Setting Specific Monsters

ELF, AQUATIC

Medium Humanoid (Elf)
Hit Dice: 1d8 (4hp)
Initiative: +1
Speed: 30 ft, Swim 40 ft
Armor Class: 13 (+2 Coral studded shark skin, +1 Dex)
Base Attack/Grapple: +0 / +1
Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Full Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Space/Reach: 5 ft / 5 ft
Special Attacks: -
Special Qualities: Immunities, Underwater vision, Save bonuses
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 11
Skills: Hide +4, Search +5, Spot +5, Swim +4*
Feats: Weapon Focus (Spear)
Environment: Temperate or tropical waters
Organization: Ocean: company (2-3), squad (11-20 plus 2 4th level sergeants). River/lake: patrol (4-8 plus 1 2nd level leader), squad (11- 20 plus 2 sergeants of 3rd level, and 1 leader of 4th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By character class
Level Adjustment: +0
Description

Aquatic elves are water-breathing guardians of the under-water world. They have bluish- green skin and emerald green hair and partially web fingers and toes. They live in enormous underwater cities created from coral and other living rock. They protect their undersea world just like their cousins protect the forests. Aquatic elves are slim and are stronger and less agile than Elves. Living underwater makes all movements slow and you are constantly swimming. They live on the bountiful harvests in all the worlds' oceans and can also live in deep lakes and rivers.

Aquatic elves speak Aquan underwater and also speak Forestal above the waves. They are craftsmen in their own right and trade with merchants in a few locations, including Lorlynia and Kinrisar. They have also joined their cousins in Lorlynia in their fight for freedom against the orcs and goblins.

Racial Traits
Aquatic Elves are proficient with spears, tridents, nets and water crossbows (see New Equipment section). They are Immune to sleep spells and effects. Aquatic elves have a +2 racial bonus to Will Saves against enchantment spells or effects. Aquatic elves have low-light vision and can see four times as far as a human in starlight, moonlight, torch light and similar conditions of low light. They have a +2 racial bonus to Search and Spot checks. Aquatic Elves can survive out of the water for 1 hour per point of constitution (after that refer to suffocation rules, pg 88 in DMG), but due to their gills can breathe underwater normally.

Combat
Aquatic elves rely on stealth and tactics to battle their foes, mostly by choosing when and where the battle takes place. Underwater they fight with their spears and nets, and sometimes water crossbows. When they fight in Lorlynia, they often emerge for a brief time from the many rivers and fight on land.

Skills
Aquatic Elves receive a +8 racial bonus to swim checks.
 

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MONSTROUS FROG

Large Animal
Hit Dice: 1d8+1 (5hp)
Initiative: +2
Speed: 15 ft, Swim 30 ft
Armor Class: 13 (+1 Natural, +2 Dex)
Base Attack/Grapple: +0 / +4
Attack: Tongue +2 ranged or Bite +0 melee (1d6)
Full Attack: Tongue +2 ranged or Bite +0 melee (1d6)
Space/Reach: 5 ft / 5 ft
Special Attacks: Adhesive tongue, Swallow whole
Special Qualities: Leap, Low-light vision, Tremorsense
Saves: Fort +3, Ref +2, Will +2
Abilities: Str 11, Dex 14, Con 13, Int 1, Wis 14, Cha 4
Skills: Hide +6, Listen +3, Spot +3
Feats: Weapon Finesse (Tongue)
Environment: Warm and Temperate waters
Organization: Solitary or Pack (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Large)
Level Adjustment: -


Description
Giant frogs appear as larger versions of normal frogs. They are about 6 feet long.

Combat
Giant frogs attack by leaping at their prey and attempting to grapple with their tongue (dealing automatic bite damage) or by bite their opponents.

Adhesive Tongue (Ex): A giant frog can make a grapple attack that does not provoke an attack of opportunity with its tongue. If successful, an opponent is held and automatically takes bite damage each round. A giant frog can attempt to swallow a grappled opponent. A successful attack against the tongue (AC 16) releases the frog's grip on its prey. If the tongue is successfully attacked, the frog will not attempt a grapple attack against that opponent for the remainder of the combat.

