Pryad

Pryads are the larger, evil cousins of dryads who live in petrified woods.

Pryad
Alignment: Usually chaotic evil
Size/Type: Medium Fey
Environment: Temperate forests (petrified)
Organization: Solitary or drove (4-7)
Challenge Rating: 4
Initiative: +4

Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 6d6+1 (24 hp)
Saves: Fort +5, Ref +8, Will +6

Speed: 30 ft. (6 squares)
Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Full Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +3/+3

Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, petrified tree dependent, wild empathy
Feats: Great Fortitude, Weapon Finesse

Abilities: Str 12, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9,
Move Silently +11, Ride +8, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Treasure: Standard
Advancement: By character class
Level Adjustment: —

A pryad’s delicate features are much like a dark elf’s, though her flesh is like petrified bark, and her hair is like an amalgam of rocks that match the tones of the petrified wood from whence it comes.

Although they are generally solitary, up to eleven pryads have been encountered in one place on rare occasions.

Pryads speak Common, Elven, and Terran.

Combat

Shy, intelligent, and resolute, pryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a pryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the pryad into a frenzied defense.

Spell-Like Abilities

At will— stone tell, stone shape; 3/day— charm person (DC 13), deep slumber (DC 15), rock stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Petrified Tree Dependent (Su): Each pryad is mystically bound to a single, petrified tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A pryad’s petrified tree does not radiate magic.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the pryad has a +6 racial bonus on the check.

Meld Into Stone (Sp): A pryad can meld into stone with its home tree for free and can meld into other stone 3 times/day.


Posted in Creature and tagged by with no comments yet.

Birdswarm

Hundreds of birds of all types gather in a cloud above.

Birdswarm
Tiny Animal (Swarm)
Hit Dice: 3d8 (12 hit points)
Initiative: +1 (Dex)
Speed: 10 ft, Fly 60 ft (average)
Armor Class: 13 (+2 size, +1 Dex)
Single Attack: swarm (1d4)
Full Attack: swarm (1d4)
Space/Reach: 10 ft/0 ft
Special Attacks: Fly-by-attack
Special Qualities: None
Saves: Fort +x, Ref +x, Will +x
Abilities: Str 1, Dex 13, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +6 (2), Spot +9 (5)
Feats: Alertness, Weapon Finesse
Climate/Terrain: Temperate/Any (including urban)
Organization: Flock (1-4 swarms)
Challenge Rating: 2
Treasure: Half standard (very small items only)
Alignment: Always Neutral
Advancement: –

COMBAT
A birdswarm does not always act as a coherent unit. Many birds will attack, while others will simply squawk at their prey. They are treacherous in that they are so unpredictable, often going from harmless to harmful in a single round. Because of this, unless characters watch them closely, birdswarms will often surprise them when they attack.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be confused for 1 round. The save DC is Constitution-based.

Fly-by-attack (Ex): A birdswarm can attack prey and keep moving in the same round.


Posted in Creature and tagged , , , by with no comments yet.

Pakhar Madrat

Pakhar Madrat, also known as Pakhar Feybane, was born into a cruel bugbear world of tribal hunters. From as early as he can recall he has always held a spear in his hands. When not out hunting animals or elves for food, he was often patrolling the rugged hillside of his homeland for goblins and bugbears of enemy tribes. He is now a devoted cleric of the bugbear god, and his domains are Chaos, and Evil.

Pakhar Madrat stands well over 6ft tall. His shaggy golden hair is swept into a crest down the middle of his wide head. He wears leather armor, blacker than midnight; a deep blue cloak, and finely made black leather gloves over his clawed hands. He carries upon his back a long spear trimmed in horsehair, a heavy flail, a composite longbow constructed of black wood, and 2 quivers of black arrows fletched with vulture feathers.

