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<blockquote data-quote="the Jester" data-source="post: 9533409" data-attributes="member: 1210"><p><strong>BANDIT</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><em> Shifty: </em>Spend 5' of movement to not trigger OAs until end of turn.</p><p><strong>Hit Dice: </strong>1d8 (4 hp)</p><p><strong>Str 10, Dex 10, Con 10, Int 10, Wis 8, Cha 9</strong></p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, oftenothers by race</p><p></p><p><em>Short Sword: </em>+2 to hit, 1d6 damage. </p><p> <em>Flanking Strike:</em> The bandit does an extra 1d4 damage when it hits a target it is flanking.</p><p></p><p><em>Short Bow: </em>+2 to hit, 1d6 damage.</p><p></p><p><strong>BANDIT CAPTAIN</strong></p><p><strong>Small or medium humanoid (tags vary)</strong></p><p><strong>AC: </strong>13 (studded and helm)</p><p><strong>Speed: </strong>30'</p><p><em> Shifty: </em>Spend 5' of movement to not trigger OAs until end of turn.</p><p><strong>Hit Dice: </strong>5d8 (23 hp)</p><p><strong>Str 13, Dex 12, Con 10, Int 12, Wis 10, Cha 11</strong></p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, oftenothers by race</p><p></p><p><em>Short Sword: </em>+4 to hit, 1d6 damage. </p><p> <em>Flanking Strike: </em>The bandit captain does an extra 1d6 damage when it hits a target it is flanking.</p><p></p><p><em>Short Bow: </em>+4 to hit, 1d6 damage.</p><p></p><p><strong>BOAR</strong></p><p><strong>Medium beast (mammal, pig)</strong></p><p><strong>AC: </strong>11</p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p> <em>Frenzy:</em> The boar gains a 1d6 bonus die to attacks while bloodied.</p><p><strong>Str 14, Dex 10, Con 13, Int 5, Wis 10, Cha 8</strong></p><p></p><p><em>Gore: </em>+3 to hit, 1d4 piercing damage. (The boar gains a 1d6 bonus die to attacks while bloodied.)</p><p></p><p><strong>CAT</strong></p><p><strong>Tiny beast (mammal, cat)</strong></p><p><strong>AC: </strong>12</p><p><strong>Speed: </strong>35', climb 25'</p><p><strong>Hit Dice: </strong>1d4 (2 hp)</p><p> <em>Catfall: </em>The cat reduces the amount of falling damage it takes by 4d6.</p><p><strong>Str 3, Dex 15, Con 13, Int 5, Wis 10, Cha 8</strong></p><p><strong>Senses </strong>low-light vision</p><p><em>Claws: </em>+3 to hit, 1d4 slashing damage. </p><p> <em>Hit or Miss: </em>The cat can spend 10' of movement to make one bite attack.</p><p></p><p><em>Bite: </em>+3 to hit, 1d2 piercing damage.</p><p></p><p><strong>CATOBLEPAS</strong></p><p><strong>Large beast</strong></p><p><strong> </strong><em>Death Gaze: </em>A creature that starts its turn within 60' of the catoblepas and can see it must make 3 death saves. A creature can use a reaction to avert its eyes to avoid this effect, taking a 1d8 penalty die to attacks against it, being unable to target it with effects that require sight, and granting the catoblepas a 1d6 bonus die on attacks against the creature.</p><p><strong>AC: </strong>14 </p><p><strong>Speed: </strong>30' </p><p><strong>Hit Dice: </strong>7d10+15 kicker (53 hp)</p><p><em> Aura of Doom: </em>Within 30' of the catoblepas, death saves take a 1d6 penalty die.</p><p><strong>Str 17, Dex 8, Con 14, Int 6, Wis 10, Cha 10</strong></p><p><strong>Senses: </strong>low-light vision</p><p></p><p><em>Tail: </em>+5 to hit, 1d8 bludgeoning damage and the target must make a Con save or be stunned until the end of the catoblepas' next turn.</p><p> <em>Target Averted Eyes: </em>1d6 bonus die to attack.</p><p></p><p><strong>COMMONER</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 10, Dex 10, Con 13, Int 10, Wis 12, Cha 8</strong></p><p><strong> </strong><em>1d6 bonus die on checks related to profession</em></p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, often others by race</p><p></p><p><em>Club, knife, or random tool: </em>+2 to hit, 1d4 damage. </p><p></p><p><strong>CORRUPTION CORPSE</strong></p><p><strong>Medium undead (fleshy undead)</strong></p><p><strong>AC: </strong>8</p><p><strong>Speed: </strong>25' </p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p><em> Death Burst: </em>When it dies, the corpse explodes in a 5' radius- Dex save, 3d6 acid on a fail, half on success.