Leap (Ex): A giant frog can leap up to 30 feet horizontally (10 feet vertically) and attack with its bite. Treat this as a charge attack (+2 bonus to attack, -2 penalty to AC). To leap, the giant frog must be at least 10 feet away from its foe.

Swallow Whole (Ex): A giant frog can attempt to swallow a grabbed opponent of Small size or smaller by making a successful grapple check. Once inside, the opponent takes 1d6 points of acid damage per round from the frog's stomach acids. A swallowed creature can climb out of the frog 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.
 

MARSH COBRA

Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 20 ft, Climb 20 ft, Swim 20 ft
Armor Class: 16 (+3 Natural, +3 Dex)
Base Attack/Grapple: +1 / +1
Attack: Bite +4 melee (1d6 and poison)
Full Attack: Bite +4 melee (1d6 and poison)
Space/Reach: 5 ft / 5 ft
Special Attacks: Poison
Special Qualities: Tremorsense 30 ft
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 1, Wis 12, Cha 2
Skills: Climb +4*, Hide +6*, Spot +5
Feats: Weapon Finesse (Bite)
Environment: Temperate and warm swamps or jungles
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: -

Description
The Marsh Cobra is a stealthy predator, its body is dark green and its hood is dappled with emerald green spots.

Combat
Marsh Cobras prefer to hide until prey approaches. It then springs out with its initial rush and attack.

Poison (Ex): The poison of a Marsh Cobra has an initial damage of 1d6 CON and secondary damage of Blindness and has a DC of 12.

Skills
Marsh Cobras receive a +4 racial bonus to Climb and Hide checks while in marshes or swamps.
 
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MONSTROUS MARSH COBRA

Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +5
Speed: 20 ft, Climb 20 ft, Swim 20 ft
Armor Class: 17 (-1 Size, +6 Natural, +2 Dex)
Base Attack/Grapple: +4 / +9
Attack: Bite +9 melee (1d8+7 and poison)
Full Attack: Bite +9 melee (1d8+7 and poison)
Space/Reach: 5 ft / 5 ft (coiled)
Special Attacks: Poison
Special Qualities: Scent, Tremorsense 30 ft
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 20, Dex 14, Con 16, Int 1, Wis 12, Cha 2
Skills: Climb +10*, Hide +8*, Listen +8, Spot +5
Feats: Alertness, Improved Initiative
Environment: Temperate and warm swamps or jungles
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 7-9 HD (Large)
Level Adjustment: -


Description
The Monstrous Marsh Cobra is a stealthy predator, its body is dark green and its hood is dappled with emerald green spots.

Combat
Monstrous Marsh Cobras prefer to hide until prey approaches. It then springs out with its initial rush and attack. The improved vision and tactile senses of the Monstrous Marsh Cobra compared to its smaller cousin makes it a much more deadly opponent.

Poison (Ex): The poison of a Marsh Cobra has an initial damage of 1d6 CON and secondary damage of Blindness and has a DC of 16.

Skills
Marsh Cobras receive a +4 racial bonus to Climb and Hide checks while in marshes or swamps.
 

MARSH ENSNARER

Huge Magical Beast (Aquatic)
Hit Dice: 12d10+24 (90 hp)
Initiative: +4
Speed: Swim 40 ft
Armor Class: 18 (-2 size, +6 Natural, +4 Dex)
Base Attack/Grapple: +8 / +25
Attack: Tentacle +17 melee (1d8+9) or Bite +12 melee (2d6+9)
Full Attack: 8 Tentacles +17 melee (1d8+9) and Bite +12 melee (2d6+9)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Constrict
Special Qualities: Scent, Tremorsense 60 ft
Saves: Fort +15, Ref +13, Will +8
Abilities: Str 28, Dex 18, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +12*, Listen +12, Spot +12
Feats: Alertness, Awesome Blow, Power Attack, Combat Reflexes, Weapon Focus (Tentacles)
Environment: Temperate or warm marshes and swamps
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 13-16 HD (Huge), 17-20 HD (Colossal)
Level Adjustment: -

Description
The Marsh Ensnarer is appears as a flattened disk of pale brown rubbery flesh about 10ft across, rising from the top of its body are 8 tentacles, surrounding a circular mouth filled with needle-like teeth.