Pakhar Madrat CR 11
Alignment: Evil medium sized male bugbear
fighter 3, cleric 3 (domains Chaos and Evil), blackguard 4
Init: +5
Senses: Listen +5, Spot +5
Aura: Pure Evil (level of aura’s force 7, aura power Strong) and Despair (enemies within 10 feet take -2 to all saving throws)
Languages: common, goblin, orc, draconic, abyssal

AC: 19 (+4 armor, +5 dex) touch 15, flatfooted 14 with shield of faith AC 21
HP: 86(HD 6d8+7d10+30)
Fort: +15 Ref: +11 Will: +10

MV: 30 ft.
Attack: +14 longspear (1d8 +7) or +14 heavy flail (1d10 + 7 / 19-20 x 2) or +14 longbow (1d8 + 5)

Full Attack: +14 / +9 longspear, flail or longbow

Attack Options: Power Attack, Cleave, Great Cleave, Sneak Attack +1d6, Smite Good (+1 attack / +4 damage), poison use
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +9 Grapple: +14

SQ: Darkvision 60 ft, scent, aura of despair, Dark blessing
SA: Sneak Attack +1d6, command undead, smite good 1/day, aura of evil, detect good, poison use
Feats: Scribe Scroll, Power Attack, Cleave, Improved Sunder, Dodge, Quick Draw, Great Cleave

Skills: Climb 7, Concentrate 10, Heal 4, Hide 15, Intimidate 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Religion) 7, Knowledge (The Planes) 3, Listen 5, Move Silently 10, Profession (Mercenary) 5, Search 4, Spot 5, Swim 7
Abilities: Str 20 Dex 18 (20 gloves of dexterity) Con 16 Int 14 Wis 16 Cha 10 (12 cloak of charisma)

Cleric Spells Prepared or Available: Domains: trickery (special power), evil (special power)
0th (4): resistance, detect magic, guidance, cure minor wounds
1st (3+1): bane, cure light wounds, shield of faith, protection from good*
2nd (2+1): aid, cure moderate wounds, invisibility*
* domain spell

Blackguard Spells Prepared:
1st (2): cause fear, magic weapon
2nd (1): death knell

Spell-Like Abilities: Detect good

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Aura Of Despair (Su): All enemies within 10ft take a -2 on saving throws

Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Command Undead (Su): Rebuke, Bolster, Command Undead. An evil cleric may also use this ability to dispell the turning effects of a good cleric.

Possessions: +2 leather armor of shadow (+5 to hide), +1 cold iron longspear, +1 heavy flail, composite longbow (str +5), 30 arrows, 3 doses of poison, gloves of dexterity +2, cloak of charisma +2, scrolls of: bane, blindness, bestow curse; Torque (silver, copper, brass), holy symbol, coins.

Bugbear characters possess the following racial traits.

* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* Medium size.
* A bugbear’s base land speed is 30 feet.
* Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
* Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
* Racial Feats: A bugbear’s humanoid levels give it two feats.
* +3 natural armor bonus.
* +4 racial bonus on Move Silently checks.
* Special Qualities: Darkvision 60 ft., scent.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
* Level adjustment +1.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged by with no comments yet.

Invisiquids

(no images since they’re often… get this… invisible!)

Size/Type: Medium Magical Beast (Aquatic)
Environment: Temperate aquatic
Initiative: +6
Senses: low-light vision Listen +7 Spot +7

Armor Class: 18 (+5 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 8d8+4 (42 hp)
Saves: Fort +4, Ref +8, Will +2

Speed: Swim 60 ft. (12 squares)
Attack: Tentacles +6 melee (0)
Full Attack: Tentacles +6 melee (0) and bite -1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +4/+10*

Feats: Alertness, Endurance
Special Attacks: Improved grab
Special Qualities: Ink cloud, jet, low-light vision, improved invisibility

Abilities: Str 16, Dex 21, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10

Organization: Solitary or school (6-11)
Challenge Rating: 4
Advancement: 5-8 HD (Large); 9-14 HD (Huge)
Level Adjustment: —

Invisiquids are transparent squids of the deep waters of the Emerald Sea. They are highly prized by Deep Sea Gnomes for their ink, which renders the wearer invisible.

These magical beasts with the bodies of free-swimming mollusks are very aggressive, and have been known to sneak up and devour humanoids in a single swoop. Those which are not devoured are grappled and squeezed until they fall unconscious. The invisisquid ink turns their victims invisible so they cannot be helped by their companions.

Combat

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. An invisisquid has a +6 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Invisibility (Ex): The most defining feature of invisisquids is their ability to turn completely invisible, making them very hard to fight underwater.

Jet (Ex): An invisisquid can jet backward once per round as a full-round action, at a speed of 300 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills

An invisisquid has a +10 racial bonus on any Swim check to perform some special action or avoid any natural hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Posted in Creature and tagged by with no comments yet.

