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The Fright Brigade (and Other Defeated Monsters)
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<blockquote data-quote="Mark Chance" data-source="post: 2607991" data-attributes="member: 2795"><p>On the way to Oakvein, the party encountered a human-seeming girl who called herself Kayris. Suspicious of her, Maerek the Cleric of Corellon cast <em>detect evil</em>. He was stunned by the overwhelming aura about her. The party quickly attacked, but Kayris vanished, not to return, but leaving the party greatly unnerved.</p><p></p><p>Having arrived in Oakvein to complete the contract with Trend, the heroes settled in and started to enjoy the Festival of Life. Muriel, a priestess of Wee Jas and friend of Kala the Hextorite was there as well. So was the party's halfling gofer Gilbert.</p><p></p><p>Muriel told the party that the forces of evil were amassing to get their hands on a mysterious relic known as the Chalice of Dawn. She believes the means to acquiring the Chalice rests in the Caves of Chaos, but was heading to the Library of Greyhawk to do further research.</p><p></p><p>That evening, Vaulta suffered horrible nightmares and awoke weakened. Gilbert was also abducted and dragged into an extensive cave system. The party confronted the wood elves' city watch and received a lame story about "dangerous leopards." When the party threatened to spook the Festival-goers, they were admitted to the prescence of Theovald, the prince of Oakvein.</p><p></p><p>Theovald explained that centuries ago a great evil had been sealed beneath the forest, but that this evil had recently escaped. The party bartered a price and descended to confront the evil.</p><p></p><p>The traveled through miles of tunnels and caves, following a trail of pajama tassels sneakily dropped by Gilbert. The party - minus Roan the Rogue and Gurmi the Dwarf Fighter - soon found themselves in a fearsome battle with derro.</p><p></p><p>Maerek the Cleric died facing a pair of derro catlords. Garkul's pet gibbering mouther nearly killed both Vaulta the Barbarian and Ebon the Monk. Believing the last of the derro slain, the party retreated. Shadra the Psion assumed the form of an umber hulk to burrow them a secure camp ground.</p><p></p><p>What follows are the exceptional derro and the gibbering mouther, all defeated by the party.</p><p></p><p><span style="color: limegreen"><strong>Garkul the Keeper, male derro:</strong></span> Rogue 3/Reaping Mauler 3; CR 9; Small Monstrous Humanoid; HD 3d8+6 plus 3d6+6 plus 3d10+6; hp 58; Init +3; Spd 20 ft.; AC 20 (+1 size, +3 Dex, +2 natural, +4 armor), touch 14, flat-footed 17; Base Atk +8; Grp +11; Atk <em>+1 armor spikes</em> +13 melee (1d4+4) or masterwork repeating light crossbow +13 ranged (1d6 plus poison/19-20); Full Atk <em>+1 armor spikes</em> +13 /+8 melee (1d4+4), or masterwork repeating light crossbow +13/+8 melee (1d6 plus poison/19-20); SA adept wrestling +1, poison use, sneak attack +3d6, spell-like abilities, sleeper lock; SQ counter grapple, evasion, madness, SR 15, trapfinding, trap sense +1, vulnerability to sunlight; AL NE; SV Fort +8, Ref +12, Will +8; Str 16, Dex 16, Con 15, Int 14, Wis 4, Cha 14.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Languages:</strong></span> Abyssal, Common, Dwarven.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Skills and Feats:</strong></span> Bluff +11, Escape Artist +10, Handle Animal +6, Hide +16, Listen +6, Move Silently +15, Tumble +12. Combat Expertise, Clever Wrestling, Improved Feint, Improved Grapple, Improved Unarmed Strike, Mobility.</p><p><span style="color: limegreen"><strong>Poison Use (Ex):</strong></span> Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Spell-Like Abilities:</strong></span> At will - <em>darkness, ghost sound</em>; 1/day - <em>daze</em> (DC 12), <em>sound burst</em> (DC 14). Caster level 3rd. The save DCs are Charisma-based.