Showing posts with label CR 3. Show all posts
Showing posts with label CR 3. Show all posts

Sunday, November 16, 2008

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.

Thursday, August 28, 2008

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

Monday, February 04, 2008

Plague Dog

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don't seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60', low-light vision, scent

Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5

Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5

Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent

Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5

Treasure: None

Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)

Plague dogs are canines that carry a plague that afflicts humanoids.

These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don't seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.

Combat

Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.

Plague (Su)

Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.

Plague Offal/Dung (Su)

The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.

Skills

A plague dog has a +4 racial bonus on Survival checks when tracking by scent.

Friday, November 30, 2007

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

Monday, September 24, 2007

Headless

These horrible abominations stalk the dark forests and rocky hills of the world, muscular creatures like men or women but without any type of heads at all. How they can stalk their prey and why they kill is a mystery. Be they demon, undead or some mix of both is not known, but their horrific evil is undoubtable.

Headless CR 3
CE size medium monstrous humanoid
Init: +2 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+2 dex, +4 natural) touch 12, flatfooted 14
HP: 27 (HD 5d8+5)
Immune: mind-effecting and illusions
Fort: +6 Ref: +5 Will: +1

MV: 30 ft.
Attack: claw +7 (1d6+3) or greatclub +6 (1d10+4)
Full Attack: 2 claws +7 (1d6+3) or greatclub +6 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +10

Abilities Str 16, Dex 14, Con 14, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +11, jump +11




Headless CR 7
CE size medium monstrous humanoid
Init: +1 Senses: tremorsense 60 ft.
Languages: none

AC: 16 (+1 dex, +6 natural, -1 size) touch 10, flatfooted 16
HP: 85 (HD 10d8+40)
Immune: mind-effecting and illusions
Fort: +11 Ref: +7 Will: +3

MV: 30 ft.
Attack: claw +14 (1d6+3) or greatclub +13 (1d10+4)
Full Attack: 2 claws +14 (1d6+3) or greatclub +13 / +8 (1d10+4)
Attack Options: improved grab
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +21

Abilities Str 24, Dex 12, Con 18, Int -, Wis 10, Cha 9
SQ: tremorsense 60ft., senseless
SA: improved grab
Feats: Improved Grapple, Weapon Focus (claws)
Skills: Name climb +19, jump +19

Improved Grab (Ex): If a headless hits with both claw attacks it can start a grapple as a free action that does not provoke an attack of opportunity. Once it establishes the grapple it can either attack with it's claws at a -4 penalty or it can roll a grapple check to deal claw damage.

Senseless (Ex): having no heads, these creatures are blind, deaf and dumb. Beyond the reaches of their tremorsense, they are not aware of their surroundings.


Thanks to Richard Garriot for all the fun. Ultima V forever!

Wednesday, July 04, 2007

Eaglewolf


Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.

An eaglewolf's coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.

Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —

Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.

Combat

Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.

Thursday, May 24, 2007

Naahaogo Hunter and Warrior

Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic's Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.


Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo

AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2

MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4

Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy

Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.

Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.


Naahaogo Warrior CR 1

Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo

AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0

MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3

Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7

Possessions: hide armor, greatsword and spear.

Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.

Friday, April 20, 2007

River Dragon

Presented below is Unicorn Rampant, Claw / Claw / Bite !, and my first new, original True Dragon. I'm quite pleased for a number of reasons. First of all, I feel like I'm really contributing to the cannon of great d20 system material out there. A true dragon, and a chromatic dragon at that, is something that feels like a real creative accomplishment.

In addition, this post marks a new addition to the Claw / Claw / Bite ! crew: Joe Calkins of Cerberus Art. Joe's great illustration below really captures the terror and majesty of a water beast like this nicely. Welcome aboard, Joe!

-Adam, The Priest of Doom


Aquamarine (River) Dragon

Size/Type: True Dragon (Water)

Environment: Any river or underground water source

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 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25

Treasure: Triple standard

Alignment: Chaotic Neutral with Evil 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 +6; others —

These cruel river dragons crawl from their wet shells a icy blue color highlighted by tiny white spines in rows along their backs and limbs. Their long sinuous bodies are powerfully muscled making them excellent swimmers but their wings are somewhat small. As they age and spend long periods lying amongst the rocks and mud at the bottoms of progressively deeper rivers their hides take on the coloration of the river they inhabit, be it mossy, muddy, or rocky as they become impregnated with those materials.

Aquamarine dragons live in rivers; from headwaters at young ages to deltas once older. They spend their long lives hiding underwater, controlling currents and capriciously drowning people. They tend to bury their hordes in caches and caves they dig at the bottom of their rivers and into cavernous aquifers.

Occasionally they will encounter another river dragon as they age and move slowly from their mountaintop springs to deeper waters. When these encounters take place they will generally fight for dominance and control of the river. Losers are slain if they cannot escape back upriver. On the occasions when they are of opposite sexes, mating may occur before or after the fight for dominance, and the victor will send the loser upriver to hide the eggs amongst the stones at the springs and headwaters of the river.


Combat

River dragons are rarely found out of their rivers, and use the water as cover from which to make quick strikes and then fade away.


Breath Weapon (Su)

A river dragon's breath weapon is a powerful line of frigid water. The damage dealt is half cold and half bludgeoning. In addition to the damage, creatures must make a strength check opposed by the dragon's breath weapon DC or be affected as by a bull rush: being pushed back 5 ft and and additional foot for every point by which they lost the opposed strength check.


Water Breathing (Ex)

A river dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.


