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<blockquote data-quote="the Jester" data-source="post: 9533455" data-attributes="member: 1210"><p><strong>DIGESTER</strong></p><p><strong>Medium beast</strong></p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>50'</p><p><strong>Hit Dice: </strong>7d8 (31 hp)</p><p><strong>Str 13, Dex 11, Con 11, Int 3, Wis 12, Cha 8</strong></p><p><strong>Senses </strong>keen vision</p><p></p><p><em>Rake: </em>+5 to hit, 1d8 slashing damage.</p><p></p><p><em>Acid Spray: </em>+7 to hit, 3d6 acid damage plus ongoing 1d10 acid (Con save ends, or ends if washed off with a gallon of liquid or after 1 minute).</p><p> <em>Hit: </em>Each creature within 10' of the target takes 1d10 acid damage (Dex save negates).</p><p></p><p><strong>DOG</strong></p><p><strong>Small beast (mammal, dog)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>35'</p><p><strong>Hit Dice: </strong>1d6 (3 hp)</p><p><strong>Str 10, Dex 10, Con 13, Int 5, Wis 10, Cha 8</strong></p><p><strong>Senses </strong>scent</p><p></p><p><em>Bite: </em>+3to hit, 1d4 piercing damage.</p><p> <em>Pack Tactics: </em>1d6 bonus die on attacks if an ally is within reach of the target.</p><p></p><p><strong>DRETCH DEMON</strong></p><p><strong>Small humanoid (demon, fiend)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>25'</p><p><strong>Hit Dice: </strong>4d8 (18 hp)</p><p> <em>Variable Resistance </em>(see Reactions)</p><p> <em>Immune to fire, poison.</em></p><p><strong>Str 7, Dex 7, Con 8, Int 5, Wis 7, Cha 5</strong></p><p><strong>Senses: </strong>darkvision</p><p><strong>Languages: </strong>understands Abyssal but can't speak</p><p></p><p><em>Claws: </em>+2 to hit, 2d4 slashing damage.</p><p> <em>Hit or Miss: </em>The dretch can spend 10' of movement to make one bite attack.</p><p></p><p><em>Bite: </em>+2 to hit, 1d6 piercing damage.</p><p></p><p><strong>MOVEMENT OPTIONS</strong></p><p></p><p><em>Frightful Stench </em>(only while bloodied): The dretch spends 5' of movement to emit a cloud of foul green gas in a 10' radius. Each non-demon in the cloud must make a Con save or have a 1d6 penalty die on attacks and checks until the start of the dretch's next turn.</p><p></p><p><strong>REACTIONS </strong></p><p></p><p><em>Variable Resistance: </em>When the dretch takes cold, lightning, or thunder damage, it gains resistance to that damage type (including the triggering damage) until it uses this ability again or it completes a long rest.</p><p></p><p><strong>ETTIN</strong></p><p><strong>Large humanoid (giant)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>40'</p><p> <em>Wakeful: </em>Unless magically put to sleep, at least one of an ettin's heads is always awake.</p><p><strong>Hit Dice: </strong>8d8+20 kicker(56 hp)</p><p><strong>Str 19, Dex 8, Con 15, Int 8, Wis 12, Cha 10</strong></p><p><strong> </strong><em>1d6 bonus die to notice or observe things</em></p><p><strong>Senses: </strong>low-light vision</p><p> <em>All-Around Vision: </em>Creatures don't get a bonus die to attacks or get sneak attack damage for flanking the ettin.</p><p></p><p><strong>Languages: </strong>Giant, 25% speak Orcish</p><p></p><p><em>Giant Club: </em>+6 to hit, 2d8+4 bludgeoning damage.</p><p> <em>Hit or Miss: </em>The ettin makes a second Giant Club attack.</p><p></p><p><em>Giant Javelin: </em>+5 to hit, range 40'/120', 2d6 piercing damage. </p><p> <em>Hit or Miss: </em>The ettin makes a second Giant Javelin attack.