Onyx / Deep Jungle Dragon

As you may have noticed, dear readers, we’re back! After a creatively-draining couple months or rehearsals for my friend’s student production of Steve Martin’s “Wasp”, I am once again free to pour my energy into bringing you drop-in elements for your d20 games. So without further ado, may I present the latest in our series of new True Dragons, the Onyx, or Deep Jungle Dragon!

-Adam

Onxy dragons, sometimes called Deep Jungle Dragons, hatch with glistening black scales flecked with tiny bright green and gray spots. As they mature their low, long bodies become very physically powerful. Their scales develop long thin spines and change to a lusterless matte black with vague splotches of gray and green. This coloration allows them to blend in with their jungle homes superbly.

Reclusive, secretive and unpredictable, Onyx dragons are very territorial. They can be very dangerous to any creatures they feel are invading their shaded jungles. Onyx dragons will stalk new arrivals and passers-through and observe them before deciding whether to let them pass or to eat them.

Type
: Dragon (Fire)
Environment: Jungle and Plane of Shadow
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Chaotic Neutral with Good tendencies
Advancement: Wyrmling 7-8 HD; very young 10-11 HD; young 13-14 HD; juvenile 16-17 HD; young adult 19-20 HD; adult 22-23 HD; mature adult 25-26 HD; old 28-29 HD; very old 31-32 HD; ancient 34-35 HD; wyrm 37-38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Combat
Once they decide to attack, onyx dragons will lay in ambush and attempt to split up, exhaust and frighten off groups of combatants.

Spell-Like Abilities
3/day – blur (very young or older); 3/day—invisibility (juvenile or older); 1/day—shadow conjuration (adult or older), shadow walk (old or older), hallucinatory terrain (ancient or older); greater shadow conjuration (great wyrm).

Breath weapon: a line of burning steam (heat damage, reflex save for half damage) or a steamy cone of fatigue (fort save or become fatigued).

Skills: hide, move silently, and sense motive are considered class skills for onyx dragons. In addition, onyx dragons receive a +8 racial bonus to hide checks when in shadowy or heavily foliaged areas.

Onyx Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR

  1. Can also cast cleric spells and those from the Chaos, Luck and Plant domains as arcane spells.

Wyrmling

40 ft., burrow 20 ft., fly 100 ft. (average)

+1

17 (+1 dex, +1 size, +5 natural), touch 12, flat-footed 16

Immunity to fire

Very young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

19 (+8 natural), touch 11, flat-footed 18

Blur

Young

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

22 (+11 natural), touch 11, flat-footed 21

Juvenile

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

24 (-1 size, +14 natural), touch 10, flat-footed 23

Invisibility

1st

Young adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

27 (-1 size, +17 natural), touch 10, flat-footed 26

DR 5/magic

3rd

19

Adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

29 (-2 size, +20 natural), touch 9, flat-footed 28

Shadow Conjuration

5th

21

Mature adult

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

32 (-2 size, +23 natural), touch 9, flat-footed 31

DR 10/magic

7th

22

Old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

35 (-2 size, +26 natural), touch 9, flat-footed 34

Shadow Walk

9th

24

Very old

40 ft., burrow 20 ft., fly 150 ft. (poor)

+1

38 (-2 size, +29 natural), touch 9, flat-footed 37

DR 15/magic

11th

25

Ancient

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

39 (-4 size, +32 natural), touch 7, flat-footed 38

Hallucinatory Terrain

13th

27

Wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

42 (-4 size, +35 natural), touch 7, flat-footed 41

DR 20/magic

15th

29

Great wyrm

40 ft., burrow 20 ft., fly 200 ft. (clumsy)

+1

45 (-4 size, +38 natural), touch 7, flat-footed 44

Greater Shadow Conjuration

17th

31

Onyx Dragons by Age

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Base Attack/
Grapple

Attack

Fort
Save

Ref
Save

Will
Save

Breath
Weapon (DC)

Frightful
Presence DC

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

+6/+3

+8

+6

+5

+5

2d6 (14)

Very young

M

9d12+18 (76)

15

12

15

10

11

10

+9/+11

+11

+8

+6

+6

4d6 (16)

Young

M

12d12+24 (102)

17

12

15

12

13

12

+12/+15

+15

+10

+8

+9

6d6 (18)

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

+15/+23

+18

+12

+9

+11

8d6 (20)

