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<blockquote data-quote="EricNoah" data-source="post: 435815" data-attributes="member: 4"><p>Hey there, I spent a while putting together some Beasts of Xvim, half-fiend and fiendish creatures for a potential future adventure. Note that I do NOT worry about re-assigning skill points in most cases, instead leaving them as they are for the base creature rather than recalculating them per the new template. </p><p></p><p>Huge Smoke Elemental of Xvim: CR 8; AL LE; Huge Elemental (Air, Fire); HD 18d8+72 (Elemental); hp 153; Init +13; Spd Fly, Good 90; AC 21; Atk +15 base melee, +20 base ranged; +20 (Claws, 1d10+6/crit 20/x2); </p><p>SA: Smoke claws (DC 22 Fort save or inhale smoke, which then turns into a claw, doing claw damage each round subsequent Fort saves are failed) </p><p>SQ: Elemental </p><p>Racial Features: Damage Reduction 10/+3; Frightful presence (DC 21); Feed; Smite Good (+18 damage vs. good once per day); Immune to fear and poison; </p><p>Saves: Fort +10, Ref +15, Will +6 </p><p>STR 18, DEX 29, CON 18, INT 6, WIS 11, CHA 15. </p><p>Skills: Listen +18, Spot +18. </p><p>Feats: Dodge, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Weapon Finesse.</p><p></p><p>Tyrannosaurus of Xvim: CR 9; AL LE; Huge Beast; HD 18d10+72 (Beast); hp 171; Init +1; Spd 40; AC 14; Atk +20 base melee, +12 base ranged; +20 (Bite, 5d10+13/crit 20/x2); </p><p>SA: Improved grab (Ex), Swallow whole (Ex) </p><p>SQ: Scent (Ex) </p><p>Racial Features: Damage Reduction 10/+3; Frightful presence (DC 21); Feed; Smite Good (+18 damage vs. good once per day); Immune to fear and poison;</p><p>Saves: Fort +15, Ref +12, Will +8 </p><p>STR 28, DEX 12, CON 19, INT 1, WIS 15, CHA 14 </p><p>Skills: Listen +11, Spot +11.</p><p></p><p>Behir of Xvim: CR 9; AL LE; Huge Magical Beast (Electricity); HD 10d10+50 (Magical Beast); hp 105; Init +1; Spd 40, Climb 15; AC 16; Atk +16 base melee, +9 base ranged; +16/+11 (Bite, 1d10+8/crit 20/x2; 6 Claws, 1d6+4/crit 20/x2); </p><p>SA: Breath weapon (Su) (5x20’, 1/minute, 7d6 damage, DC 19), Improved grab (Ex), Swallow whole (Ex), Constrict (Ex) </p><p>SQ: Immunity: Electricity (Ex), Scent (Ex), Can’t be tripped (Ex) </p><p>Racial Features: Frightful Presence (DC 18); Feed; Smite Good (+10 damage vs. evil once per day); Fear immunity; Poison immunity; DR 5/+2. </p><p>Saves: Fort +12, Ref +8, Will +5 </p><p>STR 26, DEX 13, CON 21, INT 7, WIS 14, CHA 16 </p><p>Skills: Climb +18, Hide +5, Spot +7. </p><p>Feats: Cleave, Power Attack.</p><p></p><p>Beholder of Xvim: CR 14; AL LE; Large Aberration ; HD 13d8+13 (Aberration); hp 71; Init +4; Spd 5, Fly, Good 20; AC 20; Atk +8 base melee, +8 base ranged; +8 (Bite, 1d10/crit 20/x2); SA: Eye rays (Su) (must touch with the ray at +8; All have range 150’ and DC 18): Charm person, Charm Monster, Sleep, Flesh to Stone, Disintegrate, Fear, Slow, Inflict Moderate Wounds, Finger of Death, Telekinesis.