</p><p></p><p><strong>REACTIONS (2/round)</strong></p><p></p><p><em>Double Opportunity. </em>When a creature provokes an opportunity attack from the ettin, the ettin makes two Giant Club attacks against that creature.</p><p></p><p><strong>FLAMESKULL</strong></p><p><strong>Tiny undead (skeletal undead)</strong></p><p><em> Illumination: </em>The flameskull radiates light in a 0'/15' radius or a 15'/30' radius (changing at the start of its turn if it desires).</p><p><strong>AC: </strong>13</p><p><strong>Speed: </strong>fly 40' </p><p><strong>Hit Dice: </strong>5d4 (12 hp)</p><p> <em>Immune to cold, fire, poison</em></p><p> <em>Resist lightning, necrotic, piercing, slashing</em></p><p><strong>Str 2, Dex 10, Con 10, Int 15, Wis 10, Cha 10</strong></p><p><strong> </strong><em>Immune to charm and fear</em></p><p><strong>Senses: </strong>darkvision 60'</p><p><strong>Languages: </strong>Common</p><p></p><p><em>Fire Ray: </em>+5 to hit, range 120', 1d10 fire damage. </p><p></p><p><em>Fiery Explosion: </em>The flameskull spits a bead of flame at a point it can see within 90', where it explodes in a 20' radius sphere doing 5d6 fire damage (Dex save for half).</p><p></p><p><em>Spells </em>(4 cantrip slots, 4 first level slots): </p><p> Cantrips- audible glamer, close or open, dancing lights, mage hand; 1st level- burning hands, magic missile, shield, Tenser's floating disc.</p><p></p><p><strong>REACTIONS</strong></p><p></p><p><em>When Hit by Attack or Magic Missile: </em>shield spell.</p><p></p><p><strong>FLESH GOLEM</strong></p><p><strong>Medium construct (golem)</strong></p><p><strong>AC: </strong>10</p><p><strong>Speed: </strong>30' </p><p><strong>Hit Dice: </strong>7d8+20 kicker (51 hp)</p><p> <em>Electric healing: </em>If the golem would take lightning damage, it instead regains that many hps.</p><p> <em>Immune bludgeoning, piercing, and slashing that isn't magic</em></p><p><em> Vulnerable to fire </em></p><p><strong>Str 10, Dex 12, Con 9, Int 5, Wis 10, Cha 5</strong></p><p><strong> </strong><em>Immune to charm, fear, effects that change the golem's shape</em></p><p><em></em></p><p><em>Slam: </em>+6 to hit, 1d8+5 bludgeoning damage. </p><p> <em>Hit or Miss: </em>The golem makes a second Slam attack.</p><p> <em>Siege Monster: </em>The golem does double damage to objects.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9533455, member: 1210"] [B]DIGESTER Medium beast AC: [/B]13 [B]Speed: [/B]50' [B]Hit Dice: [/B]7d8 (31 hp) [B]Str 13, Dex 11, Con 11, Int 3, Wis 12, Cha 8 Senses [/B]keen vision [I]Rake: [/I]+5 to hit, 1d8 slashing damage. [I]Acid Spray: [/I]+7 to hit, 3d6 acid damage plus ongoing 1d10 acid (Con save ends, or ends if washed off with a gallon of liquid or after 1 minute). [I]Hit: [/I]Each creature within 10' of the target takes 1d10 acid damage (Dex save negates). [B]DOG Small beast (mammal, dog) AC: [/B]10 [B]Speed: [/B]35' [B]Hit Dice: [/B]1d6 (3 hp) [B]Str 10, Dex 10, Con 13, Int 5, Wis 10, Cha 8 Senses [/B]scent [I]Bite: [/I]+3to hit, 1d4 piercing damage. [I]Pack Tactics: [/I]1d6 bonus die on attacks if an ally is within reach of the target. [B]DRETCH DEMON Small humanoid (demon, fiend) AC: [/B]10 [B]Speed: [/B]25' [B]Hit Dice: [/B]4d8 (18 hp) [I]Variable Resistance [/I](see Reactions) [I]Immune to fire, poison.