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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: 4225981" data-attributes="member: 2795"><p><strong>Obviously Named Monsters</strong></p><p></p><p>[sblock=Scare Crow; CR 1]</p><p>Always N Small magical beast</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +4, Spot +4</p><p>-----</p><p><strong>AC</strong> 13 (+1 size, +2 Dex), touch 13, flat-footed 11</p><p><strong>hp</strong> 5 (1 HD)</p><p><strong>Fort</strong> +2, <strong>Ref</strong> +3, <strong>Will</strong> +2</p><p>-----</p><p><strong>Speed</strong> 10 ft., fly 40 ft. (average) (8 squares)</p><p><strong>Melee</strong> claws +3 (1d3-2 plus <em>cause fear</em>)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> -2</p><p><strong>Atk Options</strong> <em>cause fear</em></p><p>-----</p><p><strong>Abilities</strong> Str 5, Dex 13, Con 10, Int 2, Wis 14, Cha 6</p><p><strong>Feats</strong> Weapon Finesse</p><p><strong>Skills</strong> Listen +4, Spot +4</p><p><strong>Environment</strong> temperate forests</p><p><strong>Organization</strong> solitary</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 2-3 HD (Small)</p><p>-----</p><p><strong>Cause Fear (Su):</strong> A living creature with 5 or fewer Hit Dice hit by a scare crow's claws must make a DC 13 Will save or become frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. <em>Cause fear</em> counters and dispels <em>remove fear</em>. This is a mind-affecting, fear effect. The saving throw is Wisdom-based.[/sblock]</p><p>[sblock=Vampire Bat; CR 4]</p><p>Always E Large undead</p><p><strong>Init</strong> +12; <strong>Senses</strong> blindsense 40 ft., Listen +14, Spot +14</p><p><strong>Languages</strong> Vampire bats communicate with each other via squeaks and whistles. They can understand (but cannot speak) Common.</p><p>-----</p><p><strong>AC</strong> 23 (-1 size, +8 Dex, +6 natural), touch 17, flat-footed 15; Dodge</p><p><strong>hp</strong> 26 (4 HD); <strong>DR</strong> 10/silver and magic; <strong>fast healing</strong> 5; <strong>turn resistance</strong> +4</p><p><strong>Undead Traits</strong> immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Resist</strong> cold 10, electricity 10</p><p><strong>Fort</strong> +1, <strong>Ref</strong> +9, <strong>Will</strong> +7</p><p>-----</p><p><strong>Speed</strong> 20 ft., fly 40 ft. (good) (8 squares)</p><p><strong>Melee</strong> bite +7 melee (1d8+9 plus energy drain)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +12</p><p><strong>Atk Options</strong> blood drain, children of the night, paralysis</p><p>-----</p><p><strong>Abilities</strong> Str 23, Dex 26, Con --, Int 4, Wis 16, Cha 10</p><p><strong>SQ</strong> <em>spider climb</em></p><p><strong>Feats</strong> Alertness, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Stealthy</p><p><strong>Skills</strong> Hide +13, Listen +14, Move Silently +20, Search +5, Sense Motive +11, Spot +14</p><p><strong>Environment</strong> temperate deserts or underground</p><p><strong>Organization</strong> solitary or colony (5-8)</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 5-12 HD (Large)</p><p>-----</p><p><strong>Blindsense (Ex):</strong> A vampire 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>Blood Drain (Ex):</strong> A vampire bat can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire bat gains 5 temporary hit points.</p><p></p><p><strong>Children of the Night (Su):</strong> Vampire bats command the lesser creatures of the world and once per day can call forth 1d4+1 bat swarms as a standard action. These creatures arrive in 2d6 rounds and serve the vampire bat for up to 1 hour.</p><p></p><p><strong>Paralysis (Su):</strong> A vampire bat can paralyze just by looking onto his eyes. This is similar to a gaze attack, except that the vampire bat must use a standard action, and those merely looking at it are not affected. Anyone the vampire bat targets must succeed on a DC 12 Will save or become paralyzed as if affected by a <em>hold person</em> spell (caster level 12th). The ability has a range of 30 feet. The save is Charisma-based.</p><p></p><p><strong>Energy Drain (Su):</strong> Living creatures hit by a vampire bat’s bite attack gain two negative levels (Fort DC 12 to overcome). For each negative level bestowed, the vampire bat gains 5 temporary hit points. A vampire bat can use its energy drain ability once per round. The save is Charisma-based.</p><p></p><p><strong>Damage Reduction (Su):</strong> A vampire bat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Fast Healing (Ex):</strong> A vampire bat heals 5 points of damage each round so long as it has at least 1 hit point.