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Sleeper Lock (Ex):</strong></span> If Garkul can pin a foe for 1 full round, that foe must make a DC 10 Fortitude save or fall unconscious for 1d3 rounds.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Possessions:</strong></span> <em>Belt of expansion, potion of cat's grace, potion of cure moderate wounds, +1 studded leather with +1 armor spikes</em>, masterwork repeating crossbow, bolts (40), plain platinum ring (50 gp).</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Important Stats When Expanded:</strong></span> Init +2; AC 18 (+2 Dex, +2 natural, +4 armor), touch 12, flat-footed 16; Grp +16; Full Atk +1 armor spikes +13 /+8 melee (1d6+5); Ref +11; Str 18, Dex 14; Escape Artist +9, Hide +11, Move Silently +14, Tumble +11.</p><p></p><p><span style="color: limegreen"><strong>Belt of Expansion:</strong></span> Once per day as a standard action command word, this belt affects its wearer with the 1st-level psychic warrior power <em>expansion</em>. The duration is 30 minutes. This causes instant growth, doubling the wearer's height, length, and width and multiplying his weight by 8. This increase changes the wearer's size category to the next larger one. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. If his new size is Large or larger, he has a space of at least 10 feet and a natural reach of at least 10 feet.</p><p><span style="color: black">...</span>Faint psychometabolism; ML 3rd; Craft Universal Item, <em>expansion</em>; Price 1,080 gp.</p><p></p><p></p><p><span style="color: limegreen"><strong>Advanced Gibbering Mouther:</strong></span> CR 8; Large Aberration; HD 12d8+96; hp 150; Init +1; Spd 15 ft., swim 20 ft.; AC 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Atk +9; Grp +17; Atk Bite +12 melee (1d2+4) or spittle +10 ranged touch (1d6 acid plus blindness); Full Atk 6 bites +12 melee (1d2+4) and spittle +5 ranged touch (1d6 acid plus blindness); Space/Reach 10 ft./10 ft.; SA blood drain, engulf, gibbering, ground manipulation, improved grab, spittle; SQ amorphous, DR 5/bludgeoning, darkvision 60 ft.; AL N; SV Fort +12, Ref +7, Will +9; Str 18, Dex 12, Con 26, Int 5, Wis 13, Cha 13.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Languages:</strong></span> Common, but seldom say anything other than gibberish.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Skills and Feats:</strong></span> Listen +8, Spot +12, Swim +17. Alertness, Dash, Lightning Reflexes, Weapon Focus (bite, spittle). (A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can 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.)</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Amorphous (Ex):</strong></span> A gibbering mouther is not subject to critical hits. It cannot be flanked.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Blood Drain (Ex):</strong></span> On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 16 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Engulf (Ex):</strong></span> A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. The opponent must succeed on a DC 22 Reflex save or fall and be engulfed. In the next round, the mouther makes six additional bite attacks against the engulfed creature (each with a +4 attack bonus). An engulfed creature is treated as grappled, but the mouther is not. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Gibbering (Su):</strong></span> As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 17 Will save or be affected as though by a <em>confusion</em> spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Ground Manipulation (Su):</strong></span> At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Improved Grab (Ex):</strong></span> To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Spittle (Ex):</strong></span> A gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d6 points of acid damage, and the target must succeed on a DC 24 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.