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

+18/+28

+23

+15

+11

+13

10d6 (23)

21

Adult

H

21d12+105 (241)

27

12

21

16

17

16

+21/+37

+27

+17

+12

+15

12d6 (25)

23

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

+24/+41

+31

+19

+14

+17

14d6 (27)

25

Old

H

27d12+162 (337)

31

12

23

18

19

18

+27/+45

+35

+21

+15

+19

16d6 (29)

27

Very old

H

30d12+180 (375)

33

12

23

18

19

18

+30/+49

+39

+23

+17

+21

18d6 (31)

29

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

+33/+57

+41

+25

+18

+23

20d6 (33)

31

Wyrm

G

36d12+288 (522)

37

12

27

20

21

20

+36/+61

+45

+28

+20

+25

22d6 (36)

33

Great wyrm

G

39d12+312 (565)

39

10

27

22

23

22

+39/+65

+49

+29

+21

+27

24d6 (37)

35


Posted in Creature and tagged , , by with no comments yet.

Deep Sea Gnomes

Deep sea gnomes are aquatic gnomes of the deep sea who live in the Emerald Sea. Meticulous crafters who work with pearls, coral, and anemone to create wondrous items, they are also known to be hoarders of undersea wealth. These hoards are kept in their catacombs carved from coral and stone.

Deep sea gnomes stand 3½ to 4 feet tall and weigh 40 to 45 pounds. Their deep green skin is slightly transluscent and moist to the touch. Their hair is silver, reflecting many colors of light, and their eyes can be any shade of blue. Deep sea gnome males prefer short, carefully trimmed beards. Deep sea gnomes generally wear scale shirts woven together from deep sea fish, and they decorate their clothes with intricate coral stitching or finely-polished shells. Deep sea gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Deep sea gnomes speak their own language, D’aquagnome. Most deep sea gnomes who travel outside gnome waters (as traders, tinkers, or adventurers) know Common and Aquan, while warriors in gnome settlements usually learn Aquatic Goblin or related languages.

Racial Traits: Deep sea gnomes have the aquatic racial traits given in Chapter 2 of the Player’s Handbook, with modifications described on page 6 of Unearthed Arcana, with the following modifications.

* A Deep sea gnome has has a swim speed of 30 feet.
* Deep sea gnomes have darkvision 120′.
* Underwater, deep sea gnomes have a +2 bonus and on land a -1 penalty to AC.
* Deep sea gnomes have a +2 bonus on craft checks involving the use of coral, shells, or other deep sea materials.

As creatures, deep sea gnomes have the following stats.

Deep Sea Gnome
Size/Type: Small Humanoid (Gnome)
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: Swim 30 ft. / Walk 20 ft.
Armor Class: 21 (+1 size, +1 Dex, +4 dodge, +4 scale shirt, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple: +1/-3 +1/-3
Attack: Trident or spear
Full Attack: Trident +2 melee or spear melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Deep sea gnome traits, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills: Hide +2, Listen +2, Spot +2, Swim +4
Feats: Toughness
Environment: Undersea
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium water elementals)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil, with some neutral and neutral good
Advancement: By character class
Level Adjustment: +3


Posted in Creature and tagged , by with no comments yet.

Spider Zombie

Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison)
Full Attack: Bite +7 melee (1d6+4 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: poison
Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/slashing, undead traits
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Skills: Climb +11, Move Silently +11, Spot +4
Feats: Toughness
Environment: Warm hills
Organization: Solitary or cluster (2-5)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

Spider zombies were once spiders of a different (s)ilk who were slain, but never properly lain to rest. They typically become affected by their own poisons and succumb to an affliction that leaves them in limbo, where they make tasty fleshy treats for zombies, ghouls, and wights.

A typical spider zombie’s body is 8 feet long. It weighs about 700 pounds.

Spider zombies cannot speak; instead they gibber, and clip their mandibles together in a slow, haunting rhythm.

Combat

Undead spiders tend to inhabit graveyards and mausoleums. They usually spin webs that cling to the trees, where they await their prey. Indoors, they span the corners of the room, where they hide in the darkness beyond the light of a torch.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Damage Reduction (Ex): A spider zombie has damage reduction 5/slashing. Spider zombies are lumbering masses of flesh.

Skills

A spider zombie has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Alternates:

Spider Ghoul
Spider Wight

Also creepy, usually after these beasts pass from undeadness, they become ghost spiders.