</p><p></p><p><strong>Spider Climb (Ex):</strong> A vampire bat can climb sheer surfaces as though with a <em>spider climb</em> spell.</p><p></p><p><strong>Skills:</strong> Vampire bats have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Racial bonuses to Listen and Spot are reduced to +4 each its blindsense is negated.[/sblock]</p><p>[sblock=Vampire Bat Weaknesses]</p><p>For all their power, vampire bats have a number of weaknesses.</p><p></p><p><strong>Repelling a Vampire:</strong> Vampire bats cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire bat; they merely keep it at bay. A recoiling vampire bat must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire bat at bay takes a standard action.</p><p></p><p><strong>Slaying a Vampire Bat:</strong> Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire bat in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire bat’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).[/sblock]</p><p>[sblock=Timber Wolf; CR 2]</p><p>Always N Medium plant</p><p><strong>Init</strong> +2; <strong>Senses</strong> blindsight 30 ft., scent</p><p>-----</p><p><strong>AC</strong> 16 (+2 Dex, +4 natural), touch 12, flat-footed 14</p><p><strong>hp</strong> 13 (2 HD)</p><p><strong>Immune</strong> critical hits, mind-affect effectings, paralysis, <em>polymorph</em>, poison, <em>sleep</em> effects, stunning</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +2, <strong>Will</strong> +1</p><p>-----</p><p><strong>Speed</strong> 50 ft. (10 squares)</p><p><strong>Melee</strong> bite +4 melee (1d6+3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>Grp</strong> +3</p><p><strong>Atk Options</strong> trip (+2 check modifier)</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 15, Con 16, Int 2, Wis 12, Cha 6</p><p><strong>SQ</strong> camouflage</p><p><strong>Feats</strong> Track (B), Weapon Focus (bite)</p><p><strong>Skills</strong> Hide +5 (+9 in forests or tall grass), Move Silently +4, Survival +1 (+5 to track by scent)</p><p><strong>Environment</strong> temperate forests</p><p><strong>Organization</strong> solitary, pair, or pack (7-16)</p><p><strong>Treasure</strong> none</p><p><strong>Advancement</strong> 3 HD (Medium); 4-6 HD (Large)</p><p>-----</p><p><strong>Blindsight (Ex):</strong> Timber wolves have no visual organs but can ascertain all foes within 30 ft. using sound and vibration.</p><p></p><p><strong>Camouflage (Ex):</strong> Since a timber wolf looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.</p><p></p><p><strong>Scent (Ex):</strong> Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p></p><p><strong>Trip (Ex):</strong> A timber wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timber wolf.</p><p></p><p><strong>Skills:</strong> Timber wolves have a +4 racial bonus on Survival checks when tracking by scent. They have a +4 racial bonus to Hide checks made in forests or tall grass.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4225981, member: 2795"] [b]Obviously Named Monsters[/b] [sblock=Scare Crow; CR 1] Always N Small magical beast [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +4, Spot +4 ----- [b]AC[/b] 13 (+1 size, +2 Dex), touch 13, flat-footed 11 [b]hp[/b] 5 (1 HD) [b]Fort[/b] +2, [b]Ref[/b] +3, [b]Will[/b] +2 ----- [b]Speed[/b] 10 ft., fly 40 ft. (average) (8 squares) [b]Melee[/b] claws +3 (1d3-2 plus [i]cause fear[/i]) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] -2 [b]Atk Options[/b] [i]cause fear[/i] ----- [b]Abilities[/b] Str 5, Dex 13, Con 10, Int 2, Wis 14, Cha 6 [b]Feats[/b] Weapon Finesse [b]Skills[/b] Listen +4, Spot +4 [b]Environment[/b] temperate forests [b]Organization[/b] solitary [b]Treasure[/b] none [b]Advancement[/b] 2-3 HD (Small) ----- [b]Cause Fear (Su):[/b] A living creature with 5 or fewer Hit Dice hit by a scare crow's claws must make a DC 13 Will save or become frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. [i]Cause fear[/i] counters and dispels [i]remove fear[/i]. This is a mind-affecting, fear effect. The saving throw is Wisdom-based.