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<blockquote data-quote="the Jester" data-source="post: 9532092" data-attributes="member: 1210"><p>So... monsters! </p><p></p><p>These are all in very embryonic form. I have statted up only a few monsters. Some probably still have mechanics that have been updated already- for instance, using ability damage is a fairly recent change I made, so there might be a monster or two with poison that does hit point damage alone. And I think most ranged attacks specify short and long range instead of a range increment- something I need to fix. But anyway, here are the A's. </p><p></p><p>A note or two:</p><p></p><p>I have never had a problem with monsters having a list of spells that aren't defined in their stat block. Since this is for me, I'm not concerned about that particular issue.</p><p></p><p>I think dnd's monster design was at its best late in 4e. I try to pull a lot of principles from there- although obviously a lot of my style is closer to 1e or BECMI. </p><p></p><p>A "kicker" is a bonus to hps, just like with pcs. It isn't derived from anything in particular but is instead an arbitrary way to fine tune monsters to where I want them to be.</p><p></p><p><strong>ACOLYTE</strong></p><p><strong>Small or medium humanoid (tags vary)</strong></p><p><strong>AC: </strong>11 (leather)</p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>1d8 (4 hp)</p><p><strong>Str 10, Dex 8, Con 10, Int 10, Wis 13, Cha 12</strong></p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, oftenothers by race</p><p></p><p><em>Mace: </em>+2 to hit, 1d6 bludgeoning damage. </p><p></p><p><em>Sling: </em>+1 to hit, 1d4 bludgeoning damage.</p><p></p><p><em>Spells </em>(2cantrip slots, 2 first level slots): </p><p> Cantrips- detect chaos/evil/good/law, minor healing; 1st level- command, cure wounds.</p><p></p><p><strong>ANKHEG</strong></p><p><strong>Medium beast (bug, insect)</strong></p><p><strong>AC: </strong>15</p><p> <em>Vulnerable Underside: </em>If the ankheg is prone or is attacked from below, attackers get a 1d6 bonus die to their attack roll.</p><p><strong>Speed: </strong>30', burrow 15' </p><p><strong>Hit Dice: </strong>4d8+5 kicker(23 hp)</p><p><strong>Str 14, Dex 10, Con 10, Int 2, Wis 10, Cha 5</strong></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Bite: </em>+4 to hit, 1d4 piercing damage plus 1d6 acid damage. </p><p></p><p><em>Spit Acid: </em>Each creature in a 5' wide, 30' long line extending from the ankheg must make a Dex save, taking 3d6 acid damage on a failure or half that on a success.</p><p></p><p><strong>APPRENTICE WIZARD</strong></p><p><strong>Small or medium humanoid (tags vary)</strong></p><p><strong>AC: </strong>10 </p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>1d4 (2 hp)</p><p><strong>Str 8, Dex 11, Con 10, Int 13, Wis 12, Cha 10</strong></p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, oftenothers by race</p><p></p><p><em>Dagger: </em>+1 to hit, range 20'/60', 1d4 piercing damage. </p><p></p><p><em>Spells </em>(2 cantrip slots, 2 first level slots): </p><p> Cantrips- detect magic, mage hand; 1st level- magic missile, sleep.</p><p></p><p><strong>ARBALASTER</strong></p><p><strong>Medium construct</strong></p><p><strong>AC: </strong>14</p><p><strong>Speed: </strong>25' </p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p> <em>Immune to poison, psychic</em></p><p><strong>Str 10, Dex 14, Con 10, Int 3, Wis 12, Cha 5</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p></p><p><em>Slam: </em>+2 to hit, 1d4 bludgeoning damage.</p><p></p><p><em>Arbalaster Bolt: </em>+5 to hit, range 120'/360', 1d8 piercing damage.</p><p> <em>Hit: </em>The arbalaster can spend 15' of movement to repeat the attack against the same target.</p><p></p><p><strong>ARROWHAWK</strong></p><p><strong>Medium beast (air, elemental)</strong></p><p><strong>AC: </strong>15</p><p><strong>Speed: </strong>Fly 60' </p><p><strong>Hit Dice: </strong>6d8 (27 hp)</p><p> <em>Immune to lightning, poison</em></p><p><strong>Str 10, Dex 14, Con 10, Int 10, Wis 13, Cha 10</strong></p><p><strong>Languages: </strong>Auran</p><p></p><p><em>Bite: </em>+4 to hit, 1d6 piercing damage.</p><p></p><p><em>Lightning Ray: </em>One creature within 200' takes 3d6 lightning damage (Dex save for half).</p><p></p><p><strong>REACTIONS</strong></p><p></p><p>When the arrowhawk becomes bloodied, it emits a shock in a 10' radius, dealing 2d8 lightning damage to each creature in the area (Dex save for half).</p><p></p><p><strong>ASSASSIN VINE</strong></p><p><strong>Large plant</strong></p><p><strong>AC: </strong>12</p><p><strong>Speed: </strong>5'</p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p><strong>Str 16, Dex 10, Con 13, Int 1, Wis 10, Cha 4</strong></p><p><strong>Senses </strong>blindsight 30'</p><p></p><p><em>Constrict: </em>+4 to hit, reach 15', 1d6 bludgeoning damage and the target must make a Str save or be grabbed. While grabbed, its speed is 0. The tendril can be attacked (AC 12, hp 6, immune to bludgeoning), or a creature can use an action to make an opposed Str check to detach it.