</p><p></p><p></p><p><span style="color: limegreen"><strong>Derro Temple Guard (x2):</strong></span> Hexblade 5; CR 8; Small Monstrous Humanoid; HD 3d8+6 plus 5d10+10; hp 56; Init +5; Spd 20 ft.; AC 18 (+1 size, +1 Dex, +2 natural, +3 armor, +1 shield), touch 12, flat-footed 17; Base Atk +8; Grp +5; Atk Masterwork short sword +11 melee (1d4+1/19-20) or masterwork repeating light crossbow +11 ranged (1d6 plus poison/19-20); Full Atk Masterwork short sword +11/+6 melee (1d4+1/19-20), or masterwork repeating light crossbow +11/+6 ranged (1d6 plus poison/19-20); SA hexblade's curse 2/day, poison use, sneak attack +1d6, spell-like abilities, spells; SQ arcane resistance +5, familiar, madness, mettle, SR 15, vulnerability to sunlight; AL CE; SV Fort +4, Ref +5, Will +12; Str 12, Dex 12, Con 14, Int 14, Wis 7, Cha 21.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Languages:</strong></span> Abyssal, Common, Dwarven.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Skills and Feats:</strong></span> Bluff +16, Concentration +9, Hide +14, Listen +4, Move Silently +10, Survival +2. Blind-Fight, Combat Casting, Improved Initiative, Track.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Spells Known</strong></span> (2; save DC 15 + spell level): 1st - <em>entropic shield, phantom threat</em> (Will DC 16). Caster level 2nd.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Poison Use (Ex):</strong></span> Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Hexblade's Curse (Su):</strong></span> As a free action with a range of 60 feet. The target must make a DC 17 Will save or suffer a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one hour.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Spell-Like Abilities:</strong></span> At will - <em>darkness, ghost sound</em>; 1/day - <em>daze</em> (DC 15), <em>sound burst</em> (DC 17). Caster level 3rd. The save DCs are Charisma-based.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Possessions:</strong></span> <em>Oil of the master swordsman</em> (x2), <em>potion of cure moderate wounds</em>, masterwork short sword, masterwork studded leather armor, masterwork buckler, masterwork repeating crossbow, bolts (40), silver chain with chaos rune charm (45 gp).</p><p></p><p><span style="color: limegreen"><strong>Oil of the Master Swordsman:</strong></span> This potion combines the effects of <em>oil of greater magic weapon +1</em> and <em>oil of keen edge</em>.</p><p><span style="color: black">...</span>Faint transmutation; CL 5th; Brew Potion, <em>greater magic weapon, keen edge</em>; Price 2,250 gp.</p><p></p><p></p><p><span style="color: limegreen"><strong>Derro Thug (x3):</strong></span> Ranger 2/Catlord 3; CR 8; Small Monstrous Humanoid; HD 3d8+9 plus 2d8+6 plus 3d10+9; hp 63; Init +9; Spd 20 ft.; AC 21 (+1 size, +5 Dex, +2 natural, +3 armor), touch 16, flat-footed 16; Base Atk +8; Grp +6; Atk Spiked gauntlet +14 melee (1d3+2) or repeating light crossbow +14 ranged (1d6 plus poison/19-20); Full Atk Spiked gauntlet +12/+7 melee (1d3+2) and spiked gauntlet +12 melee (1d3+1), or repeating light crossbow +14/+9 ranged (1d6 plus poison/19-20); SA favored enemy (human) +2, poison use, sneak attack +1d6, spell-like abilities, wild aspect (1/day); SQ detect cats, darkvision 60 ft., low-light vision, madness, SR 15, vulnerability to sunlight, wild empathy +7*; AL NE; SV Fort +10, Ref +14, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 6, Cha 14.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Languages:</strong></span> Dwarven.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Skills and Feats:</strong></span> Handle Animal +6*, Hide +22, Knowledge (nature) +6, Move Silently +22, Survival +6*. Arterial Strike, Improved Initiative, Track, Two-Weapon Fighting, Weapon Finesse. (Derro have a +4 racial bonus on Hide and Move Silently checks.) *Gains a +4 bonus to Handle Animal and wild empathy checks with cats. Gains a +2 bonus on Survival checks made in aboveground natural environs.