Rug Rats

Created by a mage who once sought world dominance through sales of a specially-tainted rug, rug rats are now relatively common in most lands.

Rug Rats
Size/Type: Tiny Magical Beast(Swarm)
Hit Dice: 8d8 (26 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 5 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits, meld with fabric
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 2, Dex 18, Con 10, Int 2, Wis 16, Cha 2
Skills: Balance +16, Climb +16, Hide +16 +18, Listen +8, Move Silently +10, Spot +8, Swim +8
Feats: Alertness, Stealthy, Weapon FinesseB
Environment: Any
Organization: Pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Combat

Rug rats seek to climb up from the rug they’re in and attack any warm-blooded prey they encounter. A rug rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move, 2d6 if they stand upon the rug they inhabit.

Disease (Ex): Filth fever—swarm attack, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a rug rat swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Meld with Fabric (Su): A rug rat swam can meld with the rug it inhabits. This makes them unable to be attacked, though the rug can still be destroyed. If the rug is destroyed, they immediately meld back into their rat forms and scatter, at which point they are treated as normal rats.

Skills: A rug rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rug rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rug rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rug rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.


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Reading Room

Here’s another encounter from the upcoming Old Rock Tower 4th Edition conversion. A young chimera lairs in this room in the abandoned tower, below.

Level 8 – 1750 xp

The broken and charred remnants of furniture lie scattered around the room, piled up along with sticks and plant matter to form a raised nest. Coins, items and bones lie scattered around the room. Both the north and west doors have been broken down and the roof and archway leading to the southern balcony is mostly missing.

The debris in this area constitutes rough terrain and covers 1/2of the floor.

CREATURE: A young chimera has made its lair here and will leap to attack anything entering the room. If hard pressed it will retreat out one of the balconies and try to regain the upper hand by swooping in upon the party from above the roof. It will not easily abandon its horde of treasure. If the players made significant noise entering the area 24, the chimera will be waiting to ambush the first to come through the door.

TREASURE: The items scattered around the room include broken bookshelves and chairs, crumbling ancient scraps of paper and book covers, ruined scraps of clothing and armor, an elven longsword, a small steel shield, a short sword, 800 gold coins, two gems worth 100 gold, and a Rod of the Dark Reward +2.

Young Chimera – Level 8 Solo Brute
Large natural magical beast – XP 1,750

Initiative +10 Senses Perception +14; all-around vision, darkvision

HP 288; Bloodied 144; see also bloodied breath
AC 22; Fortitude 22, Reflex 22, Will 20
Resist 10 fire
Saving Throws +5
Speed 6, fl y 10 (clumsy), overland flight 15
Action Points 2

Powers
Lion’s Bite (standard; at-will)
+9 vs. AC; 2d8 + 5 damage.

Ram’s Charge (melee; standard; at-will)
The chimera makes a charge attack; +10 vs. AC; 1d10 + 9 damage, and the target is pushed 1 square or knocked prone.

Triple Threat (melee; standard; at-will)
The chimera makes the following three melee attacks, each one against a different target:
Lion’s Bite +9 vs. AC; 2d8 + 5 damage.
Dragon’s Bite +9 vs. AC; 3d6 + 5 damage.
Ram’s Gore +9 vs. AC; 1d10 + 5 damage, and the target is knocked prone.

Dragon Breath (blast; standard; encounter) – Fire
Close blast 5; +5 vs. Reflex; 1d8 + 5 damage, and ongoing 5 fire damage (save ends).

Bloodied Breath (blast; free, when first bloodied; encounter)
The chimera recharges and uses dragon breath.

