Setting Specific Monsters

DMEntropy

First Post
List the rebuilt Setting Specific Monsters here using 3.5 rules.

Please revise these in the order they are listed in the pdf file so that none are missed.
 
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DIRE ALLIGATOR

Large Animal
Hit Dice: 8d8+40 (72 hp)
Initiative: +1
Speed: 30 ft, Swim 30 ft
Armor Class: 19 (-1 size, +9 Natural, +2 Dex)
Base Attack/Grapple: +6 / +20
Attack: Bite +17 melee (2d8+10)
Full Attack: Bite +17 melee (2d8+10), Tail Slap +11 melee (1d8+5)
Space/Reach: 10 ft / 5 ft
Special Attacks: Improved Grab
Special Qualities: Scent, Low-light vision
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 31, Dex 12, Con 21, Int 2, Wis 12, Cha 6
Skills: Hide +4*, Listen +8, Spot +8
Feats: Alertness, Run, Weapon Focus (Bite)
Environment: Temperate Swamp
Organization: Solitary
Challenge Rating: 6
Treasure: Standard coins; Double goods (gems only); Standard items
Alignment: Always Neutral
Advancement: 9-16 HD (Huge)
Level Adjustment: -

This enormous alligator has especially thick hide with ridges and plates all over it. Large golden eyes gleam with an inner hunger.

Combat
The dire alligator relies on its powerful jaws to grab and disable its opponent. Secondary opponents will be attacked with its powerful lashing tail.

Improved Grab (Ex): A dire alligator can make a grapple attack that does not provoke an attack of opportunity if it his with its bite attack. If successful, the opponent is held and automatically takes bite damage each round. Opponents held in the dire alligator’s jaws will be dragged into any nearby body of water as the dire alligator attempts to drown them as well.

Skills
* A dire alligator receives a +8 racial bonus to Hide checks when concealed in swamps and water.
 

BLACK ORCS (ULUK-DUR)

Medium Humanoid (Orc)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft. (Chainmail), Base 30 ft
Armor Class: 17 (+2 Natural, +5 Chainmail)
Base Attack/Grapple: +1 / +5
Attack: Greataxe +5 melee (1d10+6) or Javelin +1 ranged (1d6+4)
Full Attack: Greataxe +5 melee (1d10+6) or Javelin +1 ranged (1d6+4)
Space/Reach: 5 ft / 5 ft
Special Attacks: -
Special Qualities: Darkvision 60 ft, Light Sensitivity
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 18, Dex 11, Con 13, Int 10, Wis 10, Cha 8
Skills: Hide +1, Listen +3, Spot +3
Feats: Alertness
Environment: Any land or underground
Organization: Gang (2-4), squad (11-20 plus 2 4th-level sergeants and
1 leader of 4th-8th level), or band (30-100 plus 150% noncombatants plus 1 4th-level sergeant per 10 adults, 5 6th level lieutenants, and 3 8th level captains)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class
Level Adjustment: +1

Black orcs are larger, stronger, smarter, pitch-skinned orcs. They are better leaders than standard orcs and better at conquest. Uluk-Dur stand six to six and a half feet tall with mottled black skin and otherwise standard orc features.

Combat
Black-orcs are more tactically minded than their lesser brethren. Often they are found leading lesser orcs and giving them sound battle advice. Otherwise they fight as orcs.

Light Sensitivity (Ex): Black orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Black Orc Society
Uluk-Dur live much as standard orcs do except they are found in smaller numbers and many times with lesser orcs serving as guards, servants, and fodder troops. Black-orcs do not build empires or kingdoms but spend their time destroying them.

Black Orc Characters
A black-orc's favorite class is fighter, and black-orc leaders are almost always fighters. Black-orc clerics worship Uluk (favored weapon greataxe) and can choose two of the following domains: War, Strength, Evil, Chaos, Destruction.

Steppe Orcs
Orcs of the northern steppes use the same stats as orcs from the Monster Manual. These orcs do not suffer from Light Sensitivity.
 
