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.
Showing posts with label CR 4. Show all posts
Showing posts with label CR 4. Show all posts
Saturday, February 07, 2009
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
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.
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
Saturday, January 05, 2008
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.
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.
Wednesday, December 05, 2007
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.
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.
Saturday, September 01, 2007
Huggermuggers
Resembling pixies, these confusing creatures wander the streets of the Central Valley causing all kinds of confusion. They run up to people in the street and hug them while their companions pick their pockets. They have never been known to purposely hurt anyone, but as they live on mugging people, they have been known to do it with such ferocity that that occasionally happens.
Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)
Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.
A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.
Huggermuggers speak Huggermugger and Common, and may know other languages as well.
Combat
The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su)
A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.
One huggermugger in ten can use mass confusion (caster level 8th) once per day.
Special Arrows (Ex)
Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.
Mass Confusion
An opponent within 30' of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.
Confusion
Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.
Huggermuggers As Characters
A huggermugger character exchanges its 1 HD of fey for its first class level.
Huggermugger characters possess the following racial traits.
* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger's base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).
Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)
Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.
A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.
Huggermuggers speak Huggermugger and Common, and may know other languages as well.
Combat
The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su)
A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.
Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.
One huggermugger in ten can use mass confusion (caster level 8th) once per day.
Special Arrows (Ex)
Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.
Mass Confusion
An opponent within 30' of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.
Confusion
Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.
Huggermuggers As Characters
A huggermugger character exchanges its 1 HD of fey for its first class level.
Huggermugger characters possess the following racial traits.
* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger's base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).
Sunday, August 12, 2007
Tinleaf Trupacious
The end result of Faduardo Gantonin's apprentice Yoranda Delane's attempts to create an assistant and friend, sinch she had little emotional support from Faduardo or anyone. Locked away in the lab researching Faduardo's various temporal magicks, she developed the Phase Guardian. Tinleaf Trupacious was meant to be the next step toward more human-like constructs.
It is neither living, nor dead, nor undead. It occupies that space at the intersection of the three. He performs actions as if alive, but cannot think beyond his rudimentary tasks, and does not eat or sleep. It does, however, require maintenance.
Tinleaf Trupacious (CR 4)
Medium Construct
Hit Dice: 7d10+20 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Slam +8 melee (1d6+6)
Full Attack: 2 slams +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., find master, guard, low-light vision
Special Defense: Phasing
Spell Resistance: 50%; Immune to all spells when out-of-phase, susceptible when in phase.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
The tall, lanky figure seems to disappear completely every few seconds, reappearing a few seconds later. For a moment, you can make out the symbol of an hourglass, but only for a moment. Its body seems made of a metallic leafy fiber, which wraps around the carapace like scales or links of a chain.
Forever oscillating in and out of phase with the current time, Tinleaf Trupacious is a slave to time and its master. When one is fashioned, the phase guardian is keyed to a particular magical timepiece. Henceforth, it regards the wearer of that timepiece to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
Tinleaf obeys its master's verbal commands to the best of its ability, although it is not good for beyond simple manual labor and occasionally a simple conversation. It can also be keyed to perform specific tasks at specific times, down to six second accuracy, if it's in phase when the alarm goes off. The wearer of the timepiece can call Tinleaf from any distance, and it will come as long as it is on the same plane.
Tinleaf is 6 feet tall and weighs a mere 100 pounds. It cannot speak, but it understands commands given in any language, though only in six-second increments, when it phases out of time. Its true master can phase with it, as can any mage with phase self.
Combat
Tinleaf was not designed for combat and is thus horrible at it.
Find Master (Su): As long as Tinleaf and its timepiece are on the same plane, it can find the timepiece wearer.
Guard (Ex): If ordered to do so, Tinleaf moves swiftly to defend the wearer of its timepiece, blocking blows and disrupting foes. All attacks against the timepiece wearer take a –2 penalty when Tinleaf is adjacent to its master.
Phase Other (Sp): Forever oscillating in time, Tinleaf must phase through time. If the Phasing is ever dispelled or otherwise disrupted, Tinleaf is trapped in whatever time it is disrupted in, and begins losing hit points at a rate of 1HD/rnd.
Construction
Tinleaf is built of tinleaf, a magical plant-metal alloy. The materials cost Yoranda Delane 15,000 gp. The timepiece also runs on two ounces of magesilver, kept within an hourglass that constantly resets itself every round, the amound of time it takes for the magesilver to flow from the top bulb of the hourglass to the bottom one.
Creating the body required a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed timepiece is fashioned at the same time, and its cost (20,000 gp) is on top of the cost of Tinleaf itself. After the body was sculpted, Tinleaf was animated through an extended magical ritual that required a specially prepared laboratory or workroom (she borrowed Faduardo's). A similar lab, such as an alchemist's laboratory would cost 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.
