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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: 3749413" data-attributes="member: 2795"><p><strong>Tougher Tauric Creatures</strong></p><p></p><p><span style="color: lime">I went off-template a bit more than usual.</span></p><p></p><p>[sblock=Raptorfolk; CR 7</p><p>Tauric lizardfolk-megaraptor warrior 1]</p><p>Usually N Huge monstrous humanoid</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, scent, Listen +10, Spot +10</p><p><strong>Language</strong> Draconic</p><p>-----</p><p><strong>AC</strong> 16 (-2 size, +2 Dex, +6 natural), touch 8, flat-footed 14</p><p><strong>hp</strong> 107 (11 HD)</p><p><strong>Fort</strong> +13, <strong>Ref</strong> +8, <strong>Will</strong> +4</p><p>-----</p><p><strong>Spd</strong> 60 ft. (12 squares)</p><p><strong>Melee</strong> Huge club +14/+9 (2d6+7) and talons +12 (2d8+2) and 2 foreclaws +12 (1d4+2) and bite +12 (1d8+2), or</p><p><strong>Melee</strong> talons +14 (2d8+5) and 2 foreclaws +12 (1d4+2) and 2 claws +12 (1d8+2) and bite +12 (1d8+2), or</p><p><strong>Ranged</strong> Huge javelin +11 (2d6+5, 30 ft. range increment)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 15 ft. (10 ft. with natural weapons)</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +24</p><p><strong>Attack Options</strong> pounce</p><p><strong>Special Actions</strong> hold breath</p><p>-----</p><p><strong>Abilities</strong> Str 21, Dex 15, Con 21, Int 9, Wis 10, Cha 10</p><p><strong>Skills</strong> Balance +10, Hide +4, Jump +32, Listen +10, Spot +10, Survival +10, Swim +9</p><p><strong>Feats</strong> Multiattack, Run, Toughness, Track</p><p><strong>Possessions</strong> Huge club, Huge javelin</p><p><strong>Environment</strong> warm forests</p><p><strong>Organization</strong> solitary, pair, or pack (3–6)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> druid</p><p>-----</p><p><strong>Hold Breath:</strong> A raptorfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</p><p></p><p><strong>Pounce (Ex):</strong> If a raptorfolk charges, it can make a full attack.</p><p></p><p><strong>Skills:</strong> A raptorfolk has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. Because of their tails, raptorfolk have a +4 racial bonus on Balance and Swim checks.[/sblock]</p><p>[sblock=Seacathah; CR 6</p><p>Tauric locathah-advanced sea cat warrior 1]</p><p>Usually N Large monstrous humanoid (aquatic)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +13, Spot +13</p><p><strong>Language</strong> Aquan</p><p>-----</p><p><strong>AC</strong> 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17</p><p><strong>hp</strong> 90 (12 HD)</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +7, <strong>Will</strong> +6</p><p>-----</p><p><strong>Spd</strong> 10 ft. (2 squares), swim 40 ft.</p><p><strong>Melee</strong> Large spear +16/+11/+6 (2d6+6/x3) and 2 claws +10 (1d6+2)</p><p><strong>Ranged</strong> Large light crossbow +12 (2d6/19-20, 80 ft. range increment)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (5 ft. with natural weapons)</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +20</p><p><strong>Attack Options</strong> rend 2d6+6</p><p><strong>Special Actions</strong> hold breath</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 12, Con 17, Int 13, Wis 13, Cha 11</p><p><strong>Skills</strong> Craft (any one) +12, Listen +13, Spot +13, Swim +25</p><p><strong>Feats</strong> Alertness, Endurance, Iron Will, Power Attack, Weapon Focus (spear)</p><p><strong>Possessions</strong> Large spear, Large light crossbow, bolts (40)</p><p><strong>Environment</strong> temperate aquatic</p><p><strong>Organization</strong> solitary, pair, or pride (5–12)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> fighter</p><p>-----</p><p><strong>Hold Breath (Ex):</strong> A seacathah can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks suffocating.