</p><p>SQ: All-around vision (Ex), Antimagic cone (Su), Flight (Ex) </p><p>Racial Features: Frightful Presence (DC 20); Feed; Smite Good (+13 damage vs. evil once per day); Fear immunity; Poison immunity; DR 10/+3. </p><p>Saves: Fort +4, Ref +3, Will +11 </p><p>STR 10, DEX 10, CON 12, INT 17, WIS 15, CHA 19 </p><p>Skills: Hide +7, Knowledge (arcana) +10, Listen +15, Search +18, Spot +20. </p><p>Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run.</p><p></p><p>Fiendish Hook Horror (Advanced): CR 9; AL NE; Large Aberration ; HD 15d8+30 (Aberration); hp 97; Init +3; Spd 20, Climb 20; AC 22; Atk +17 base melee, +13 base ranged; +17/+15 (2 Claws, 1d6+7/crit 20/x2; Bite, 2d6+3/crit 20/x2); </p><p>SA: Improved grab (needs two claw hits to start grappling) (Ex), Smite good (+15 damage 1/day) (Su) </p><p>SQ: Blindsight 60’ (Ex), Light sensitivity (Ex), Darkvision (Ex) </p><p>Racial Features: Power Sunder: No AoO, does double damage to shields and armor, Rending Bite: On successful grapple, automatically bites for 3d8+14, Skills: +8 on Hide when underground, Cold Resistance 20, Fire Resistance 20, DR 10/+3, SR 25 </p><p>Saves: Fort +7, Ref +8, Will +10 </p><p>STR 24, DEX 17, CON 14, INT 7, WIS 12, CHA 9 </p><p>Skills: Climb +17, Hide +9, Jump +16, Listen +14. </p><p>Feats: Cleave, Improved Trip, Multiattack, Power Attack.</p><p></p><p>Half-Fiend Fire Giant: CR 9; AL LE; Large Outsider Giant (Fire); HD 15d8+90 (Giant); hp 142; Init +1; Spd 25; AC 24; Atk +22 base melee, +11 base ranged; +22 (Rock, 2d6+18/crit 20/x2); +22 (Greatsword, 2d8+18/crit 19-20/x2); </p><p>SA: Rock throwing (Ex) </p><p>SQ: Rock catching (Ex), Fire subtype (Ex) </p><p>Racial Features: Spell-like abilities – darkness 3/day, desecrate, uholy blight, poison 3/day, contagion, blasphemy, unholy aura 3/day, horrid wilting, DC is 11 + spell level, caster level is 15; Immune to poison; acid, cold, and electricity resistance 20.</p><p>Saves: Fort +11, Ref +6, Will +5 </p><p>STR 35, DEX 13, CON 23, INT 14, WIS 10, CHA 13 </p><p>Possessions: Armor: Chainmail. </p><p>Skills: Climb +13, Jump +13, Spot +7. </p><p>Feats: Cleave, Great Cleave, Power Attack, Sunder.</p><p></p><p>Fiendish Scorpionfolk Ranger, Monstrous Humanoid12/Rgr3: CR 12; AL LE; Large Monstrous Humanoid ; HD 12d8+3d10+15; hp 90; Init +1; Spd 40; AC 18; BAB: +15; Melee BAB: +18; Ranged BAB: +15; Melee: +1 Lance heavy +19, Sting +16 Melee, 2 Claws +16 Melee (+1 Lance, heavy, 2d6+7+1d6 fire /crit 20/x3; Sting, 1d8+2/crit 20/x2; 2 Claws, 1d6+2/crit 20/x2); Sting +18 Melee, 2 Claws +16 Melee (Sting, 1d8+4/crit 20/x2; 2 Claws, 1d6+2/crit 20/x2); </p><p>SA: Poison (Ex), Spell-like abilities (major image 1/day, mirror image 2/day), Trample (Ex) </p><p>SQ: Darkvision (Ex), Resistance: Fire (Ex), Resistance: Spell (Ex) </p><p>Class Features: Ranger: Improved Two-Weapon Fighting, Track, Favored Enemy: Humanoid (Human) </p><p>Racial Features: Poison: DC 17, d4/d4 DEX, Trample: 1d8+4, Reflex DC 20 for half, SR 25, DR 10/+3; Cold Resistance 20, Fire Resistance 20; Smite Good (+15 damage vs. good 1/day)</p><p>SV Fort +8, Ref +10, Will +11; STR 19, DEX 12, CON 13, INT 8, WIS 14, CHA 15.