CL 9th; Craft Construct, limited wish, discern location, shield, phase other, caster must be at least 9th level; Price 40,000 gp; Cost 32,500 gp + 2,300 XP.
Timepiece
If Tinleaf's timepiece is destroyed, it ceases to function until a new one is created. If the wearer dies but the timepiece is intact, Tinleaf carries out the last command it was given.
It is neither living, nor dead, nor undead. It occupies that space at the intersection of the three. He performs actions as if alive, but cannot think beyond his rudimentary tasks, and does not eat or sleep. It does, however, require maintenance.
Tinleaf Trupacious (CR 4)
Medium Construct
Hit Dice: 7d10+20 (54 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +6/+11
Attack: Slam +8 melee (1d6+6)
Full Attack: 2 slams +8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, darkvision 60 ft., find master, guard, low-light vision
Special Defense: Phasing
Spell Resistance: 50%; Immune to all spells when out-of-phase, susceptible when in phase.
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —
The tall, lanky figure seems to disappear completely every few seconds, reappearing a few seconds later. For a moment, you can make out the symbol of an hourglass, but only for a moment. Its body seems made of a metallic leafy fiber, which wraps around the carapace like scales or links of a chain.
Forever oscillating in and out of phase with the current time, Tinleaf Trupacious is a slave to time and its master. When one is fashioned, the phase guardian is keyed to a particular magical timepiece. Henceforth, it regards the wearer of that timepiece to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
Tinleaf obeys its master's verbal commands to the best of its ability, although it is not good for beyond simple manual labor and occasionally a simple conversation. It can also be keyed to perform specific tasks at specific times, down to six second accuracy, if it's in phase when the alarm goes off. The wearer of the timepiece can call Tinleaf from any distance, and it will come as long as it is on the same plane.
Tinleaf is 6 feet tall and weighs a mere 100 pounds. It cannot speak, but it understands commands given in any language, though only in six-second increments, when it phases out of time. Its true master can phase with it, as can any mage with phase self.
Combat
Tinleaf was not designed for combat and is thus horrible at it.
Find Master (Su): As long as Tinleaf and its timepiece are on the same plane, it can find the timepiece wearer.
Guard (Ex): If ordered to do so, Tinleaf moves swiftly to defend the wearer of its timepiece, blocking blows and disrupting foes. All attacks against the timepiece wearer take a –2 penalty when Tinleaf is adjacent to its master.
Phase Other (Sp): Forever oscillating in time, Tinleaf must phase through time. If the Phasing is ever dispelled or otherwise disrupted, Tinleaf is trapped in whatever time it is disrupted in, and begins losing hit points at a rate of 1HD/rnd.
Construction
Tinleaf is built of tinleaf, a magical plant-metal alloy. The materials cost Yoranda Delane 15,000 gp. The timepiece also runs on two ounces of magesilver, kept within an hourglass that constantly resets itself every round, the amound of time it takes for the magesilver to flow from the top bulb of the hourglass to the bottom one.
Creating the body required a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed timepiece is fashioned at the same time, and its cost (20,000 gp) is on top of the cost of Tinleaf itself. After the body was sculpted, Tinleaf was animated through an extended magical ritual that required a specially prepared laboratory or workroom (she borrowed Faduardo's). A similar lab, such as an alchemist's laboratory would cost 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.
CL 9th; Craft Construct, limited wish, discern location, shield, phase other, caster must be at least 9th level; Price 40,000 gp; Cost 32,500 gp + 2,300 XP.
Timepiece
If Tinleaf's timepiece is destroyed, it ceases to function until a new one is created. If the wearer dies but the timepiece is intact, Tinleaf carries out the last command it was given.
Friday, August 10, 2007
Deep Forest Dragon
Just in time for GenCon, here's another new True Dragon for you to use in your games. For anyone going to Indianapolis, I'll see you at the gaming table!
-Adam "doom" Thompson
Known variously as Storm Dragons, Iron Dragons, and Deep Forest Dragons, these dragons are very wise and calm, like an ancient sequoia. They spend their time outside of their lairs hiding as part of the landscape once the are old enough to blend in. Often, iron dragons are friendly to druids, as their calmness lends to neutral tendencies. In general they are very reclusive, hiding in forest and mountain terrain. They bear a great enmity to green dragons, who they consider pushy, rapacious and cruel.
Among other elder forests, Deep Forest Dragons live in the untainted part of Elsemere Wood.
Storm / Deep Forest / Iron Dragon
Iron Dragon
Size/Type: Dragon (Earth)
Environment: Temperate forests, hills and mountains
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 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: neutral good with lawful tendencies
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —
A iron wyrmling’s scales are green-gray with iron highlights. As the dragon approaches adulthood, its color gradually dulls into reds until the hide has the color of a moss-covered redwood. Iron dragons have vestigial wings that do not allow them to fly but that assist them in burrowing.
Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by the breath weapon DC or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does damage as listed below.
Skills: Hide, Wilderness Lore, Knowledge (Nature), and Spellcraft are considered class skills for iron dragons.
-Adam "doom" Thompson
Known variously as Storm Dragons, Iron Dragons, and Deep Forest Dragons, these dragons are very wise and calm, like an ancient sequoia. They spend their time outside of their lairs hiding as part of the landscape once the are old enough to blend in. Often, iron dragons are friendly to druids, as their calmness lends to neutral tendencies. In general they are very reclusive, hiding in forest and mountain terrain. They bear a great enmity to green dragons, who they consider pushy, rapacious and cruel.
Among other elder forests, Deep Forest Dragons live in the untainted part of Elsemere Wood.
Storm / Deep Forest / Iron Dragon
Iron Dragon
Size/Type: Dragon (Earth)
Environment: Temperate forests, hills and mountains
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 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: neutral good with lawful tendencies
Advancement: Wyrmling 8-9 HD; very young 11-12 HD; young 14-15 HD; juvenile 17-18 HD; young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —
A iron wyrmling’s scales are green-gray with iron highlights. As the dragon approaches adulthood, its color gradually dulls into reds until the hide has the color of a moss-covered redwood. Iron dragons have vestigial wings that do not allow them to fly but that assist them in burrowing.
Combat
Iron dragons are generally calm and do not seek out combat except when faced with intrusively destructive or aggressive foes. Stealth and ambush are the chief tactics of iron dragons. After preparing with barkskin and magic fang, they will burrow up beneath foes or lie camouflaged and use call lightning to harry foes before showing themselves.Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by the breath weapon DC or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does damage as listed below.
Skills: Hide, Wilderness Lore, Knowledge (Nature), and Spellcraft are considered class skills for iron dragons.
| Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR |
|---|---|---|---|---|---|---|
| ||||||
| Wyrmling | 40 ft., Burrow 20 ft. | +0 | 17 (+1 size, +6 natural), touch 11, flat-footed 17 | immunity to acid & electricity | — | — |
| Very young | 40 ft., Burrow 30 ft. | +0 | 19 (+9 natural), touch 10, flat-footed 19 | Calm emotions 3 / day | — | — |
| Young | 40 ft., Burrow 30 ft. | +0 | 22 (+12 natural), touch 10, flat-footed 22 | Wind wall 3 / day | 1st | — |
| Juvenile | 40 ft.,Burrow 30 ft. | +0 | 24 (-1 size, +15 natural), touch 9, flat-footed 24 | DR 5/magic | 3rd | — |
| Young adult | 40 ft.,Burrow 30 ft. | +0 | 27 (-1 size, +18 natural), touch 9, flat-footed 27 | Call lightning 1/ day | 5th | 20 |
| Adult | 40 ft., Burrow 30 ft. | +0 | 29 (-2 size, +21 natural), touch 8, flat-footed 29 | DR 10/magic | 7th | 22 |
| Mature adult | 40 ft., Burrow 30 ft. | +0 | 32 (-2 size, +24 natural), touch 8, flat-footed 32 | Plant growth 1 / day, Rusting Grasp 1 / day | 9th | 24 |
| Old | 40 ft., Burrow 30 ft. | +0 | 35 (-2 size, +27 natural), touch 8, flat-footed 35 | DR 15/magic | 11th | 26 |
| Very old | 40 ft., Burrow 30 ft. | +0 | 38 (-2 size, +30 natural), touch 8, flat-footed 38 | Control winds 1 / day, Transmute Metal to Wood 1 / day | 13th | 27 |
| Ancient | 40 ft., Burrow 40 ft. | +0 | 39 (-4 size, +33 natural), touch 6, flat-footed 39 | DR 20/magic | 15th | 29 |
| Wyrm | 40 ft., Burrow 40 ft. | +0 | 42 (-4 size, +36 natural), touch 6, flat-footed 42 | Earthquake 1 / day | 17th | 30 |
| Great wyrm | 40 ft., , Burrow 40 ft. | +0 | 41 (-8 size, +39 natural), touch 2, flat-footed 41 | Control weather 1 / day | 19th | 32 |
| 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 | 7d12+7 (52) | 13 | 10 | 13 | 14 | 15 | 12 | +7/+4 | +9 | +6 | +5 | +7 | 2d6 (14) | — |
| Very young | M | 10d12+20 (85) | 15 | 10 | 15 | 14 | 15 | 12 | +10/+12 | +12 | +9 | +7 | +9 | 4d6 (17) | — |
| Young | M | 13d12+26 (110) | 17 | 10 | 15 | 16 | 17 | 14 | +13/+16 | +16 | +10 | +8 | +11 | 6d6 (18) | — |
| Juvenile | L | 16d12+48 (152) | 19 | 10 | 17 | 18 | 19 | 16 | +16/+24 | +19 | +13 | +10 | +14 | 8d6 (21) | — |
| Young adult | L | 19d12+76 (199) | 23 | 10 | 19 | 18 | 19 | 16 | +19/+29 | +24 | +15 | +11 | +15 | 10d6 (23) | 23 |