[/sblock] [sblock=Vampire Bat; CR 4] Always E Large undead [b]Init[/b] +12; [b]Senses[/b] blindsense 40 ft., Listen +14, Spot +14 [b]Languages[/b] Vampire bats communicate with each other via squeaks and whistles. They can understand (but cannot speak) Common. ----- [b]AC[/b] 23 (-1 size, +8 Dex, +6 natural), touch 17, flat-footed 15; Dodge [b]hp[/b] 26 (4 HD); [b]DR[/b] 10/silver and magic; [b]fast healing[/b] 5; [b]turn resistance[/b] +4 [b]Undead Traits[/b] immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Resist[/b] cold 10, electricity 10 [b]Fort[/b] +1, [b]Ref[/b] +9, [b]Will[/b] +7 ----- [b]Speed[/b] 20 ft., fly 40 ft. (good) (8 squares) [b]Melee[/b] bite +7 melee (1d8+9 plus energy drain) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] +12 [b]Atk Options[/b] blood drain, children of the night, paralysis ----- [b]Abilities[/b] Str 23, Dex 26, Con --, Int 4, Wis 16, Cha 10 [b]SQ[/b] [i]spider climb[/i] [b]Feats[/b] Alertness, Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Stealthy [b]Skills[/b] Hide +13, Listen +14, Move Silently +20, Search +5, Sense Motive +11, Spot +14 [b]Environment[/b] temperate deserts or underground [b]Organization[/b] solitary or colony (5-8) [b]Treasure[/b] none [b]Advancement[/b] 5-12 HD (Large) ----- [b]Blindsense (Ex):[/b] A vampire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. [b]Blood Drain (Ex):[/b] A vampire bat can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire bat gains 5 temporary hit points. [b]Children of the Night (Su):[/b] Vampire bats command the lesser creatures of the world and once per day can call forth 1d4+1 bat swarms as a standard action. These creatures arrive in 2d6 rounds and serve the vampire bat for up to 1 hour. [b]Paralysis (Su):[/b] A vampire bat can paralyze just by looking onto his eyes. This is similar to a gaze attack, except that the vampire bat must use a standard action, and those merely looking at it are not affected. Anyone the vampire bat targets must succeed on a DC 12 Will save or become paralyzed as if affected by a [i]hold person[/i] spell (caster level 12th). The ability has a range of 30 feet. The save is Charisma-based. [b]Energy Drain (Su):[/b] Living creatures hit by a vampire bat’s bite attack gain two negative levels (Fort DC 12 to overcome). For each negative level bestowed, the vampire bat gains 5 temporary hit points. A vampire bat can use its energy drain ability once per round. The save is Charisma-based. [b]Damage Reduction (Su):[/b] A vampire bat’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [b]Fast Healing (Ex):[/b] A vampire bat heals 5 points of damage each round so long as it has at least 1 hit point. [b]Spider Climb (Ex):[/b] A vampire bat can climb sheer surfaces as though with a [i]spider climb[/i] spell. [b]Skills:[/b] Vampire bats have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Racial bonuses to Listen and Spot are reduced to +4 each its blindsense is negated.[/sblock] [sblock=Vampire Bat Weaknesses] For all their power, vampire bats have a number of weaknesses. [b]Repelling a Vampire:[/b] Vampire bats cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire bat; they merely keep it at bay. A recoiling vampire bat must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire bat at bay takes a standard action. [b]Slaying a Vampire Bat:[/b] Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire bat in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire bat’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).[/sblock] [sblock=Timber Wolf; CR 2] Always N Medium plant [b]Init[/b] +2; [b]Senses[/b] blindsight 30 ft., scent ----- [b]AC[/b] 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 [b]hp[/b] 13 (2 HD) [b]Immune[/b] critical hits, mind-affect effectings, paralysis, [i]polymorph[/i], poison, [i]sleep[/i] effects, stunning [b]Fort[/b] +6, [b]Ref[/b] +2, [b]Will[/b] +1 ----- [b]Speed[/b] 50 ft. (10 squares) [b]Melee[/b] bite +4 melee (1d6+3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]Grp[/b] +3 [b]Atk Options[/b] trip (+2 check modifier) ----- [b]Abilities[/b] Str 14, Dex 15, Con 16, Int 2, Wis 12, Cha 6 [b]SQ[/b] camouflage [b]Feats[/b] Track (B), Weapon Focus (bite) [b]Skills[/b] Hide +5 (+9 in forests or tall grass), Move Silently +4, Survival +1 (+5 to track by scent) [b]Environment[/b] temperate forests [b]Organization[/b] solitary, pair, or pack (7-16) [b]Treasure[/b] none [b]Advancement[/b] 3 HD (Medium); 4-6 HD (Large) ----- [b]Blindsight (Ex):[/b] Timber wolves have no visual organs but can ascertain all foes within 30 ft. using sound and vibration. [b]Camouflage (Ex):[/b] Since a timber wolf looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. [b]Scent (Ex):[/b] Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. [b]Trip (Ex):[/b] A timber wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the timber wolf. [b]Skills:[/b] Timber wolves have a +4 racial bonus on Survival checks when tracking by scent. They have a +4 racial bonus to Hide checks made in forests or tall grass.[/sblock] [/QUOTE]
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