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Arterial Strike (Ex):</strong></span> Trade 1d6 of sneak attack damage to inflict a bleeding wound (cumulative 1 hit point per round). A DC 15 Heal check stops bleeding.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Poison Use (Ex):</strong></span> Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Spell-Like Abilities:</strong></span> At will - <em>darkness, ghost sound</em>; 1/day - <em>daze</em> (DC 12), <em>sound burst</em> (DC 14). Caster level 3rd. The save DCs are Charisma-based.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Wild Aspect (Su):</strong></span> As a swift action, gains Pounce extraordinary ability for 3 minutes.</p><p><span style="color: black">...</span><span style="color: limegreen"><strong>Possessions:</strong></span> <em>Mask of the beast</em> (5d10 charges), <em>potion of cat's grace</em> (x2), <em>potion of scent, ring of stealth</em>, masterwork studded leather, masterwork spiked gauntlet (x2), repeating light crossbow, quiver, bolts (40), jade "cat's claws" necklace (250 gp).</p><p></p><p><span style="color: limegreen"><strong>Mask of the Beast:</strong></span> This mask's wearer can cast <em>sniper's shot</em> as if the item were a spell trigger device. When created, the mask has 50 charges. Each use drains 1 charge. Casting <em>sniper's shot</em> from the mask is a standard action rather than a swift action.</p><p><span style="color: black">...</span>Faint transmutation; CL 1st; Craft Wondrous Item, <em>sniper's shot</em>; Price 750 gp.</p><p></p><p><span style="color: limegreen"><strong>Ring of Stealth:</strong></span> This magical ring grants its wearer a +2 competence bonus to both Hide and Move Silently checks.</p><p><span style="color: black">...</span>Faint transmutation; CL 3rd; Forge Ring, <em>cat's grace</em>; Price 1,200 gp.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2607991, member: 2795"] On the way to Oakvein, the party encountered a human-seeming girl who called herself Kayris. Suspicious of her, Maerek the Cleric of Corellon cast [i]detect evil[/i]. He was stunned by the overwhelming aura about her. The party quickly attacked, but Kayris vanished, not to return, but leaving the party greatly unnerved. Having arrived in Oakvein to complete the contract with Trend, the heroes settled in and started to enjoy the Festival of Life. Muriel, a priestess of Wee Jas and friend of Kala the Hextorite was there as well. So was the party's halfling gofer Gilbert. Muriel told the party that the forces of evil were amassing to get their hands on a mysterious relic known as the Chalice of Dawn. She believes the means to acquiring the Chalice rests in the Caves of Chaos, but was heading to the Library of Greyhawk to do further research. That evening, Vaulta suffered horrible nightmares and awoke weakened. Gilbert was also abducted and dragged into an extensive cave system. The party confronted the wood elves' city watch and received a lame story about "dangerous leopards." When the party threatened to spook the Festival-goers, they were admitted to the prescence of Theovald, the prince of Oakvein. Theovald explained that centuries ago a great evil had been sealed beneath the forest, but that this evil had recently escaped. The party bartered a price and descended to confront the evil. The traveled through miles of tunnels and caves, following a trail of pajama tassels sneakily dropped by Gilbert. The party - minus Roan the Rogue and Gurmi the Dwarf Fighter - soon found themselves in a fearsome battle with derro. Maerek the Cleric died facing a pair of derro catlords. Garkul's pet gibbering mouther nearly killed both Vaulta the