Combat
Marsh Ensnarers usually conceal themselves in pools and other areas of still water in a marsh or swamp, with only their tentacles breaking the surface of the water. When prey approaches they rise up so that the top of their body is above the water and attack with their tentacles, prey that is hit is grabbed and either constricted or carried to the mouth to be torn apart and devoured.

Improved Grab (Ex): A marsh ensnarer can make a grapple attack that does not provoke an attack of opportunity if it hits with a tentacle attack. If successful, an opponent is held and automatically takes constriction damage each round, alternatively the marsh ensnarer can transfer the opponent to their mouth with a successful grapple check where they will take automatic bite damage each round until freed.

Constrict (Ex): A marsh ensnarer that successfully grapples an opponent can deal automatic constriction damage of 1d6+9 per round. A successful attack against the tentacle (AC 20) causes the Marsh Ensnarer to release its grip on the prey.

Skills
Marsh Ensnarers receive a +8 racial bonus to Hide checks when submerged.
 
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MARSH MONITOR

Medium Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 30 ft, Swim 20 ft
Armor Class: 17 (+5 Natural, +2 Dex)
Base Attack/Grapple: +3 / +7
Attack: Bite +8 melee (1d6+6)
Full Attack: Bite +8 melee (1d6+6)
Space/Reach: 5 ft / 5 ft
Special Attacks: Ambush
Special Qualities: Low-light vision, Scent
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 10, Cha 6
Skills: Hide +6*, Listen +6, Move Silently +6, Spot +6
Feats: Alertness, Weapon Focus (Bite)
Environment: Temperate or tropical swamps and marshes
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: 6-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: -

Description
The Marsh Monitor is a voracious predator and scavenger. Its lumpy hide matches the mud and foliage of the swamps that are its natural habitat. This allows the creature to blend seamlessly with its surroundings and attack by surprise. The Marsh Lizard is usually active only during the day but comes out at night if it is sufficiently hungry.

Combat
Marsh Monitors prefer to hide until prey approaches and then springs out with its initial rush and attack.

Ambush (Ex): A Marsh Monitor darts out of its hiding place with blinding speed. On the first round after it emerges, it gains a +4 conditional bonus to its attack roll.

Skills
Marsh Monitors reptiles receive a +4 racial bonus to Hide and Move Silently checks while in swamps or marshes.
 

SPITTING VIPER

Description
Identical to the viper found in the Monster Manual, p280, with the following changes:
· Challenge Rating: 1/2
· Special Attacks: Poisonous spittle. The spitting snake can spit its poison as a ranged touch attack. The maximum distance is based on the size of the snake:

Size Distance
Tiny 5’
Small 10’
Medium 20’
Large 30’
Huge 40’
Gargantuan 50’
Colossal 60’
 

MONSTROUS SNAPPING TURTLE

Gargantuan Animal
Hit Dice: 10d8+70 (115 hp)
Initiative: -2
Speed: 10 ft, Swim 15 ft
Armor Class: 22 (-4 Size, +18 Natural, -2 Dex)
Base Attack/Grapple: +7 / +30
Attack: Bite +19 melee (2d8+16)
Full Attack: Bite +19 melee (2d8+16)
Space/Reach: 20 ft / 15 ft
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Low-light vision
Saves: Fort +, Ref +, Will +
Abilities: Str 32, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Hide +1, Listen +5 , Spot +6
Feats: Alertness, Blind-Fight, Power Attack, Weapon Focus (Bite)
Environment: Temperate or warm marshes and swamps
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Gargantuan), 21-30 HD (Colossal)
Level Adjustment: -

Description
Giant snapping turtles appear as 40-foot diameter turtles. They are aggressive and have a voracious appetite. Most are found in large lakes, rivers and open water in swamps.