</p><p>Skills: Animal Empathy +4, Appraise -1, Balance +1, Bluff +2, Climb +4, Concentration +1, Craft -1, Diplomacy +2, Disguise +2, Escape Artist +1, Forgery -1, Gather Information +2, Heal +2, Hide -3, Intimidate +11, Intuit Direction +3, Jump +4, Knowledge nature +2, Listen +13, Move Silently +1, Perform +2, Ride +1, Scry -1, Search -1, Sense Motive +11, Spot +13, Swim +0, Use Rope +1, Wilderness Lore +14. </p><p>Feats: Alertness, Spirited Charge (x3 damage with lance on a charge), Power Attack, Track, Ride-By Attack, Multiattack.</p><p>Equipment: +1 Lance heavy: Flaming, Ring: Protection +2.</p><p></p><p>Fiendish Dire Snake: CR 8; AL LE; Huge Animal ; HD 14d8+70 (Animal); hp 105; Init +4; Spd 20, Climb 20, Swim 20; AC 19; Atk +18 base melee, +12 base ranged; +18 (Bite, 1d8+15/crit 20/x2); </p><p>SA: Poison (Ex), Constrict (Ex), Improved grab (Ex); Smite Good (+14 to damage 1/day)</p><p>SQ: Scent (Ex); Cold and Fire resistance 20, DR 10/+3; SR 25.</p><p>Saves: Fort +14, Ref +13, Will +5 </p><p>STR 30, DEX 18, CON 20, INT 1, WIS 12, CHA 10 </p><p>Skills: Balance +15, Climb +20, Hide +3, Listen +11, Spot +10, Swim +12.</p><p></p><p></p><p>Nightmare (Advanced): CR 6; AL NE; Large Outsider (Evil); HD 10d8+30 (Outsider); hp 75; Init +6; Spd 40, Fly, Good 90; AC 24; Atk +13 base melee, +11 base ranged; +13/+8 (2 Hooves, 1d8+4/crit 20/x2; Bite, 1d8+2/crit 20/x2); </p><p>SA: Flaming hooves (Su), Smoke (Su) </p><p>SQ: Astral projection (Su), Etherealness (Su) </p><p>Saves: Fort +10, Ref +9, Will +8 </p><p>STR 18, DEX 15, CON 16, INT 13, WIS 13, CHA 12 </p><p>Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12. </p><p>Feats: Alertness, Improved Initiative.</p><p></p><p></p><p>Yugoloths:</p><p></p><p>Mezzoloth (Advanced): CR 9; AL NE; Medium Outsider (Evil); HD 16d8+16 (Outsider); hp 88; Init +4; Spd 40; AC 20; Atk +19 base melee, +16 base ranged; +19 (2 Claws, 1d4+3/crit 20/x2); +20 (Trident, 1d8+5/crit 19-20/x2); </p><p>SA: Spell-like abilities (DC 12 + spell level, caster level 8, at will unless noted): cause fear, cloudkill (2/day), darkness, desecrate, dispel magic (2/day), produce flame, see invisibility; summon yugoloth (another mezzoloth 40%).</p><p>SQ: Teleport (Su), Immunity: Acid (Ex), Immunity: Poison (Ex), Resistance: Cold (20), Resistance: Electricity (20), Resistance: Fire (20), Telepathy (Su) </p><p>Racial Features: Damage Reduction 10/+1, Spell Resistance 22 </p><p>Saves: Fort +11, Ref +10, Will +10 </p><p>STR 16, DEX 11, CON 13, INT 7, WIS 10, CHA 14 </p><p>Possessions: Weapons: Trident. Shields: Shield, large, steel. </p><p>Skills: Hide +7, Intimidate +10, Listen +11, Move Silently +7, Spot +11. </p><p>Feats: Improved Critical: Trident, Improved Initiative, Shield Proficiency, Weapon Focus: Trident, Weapon Specialization: Trident.</p><p></p><p>Durzagon: </p><p></p><p>Hellborn Sorcerer Outsider5/Sor7: CR 11; AL LE; Medium Outsider (Evil,Lawful); HD 5d8+7d4+24; hp 65; Init +6; Spd 30; AC 18; BAB: +8; Melee BAB: +10; Ranged BAB: +10; 2 Claws +10 Melee, Bite +5 Melee, Beard +5 Melee (2 Claws, 1d6+2/crit 20/x2; Bite, 1d6+1/crit 20/x2; Beard, 1d3+1/crit 20/x2); Melee: +2 Shortspear +12/+7 (+2 Shortspear, 1d8+5/crit 20/x3); </p><p>SA: Beard (Ex), Poison (Ex) </p><p>SQ: Light sensitivity (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Illusion (Ex) </p><p>Racial Features: Darkvision 120', Acid, cold, electricity and fire resistance 20, Rake: beard automatically rakes if both claws hit, Poison: on beard hit, DC 14, d4 Str dam / d2 Str drain, Spell-like abilities: darkness 3/day, desecrate, enlarge, invisibility, uholy blight each 1/day, caster level 10, DC 9 + spell level, DR 10/+1, SR 15 </p><p>SV Fort +13, Ref +11, Will +13; STR 15, DEX 15, CON 15, INT 21, WIS 13, CHA 14.</p><p>Skills: Alchemy +20, Appraise +10, Balance +2, Bluff +2, Climb +2, Concentration +17, Craft +5, Diplomacy +8, Disguise +2, Escape Artist +2, Forgery +5, Gather Information +2, Heal +1, Hide +2, Intimidate +2, Jump +2, Knowledge arcana +20, Listen +13, Move Silently +15, Perform +2, Ride +2, Scry +15, Search +11, Sense Motive +9, Spellcraft +20, Spot +14, Swim +1, Use Rope +2, Wilderness Lore +1. </p><p>Feats: Silent Spell, Simple Weapon Proficiency, Alertness, Great Fortitude, Improved Initiative, Scribe Scroll , Spell Focus: Evocation.</p><p>Sorcerer Spells (6/7/7/4 – DC is 12+ spell level or 14+ spell level for Evocation spells): 0-Daze, Enchanting Flavor, Flare, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1-Acidic Curse, Change Self, Grease, Protection from Good, Shield; 2-Choke, Melf's Acid Arrow, See Invisibility; 3-Haste, Lightning Bolt.</p><p>Equipment: 1000 GP, +2 Shortspear, Wondrous: Bracers of armor (+5), Wondrous: Cloak of resistance (+3), Scroll: Dominate Person (10) or Wall of Force (10) or Mind Fog (10), Staff: Frost (Charges: 12) or Staff: Fire (Charges: 12).</p><p></p><p>Hellborn Cleric of Xvim, Outsider5/Clr7: CR 12; AL LE; Medium Outsider (Evil,Lawful); HD 5d8+7d8+36; hp 90; Init +8; Spd 20; AC 19; BAB: +10; Melee BAB: +13; Ranged BAB: +14; 2 Claws +13 Melee, Bite +8 Melee, Rake +8 Melee (2 Claws, 1d6+3/crit 20/x2; Bite, 1d6+1/crit 20/x2; Rake, 1d3+1/crit 20/x2); Melee: +1 Mace +14/+9 (+1 Mace, 1d8+5 plus 2d6 v. good /crit 20/x2); </p><p>SA: Domain power (Hatred) - Gain +2 bonus to attack, saving throws, and AC., Domain power (Tyranny) - +2 to saving throw DC of any compulsion spell., Beard (Ex), Poison (Ex) </p><p>SQ: Light sensitivity (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Illusion (Ex) </p><p>Racial Features: Darkvision 120', Acid, cold, electricity, sonic (armor) and fire resistance 20, Rake: beard automatically rakes if both claws hit, Poison: on beard hit, DC 14, d4 Str dam / d2 Str drain, Spell-like abilities: darkness 3/day, desecrate, enlarge, invisibility, uholy blight each 1/day, caster level 10, DC 9 + spell level, DR 10/+1, SR 15 </p><p>SV Fort +14, Ref +10, Will +12; STR 16, DEX 18, CON 17, INT 11, WIS 17, CHA 15.</p><p>Skills: Appraise +8, Balance -2, Bluff +2, Climb -3, Concentration +9, Craft +0, Diplomacy +17, Disguise +2, Escape Artist -2, Forgery +0, Gather Information +2, Heal +5, Hide -2, Intimidate +2, Jump -3, Knowledge arcana +8, Knowledge religion +8, Listen +10, Move Silently +15, Perform +2, Ride +4, Scry +8, Search +4, Sense Motive +5, Spellcraft +8, Spot +10, Swim -9, Use Rope +4, Wilderness Lore +3. </p><p>Feats: Simple Weapon Proficiency, Alertness, Great Fortitude, Spell Girding, Improved Initiative, Blind-Fight, Scribe Scroll .</p><p>Cleric Spells (6/5+1/4+1/3+1/1+1): (haven't assigned them yet).</p><p>Equipment: +1 Mace, heavy: Unholy, +1 Half-plate: Sonic Resistance, Scroll: True Seeing (9) Blade Barrier (11), Wondrous: Cloak of displacement minor (20% miss chance), Wondrous: Pearl of power (3rd).</p></blockquote><p></p>