</p><p></p><p><em>Animate Vines </em>(recharge5-6): An area of vegetation 10' square within 30' of the assassin vine animates and entwines around creatures for 1 minute or until the assassin vine dies. Each creature in the area must make a Str save or be stuck and unable to move. A creature can make a Str save to break free as an action.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9532092, member: 1210"] So... monsters! These are all in very embryonic form. I have statted up only a few monsters. Some probably still have mechanics that have been updated already- for instance, using ability damage is a fairly recent change I made, so there might be a monster or two with poison that does hit point damage alone. And I think most ranged attacks specify short and long range instead of a range increment- something I need to fix. But anyway, here are the A's. A note or two: I have never had a problem with monsters having a list of spells that aren't defined in their stat block. Since this is for me, I'm not concerned about that particular issue. I think dnd's monster design was at its best late in 4e. I try to pull a lot of principles from there- although obviously a lot of my style is closer to 1e or BECMI. A "kicker" is a bonus to hps, just like with pcs. It isn't derived from anything in particular but is instead an arbitrary way to fine tune monsters to where I want them to be. [B]ACOLYTE Small or medium humanoid (tags vary) AC: [/B]11 (leather) [B]Speed: [/B]30' [B]Hit Dice: [/B]1d8 (4 hp) [B]Str 10, Dex 8, Con 10, Int 10, Wis 13, Cha 12 Senses: [/B]varies by race [B]Languages: [/B]Common, oftenothers by race [I]Mace: [/I]+2 to hit, 1d6 bludgeoning damage. [I]Sling: [/I]+1 to hit, 1d4 bludgeoning damage. [I]Spells [/I](2cantrip slots, 2 first level slots): Cantrips- detect chaos/evil/good/law, minor healing; 1st level- command, cure wounds. [B]ANKHEG Medium beast (bug, insect) AC: [/B]15 [I]Vulnerable Underside: [/I]If the ankheg is prone or is attacked from below, attackers get a 1d6 bonus die to their attack roll. [B]Speed: [/B]30', burrow 15' [B]Hit Dice: [/B]4d8+5 kicker(23 hp) [B]Str 14, Dex 10, Con 10, Int 2, Wis 10, Cha 5 Senses: [/B]darkvision 60' [I]Bite: [/I]+4 to hit, 1d4 piercing damage plus 1d6 acid damage. [I]Spit Acid: [/I]Each creature in a 5' wide, 30' long line extending from the ankheg must make a Dex save, taking 3d6 acid damage on a failure or half that on a success. [B]APPRENTICE WIZARD Small or medium humanoid (tags vary) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]1d4 (2 hp) [B]Str 8, Dex 11, Con 10, Int 13, Wis 12, Cha 10 Senses: [/B]varies by race [B]Languages: [/B]Common, oftenothers by race [I]Dagger: [/I]+1 to hit, range 20'/60', 1d4 piercing damage. [I]Spells [/I](2 cantrip slots, 2 first level slots): Cantrips- detect magic, mage hand; 1st level- magic missile, sleep. [B]ARBALASTER Medium construct AC: [/B]14 [B]Speed: [/B]25' [B]Hit Dice: [/B]4d8 (18 hp) [I]Immune to poison, psychic[/I] [B]Str 10, Dex 14, Con 10, Int 3, Wis 12, Cha 5 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [I]Slam: [/I]+2 to hit, 1d4 bludgeoning damage. [I]Arbalaster Bolt: [/I]+5 to hit, range 120'/360', 1d8 piercing damage. [I]Hit: [/I]The arbalaster can spend 15' of movement to repeat the attack against the same target. [B]ARROWHAWK Medium beast (air, elemental) AC: [/B]15 [B]Speed: [/B]Fly 60' [B]Hit Dice: [/B]6d8 (27 hp) [I]Immune to lightning, poison[/I] [B]Str 10, Dex 14, Con 10, Int 10, Wis 13, Cha 10 Languages: [/B]Auran [I]Bite: [/I]+4 to hit, 1d6 piercing damage. [I]Lightning Ray: [/I]One creature within 200' takes 3d6 lightning damage (Dex save for half). [B]REACTIONS[/B] When the arrowhawk becomes bloodied, it emits a shock in a 10' radius, dealing 2d8 lightning damage to each creature in the area (Dex save for half). [B]ASSASSIN VINE Large plant AC: [/B]12 [B]Speed: [/B]5' [B]Hit Dice: [/B]4d8 (18 hp) [B]Str 16, Dex 10, Con 13, Int 1, Wis 10, Cha 4 Senses [/B]blindsight 30' [I]Constrict: [/I]+4 to hit, reach 15', 1d6 bludgeoning damage and the target must make a Str save or be grabbed. While grabbed, its speed is 0. The tendril can be attacked (AC 12, hp 6, immune to bludgeoning), or a creature can use an action to make an opposed Str check to detach it. [I]Animate Vines [/I](recharge5-6): An area of vegetation 10' square within 30' of the assassin vine animates and entwines around creatures for 1 minute or until the assassin vine dies. Each creature in the area must make a Str save or be stuck and unable to move. A creature can make a Str save to break free as an action. [/QUOTE]
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