Barbarian and Ebon the Monk. Believing the last of the derro slain, the party retreated. Shadra the Psion assumed the form of an umber hulk to burrow them a secure camp ground. What follows are the exceptional derro and the gibbering mouther, all defeated by the party. [color=limegreen][b]Garkul the Keeper, male derro:[/b][/color] Rogue 3/Reaping Mauler 3; CR 9; Small Monstrous Humanoid; HD 3d8+6 plus 3d6+6 plus 3d10+6; hp 58; Init +3; Spd 20 ft.; AC 20 (+1 size, +3 Dex, +2 natural, +4 armor), touch 14, flat-footed 17; Base Atk +8; Grp +11; Atk [i]+1 armor spikes[/i] +13 melee (1d4+4) or masterwork repeating light crossbow +13 ranged (1d6 plus poison/19-20); Full Atk [i]+1 armor spikes[/i] +13 /+8 melee (1d4+4), or masterwork repeating light crossbow +13/+8 melee (1d6 plus poison/19-20); SA adept wrestling +1, poison use, sneak attack +3d6, spell-like abilities, sleeper lock; SQ counter grapple, evasion, madness, SR 15, trapfinding, trap sense +1, vulnerability to sunlight; AL NE; SV Fort +8, Ref +12, Will +8; Str 16, Dex 16, Con 15, Int 14, Wis 4, Cha 14. [color=black]...[/color][color=limegreen][b]Languages:[/b][/color] Abyssal, Common, Dwarven. [color=black]...[/color][color=limegreen][b]Skills and Feats:[/b][/color] Bluff +11, Escape Artist +10, Handle Animal +6, Hide +16, Listen +6, Move Silently +15, Tumble +12. Combat Expertise, Clever Wrestling, Improved Feint, Improved Grapple, Improved Unarmed Strike, Mobility. [color=limegreen][b]Poison Use (Ex):[/b][/color] Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom. [color=black]...[/color][color=limegreen][b]Spell-Like Abilities:[/b][/color] At will - [i]darkness, ghost sound[/i]; 1/day - [i]daze[/i] (DC 12), [i]sound burst[/i] (DC 14). Caster level 3rd. The save DCs are Charisma-based. [color=black]...[/color][color=limegreen][b]Sleeper Lock (Ex):[/b][/color] If Garkul can pin a foe for 1 full round, that foe must make a DC 10 Fortitude save or fall unconscious for 1d3 rounds. [color=black]...[/color][color=limegreen][b]Possessions:[/b][/color] [i]Belt of expansion, potion of cat's grace, potion of cure moderate wounds, +1 studded leather with +1 armor spikes[/i], masterwork repeating crossbow, bolts (40), plain platinum ring (50 gp). [color=black]...[/color][color=limegreen][b]Important Stats When Expanded:[/b][/color] Init +2; AC 18 (+2 Dex, +2 natural, +4 armor), touch 12, flat-footed 16; Grp +16; Full Atk +1 armor spikes +13 /+8 melee (1d6+5); Ref +11; Str 18, Dex 14; Escape Artist +9, Hide +11, Move Silently +14, Tumble +11. [color=limegreen][b]Belt of Expansion:[/b][/color] Once per day as a standard action command word, this belt affects its wearer with the 1st-level psychic warrior power [i]expansion[/i]. The duration is 30 minutes. This causes instant growth, doubling the wearer's height, length, and width and multiplying his weight by 8. This increase changes the wearer's size category to the next larger one. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a -1 size penalty on attack rolls, and a -1 size penalty to Armor Class due to your increased size. If his new size is Large or larger, he has a space of at least 10 feet and a natural reach of at least 10 feet. [color=black]...[/color]Faint psychometabolism; ML 3rd; Craft Universal Item, [i]expansion[/i]; Price 1,080 gp. [color=limegreen][b]Advanced Gibbering Mouther:[/b][/color] CR 8; Large Aberration; HD 12d8+96; hp 150; Init +1; Spd 15 ft., swim 20 ft.; AC 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Atk +9; Grp +17; Atk Bite +12 melee (1d2+4) or spittle +10 ranged touch (1d6 acid plus blindness); Full Atk 6 bites +12 melee (1d2+4) and spittle +5 ranged touch (1d6 acid plus blindness); Space/Reach 10 ft./10 ft.; SA blood drain, engulf, gibbering, ground manipulation, improved grab, spittle; SQ amorphous, DR 5/bludgeoning, darkvision 60 ft.; AL N; SV Fort +12, Ref +7, Will +9; Str 18, Dex 12, Con 26, Int 5, Wis 13, Cha 13. [color=black]...