</p><p><em> Resist acid</em></p><p><em> Immune to necrotic, poison</em></p><p><strong>Str 14, Dex 8, Con 14, Int 6, Wis 10, 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 plus 1d6 acid damage.</p><p></p><p><em>Hurl Filth: </em>+5 to hit, range 50', 1d6 acid plus 1d6 necrotic damage.</p><p></p><p><strong>CROCODILE</strong></p><p><strong>Medium beast (reptile)</strong></p><p><strong>AC: </strong>12</p><p><strong>Speed: </strong>30', swim 50' </p><p><strong>Hit Dice: </strong>4d8 (14 hp)</p><p><strong>Str 15, Dex 10, Con 12, Int 3, Wis 12, Cha 6</strong></p><p></p><p><em>Bite: </em>+5 to hit, 1d6 piercing damage and the target is grappled. While it is grappled, the target's speed is 0 and this bite automatically hits. </p><p> <em>Hit or Miss: </em>The crocodile can spend 15' of movement to make a tail attack.</p><p></p><p><em>Tail: </em>+5 to hit, can't target a creature it has grappled, 1d6 bludgeoning damage.</p><p></p><p><strong>CULTIST</strong></p><p><strong>Small or medium humanoid (tags vary)</strong></p><p><strong>AC: </strong>12 (leather + helm) </p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>1d6 (3 hp)</p><p><strong>Str 12, Dex 10, Con 10, Int 10, Wis 8, Cha 8</strong></p><p> <em>Fanatic: </em>1d6 bonus die on saves vs. fear and charm.</p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, often others by race</p><p></p><p><em>Dagger: </em>+3 to hit, 1d4 damage. </p><p></p><p><em>Proselytize </em>(recharges after 1 hour of rest)<em>: </em>Up to three creatures within 20' that can understand the cultist must make Cha saves. If it fails, a creature can't attack or cast hostile spells until the end of its next turn unless it is attacked or takes damage.</p><p></p><p><strong>CULTIST LEADER</strong></p><p><strong>Small or medium humanoid (tags vary)</strong></p><p><strong>AC: </strong>12 (leather + helm) </p><p><strong>Speed: </strong>30'</p><p><strong>Hit Dice: </strong>1d6 (3 hp)</p><p><strong>Str 12, Dex 10, Con 11, Int 13, Wis 10, Cha 15</strong></p><p> <em>Fanatic: </em>1d6 bonus die on saves vs. fear and charm.</p><p><strong>Senses: </strong>varies by race</p><p><strong>Languages: </strong>Common, often others by race</p><p></p><p><em>Scimitar: </em>+4to hit, 1d6 damage. </p><p></p><p><em>Proselytize </em>(recharges after 1 hour of rest)<em>: </em>Up to four creatures within 30' that can understand the cultist must make Cha saves. If it fails, a creature can't attack or cast hostile spells for 1 minute (save ends). The effect also ends if the creature is attacked or takes damage.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9533409, member: 1210"] [B]BANDIT Small or medium humanoid (tags vary) AC: [/B]11 (leather) [B]Speed: [/B]30' [I] Shifty: [/I]Spend 5' of movement to not trigger OAs until end of turn. [B]Hit Dice: [/B]1d8 (4 hp) [B]Str 10, Dex 10, Con 10, Int 10, Wis 8, Cha 9 Senses: [/B]varies by race [B]Languages: [/B]Common, oftenothers by race [I]Short Sword: [/I]+2 to hit, 1d6 damage. [I]Flanking Strike:[/I] The bandit does an extra 1d4 damage when it hits a target it is flanking. [I]Short Bow: [/I]+2 to hit, 1d6 damage. [B]BANDIT CAPTAIN Small or medium humanoid (tags vary) AC: [/B]13 (studded and helm) [B]Speed: [/B]30' [I] Shifty: [/I]Spend 5' of movement to not trigger OAs until end of turn. [B]Hit Dice: [/B]5d8 (23 hp) [B]Str 13, Dex 12, Con 10, Int 12, Wis 10, Cha 11 Senses: [/B]varies by race [B]Languages: [/B]Common, oftenothers by race [I]Short Sword: [/I]+4 to hit, 1d6 damage. [I]Flanking Strike: [/I]The bandit captain does an extra 1d6 damage when it hits a target it is flanking. [I]Short Bow: [/I]+4 to hit, 1d6 damage. [B]BOAR Medium beast (mammal, pig) AC: [/B]11 [B]Speed: [/B]30' [B]Hit Dice: [/B]4d8 (18 hp) [I]Frenzy:[/I] The boar gains a 1d6 bonus die to attacks while bloodied. [B]Str 14, Dex 10, Con 13, Int 5, Wis 10, Cha 8[/B] [I]Gore: [/I]+3 to hit, 