Posted in Creature and tagged by with no comments yet.

Wyrmhole

Size/Type: Large Outsider (Astral)
Hit Dice: 8d8 (36 hp)
Initiative: +13
Speed: Fly 40 ft.
Armor Class: 24 (-1 size, +7 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple: +6/-3
Attack: Shock +16 melee touch (2d6 electricity)
Full Attack: Shock +16 melee touch (2d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Engulf
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str 1, Dex 26, Con 10, Int 15, Wis 16, Cha 12
Skills: Disguise +5 (+8 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, pair, or string (3-4)
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: True Neutral
Advancement: 9-18 HD (Huge)
Level Adjustment: —

Wyrmholes are portals to other planes. They are also wandering creatures which cause trouble for wandering adventurers and creatures.

The classic wyrmhole takes victims to the astral plane. Since wyrmholes are true neutral, they really don’t want to meddle much in the affairs of anyone, but they do have this natural ability to plane shift, and they do sometimes get hungry.

Wyrmholes speak only the language of their home planes. Their only vocal apparatus are their gaping maws which resonate very quietly with various tones. A character who succeeds on a Knowledge Planes check DC 20 will be familiar with this sound, and if they listen for it, will hear a wyrmhole from 500 feet away.

Combat

Wyrmholes usually avoid combat. When they hunger, rather than hunt, they prefer to capture (gather) adventurers, luring them into their gaping maws and out into the Astral Plane. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.

Immunity to Magic (Ex): A wyrmhole is immune to most spells or spell-like abilities that allow spell resistance, except dimensional anchor, and dismissal.

Natural Invisibility (Ex): Wyrmholes are often not visible, as they only dimly pass the light from the astral plan through their permeable membranes.

Engulf (Ex): Wyrmholes have been known to completely engulf their prey, then plane shifting, depositing them on the Astral Plane.

Spell-like Abilities: Plane Shift at will


Posted in Creature and tagged , by with no comments yet.

Sandtrap

Sandtraps sit quietly in the desert or in subterranean passages, awaiting their prey. They usually don’t attack unless their prey fall for their ambush, unless of course they are particularly hungry. Their corrosive slime allows them to eat through stone, creating the sand needed to hide within.

Huge Aberration
HD: 13d8 + 50 (120 hp)
Initiative: +10
Speed: 15 ft. (3 squares)
Armor Class: 21 (-2 size, +3 Dex, +9 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Slam +12 melee (1d6+5)
Full Attack: Slam +12 melee (1d6+5) and bite +8 melee (3d4+2)
Space/Reach: 15 ft./15 ft. (5 ft. with bite)
Special Attacks: Engulf, Corrosive slime
Special Qualities: Darkvision 60 ft.
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 23, Dex 16, Con 17, Int 14, Wis 15, Cha 11
Skills: Hide +13, Listen +13, Move Silently +12, Spot +8
Feats: Alertness, Combat Reflexes, Improved Initiative
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 14-18 HD (Colossal)
Level Adjustment: —

Engulf: Using sand-coated flaps, a sandtrap can suck a large or smaller creature in its body as a standard action. This does not provoke an attack of opportunity. If it wins a grapple check,, it gains hold of the victim, and can attack with a +4 on the attack roll.

Corrosive Slime: Per round, sandtraps deliver 2d6 acid damage, 4d6 vs. metallic creatures or objects, 8d10 vs. stone. Metallic armor and weapons become useless in their maws.

Sine they eat through stone, they are found in soily subterranean dwellings, rather than in stony passages.


Posted in Creature and tagged by with no comments yet.

thugs and muggers

Comprising the lowlife that make the city streets unsafe at night, examples of this type of criminal element can be found in any human city of sufficient size.

Thug or Mugger CR 1/2
human warrior 1
any Evil Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: common

AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 8 (HD 1d8+1+3)
Fort: +3 Ref: +1 Will: +0

MV: 20 ft.
Attack: +2 club (1d6+1) or +2 lt crossbow (1d8)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +2

Abilities Str 13 Dex 11 Con 12 Int 8 Wis 10 Cha 9
Feats: toughness
Skills: intimidate +3

Possessions: hide armor, club, dagger, light crossbow, 5 bolts, small sack.


Posted in Creature by with no comments yet.