[/color][color=limegreen][b]Languages:[/b][/color] Common, but seldom say anything other than gibberish. [color=black]...[/color][color=limegreen][b]Skills and Feats:[/b][/color] Listen +8, Spot +12, Swim +17. Alertness, Dash, Lightning Reflexes, Weapon Focus (bite, spittle). (A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can 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.) [color=black]...[/color][color=limegreen][b]Amorphous (Ex):[/b][/color] A gibbering mouther is not subject to critical hits. It cannot be flanked. [color=black]...[/color][color=limegreen][b]Blood Drain (Ex):[/b][/color] On a successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a DC 16 Strength check or severed by a successful sunder attempt (the mouth has 2 hit points). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed. [color=black]...[/color][color=limegreen][b]Engulf (Ex):[/b][/color] A gibbering mouther can try to engulf a Medium or smaller opponent grabbed by three or more mouths. The opponent must succeed on a DC 22 Reflex save or fall and be engulfed. In the next round, the mouther makes six additional bite attacks against the engulfed creature (each with a +4 attack bonus). An engulfed creature is treated as grappled, but the mouther is not. The previously attached mouths are now free to attack others. The save DC is Strength-based and includes a +2 racial bonus. [color=black]...[/color][color=limegreen][b]Gibbering (Su):[/b][/color] As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 17 Will save or be affected as though by a [i]confusion[/i] spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based. [color=black]...[/color][color=limegreen][b]Ground Manipulation (Su):[/b][/color] At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned). [color=black]...[/color][color=limegreen][b]Improved Grab (Ex):[/b][/color] To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. [color=black]...[/color][color=limegreen][b]Spittle (Ex):[/b][/color] A gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d6 points of acid damage, and the target must succeed on a DC 24 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based. [color=limegreen][b]Derro Temple Guard (x2):[/b][/color] Hexblade 5; CR 8; Small Monstrous Humanoid; HD 3d8+6 plus 5d10+10; hp 56; Init +5; Spd 20 ft.; AC 18 (+1 size, +1 Dex, +2 natural, +3 armor, +1 shield), touch 12, flat-footed 17; Base Atk +8; Grp +5; Atk Masterwork short sword +11 melee (1d4+1/19-20) or masterwork repeating light crossbow +11 ranged (1d6 plus poison/19-20); Full Atk Masterwork short sword +11/+6 melee (1d4+1/19-20), or masterwork repeating light crossbow +11/+6 ranged (1d6 plus poison/19-20); SA hexblade's curse 2/day, poison use, sneak attack +1d6, spell-like abilities, spells; SQ arcane resistance +5, familiar, madness, mettle, SR 15, vulnerability to sunlight; AL CE; SV Fort +4, Ref +5, Will +12; Str 12, Dex 12, Con 14, Int 14, Wis 7, Cha 21. [color=black]...[/color][color=limegreen][b]Languages:[/b][/color] Abyssal, Common, Dwarven. [color=black]...[/color][color=limegreen][b]Skills and Feats:[/b][/color] Bluff +16, Concentration +9, Hide +14, Listen +4, Move Silently +10, Survival +2. Blind-Fight, Combat Casting, Improved Initiative, Track. [color=black]...[/color][color=limegreen][b]Spells Known[/b][/color] (2; save DC 15 + spell level): 1st - [i]entropic shield, phantom threat[/i] (Will DC 16). Caster level 2nd. [color=black]...[/color][color=limegreen][b]Poison Use (Ex):[/b][/color] Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom. [color=black]...[/color][color=limegreen][b]Hexblade's Curse (Su):[/b][/color] As a free action with a range of 60 feet. The target must make a DC 17 Will save or suffer a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one hour. [color=black]...