Alignment Unaligned Languages Common, Draconic
Str 20 (+9) Dex 17 (+7) Wis 14 (+6)
Con 19 (+8) Int 5 (+1) Cha 17 (+7)


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Dogs of War

Dogs of war and men of hate
With no cause, we don’t discriminate
Discovery is to be disowned
Our currency is flesh and bone
— the bard band Floidus Pinkus

Dogs of War
Size/Type: Medium Outsider (Neutral, Extraplanar, Lawful)
Hit Dice: 8d8+16 (52 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 22 (+3 Dex, +6 natural, +3 hide armor), touch 13, flat-footed 16
Base Attack/Grapple: +8/+16
Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Full Attack: Bite +13 melee (1d8+3/19-20 plus 1d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, electric bite
Special Qualities: Darkvision 60 ft., immunity to electricity, scent, vulnerability to water
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 20, Dex 17, Con 15, Int 8, Wis 11, Cha 4
Skills: Intimidate +15, Jump +16, Listen +12, Spot +15, Survival +8*, Tumble +7
Feats: Alertness, Improved Critical (bite), Improved Initiative, Weapon Focus (bite)
Environment: Lawful plains, battlefields
Organization: Pack (5-12)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Level Adjustment: +3 (cohort)

A typical dog of war stands 5½ feet high at the shoulder and weighs 160 pounds.

Dogs of War are never encountered alone. They travel only in packs, and are often conscripted to fight both sides of large battles. They do not speak but communicate through a series of barks, yelps, and growls and can be taught battle commands.

Combat

Dogs of war are trained to fight as tight packs, using their strong initiative and skill with their razor-sharp teeth to swarm and flank their opponents. They are also often used as artillery, breathing bolts of lightning into melee.

The natural weapons of dogs of war are treated as neutral-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot-long bolt that travels up to 100 feet, once every 3 rounds, damage 2d6 electricity, Reflex DC 17 half. The save DC is Constitution-based.

Electric Bite (Su): Dogs of war deal an extra 1d6 points of electric damage every time they bite an opponent, as if these bites are electric weapon.

Skills

Dogs of war have a +5 racial bonus on Hide and Move Silently checks, though these are rarely used, except in surprise raids.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.


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Otherworld Dog

Otherworld Dog
Size/Type: Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural)
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d8)
Full Attack: Bite +5 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip attack
Special Qualities: Darkvision 60 ft., spell resistance 10, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 11, Dex 15, Con 15, Int 6, Wis 10, Cha 6
Skills: Hide +15, Jump +11, Listen +10, Move Silently +14, Spot +8, Survival +7*
Feats: Improved Initiative, Run, TrackB
Environment: A chaotically-aligned plane
Organization: Solitary, pair, or pack (5-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium);
Level Adjustment: +3 (cohort)

A typical otherworld dog stands 4 feet high at the shoulder and weighs 100 pounds. Their coats are a mix of pastel and light-colored hues, ranging from blue to lavender to tan across their coats.

Otherworld dogs do not speak, but they do communicate with each other through a series of howls, barks and whimpers.

Otherworld dogs have never been domesticated, tough some have tried. They have the ability to plane shift a will, complicating the process of trying to keep them in one place for very long.

Combat
Otherworld dogs are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with all the hounds, tripping prey with their trip attacks. They do not give their prey a chance to escape.

An outerworld dog’s natural weapons, as well as any weapons it wields, are treated as chaotically-aligned for the purpose of overcoming damage reduction.

Trip Attack(): An otherworld dog has a trip attack resembling that of a wolf.

Skills

Otherworld dogs have a +5 racial bonus on Hide and Move Silently checks.

*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.


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Beacon Beetles

These bugs are employed for the vivid colors what explode out of their hides when they are slain. These colors are not unlike fireworks, providing beacons in the nearby environment. They are most often employed to defend regions where sentries would be less effective, since they can survive for long periods without meals. These beetles represent foes that must be encountered, leading to a warning that launches into the sky when they are vanquished.

Beacon Beetle
Size/Type: Medium Vermin
Hit Dice: 2d8+5 (14 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+6 natural, +1 dex), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 13, Dex 12, Con 16, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Forests, barren lands, and chasms
Organization: Cluster (2-5) or clique (6-11)
Challenge Rating: 2
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

The typical beacon beetle is about 6 feet long. Bred exclusively in captivity, these creatures feed on whatever they can find, scavenging the areas around where they are left by those who raise them. They have been bred to stay in close proximity to where they are left. Beacon beetles usually occupy locations where there is little food, so they usually attack whatever comes within view out of hunger.