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CAVE GIANT

Large Giant (Earth)
Hit Dice: 12d8+48 (102 hp)
Initiative: -1
Speed: 30 ft in hide armor, base speed 40 ft
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor)
Base Attack/Grapple: +9 / +20
Attack: Great Club +16 melee (2d8+10) or Slam +15 melee
(1d4+7) or Rock +8 ranged (2d6+7)
Full Attack: Great Club +16/+11 melee (2d8+10) or 2 Slams +15 melee
(1d4+7) or Rock +8 ranged (2d6+7)
Space/Reach: 10 ft / 10 ft
Special Attacks: Rock throwing
Special Qualities: Darkvision 120 ft, Rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 5, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved
Sunder, Weapon Focus (Great Club)
Environment: Underground
Organization: Solitary, Gang (2-5), Band (6-9 plus 35% noncombatants),
Hunting/Raiding party (6-9 plus 2-5 dire bats), or Tribe
21-30 plus 35% noncombatants plus 12-30 dire bats,
3-5 ogres, and 12-22 orcs).
Challenge Rating: 7
Treasure: Standard
Alignment: Often Chaotic Evil
Advancement: By character class
Level Adjustment: +4
 
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DRAGON TOAD

Large Magical Beast (Water)
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft, Swim 30 ft
Armor Class: 17 (-1 size, +7 natural, +1 Dex)
Base Attack/Grapple: +3 / +11
Attack: Bite +8 melee (2d6+6)
Full Attack: Bite +8 melee (2d6+6)
Space/Reach: 10 ft / 10 ft
Special Attacks: Acid, Improved Grab, Swallow Whole, Spit Acid
Special Qualities: Tremorsense, Low-light vision, Acid Resistance 10
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 4, Wis 10, Cha 3
Skills: Hide +1*, Listen +7, Spot +7
Feats: Alertness, Weapon Focus (Bite)
Environment: Warm marshes
Organization: Solitary or Pack (2-4)
Challenge Rating: 4
Treasure: Standard coins; Double goods (gems only); Standard items
Alignment: Always Neutral
Advancement: 6-15 HD (Large)
Level Adjustment: -

The Dragon Toad appears as a large variety of the normal toad. It is about 10 feet long and very dark green in color with mottled patches of black.

Combat
The Dragon Toad uses its powerful jaws to bite an opponent.

Acid (Ex): When angered a Dragon Toad's body secretes an Acid slime. Creatures attacking an ice toad unarmed, grappling, or with natural weapons take Acid damage (1d8 initial / 1 secondary) each time their attacks hit. The acid loses its potency when it leaves the dragon toad’s body.

Improved Grab (Ex): A dragon toad can make a grapple attack that does not provoke an attack of opportunity if it hits with its bite attack. If successful, an opponent is held and automatically takes bite damage each round. A dragon toad can attempt to swallow a grappled opponent.

Swallow Whole (Ex): A Dragon Toad can attempt to swallow a grabbed opponent of Small size or smaller by making a successful grapple check. Once inside, the opponent takes 1d6+2 points of acid damage per round from the toad's stomach acids. A swallowed creature can climb out of the toad with a successful grapple check, returning to the frog's mouth, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 4 points of damage to the frog's stomach (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The frog's interior can hold two Small, four Tiny, eight Diminutive, or sixteen Fine opponents.

Spit Acid (Ex): Once every 1d4 rounds a dragon toad can spit acid at an opponent within 50ft as a Ranged Touch attack (+4 ranged). Those hit take 3d6 points of acid damage (Reflex save at DC 16 for half).

Skills
Dragon Toads receive a +8 racial bonus to Hide checks in its native environment due to their coloration.
 
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DREAD RAVEN

Small Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 10 ft. / Fly 50 ft.
Armor Class: 16 (+1 size, +2 natural, +3 Dex)
Base Attack/Grapple: +0 / -5
Attack: Peck +1 melee (1d4-1)
Full Attack: Peck +1 melee (1d4-1) and 2 Claws +0 melee (1d3-1)
Space/Reach: 5 ft / 5 ft
Special Attacks: Spells
Special Qualities: Keen Senses
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 7, Dex 17, Con 12, Int 10, Wis 14, Cha 7
Skills: Listen +3, Search +3, Spot +6*
Feats: Alertness
Environment: Temperate and cold lands
Organization: Flock (3-6) or Rookery (6-36 plus 35% noncombatants)
Challenge Rating: 2
Treasure: Standard coins; Double goods (gems only); standard items
Alignment: Usually Neutral Evil
Advancement: None
Level Adjustment: -

Description
Particularly intelligent and nasty, dread ravens gather like plagues in places of blight, warfare and devastation. Larger and more intelligent than their more common kin, dread ravens post a threat to travelers because of their appetite for flesh and because they are often trained to serve as spies for evil humanoids, sorcerers and overlords.