Combat
Giant snapping turtles lurk near the shore or on the bottom of a body of water where they remain motionless. When prey passes nearby it shoots its neck out and bites.

Improved Grab (Ex): To use this ability, the giant snapping turtle must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow the opponent.

Swallow Whole (Ex): A giant snapping turtle can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+16 points of crushing damage plus 2d8 points of acid damage per round from the giant snapping turtle's digestive juices. A swallowed creature can cut its way out by using claws or a light piercing or slashing weapon to deal 25 points of damage to the giant snapping turtle's gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The giant snapping turtle's interior can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller opponents.
 

GREAT TROLL

Huge Giant
Hit Dice: 16d8+160 (232 hp)
Initiative: +3
Speed: 30 ft (armored), Base 40 ft, Swim 20 ft
Armor Class: 28 (-2 Size, +12 Natural, +5 Breastplate, +3 Dex)
Base Attack/Grapple: +12 / +31
Attack: Claw +23 melee (1d8+11) or MW Greatsword +25 melee (4d6+16) or MW Mighty (Str 18) Composite Longbow +15 ranged (3d6+4)
Full Attack: 2 Claws +23 melee (1d8+11) and Bite +18 (1d8+5) or MW Greatsword +25/+20/+15 melee (4d6+16) or MW Mighty (Str 18) Composite Longbow +15 ranged (3d6+4)
Space/Reach: 15 ft / 15 ft
Special Attacks: Rend, Spellcasting
Special Qualities: Acid and Cold Resistance 10, Darkvision 120 ft, Low-light vision, Regeneration 10, Scent, SR 21
Saves: Fort +25, Ref +10, Will +12
Abilities: Str 32, Dex 16, Con 30, Int 12, Wis 18, Cha 14
Skills: Craft (Armor or Weapon Smith) +20*, Knowledge (Nature) +10, Listen +25, Spot + 17, Survival +10*, Swim +15, Use Magic Device +8
Feats: Alertness, Awesome Blow, Cleave, Craft Magic Arms and Armor, Power Attack, Weapon Focus (Greatsword)
Environment: Any swamp or marsh, Cold hills or mountains
Organization: Solitary or Band (2-4)
Challenge Rating: 15
Treasure: Standard coins; Standard goods; Double items
Alignment: Usually Neutral Evil
Advancement: By character class
Level Adjustment: ?

Description
Great Trolls are creatures of evil legend, standing around 25 feet tall. Their bodies are heavily muscled and their skin is very dark green, almost black, and covered with tiny hard scales. Great Trolls are far more intelligent than their brutish cousins and are master metalworkers. They craft their own arms and armor, and may even place magical enchantments upon them.

If approached carefully and promised great rewards, they may be persuaded to craft items of great beauty and ability.

Combat
Great Trolls are usually only aggressive when they, or their territory, is threatened or when hungry.

Regeneration (su): Great Trolls regenerate 10 HP per round and treat all damage as subdual except Fire and Acid.

Rend (ex): A Great Troll that hits an opponent with both claw attacks can rend them for 1d8+22 damage.

Spellcasting (sp): Great Trolls can cast spells as an 8th Level Druid, Save DC14+Spell Level. Spells by level are 6/5/4/4/3/-/-/-/-/-. Typical spells prepared by Great Trolls are: Level 0-Detect Magic, Flare, Guidance, Light, Read Magic, Resistance; Level 1- Entangle, Faerie Fire, Obscuring Mist, Pass Without Trace, Speak with Animals; Level 2- Bull’s Strength, Fog Cloud, Resist Energy, Summon Swarm; Level 3- Call Lightning, Poison, Quench, Speak with Plants; Level 4- Control Water, Dispel Magic, Freedom of Movement.

Skills
Great Trolls receive a +2 racial bonus to Craft rolls involving metal. In their home terrain Great Trolls gain a +4 racial bonus to Survival.

Languages: Draconic and Giant

Water Troll Character Classes: Great trolls favored class is Ranger. They most commonly take levels in Ranger or Sorcerer.
 


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