Acid Spray (Ex): When attacked or enraged by passersby, beacon beetles release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d6+1 points of acid damage. The save DC is Constitution-based.


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Purple Ooze

Purple Ooze
Size/Type: Large Ooze
Hit Dice: 5d10+20 (51 hp)
Initiative: –3
Speed: 10 ft. (2 squares)
Armor Class: 7 (–3 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +6/+6
Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Full Attack: Slam +6 melee (1d6+2 plus 2d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Strong acid, constrict 1d6+2 plus 2d6 acid, improved grab, attack from below
Special Qualities: Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves: Fort +10, Ref –2, Will –4
Abilities: Str 14, Dex 5, Con 22, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Barren wastes
Organization: Solitary or vast ooze flows
Challenge Rating: 6
Treasure: Metal items dropped by their recent prey
Alignment: Always neutral
Advancement: 6–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: —

A purple ooze can grow to a diameter of up to 15 feet and a thickness of about 18 inches. A typical specimen weighs about 1200 pounds.

Combat

A purple ooze strikes like a monstrous wave, slamming opponents with its body.

Acid (Ex): A purple ooze secretes a digestive acid that quickly dissolves organic material and stone, but not metal. Any melee hit or constrict attack deals acid damage. Stone, leather and clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A stone or wooden weapon that strikes a purple ooze also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 25 points of damage per round to wooden, cloth and leather objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A purple ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing, wood and leather armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a purple ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Transparent (Ex): A purple ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a purple ooze and walk into it are automatically hit with a melee attack for slam and acid damage. It resembles a gray ooze, but with a lightly translucent purple surface.

Attack from Below (Ex): A purple ooze can attack from below by slithering into the floor below the target, and dissolving the stone or wood that the target stands upon, sending them splashing into the purple ooze.

Pool (Ex): Multiple oozes can join up, forming a larger specimen. This is especially deadly when used with the attack from below ability, creating large flows and moats that surround their prey.


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Stream Spirit

Yet another creature making its debut in Anointing the Seer, these water elementals present a worthy foe to lower-level characters, and can be summoned by those who have the Summon Elemental power.

These water spirits flow into the mortal world from the elemental chaos. They resemble animate waves about the size of a man, with eyes and mouth visible in their foaming features. Found in streams and rivers, they can calmly babble tunes to the weary or cruelly drown the unwary. They are powerful combatants and can knock their foes down and hold them under.

Stream Spirit: Level 7 Brute
medium elemental magical beast (water) – XP 300
Initiative
+15 Senses Perception +2
HP 94; Bloodied 47
AC
19, Fortitude 19, Reflex 19, Will 19
Immunity
disease, poison; Resist 5 cold
Speed 5

Powers
Wave Slap – (standard melee; at will)
+10 vs. AC; 2d6 + 5 damage, and push 2.

Drowning Tide – (standard; encounter, close blast 2; recharge 5-6)
+8 vs. Reflex, 3d10 + 5 damage, slide 1, knocked prone, and one target is grabbed.

Water Affinity
As long as the Stream Spirit is within 1 square of water it receives a +1 power bonus to attack rolls and damage.


Alignment
Unaligned Languages Primordial
Str 16 (+6) Dex 16 (+7) Wis 9 (+2)
Con 14 (+5) Int 7 (+1) Cha 16 (+6)

Tactics: Stream Spirits tend to lurk in bodies of water where they are impossible to distinguish from the water – it is a DC 25 Perception check to detect them before they raise up out of the water to attack. When they do attack they try to push opponents into the water and drown them by grabbing them and holding them under, or simply bludgeoning them to death.

Stream Spirit Lore
A character knows the following with a successful Arcana check:
DC 15: These elemental spirits are unpredictable and can be very dangerous.


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Piranha Swarm

Piranha need no introduction, but their fiendish brethren do. Found in some tributaries of the Styx, these hellish fish will strip suffering souls to the bone in seconds.

Piranha Swarm – CR 5
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +15

AC: 19 (+4 size, +4 dex, +1 natural)
HP: 44 (HD: 10d8)
Fort: +6 Reflex: +10 Will: +4

Speed: 30 feet
Attack: swarm (4d6)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Alertness, Combat Reflexes, Lightning Reflexes

Abilities: Str 1 Dex 19 Con 10 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 14 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.