[/I] [B]Str 7, Dex 7, Con 8, Int 5, Wis 7, Cha 5 Senses: [/B]darkvision [B]Languages: [/B]understands Abyssal but can't speak [I]Claws: [/I]+2 to hit, 2d4 slashing damage. [I]Hit or Miss: [/I]The dretch can spend 10' of movement to make one bite attack. [I]Bite: [/I]+2 to hit, 1d6 piercing damage. [B]MOVEMENT OPTIONS[/B] [I]Frightful Stench [/I](only while bloodied): The dretch spends 5' of movement to emit a cloud of foul green gas in a 10' radius. Each non-demon in the cloud must make a Con save or have a 1d6 penalty die on attacks and checks until the start of the dretch's next turn. [B]REACTIONS [/B] [I]Variable Resistance: [/I]When the dretch takes cold, lightning, or thunder damage, it gains resistance to that damage type (including the triggering damage) until it uses this ability again or it completes a long rest. [B]ETTIN Large humanoid (giant) AC: [/B]10 [B]Speed: [/B]40' [I]Wakeful: [/I]Unless magically put to sleep, at least one of an ettin's heads is always awake. [B]Hit Dice: [/B]8d8+20 kicker(56 hp) [B]Str 19, Dex 8, Con 15, Int 8, Wis 12, Cha 10 [/B][I]1d6 bonus die to notice or observe things[/I] [B]Senses: [/B]low-light vision [I]All-Around Vision: [/I]Creatures don't get a bonus die to attacks or get sneak attack damage for flanking the ettin. [B]Languages: [/B]Giant, 25% speak Orcish [I]Giant Club: [/I]+6 to hit, 2d8+4 bludgeoning damage. [I]Hit or Miss: [/I]The ettin makes a second Giant Club attack. [I]Giant Javelin: [/I]+5 to hit, range 40'/120', 2d6 piercing damage. [I]Hit or Miss: [/I]The ettin makes a second Giant Javelin attack. [B]REACTIONS (2/round)[/B] [I]Double Opportunity. [/I]When a creature provokes an opportunity attack from the ettin, the ettin makes two Giant Club attacks against that creature. [B]FLAMESKULL Tiny undead (skeletal undead)[/B] [I] Illumination: [/I]The flameskull radiates light in a 0'/15' radius or a 15'/30' radius (changing at the start of its turn if it desires). [B]AC: [/B]13 [B]Speed: [/B]fly 40' [B]Hit Dice: [/B]5d4 (12 hp) [I]Immune to cold, fire, poison[/I] [I]Resist lightning, necrotic, piercing, slashing[/I] [B]Str 2, Dex 10, Con 10, Int 15, Wis 10, Cha 10 [/B][I]Immune to charm and fear[/I] [B]Senses: [/B]darkvision 60' [B]Languages: [/B]Common [I]Fire Ray: [/I]+5 to hit, range 120', 1d10 fire damage. [I]Fiery Explosion: [/I]The flameskull spits a bead of flame at a point it can see within 90', where it explodes in a 20' radius sphere doing 5d6 fire damage (Dex save for half). [I]Spells [/I](4 cantrip slots, 4 first level slots): Cantrips- audible glamer, close or open, dancing lights, mage hand; 1st level- burning hands, magic missile, shield, Tenser's floating disc. [B]REACTIONS[/B] [I]When Hit by Attack or Magic Missile: [/I]shield spell. [B]FLESH GOLEM Medium construct (golem) AC: [/B]10 [B]Speed: [/B]30' [B]Hit Dice: [/B]7d8+20 kicker (51 hp) [I]Electric healing: [/I]If the golem would take lightning damage, it instead regains that many hps. [I]Immune bludgeoning, piercing, and slashing that isn't magic Vulnerable to fire [/I] [B]Str 10, Dex 12, Con 9, Int 5, Wis 10, Cha 5 [/B][I]Immune to charm, fear, effects that change the golem's shape Slam: [/I]+6 to hit, 1d8+5 bludgeoning damage. [I]Hit or Miss: [/I]The golem makes a second Slam attack. [I]Siege Monster: [/I]The golem does double damage to objects. [/QUOTE]
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