[/color][color=limegreen][b]Spell-Like Abilities:[/b][/color] At will - [i]darkness, ghost sound[/i]; 1/day - [i]daze[/i] (DC 15), [i]sound burst[/i] (DC 17). Caster level 3rd. The save DCs are Charisma-based. [color=black]...[/color][color=limegreen][b]Possessions:[/b][/color] [i]Oil of the master swordsman[/i] (x2), [i]potion of cure moderate wounds[/i], masterwork short sword, masterwork studded leather armor, masterwork buckler, masterwork repeating crossbow, bolts (40), silver chain with chaos rune charm (45 gp). [color=limegreen][b]Oil of the Master Swordsman:[/b][/color] This potion combines the effects of [i]oil of greater magic weapon +1[/i] and [i]oil of keen edge[/i]. [color=black]...[/color]Faint transmutation; CL 5th; Brew Potion, [i]greater magic weapon, keen edge[/i]; Price 2,250 gp. [color=limegreen][b]Derro Thug (x3):[/b][/color] Ranger 2/Catlord 3; CR 8; Small Monstrous Humanoid; HD 3d8+9 plus 2d8+6 plus 3d10+9; hp 63; Init +9; Spd 20 ft.; AC 21 (+1 size, +5 Dex, +2 natural, +3 armor), touch 16, flat-footed 16; Base Atk +8; Grp +6; Atk Spiked gauntlet +14 melee (1d3+2) or repeating light crossbow +14 ranged (1d6 plus poison/19-20); Full Atk Spiked gauntlet +12/+7 melee (1d3+2) and spiked gauntlet +12 melee (1d3+1), or repeating light crossbow +14/+9 ranged (1d6 plus poison/19-20); SA favored enemy (human) +2, poison use, sneak attack +1d6, spell-like abilities, wild aspect (1/day); SQ detect cats, darkvision 60 ft., low-light vision, madness, SR 15, vulnerability to sunlight, wild empathy +7*; AL NE; SV Fort +10, Ref +14, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 6, Cha 14. [color=black]...[/color][color=limegreen][b]Languages:[/b][/color] Dwarven. [color=black]...[/color][color=limegreen][b]Skills and Feats:[/b][/color] Handle Animal +6*, Hide +22, Knowledge (nature) +6, Move Silently +22, Survival +6*. Arterial Strike, Improved Initiative, Track, Two-Weapon Fighting, Weapon Finesse. (Derro have a +4 racial bonus on Hide and Move Silently checks.) *Gains a +4 bonus to Handle Animal and wild empathy checks with cats. Gains a +2 bonus on Survival checks made in aboveground natural environs. [color=black]...[/color][color=limegreen][b]Arterial Strike (Ex):[/b][/color] Trade 1d6 of sneak attack damage to inflict a bleeding wound (cumulative 1 hit point per round). A DC 15 Heal check stops bleeding. [color=black]...[/color][color=limegreen][b]Poison Use (Ex):[/b][/color] Loaded case in repeating crossbow contains 5 poisoned bolts. Injury DC 14; 1d4 Str/1d4 Str; Medium spider venom. [color=black]...[/color][color=limegreen][b]Spell-Like Abilities:[/b][/color] At will - [i]darkness, ghost sound[/i]; 1/day - [i]daze[/i] (DC 12), [i]sound burst[/i] (DC 14). Caster level 3rd. The save DCs are Charisma-based. [color=black]...[/color][color=limegreen][b]Wild Aspect (Su):[/b][/color] As a swift action, gains Pounce extraordinary ability for 3 minutes. [color=black]...[/color][color=limegreen][b]Possessions:[/b][/color] [i]Mask of the beast[/i] (5d10 charges), [i]potion of cat's grace[/i] (x2), [i]potion of scent, ring of stealth[/i], masterwork studded leather, masterwork spiked gauntlet (x2), repeating light crossbow, quiver, bolts (40), jade "cat's claws" necklace (250 gp). [color=limegreen][b]Mask of the Beast:[/b][/color] This mask's wearer can cast [i]sniper's shot[/i] as if the item were a spell trigger device. When created, the mask has 50 charges. Each use drains 1 charge. Casting [i]sniper's shot[/i] from the mask is a standard action rather than a swift action. [color=black]...[/color]Faint transmutation; CL 1st; Craft Wondrous Item, [i]sniper's shot[/i]; Price 750 gp. [color=limegreen][b]Ring of Stealth:[/b][/color] This magical ring grants its wearer a +2 competence bonus to both Hide and Move Silently checks. [color=black]...[/color]Faint transmutation; CL 3rd; Forge Ring, [i]cat's grace[/i]; Price 1,200 gp. [/QUOTE]
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