It is said that dread ravens were once common ravens but were corrupted by the gods themselves. It is not clear how this happened or what it means.

Dread ravens look much like dire ravens - huge black birds, three feet in length, with a correspondingly large wingspan. They have orange - yellow beaks and a definite cast of intelligence to their eyes.

Combat
Dread ravens are scavengers more so than hunters. They seek to prey upon those who have already fallen, the more tender the flesh the better (thus their preference for the remains of children, women, halflings, and sheltered lords). If starving, they will seek to snatch small children from their parents and peck their victims apart in sheltered roosts.

Spells (Sp): A dread raven can cast spells as a first level sorcerer. Each dread raven has its own selection of individual spells; "pecking order" in a dread-raven flock often depends upon which bird has the most deadly and useful spells. Available spells to Dread Ravens are:
Level 0 – Dancing Lights, Daze, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Open/Close, Resistance, Touch of Fatigue
Level 1 – Alarm, Protection from Good, Grease, Obscuring Mist, Unseen Servant, Shocking Grasp, Silent Image, Chill Touch, Expeditious Retreat

Keen Senses (Ex): A dread raven gains a +6 bonus to Spot checks in daylight.
 
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DWARF HOUND

Medium Animal (Earth)
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 30 ft
Armor Class: 13 (+2 Natural, +1 Dex)
Base Attack/Grapple: +4 / +7
Attack: Bite +8 melee (1d8+4)
Full Attack: Bite +8 melee (1d8+4)
Space/Reach: 5 ft / 5 ft
Special Attacks: Deafening Bark
Special Qualities: Darkvision 60 ft, Immunities, Scent
Saves: Fort +9, Ref +3, Will +1
Abilities: Str 16, Dex 13, Con 20, Int 4, Wis 8, Cha 8
Skills: Jump +8, Listen +7, Spot +7, Swim +5, Survival +3*
Feats: Improved Natural Attack, Weapon Focus (Bite)
Environment: Underground
Organization: Solitary, Pack (6-9)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 HD (Medium), 8-9 HD (Large)
Level Adjustment: -

Description
The god of dwarves, Galvar Thuradoom, created three hounds to track down Uluk after he set orcs upon the dwarven cities beneath the mountains. So pleased with the hounds, Galvar created twelve lesser hounds and gave them to the dwarves to protect them from the raiding orcs. The hounds helped the dwarves drive the orcs from their tunnels and were forever the faithful companion of the dwarves.

Dwarf hounds are short and broad, possessed of enormous strength and stamina. They are not swift runners, but they can fit through even the narrowest passages and lope along with their masters at a tireless trot. The dogs have short coats ranging in color from coal black to a reddish-gold and have large, golden eyes. They have been bred for great intelligence, and miners often use the dogs to sniff out veins of ore deep within the mountains. When it scents a vein, it lets loose with a thunderclap bark that echoes for miles through underground tunnels (and attribute that makes them amazing watchdogs as well). How the animals actually smell gold and the like is a mystery to human trainers and is a secret the dwarves prefer to keep to themselves.

Dwarves will rarely sell puppies to human trainers, but they are always very expensive, and the dogs are never happy outside close passages and dim lighting. For this reason, they are rarely seen in human lands except as watchdogs in some wealthy lord's castle.

Combat
A dwarf hound's loud bark is indeed worse than it's bite. The hounds are utterly fearless in defense of their masters and don't back down from any attacker, no mater how large or dangerous. Once they attack a target, nothing can deter them except death.

Immunities (Ex): Dwarf hounds are immune to fear, sleep, and paralysis attacks, as well as subdual damage.

Deafening Bark (Ex): When in battle, a dwarf hound barks constantly. The pure volume of the bark can confuse or even stun foes. Opponents within 60 fee in an enclosed area or 20 feet in an open area must make a Will save DC 17 or be disoriented. In an enclosed area, a failed save means the stunned while success means 1/2 speed and attacks at -4 are possible. In an open area a failed save means -4 to hit and 1/2 movement, while a successful save reduces this modifier to -2 and full movement is retained. Once a Will save is successfully made no further check is needed during that encounter. Dwarves used to fighting near these hounds make their Will save at DC 12 with failure being the equivalent of a success for others and success meaning no effect.

Skills
Dwarf Hounds receive a +5 racial bonus to their survival skill when tracking by scent underground.
 
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