[QUOTE="EricNoah, post: 435815, member: 4"] Hey there, I spent a while putting together some Beasts of Xvim, half-fiend and fiendish creatures for a potential future adventure. Note that I do NOT worry about re-assigning skill points in most cases, instead leaving them as they are for the base creature rather than recalculating them per the new template. Huge Smoke Elemental of Xvim: CR 8; AL LE; Huge Elemental (Air, Fire); HD 18d8+72 (Elemental); hp 153; Init +13; Spd Fly, Good 90; AC 21; Atk +15 base melee, +20 base ranged; +20 (Claws, 1d10+6/crit 20/x2); SA: Smoke claws (DC 22 Fort save or inhale smoke, which then turns into a claw, doing claw damage each round subsequent Fort saves are failed) SQ: Elemental Racial Features: Damage Reduction 10/+3; Frightful presence (DC 21); Feed; Smite Good (+18 damage vs. good once per day); Immune to fear and poison; Saves: Fort +10, Ref +15, Will +6 STR 18, DEX 29, CON 18, INT 6, WIS 11, CHA 15. Skills: Listen +18, Spot +18. Feats: Dodge, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Weapon Finesse. Tyrannosaurus of Xvim: CR 9; AL LE; Huge Beast; HD 18d10+72 (Beast); hp 171; Init +1; Spd 40; AC 14; Atk +20 base melee, +12 base ranged; +20 (Bite, 5d10+13/crit 20/x2); SA: Improved grab (Ex), Swallow whole (Ex) SQ: Scent (Ex) Racial Features: Damage Reduction 10/+3; Frightful presence (DC 21); Feed; Smite Good (+18 damage vs. good once per day); Immune to fear and poison; Saves: Fort +15, Ref +12, Will +8 STR 28, DEX 12, CON 19, INT 1, WIS 15, CHA 14 Skills: Listen +11, Spot +11. Behir of Xvim: CR 9; AL LE; Huge Magical Beast (Electricity); HD 10d10+50 (Magical Beast); hp 105; Init +1; Spd 40, Climb 15; AC 16; Atk +16 base melee, +9 base ranged; +16/+11 (Bite, 1d10+8/crit 20/x2; 6 Claws, 1d6+4/crit 20/x2); SA: Breath weapon (Su) (5x20’, 1/minute, 7d6 damage, DC 19), Improved grab (Ex), Swallow whole (Ex), Constrict (Ex) SQ: Immunity: Electricity (Ex), Scent (Ex), Can’t be tripped (Ex) Racial Features: Frightful Presence (DC 18); Feed; Smite Good (+10 damage vs. evil once per day); Fear immunity; Poison immunity; DR 5/+2. Saves: Fort +12, Ref +8, Will +5 STR 26, DEX 13, CON 21, INT 7, WIS 14, CHA 16 Skills: Climb +18, Hide +5, Spot +7. Feats: Cleave, Power Attack. Beholder of Xvim: CR 14; AL LE; Large Aberration ; HD 13d8+13 (Aberration); hp 71; Init +4; Spd 5, Fly, Good 20; AC 20; Atk +8 base melee, +8 base ranged; +8 (Bite, 1d10/crit 20/x2); SA: Eye rays (Su) (must touch with the ray at +8; All have range 150’ and DC 18): Charm person, Charm Monster, Sleep, Flesh to Stone, Disintegrate, Fear, Slow, Inflict Moderate Wounds, Finger of Death, Telekinesis. SQ: All-around vision (Ex), Antimagic cone (Su), Flight (Ex) Racial Features: Frightful Presence (DC 20); Feed; Smite Good (+13 damage vs. evil once per day); Fear immunity; Poison immunity; DR 10/+3. Saves: Fort +4, Ref +3, Will +11 STR 10, DEX 10, CON 12, INT 17, WIS 15, CHA 19 Skills: Hide +7, Knowledge (arcana) +10, Listen +15, Search +18, Spot +20. Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run. Fiendish Hook Horror (Advanced): CR 9; AL NE; Large Aberration ; HD 15d8+30 (Aberration); hp 97; Init +3; Spd 20, Climb 20; AC 22; Atk +17 base melee, +13 base ranged; +17/+15 (2 Claws, 1d6+7/crit 20/x2; Bite, 2d6+3/crit 20/x2); SA: Improved grab (needs two claw hits to start grappling) (Ex), Smite good (+15 damage 1/day) (Su) SQ: Blindsight 60’ (Ex), Light sensitivity (Ex), Darkvision (Ex) Racial Features: Power Sunder: No AoO, does double damage to shields and armor, Rending Bite: On successful grapple, automatically bites for 3d8+14, Skills: +8 on Hide when underground, Cold Resistance 20, Fire Resistance 20, DR 10/+3, SR 25 Saves: Fort +7, Ref +8, Will +10 STR 24, DEX 17, CON 14, INT 7, WIS 12, CHA 9 Skills: Climb +17, Hide +9, Jump +16, Listen +14. Feats: Cleave, Improved Trip, Multiattack, Power Attack. Half-Fiend Fire Giant: CR 9; AL LE; Large Outsider Giant (Fire); HD 15d8+90 (Giant); hp 142; Init +1; Spd 25; AC 24; Atk +22 base melee, +11 base ranged; +22 (Rock, 2d6+18/crit 20/x2); +22 (Greatsword, 2d8+18/crit 19-20/x2); SA: Rock throwing (Ex) SQ: Rock catching (Ex), Fire subtype (Ex) Racial Features: Spell-like abilities – darkness 3/day, desecrate, uholy blight, poison 3/day, contagion, blasphemy, unholy aura 3/day, horrid wilting, DC is 11 + spell level, caster level is 15; Immune to poison; acid, cold, and electricity resistance 20. Saves: Fort +11, Ref +6, Will +5 STR 35, DEX 13, CON 23, INT 14, WIS 10, CHA 13 Possessions: Armor: Chainmail. Skills: Climb +13, Jump +13, Spot +7. Feats: Cleave, Great Cleave, Power Attack, Sunder. Fiendish Scorpionfolk Ranger, Monstrous Humanoid12/Rgr3: CR 12; AL LE; Large Monstrous Humanoid ; HD 12d8+3d10+15; hp 90; Init +1; Spd 40; AC 18; BAB: +15; Melee BAB: +18; Ranged BAB: +15; Melee: +1 Lance heavy +19, Sting +16 Melee, 2 Claws +16 Melee (+1 Lance, heavy, 2d6+7+1d6 fire /crit 20/x3; Sting, 1d8+2/crit 20/x2; 2 Claws, 1d6+2/crit 20/x2); Sting +18 Melee, 2 Claws +16 Melee (Sting, 1d8+4/crit 20/x2; 2 Claws, 1d6+2/crit 20/x2); SA: Poison (Ex), Spell-like abilities (major image 1/day, mirror image 2/day), Trample (Ex) SQ: Darkvision (Ex), Resistance: Fire (Ex), Resistance: Spell (Ex) Class Features: Ranger: Improved Two-Weapon Fighting, Track, Favored Enemy: Humanoid (Human) Racial Features: Poison: DC 17, d4/d4 DEX, Trample: 1d8+4, Reflex DC 20 for half, SR 25, DR 10/+3; Cold Resistance 20, Fire Resistance 20; Smite Good (+15 damage vs. good 1/day) SV Fort +8, Ref +10, Will +11; STR 19, DEX 12, CON 13, INT 8, WIS 14, CHA 15. Skills: Animal Empathy +4, Appraise -1, Balance +1, Bluff +2, Climb +4, Concentration +1, Craft -1, Diplomacy +2, Disguise +2, Escape Artist +1, Forgery -1, Gather Information +2, Heal +2, Hide -3, Intimidate +11, Intuit Direction +3, Jump +4, Knowledge