Stygian Piranha Swarm – CR 10
neutral Diminutive Animal (swarm, aquatic)
Init +8
Senses: Spot +23

AC: 24 (+4 size, +4 dex, +6 natural)
HP: 133 (HD: 20d8 + 40)
Fort: +14 Reflex: +19 Will: +8

Speed: 30 feet
Attack: swarm (8d8)
Special Attacks: Distraction
Space / Reach: 10 ft. / 0 ft.

Special Abilities: immune to weapon damage, swarm traits
Feats: Improved Initiative, Improved Natural Attack, Iron Will, Alertness, Combat Reflexes, Lightning Reflexes, Great Fortitude, Run

Abilities: Str 1 Dex 21 Con 14 Int 1 Wis 10 Cha 4

Distraction (Ex): Any living creature that begins its turn with a piranha swarm in its space must succeed on a DC 19 Fortitude save or be panicked for 1 round. The save DC is Constitution-based.


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Fiendish Orcish Berzerker Horde

One of my Savage Tide players plays a teifling cleric who focuses on conjuring monsters. He asked about developing a creature, or a group of creatures that he can summon using the Summon Monster spells, who would be the same basic creatures at each level but would improve as he used higher level Summon Monster spells. I love coming up with custom stuff like this that makes the story we’re all telling richer, so I started working with him to come up with something.

First I wanted to get a ballpark of how tough of a creature you get form SM 1-9. A little surveying and I came up with this chart. It’s just an average of some monsters you get for each level of the spell.

SM level HD CR
1 1 1
2 2 2
3 4 3
4 6 4
5 8 5
6 10 5-7
7 12 6-9
8 15 8-10
9 18 11-12

His character is one of the daughters of his previous characters, Doombringer, an Orcish Warblade who died and became a petitioner in Archeron before traveling back to the mortal world to help throw down the Temple of Elemental Evil. That character retired to the outer planes somewhere and became something of a lord. Therefore we decided that his daughter could summon up orcish hordes from the netherworld to aid her. These are the stats for the summoned orcs, one stat block for each Summon Monster spell from 1 to 9.

Orcish Berzerkers in your game: Feel free to borrow these bruisers for your game. If your players ever end up in archeron, or if they’re facing any type of orcish warlord these guys make a great army, or even just a crack squad or extra-bloodthirsty orcs in a group of normal orcs.

For your players, they could just as easily be re-cast as berzerkers from valhalla or another heavenly realm, summoned by a good cleric to help in their battles.

Summon Monster 1 orcish berzerker – CR 1
ce medium outsider
Init +0
Senses: darkvision

AC: 13 (studded leather +3)
HP: 9 (HD: 1d8+1)
Fort: +3 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 6

Speed: 40 feet
Attack: greataxe +5 (1d12 + 4)

Special Abilities: rage (+2 / +3 to attacks, +1 hp, -2 AC)
Feats: Weapon Focus Greataxe

Skills: Climb +5, Jump +5
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 2 orcish berzerker – CR 2
ce medium outsider
Init +0
Senses: darkvision

AC: 14 (studded leather +3, natural armor +1)
HP: 13 (HD: 2d8+2)
Fort: +4 Reflex: +0 Will: -1
Resist cold & fire 5
Spell Resistance 7

Speed: 40 feet
Attack: greataxe +6 (1d12 + 4)

Special Abilities: rage (+2 / +3 to attacks, +2 hp, -2 AC)
Feats: Weapon Focus Greataxe

Skills: Climb +5, Jump +6
Abilities: Str 17 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 3 orcish berzerker – CR 3
ce medium outsider
Init +0
Senses: darkvision

AC: 15 (studded leather +3, natural armor +2)
HP: 22 (HD: 4d8+4)
Damage Reduction: 5 / magic
Fort: +5 Reflex: +1 Will: +0
Resist cold & fire 5
Spell Resistance 9

Speed: 40 feet
Attack: greataxe +9 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +4 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave

Skills: Climb +7, Jump +8
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 4 orcish berzerker – CR 4
ce medium outsider
Init +0
Senses: darkvision

AC: 16 (studded leather +3, natural armor +3)
HP: 37 (HD: 6d8+6)
Damage Reduction: 5 / magic
Fort: +6 Reflex: +2 Will: +1
Resist cold & fire 5
Spell Resistance 11

Speed: 40 feet
Attack: greataxe +11 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +6 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack

Skills: Climb +8, Jump +9
Abilities: Str 18 Dex 11 Con 12 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 5 orcish berzerker – CR 5
ce medium outsider
Init +0
Senses: darkvision

AC: 17 (studded leather +3, natural armor +4)
HP: 44 (HD: 8d8+8)
Damage Reduction: 5 / magic
Fort: +7 Reflex: +2 Will: +1
Resist cold & fire 10
Spell Resistance 13

Speed: 40 feet
Attack: greataxe +13 (1d12 + 6)

Special Abilities: rage (+2 / +3 to attacks, +8 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack

Skills: Climb +9, Jump +10
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 6 orcish berzerker – CR 6
ce medium outsider
Init +0
Senses: darkvision

AC: 18 (studded leather +3, natural armor +5)
HP: 58 (HD: 10d8+10)
Damage Reduction: 5 / magic
Fort: +8 Reflex: +3 Will: +2
Resist cold & fire 10
Spell Resistance 15

Speed: 40 feet
Attack: greataxe +15 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +10 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe

Skills: Climb +10, Jump +11
Abilities: Str 18 Dex 11 Con 13 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 7 orcish berzerker – CR 8
ce medium outsider
Init +0
Senses: darkvision

AC: 19 (studded leather +3, natural armor +6)
HP: 81 (HD: 12d8+24)
Damage Reduction: 10 / magic
Fort: +10 Reflex: +4 Will: +3
Resist cold & fire 10
Spell Resistance 17

Speed: 40 feet
Attack: greataxe +17 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +24 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe

Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6

Skills: Climb +11, Jump +12
Equipment: Greataxe, Studded Leather Armor

Summon Monster 8 orcish berzerker – CR 10
ce medium outsider
Init +0
Senses: darkvision

AC: 20 (studded leather +3, natural armor +7)
HP: 96 (HD: 15d8+30)
Damage Reduction: 10 / magic
Fort: +11 Reflex: +7 Will: +4
Resist cold & fire 10
Spell Resistance 20

Speed: 40 feet
Attack: greataxe +19 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +30 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes

Skills: Climb +13, Jump +13
Abilities: Str 18 Dex 11 Con 14 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor

Summon Monster 9 orcish berzerker – CR 12
ce medium outsider
Init +1
Senses: darkvision

AC: 23 (dex +1, studded leather +3, natural armor +9)
HP: 111 (HD: 18d8+36)
Damage Reduction: 10 / magic
Fort: +13 Reflex: +9 Will: +7
Resist cold & fire 10
Spell Resistance 23

Speed: 40 feet
Attack: greataxe +23 (1d12 + 6 / 19-20 x 2)

Special Abilities: rage (+2 / +3 to attacks, +36 hp, -2 AC)
Feats: Weapon Focus Greataxe, Cleave, Power Attack, Improved Critical Greataxe, Lightning Reflexes, Iron Will

Skills: Climb +14, Jump +15
Abilities: Str 18 Dex 12 Con 14 Int 6 Wis 8 Cha 6

Equipment: Greataxe, Studded Leather Armor


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Dustling

These are the dust devils that we think of.

They are actually the minions of dust devils, trapped in a pact that required them to become indentured servants of these devils.

Dustling
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 1d8 (5 hp)
Initiative: +4
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Slam +3 melee (1d4)
Full Attack: Slam +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flyby
Special Qualities: elemental traits
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Spot +3
Feats: Flyby Attack
Environment: Elemental Plane of Air, deserts
Organization: Solitary or Swarms
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: 2 HD (Small)
Level Adjustment: —

Combat

They live in a perpetual whirlwind state, allowing them to make flyby attacks against their opponents.


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