1d4 piercing damage. (The boar gains a 1d6 bonus die to attacks while bloodied.) [B]CAT Tiny beast (mammal, cat) AC: [/B]12 [B]Speed: [/B]35', climb 25' [B]Hit Dice: [/B]1d4 (2 hp) [I]Catfall: [/I]The cat reduces the amount of falling damage it takes by 4d6. [B]Str 3, Dex 15, Con 13, Int 5, Wis 10, Cha 8 Senses [/B]low-light vision [I]Claws: [/I]+3 to hit, 1d4 slashing damage. [I]Hit or Miss: [/I]The cat can spend 10' of movement to make one bite attack. [I]Bite: [/I]+3 to hit, 1d2 piercing damage. [B]CATOBLEPAS Large beast [/B][I]Death Gaze: [/I]A creature that starts its turn within 60' of the catoblepas and can see it must make 3 death saves. A creature can use a reaction to avert its eyes to avoid this effect, taking a 1d8 penalty die to attacks against it, being unable to target it with effects that require sight, and granting the catoblepas a 1d6 bonus die on attacks against the creature. [B]AC: [/B]14 [B]Speed: [/B]30' [B]Hit Dice: [/B]7d10+15 kicker (53 hp) [I] Aura of Doom: [/I]Within 30' of the catoblepas, death saves take a 1d6 penalty die. [B]Str 17, Dex 8, Con 14, Int 6, Wis 10, Cha 10 Senses: [/B]low-light vision [I]Tail: [/I]+5 to hit, 1d8 bludgeoning damage and the target must make a Con save or be stunned until the end of the catoblepas' next turn. [I]Target Averted Eyes: [/I]1d6 bonus die to attack. [B]COMMONER Small or medium humanoid (tags vary) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]1d4 (2 hp) [B]Str 10, Dex 10, Con 13, Int 10, Wis 12, Cha 8 [/B][I]1d6 bonus die on checks related to profession[/I] [B]Senses: [/B]varies by race [B]Languages: [/B]Common, often others by race [I]Club, knife, or random tool: [/I]+2 to hit, 1d4 damage. [B]CORRUPTION CORPSE Medium undead (fleshy undead) AC: [/B]8 [B]Speed: [/B]25' [B]Hit Dice: [/B]4d8 (18 hp) [I] Death Burst: [/I]When it dies, the corpse explodes in a 5' radius- Dex save, 3d6 acid on a fail, half on success. [I] Resist acid Immune to necrotic, poison[/I] [B]Str 14, Dex 8, Con 14, Int 6, Wis 10, Cha 5 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [I]Slam: [/I]+2 to hit, 1d4 bludgeoning damage plus 1d6 acid damage. [I]Hurl Filth: [/I]+5 to hit, range 50', 1d6 acid plus 1d6 necrotic damage. [B]CROCODILE Medium beast (reptile) AC: [/B]12 [B]Speed: [/B]30', swim 50' [B]Hit Dice: [/B]4d8 (14 hp) [B]Str 15, Dex 10, Con 12, Int 3, Wis 12, Cha 6[/B] [I]Bite: [/I]+5 to hit, 1d6 piercing damage and the target is grappled. While it is grappled, the target's speed is 0 and this bite automatically hits. [I]Hit or Miss: [/I]The crocodile can spend 15' of movement to make a tail attack. [I]Tail: [/I]+5 to hit, can't target a creature it has grappled, 1d6 bludgeoning damage. [B]CULTIST Small or medium humanoid (tags vary) AC: [/B]12 (leather + helm) [B]Speed: [/B]30' [B]Hit Dice: [/B]1d6 (3 hp) [B]Str 12, Dex 10, Con 10, Int 10, Wis 8, Cha 8[/B] [I]Fanatic: [/I]1d6 bonus die on saves vs. fear and charm. [B]Senses: [/B]varies by race [B]Languages: [/B]Common, often others by race [I]Dagger: [/I]+3 to hit, 1d4 damage. [I]Proselytize [/I](recharges after 1 hour of rest)[I]: [/I]Up to three creatures within 20' that can understand the cultist must make Cha saves. If it fails, a creature can't attack or cast hostile spells until the end of its next turn unless it is attacked or takes damage. [B]CULTIST LEADER Small or medium humanoid (tags vary) AC: [/B]12 (leather + helm) [B]Speed: [/B]30' [B]Hit Dice: [/B]1d6 (3 hp) [B]Str 12, Dex 10, Con 11, Int 13, Wis 10, Cha 15[/B] [I]Fanatic: [/I]1d6 bonus die on saves vs. fear and charm. [B]Senses: [/B]varies by race [B]Languages: [/B]Common, often others by race [I]Scimitar: [/I]+4to hit, 1d6 damage. [I]Proselytize [/I](recharges after 1 hour of rest)[I]: [/I]Up to four creatures within 30' that can understand the cultist must make Cha saves. If it fails, a creature can't attack or cast hostile spells for 1 minute (save ends). The effect also ends if the creature is attacked or takes damage. [/QUOTE]
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