Create Spring (Su)

A river dragon can create a new spring once per day as a full-round action. The dragon digs down into the earth and spits water from it's mouth as a use of it's breath weapon. This creates a small, permanent spring at that spot, large enough to feed a small stream.


Spell-Like Abilities


At will— water walk; 1/day fog cloud (young or older), 3/day control water (adult or older); 1/day—control weather (great wyrm).


Skills

Bluff, Intimidate, and Survival are considered class skills for aquamarine dragons.

River 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)

14

10

13

14

15

14

+6/+3

+9

+6

+5

+7

2d4 (14)

—

Very young

M

9d12+18 (76)

16

10

15

14

15

14

+9/+11

+12

+8

+6

+8

4d4 (16)

—

Young

M

12d12+24 (102)

18

10

15

16

17

16

+12/+15

+16

+10

+8

+11

6d4 (18)

—

Juvenile

L

15d12+45 (142)

20

10

17

18

19

18

+15/+23

+17

+12

+9

+13

8d4 (20)

—

Young adult

L

18d12+72 (189)

24

10

19

18

19

18

+18/+28

+24

+15

+11

+15

10d4 (23)

23

Adult

H

21d12+105 (241)

28

10

21

20

21

20

+21/+37

+28

+17

+12

+17

12d4 (25)

25

Mature adult

H

24d12+120 (276)

30

10

21

20

21

20

+24/+41

+32

+19

+14

+19

14d4 (27)

27

Old

H

27d12+162 (337)

32

10

23

22

23

22

+27/+45

+36

+21

+15

+21

16d4 (29)

29

Very old

H

30d12+180 (375)

34

10

23

22

23

22

+30/+49

+40

+23

+17

+23

18d4 (31)

31

Ancient

G

33d12+231 (445)

36

10

25

24

25

24

+33/+57

+42

+25

+18

+25

20d4 (33)

33

Wyrm

G

36d12+288 (522)

38

10

27

26

27

26

+36/+61

+46

+28

+20

+28

22d4 (36)

36

Great wyrm

G

39d12+312 (565)

40

10

27

26

27

26

+39/+65

+50

+29

+21

+29

24d4 (37)

37



River Dragon Abilities by Age

Age

Speed

Initiative

AC

Special Abilities

Caster
Level1

SR


Wyrmling

40 ft., fly 30 ft. (poor), swim 60 ft.

+0

16 (+1 size, +5 natural),
touch 11, flat-footed 16

Immunity to cold,
water breathing, water walk

—

—

Very young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

18 (+8 natural),
touch 10, flat-footed 18


—

—

Young

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

21 (+11 natural),
touch 10, flat-footed 21

Fog cloud

1st

—

Juvenile

40 ft., fly 60 ft. (poor), swim 60 ft.

+0

23 (-1 size, +14 natural),
touch 9, flat-footed 23

Create Spring

3rd

—

Young adult

40 ft., fly 60 ft. (poor), swim 90 ft.

+0

26 (-1 size, +17 natural),
touch 9, flat-footed 26

DR 5/magic

5th

20

Adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

28 (-2 size, +20 natural),
touch 8, flat-footed 28

control water

7th

22

Mature adult

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

31 (-2 size, +23 natural),
touch 8, flat-footed 31

DR 10/magic

9th

23

Old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

34 (-2 size, +26 natural),
touch 8, flat-footed 34


11th

25

Very old

40 ft., fly 90 ft. (poor), swim 90 ft.

+0

37 (-2 size, +29 natural),
touch 8, flat-footed 37

DR 15/magic

13th

26

Ancient

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

38 (-4 size, +32 natural),
touch 6, flat-footed 38


15th

28

Wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

41 (-4 size, +35 natural),
touch 6, flat-footed 41

DR 20/magic

17th

29

Great wyrm

40 ft., fly 120 ft. (clumsy), swim 120 ft.

+0

44 (-4 size, +38 natural),
touch 6, flat-footed 44

Control weather

19th

31

  1. Can also cast cleric spells and those from the Cruelty, Trickery, and Water domains as arcane spells.




Saturday, August 12, 2006

Creature: Wyndm-Wolf (CR 3)

Wyndm-Wolf (CR 3)
Medium Fey Wolf

Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 4d10+5 (32 hp)
Initiative: +4
Saves: Fort +6, Ref +4, Will +1

Speed: 50 ft.
Base Attack/Grapple: +4/+10
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip

Special Qualities: Darkvision 60 ft., low-light vision, scent
Abilities: Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: forests and mountains
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 3

Treasure: None, though the hides are considered luxury items
Alignment: True Neutral
Advancement: 5–6 HD (Large); 7–8 HD (Huge) (very rare)
Level Adjustment: +3 (cohort)

A Wyndm-wolf grows about 6 feet long and stands about 3-1/2 feet at the shoulder. It weighs about 300 pounds. Wyndm-wolves can speak Fey and all three Wyndm tongues.

COMBAT

Wyndm-wolves typically hunt in packs, and tend to eat creatures smaller than themselves. However, with the colonization of the Wyndm-lands, and thus the introduciton of cattle to the lands, they have acquired a taste for beef and pork. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. When solitary, they usually sneak up on their opponents.

Trip (Ex): A Wyndm-wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Wyndm-wolf.

Skills: Wyndm-wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Wyndm-wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in forests and mountains. A Wyndm-wolf has a +4 racial bonus on Survival checks when tracking by scent.

Thursday, July 20, 2006

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.