt, light shield, Large hand crossbow, bolts (40), drow poison (1d4–1 doses) [b]Environment[/b] any underground [b]Organization[/b] Solitary or pack (5–8) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] wizard (male) or cleric (female) ----- [b]Light Blindness:[/b] Abrupt exposure to bright light (such as sunlight or a [i]daylight[/i] spell) blinds drowolves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. [b]Poison (Ex):[/b] An opponent hit by a drowolf’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drowolf carries 1d4–1 doses of drow knockout poison. Drowolf typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drowolf have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drowolf and other elves are susceptible to it. [b]Skills:[/b] A drowolf has a +2 racial bonus on Hide, Listen, Move Silently, Search, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent. A drowolf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it was actively looking for it.[/sblock] [sblock=Praying Gnolltis; CR 4 Tauric gnoll-giant praying mantis warrior 1] Usually CE Large monstrous humanoid [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +4, Spot +8 [b]Language[/b] Gnoll ----- [b]AC[/b] 16 (-1 size, -1 Dex, +6 natural, +2 armor), touch 8, flat-footed 16 [b]hp[/b] 45 (7 HD) [b]Fort[/b] +7, [b]Ref[/b] +0, [b]Will[/b] +1 ----- [b]Spd[/b] 20 ft. (4 squares), fly 40 ft. (poor) [b]Melee[/b] Large battle axe +10/+5 (2d6+6/x3) and claws +4 (1d8+2) [b]Ranged[/b] Large shortbow +6 (1d8/x3, 60 ft. range increment) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. (5 ft. with claws) [b]Base Atk[/b] +7; [b]Grp[/b] +15 [b]Attack Options[/b] improved grab ----- [b]Abilities[/b] Str 19, Dex 8, Con 15, Int 8, Wis 11, Cha 8 [b]Skills[/b] Hide +5*, Listen +4, Spot +8 (*Add +8 to Hide bonus when surrounded by foliage.) [b]Feats[/b] Alertness, Improved Initiative, Power Attack [b]Possessions[/b] Large battleaxe, leather armor, Large shortbow, arrows (40) [b]Environment[/b] warm forests [b]Organization[/b] solitary [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] ranger ----- [b]Improved Grab (Ex):[/b] To use this ability, a praying gnolltis must hit with its claw attack. [b]Skills:[/b] A praying gnolltis has a +4 racial bonus on Hide and Spot checks. Because of its camouflage, the Hide bonus increases to +12 when a gnolltis is surrounded by foliage.[/sblock] [sblock=Gobloar; CR 3 Tauric goblin-boar warrior 1] Usually NE Medium monstrous humanoid [b]Init[/b] +0; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +3, Spot +3 [b]Language[/b] Goblin (Those with Intelligence scores of 12 or higher also speak Common.) ----- [b]AC[/b] 19 (+6 natural, +2 armor, +1 shield), touch 10, flat-footed 19 [b]hp[/b] 40 (5 HD) [b]Fort[/b] +8, [b]Ref[/b] +3, [b]Will[/b] +0 ----- [b]Spd[/b] 40 ft. (8 squares) [b]Melee[/b] Small morningstar +7 (1d6+2), or [b]Ranged[/b] Small javelin +5 (1d4+2, 30 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +5; [b]Grp[/b] +7 [b]Attack Options[/b] ferocity ----- [b]Abilities[/b] Str 15, Dex 10, Con 17, Int 10, Wis 9, Cha 6 [b]Skills[/b] Hide +5*, Jump +7*, Listen +3, Move Silently +7*, Spot +3 (*Includes -1 armor check penalty.) [b]Feats[/b] Alertness, Toughness [b]Possessions[/b] Small morningstar, leather armor, light wooden shield, javelin [b]Environment[/b] temperate forests [b]Organization[/b] solitary or herd (5-8) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] rogue ----- [b]Ferocity (Ex):[/b] A gobloar is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying. [b]Skills:[/b] Gobloars have a +4 racial bonus on Move Silently checks.[/sblock] [/QUOTE]
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