Creature: Marsh Troll Ranger (CR 6)
Marsh Troll Ranger (CR 6)
CE Large Male Troll Ranger 1
Init: +2
Senses: Darkvision 90′, Lowlight Vision, Scent
Listen +5, Spot +6
AC: 20 (-1 size, +2 dex, +5 natural, +4 armor), touch 11, flat-footed 18
HP: 90 (7d8+42)
Fort: +13 Ref: +6 Will: +3
MV: 20 ft.
Base Attack: +5 Grapple: +15
Attack: Claw +10 (1d6+6) or bow +7 (2d6+3) [+1/+1 under 30ft]
Full Attack: 2 Claws +10 (1d6+6) and bite +5 (1d6+3) or bow +7 (2d6+3) [+1/+1 under 30ft]
Space/Reach: 10ft/10ft
Special attacks: Rend (2d6+9)
Abilities: Str: 23 (+6) Dex: 14 (+2) Con: 23 (+6) Int: 10 Wis: 9 (-1) Cha: 6 (-2)
Feats: Alertness, Iron Will, Track, Point Blank Shot
Skills: Craft (trapmaking) +1, +6 Hide, Listen +5, Spot +6, +0 Survival
Gear: Hide Armor, Large Composite Longbow (+3 Str), Rope Arrows (10), Arrows (20), Dagger
SA: favored enemy (humanoid: human), Track, Wild Empathy, Regeneration 5 (fire and acid deal normal damage)
Rend (ex): If the troll hits with both claw attacks it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Posted in Creature and tagged giant by Stephen Hilderbrand with no comments yet.
Creature: Bog Hounds (CR 2)
Bog Hounds should be treated as worgs with Swamp Stride. (CR 2) Their fur is often matted down by the muddy landscapes they inhabit, and they smell of rotten eggs.
Bog Hounds HP: 29, 33
SA: Swamp Stride, Trip
Swamp Stride (Ex): A bog hound may move through any natural swampy or marshy terrain at normal speed without impairment.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Creature: The Cats of Ulthar
Cats of Ulthar
Hit Dice: 4d8 (18)
Initiative: +3
Speed: 30 ft
Armor Class: 14 (+2 size +2 dex)
Base Attack/Grapple: +3 / –
Attack: Swarm 1d6+1
Full Attack: Swarm 1d6+1
Space/Reach: 10ft / 0ft
Special Attacks: Distraction, stunning aura
Special Qualities: Swarm traits, low-light vision, scent
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 4, Dex 15, Con 10, Int 10, Wis 12, Cha 16
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3.
Feats: Weapon Finesse, Improved Initiative
Environment: Temperate and lunar planes
Organization: Solitary, pride (2-6 swarms), or hunting party (7-12 swarms)
Treasure: None
Alignment: Neutral with lawful and good tendencies
Advancement: None
Level Adjustment: —
Thousands of yellow cat eyes blink at you malevolently and a paralytic fear grips you. No sound comes from the horde of felines as they pounce upon and completely envelop you.
These creatures are indistinguishable from normal domestic felines. However, they are highly intelligent, well organized, magical beasts. Any mistreatment of the feline race incurs their vengeance. Once they learn of a crime, they gather under the light of the moon in sufficient numbers to dispatch the transgressor without warning. They are chillingly efficient, leaving behind no trace of their victims.
COMBAT
Stunning Aura (Su): Any living creature within 10′ of the swarm of Cats of Ulthar must make a DC 15 Will save or be stunned for 1 round. A potentially affected creature that succeeds on its Will save remains immune to the cats’ stunning presence for 24 hours.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Will save or be shaken (-2 to attacks, saves, skill and ability checks) for one round.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats of Ulthar also receive a plus one million racial bonus on Jump checks when they leap from rooftops to the dark side of the moon.
Posted in Creature and tagged animal, swarm, swarm subtype by Adam A. Thompson with no comments yet.
Creatures Index
Chalange Rating – 1 | Chalange Rating – 11 |
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Types Aberrations Animals Constructs Dragons Elementals Fey Giants Humanoids Magical Beasts Monstrous Humanoids Oozes Outsiders Plants Undead Vermin |
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Posted in Creature by Adam A. Thompson with no comments yet.