</p><p></p><p><strong>Rend (Ex):</strong> A seacathah that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.</p><p></p><p><strong>Skills:</strong> A seacathah 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.[/sblock]</p><p>[sblock=Dragorc; CR 8</p><p>Tauric orc-dragonne warrior 1]</p><p>Usually CE Large monstrous humanoid</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +8, Spot +9</p><p><strong>Language</strong> Draconic, Orc</p><p>-----</p><p><strong>AC</strong> 21 (–1 size, +2 Dex, +7 natural, +3 armor), touch 11, flat-footed 19</p><p><strong>hp</strong> 82 (11 HD)</p><p><strong>Weakness</strong> light sensitivity</p><p><strong>Fort</strong> +11, <strong>Ref</strong> +8, <strong>Will</strong> +1</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares), fly 30 ft. (poor)</p><p><strong>Melee</strong> Large falchion +14/+9/+4 (2d6+6/18–20) and 2 claws +9 melee (2d4+2), or</p><p><strong>Ranged</strong> Large javelin +12 (1d8+4)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft. (5 ft. with natural weapons)</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +19</p><p><strong>Attack Options</strong> Blind-Fight, Combat Reflexes, pounce, roar</p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 15, Con 17, Int 8, Wis 7, Cha 6</p><p><strong>Skills</strong> Listen +8, Spot +9, Survival +0 (Apply -1 armor check penalty where applicable.)</p><p><strong>Feats</strong> Alertness, Blind–Fight, Combat Reflexes, Track</p><p><strong>Possessions</strong> Large falchion, studded leather, Large javelin</p><p><strong>Environment</strong> temperate deserts</p><p><strong>Organization</strong> solitary, pair, or pride (5–10)</p><p><strong>Treasure</strong> standard</p><p><strong>Advancement</strong> by character class; <strong>Favored class</strong> barbarian</p><p>-----</p><p><strong>Light Sensitivity (Ex):</strong> Dragorcs are dazzled in bright sunlight or within the radius of a <em>daylight</em> spell.</p><p></p><p><strong>Pounce (Ex):</strong> If a dragorc charges, it can make a full attack in the same round.</p><p></p><p><strong>Roar (Su):</strong> A dragorc can loose a devastating roar every 1d4 rounds. All creatures except dragorcs within 120 feet must succeed on a DC 13 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.</p><p></p><p><strong>Carrying Capacity:</strong> A light load for a dragorc is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.</p><p></p><p><strong>Skills:</strong> Dragorcs have a +4 racial bonus on Listen and Spot checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3749413, member: 2795"] [b]Tougher Tauric Creatures[/b] [color=lime]I went off-template a bit more than usual.[/color] [sblock=Raptorfolk; CR 7 Tauric lizardfolk-megaraptor warrior 1] Usually N Huge monstrous humanoid [b]Init[/b] +2; [b]Senses[/b] low-light vision, scent, Listen +10, Spot +10 [b]Language[/b] Draconic ----- [b]AC[/b] 16 (-2 size, +2 Dex, +6 natural), touch 8, flat-footed 14 [b]hp[/b] 107 (11 HD) [b]Fort[/b] +13, [b]Ref[/b] +8, [b]Will[/b] +4 ----- [b]Spd[/b] 60 ft. (12 squares) [b]Melee[/b] Huge club +14/+9 (2d6+7) and talons +12 (2d8+2) and 2 foreclaws +12 (1d4+2) and bite +12 (1d8+2), or [b]Melee[/b] talons +14 (2d8+5) and 2 foreclaws +12 (1d4+2) and 2 claws +12 (1d8+2) and bite +12 (1d8+2), or [b]Ranged[/b] Huge javelin +11 (2d6+5, 30 ft. range increment) [b]Space[/b] 15 ft.; [b]Reach[/b] 15 ft. (10 ft. with natural weapons) [b]Base Atk[/b] +11; [b]Grp[/b] +24 [b]Attack Options[/b] pounce [b]Special Actions[/b] hold breath ----- [b]Abilities[/b] Str 21, Dex 15, Con 21, Int 9, Wis 10, Cha 10 [b]Skills[/b] Balance +10, Hide +4, Jump +32, Listen +10, Spot +10, Survival +10, Swim +9 [b]Feats[/b] Multiattack, Run, Toughness, Track [b]Possessions[/b] Huge club, Huge javelin [b]Environment[/b] warm forests [b]Organization[/b] solitary, pair, or pack (3–6) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] druid ----- [b]Hold Breath:[/b] A raptorfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. [b]Pounce (Ex):[/b] If a raptorfolk charges, it can make a full attack. [b]Skills:[/b] A raptorfolk has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. Because of their tails, raptorfolk have a +4 racial bonus on Balance and Swim checks.