nature +2, Listen +13, Move Silently +1, Perform +2, Ride +1, Scry -1, Search -1, Sense Motive +11, Spot +13, Swim +0, Use Rope +1, Wilderness Lore +14. Feats: Alertness, Spirited Charge (x3 damage with lance on a charge), Power Attack, Track, Ride-By Attack, Multiattack. Equipment: +1 Lance heavy: Flaming, Ring: Protection +2. Fiendish Dire Snake: CR 8; AL LE; Huge Animal ; HD 14d8+70 (Animal); hp 105; Init +4; Spd 20, Climb 20, Swim 20; AC 19; Atk +18 base melee, +12 base ranged; +18 (Bite, 1d8+15/crit 20/x2); SA: Poison (Ex), Constrict (Ex), Improved grab (Ex); Smite Good (+14 to damage 1/day) SQ: Scent (Ex); Cold and Fire resistance 20, DR 10/+3; SR 25. Saves: Fort +14, Ref +13, Will +5 STR 30, DEX 18, CON 20, INT 1, WIS 12, CHA 10 Skills: Balance +15, Climb +20, Hide +3, Listen +11, Spot +10, Swim +12. Nightmare (Advanced): CR 6; AL NE; Large Outsider (Evil); HD 10d8+30 (Outsider); hp 75; Init +6; Spd 40, Fly, Good 90; AC 24; Atk +13 base melee, +11 base ranged; +13/+8 (2 Hooves, 1d8+4/crit 20/x2; Bite, 1d8+2/crit 20/x2); SA: Flaming hooves (Su), Smoke (Su) SQ: Astral projection (Su), Etherealness (Su) Saves: Fort +10, Ref +9, Will +8 STR 18, DEX 15, CON 16, INT 13, WIS 13, CHA 12 Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12. Feats: Alertness, Improved Initiative. Yugoloths: Mezzoloth (Advanced): CR 9; AL NE; Medium Outsider (Evil); HD 16d8+16 (Outsider); hp 88; Init +4; Spd 40; AC 20; Atk +19 base melee, +16 base ranged; +19 (2 Claws, 1d4+3/crit 20/x2); +20 (Trident, 1d8+5/crit 19-20/x2); SA: Spell-like abilities (DC 12 + spell level, caster level 8, at will unless noted): cause fear, cloudkill (2/day), darkness, desecrate, dispel magic (2/day), produce flame, see invisibility; summon yugoloth (another mezzoloth 40%). SQ: Teleport (Su), Immunity: Acid (Ex), Immunity: Poison (Ex), Resistance: Cold (20), Resistance: Electricity (20), Resistance: Fire (20), Telepathy (Su) Racial Features: Damage Reduction 10/+1, Spell Resistance 22 Saves: Fort +11, Ref +10, Will +10 STR 16, DEX 11, CON 13, INT 7, WIS 10, CHA 14 Possessions: Weapons: Trident. Shields: Shield, large, steel. Skills: Hide +7, Intimidate +10, Listen +11, Move Silently +7, Spot +11. Feats: Improved Critical: Trident, Improved Initiative, Shield Proficiency, Weapon Focus: Trident, Weapon Specialization: Trident. Durzagon: Hellborn Sorcerer Outsider5/Sor7: CR 11; AL LE; Medium Outsider (Evil,Lawful); HD 5d8+7d4+24; hp 65; Init +6; Spd 30; AC 18; BAB: +8; Melee BAB: +10; Ranged BAB: +10; 2 Claws +10 Melee, Bite +5 Melee, Beard +5 Melee (2 Claws, 1d6+2/crit 20/x2; Bite, 1d6+1/crit 20/x2; Beard, 1d3+1/crit 20/x2); Melee: +2 Shortspear +12/+7 (+2 Shortspear, 1d8+5/crit 20/x3); SA: Beard (Ex), Poison (Ex) SQ: Light sensitivity (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Illusion (Ex) Racial Features: Darkvision 120', Acid, cold, electricity and fire resistance 20, Rake: beard automatically rakes if both claws hit, Poison: on beard hit, DC 14, d4 Str dam / d2 Str drain, Spell-like abilities: darkness 3/day, desecrate, enlarge, invisibility, uholy blight each 1/day, caster level 10, DC 