| Adult | H | 22d12+110 (253) | 27 | 10 | 21 | 20 | 21 | 18 | +22/+38 | +28 | +18 | +13 | +18 | 12d6 (26) | 26 |
| Mature adult | H | 25d12+125 (287) | 29 | 10 | 21 | 20 | 21 | 18 | +25/+42 | +32 | +19 | +14 | +19 | 14d6 (27) | 27 |
| Old | H | 28d12+168 (350) | 31 | 10 | 23 | 22 | 23 | 20 | +28/+46 | +36 | +22 | +16 | +22 | 16d6 (30) | 30 |
| Very old | H | 31d12+186 (387) | 33 | 10 | 23 | 24 | 25 | 22 | +31/+50 | +40 | +23 | +17 | +24 | 18d6 (31) | 32 |
| Ancient | G | 34d12+238 (459) | 35 | 10 | 25 | 26 | 27 | 24 | +34/+58 | +42 | +26 | +19 | +27 | 20d6 (34) | 35 |
| Wyrm | G | 37d12+333 (573) | 39 | 10 | 29 | 28 | 29 | 26 | +37/+63 | +47 | +29 | +20 | +29 | 22d6 (37) | 37 |
| Great wyrm | C | 40d12+400 (660) | 43 | 10 | 31 | 30 | 31 | 28 | +40/+72 | +48 | +32 | +22 | +32 | 24d6 (40) | 40 |
Tuesday, June 05, 2007
Zombie (Ettin)
In the ettin lands to the south of the Ettal Valley, a deep shadow glides down from the mountain. It is said that in this shadow, the bodies of fallen ettin rise up in the night and drag their feet across the hills.
These zombie ettin have been reanimated by ettin priests. They like "ettin' brains," but don't find that the least bit funny.
Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60', superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: +5
As undead, these ettins have the following features:
- No constitution; uses charisma for constitution checks
- Darkvision to 60'
- Immunity to all mind-affecting effects
- Immunity to poison, sleep, paralysis, stunning, disease, death effects
- Not subject to critical hits, non-lethal damage
- Cannot heal damage on its own
- Immunity to all effects that require a Fortitude save
- Do not breathe, eat, or sleep
Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.
Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.
Combat
Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.
Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Skills
An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
Image by Joe Calkins.
These zombie ettin have been reanimated by ettin priests. They like "ettin' brains," but don't find that the least bit funny.
Zombie (Ettin)
Size/Type: Large Giant
Hit Dice: 14d12 (110 hp)
Initiative: +1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 16 (-1 size, -1 Dex, +5 natural, +3 hide), touch 6, flat-footed 16
Base Attack/Grapple: +7/+17
Attack: Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6) or slam +12 melee (1d8+6)
Full Attack: 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6) or 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: single actions only (per living head), darkvision 60', superior two-weapon fighting, DR 5/slashing, undead traits
Saves: Fort +3, Ref +1, Will +9
Abilities: Str 23, Dex 8, Con -, Int -, Wis 10, Cha 1
Skills: Listen +10, Spot +10
Feats: Alertness, Iron Will, Power Attack
Environment: Cold hills
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: +5
As undead, these ettins have the following features:
- No constitution; uses charisma for constitution checks
- Darkvision to 60'
- Immunity to all mind-affecting effects
- Immunity to poison, sleep, paralysis, stunning, disease, death effects
- Not subject to critical hits, non-lethal damage
- Cannot heal damage on its own
- Immunity to all effects that require a Fortitude save
- Do not breathe, eat, or sleep
Zombie ettins are two-headed giants that stand 12 feet tall with a slight hunch to their backs and weigh three to four thousand pounds. In their living lives, they live about 75 years. In zombie form they go on indefinitely, their reanimated bodies wandering the night until they can be freed through destruction.
Ettin have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. In this zombie form, the pidgin is even more pronounced, making them harder to understand than in living form. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 15, and for someone who speaks all three, the DC is 10.
Combat
Zombie ettin prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): Most zombie ettin fight unarmed, groping their prey with their sharp claws and mangy giant arms, though some fight with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons, or one hand unarmed.
Damage Reduction (Ex): An ettin zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.
Skills
An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.
Image by Joe Calkins.
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