[/sblock] [sblock=Seacathah; CR 6 Tauric locathah-advanced sea cat warrior 1] Usually N Large monstrous humanoid (aquatic) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +13, Spot +13 [b]Language[/b] Aquan ----- [b]AC[/b] 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 [b]hp[/b] 90 (12 HD) [b]Fort[/b] +11, [b]Ref[/b] +7, [b]Will[/b] +6 ----- [b]Spd[/b] 10 ft. (2 squares), swim 40 ft. [b]Melee[/b] Large spear +16/+11/+6 (2d6+6/x3) and 2 claws +10 (1d6+2) [b]Ranged[/b] Large light crossbow +12 (2d6/19-20, 80 ft. range increment) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. (5 ft. with natural weapons) [b]Base Atk[/b] +12; [b]Grp[/b] +20 [b]Attack Options[/b] rend 2d6+6 [b]Special Actions[/b] hold breath ----- [b]Abilities[/b] Str 19, Dex 12, Con 17, Int 13, Wis 13, Cha 11 [b]Skills[/b] Craft (any one) +12, Listen +13, Spot +13, Swim +25 [b]Feats[/b] Alertness, Endurance, Iron Will, Power Attack, Weapon Focus (spear) [b]Possessions[/b] Large spear, Large light crossbow, bolts (40) [b]Environment[/b] temperate aquatic [b]Organization[/b] solitary, pair, or pride (5–12) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] fighter ----- [b]Hold Breath (Ex):[/b] A seacathah can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks suffocating. [b]Rend (Ex):[/b] A seacathah that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage. [b]Skills:[/b] A seacathah 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.[/sblock] [sblock=Dragorc; CR 8 Tauric orc-dragonne warrior 1] Usually CE Large monstrous humanoid [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +8, Spot +9 [b]Language[/b] Draconic, Orc ----- [b]AC[/b] 21 (–1 size, +2 Dex, +7 natural, +3 armor), touch 11, flat-footed 19 [b]hp[/b] 82 (11 HD) [b]Weakness[/b] light sensitivity [b]Fort[/b] +11, [b]Ref[/b] +8, [b]Will[/b] +1 ----- [b]Spd[/b] 40 ft. (8 squares), fly 30 ft. (poor) [b]Melee[/b] Large falchion +14/+9/+4 (2d6+6/18–20) and 2 claws +9 melee (2d4+2), or [b]Ranged[/b] Large javelin +12 (1d8+4) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. (5 ft. with natural weapons) [b]Base Atk[/b] +11; [b]Grp[/b] +19 [b]Attack Options[/b] Blind-Fight, Combat Reflexes, pounce, roar ----- [b]Abilities[/b] Str 19, Dex 15, Con 17, Int 8, Wis 7, Cha 6 [b]Skills[/b] Listen +8, Spot +9, Survival +0 (Apply -1 armor check penalty where applicable.) [b]Feats[/b] Alertness, Blind–Fight, Combat Reflexes, Track [b]Possessions[/b] Large falchion, studded leather, Large javelin [b]Environment[/b] temperate deserts [b]Organization[/b] solitary, pair, or pride (5–10) [b]Treasure[/b] standard [b]Advancement[/b] by character class; [b]Favored class[/b] barbarian ----- [b]Light Sensitivity (Ex):[/b] Dragorcs are dazzled in bright sunlight or within the radius of a [i]daylight[/i] spell. [b]Pounce (Ex):[/b] If a dragorc charges, it can make a full attack in the same round. [b]Roar (Su):[/b] A dragorc can loose a devastating roar every 1d4 rounds. All creatures except dragorcs within 120 feet must succeed on a DC 13 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based. [b]Carrying Capacity:[/b] A light load for a dragorc is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds. [b]Skills:[/b] Dragorcs have a +4 racial bonus on Listen and Spot checks.[/sblock] [/QUOTE]
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Old School Nefarium - Road to Adventure Link (1/20/16)
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