9 + spell level, DR 10/+1, SR 15 SV Fort +13, Ref +11, Will +13; STR 15, DEX 15, CON 15, INT 21, WIS 13, CHA 14. Skills: Alchemy +20, Appraise +10, Balance +2, Bluff +2, Climb +2, Concentration +17, Craft +5, Diplomacy +8, Disguise +2, Escape Artist +2, Forgery +5, Gather Information +2, Heal +1, Hide +2, Intimidate +2, Jump +2, Knowledge arcana +20, Listen +13, Move Silently +15, Perform +2, Ride +2, Scry +15, Search +11, Sense Motive +9, Spellcraft +20, Spot +14, Swim +1, Use Rope +2, Wilderness Lore +1. Feats: Silent Spell, Simple Weapon Proficiency, Alertness, Great Fortitude, Improved Initiative, Scribe Scroll , Spell Focus: Evocation. Sorcerer Spells (6/7/7/4 – DC is 12+ spell level or 14+ spell level for Evocation spells): 0-Daze, Enchanting Flavor, Flare, Ghost Sound, Mage Hand, Prestidigitation, Read Magic; 1-Acidic Curse, Change Self, Grease, Protection from Good, Shield; 2-Choke, Melf's Acid Arrow, See Invisibility; 3-Haste, Lightning Bolt. Equipment: 1000 GP, +2 Shortspear, Wondrous: Bracers of armor (+5), Wondrous: Cloak of resistance (+3), Scroll: Dominate Person (10) or Wall of Force (10) or Mind Fog (10), Staff: Frost (Charges: 12) or Staff: Fire (Charges: 12). Hellborn Cleric of Xvim, Outsider5/Clr7: CR 12; AL LE; Medium Outsider (Evil,Lawful); HD 5d8+7d8+36; hp 90; Init +8; Spd 20; AC 19; BAB: +10; Melee BAB: +13; Ranged BAB: +14; 2 Claws +13 Melee, Bite +8 Melee, Rake +8 Melee (2 Claws, 1d6+3/crit 20/x2; Bite, 1d6+1/crit 20/x2; Rake, 1d3+1/crit 20/x2); Melee: +1 Mace +14/+9 (+1 Mace, 1d8+5 plus 2d6 v. good /crit 20/x2); SA: Domain power (Hatred) - Gain +2 bonus to attack, saving throws, and AC., Domain power (Tyranny) - +2 to saving throw DC of any compulsion spell., Beard (Ex), Poison (Ex) SQ: Light sensitivity (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Illusion (Ex) Racial Features: Darkvision 120', Acid, cold, electricity, sonic (armor) and fire resistance 20, Rake: beard automatically rakes if both claws hit, Poison: on beard hit, DC 14, d4 Str dam / d2 Str drain, Spell-like abilities: darkness 3/day, desecrate, enlarge, invisibility, uholy blight each 1/day, caster level 10, DC 9 + spell level, DR 10/+1, SR 15 SV Fort +14, Ref +10, Will +12; STR 16, DEX 18, CON 17, INT 11, WIS 17, CHA 15. Skills: Appraise +8, Balance -2, Bluff +2, Climb -3, Concentration +9, Craft +0, Diplomacy +17, Disguise +2, Escape Artist -2, Forgery +0, Gather Information +2, Heal +5, Hide -2, Intimidate +2, Jump -3, Knowledge arcana +8, Knowledge religion +8, Listen +10, Move Silently +15, Perform +2, Ride +4, Scry +8, Search +4, Sense Motive +5, Spellcraft +8, Spot +10, Swim -9, Use Rope +4, Wilderness Lore +3. Feats: Simple Weapon Proficiency, Alertness, Great Fortitude, Spell Girding, Improved Initiative, Blind-Fight, Scribe Scroll . Cleric Spells (6/5+1/4+1/3+1/1+1): (haven't assigned them yet). Equipment: +1 Mace, heavy: Unholy, +1 Half-plate: Sonic Resistance, Scroll: True Seeing (9) Blade Barrier (11), Wondrous: Cloak of displacement minor (20% miss chance), Wondrous: Pearl of power (3rd). [/QUOTE]
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