Creatures Encountered

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Antman9
Ranger Lord
Ranger Lord
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Creatures Encountered

#1 Post by Antman9 »

Gargoyles
Small
HD: 3
AC: 15 (+2 DEX, +4 Natural)
Size: Small (2’ – 4’)
Move: 6, 9 fly
Attacks: Claw (1d3), Claw (1d3), Bite (1d4), Gore (1d6)
No. Appearing: Solitary, Pair, or wing (5-16)
Stats: STR 11 (-1), DEX 16 (+2), CON 16 (+2), INT 6 (-2), WIS 11 (-1), CHA 10 (-1)
Environment: Any
Special: Darkvision 60 ft.
Medium
HD: 4
AC: 14 (+1 DEX, +4 Natural)
Size: Medium (4’ – 8’)
Move: 8, 12 fly
Attacks: Claw (1d4), Claw (1d4), Bite (1d6), Gore (1d6)
No. Appearing: Solitary, Pair, or wing (5-16)
Stats: STR 15 (+1), DEX 14 (+1), CON 18 (+3), INT 6 (-2), WIS 11 (-1), CHA 7 (-2)
Environment: Any
Special:
Vision: Darkvision 60 ft.

SPECIAL ABILITIES
Hide
A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Natural AC
+4 Natural AC

ECOLOGY
Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

Combat: Gargoyles either remain still, then suddenly attack, or dive onto their prey.

Source: Hypertext d20 SRD
Ghosts
Human Noble 1/2 HD
HD: ½ (d12)
AC: 10
Size: M
Move: Fly 3
Attacks: Special
Damage: Special
No. Appearing: Solitary, gang (2-4), or mob (7-12)
Alignment: Any
Stats: STR 16, DEX 9, CON --, INT 11, WIS 13, CHA 14
Environment: Any
Special: Per Ghost template

Ghost Template
HD: d12 instead of d8
AC: 9 + base creature’s CHA mod. or +1
Size: by creature
Move: Fly 3
Attacks: By weapon or creature (only when manifested on the Material Plane)
Damage: per weapon
No. Appearing: Solitary, gang (2-4), or mob (7-12)
Alignment: Any
Stats: Per creature
Environment: Any
Special: Corrupting Gaze, Corrupting Touch, Draining Touch, Frightful Moan, Horrific Appearance, Malevolence, Manifestation, Telekinesis, Rejuvenation

Special Qualities
A ghost has all the special qualities of the base creature as well as those described below.

Special Attacks
A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures unless manifested. The ghost also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 9 + ½ ghost’s HD + ghost’s Cha modifier unless otherwise noted.

Abilities
Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills
Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

Turn Resistance
A ghost has +4 turn resistance.

SPECIAL ABILITIES
Corrupting Gaze
A ghost can blast living beings with a glance, at a range of up to 30’. Creatures that meet the ghost’s gaze suffer 1hp of damage per level. A successful Fortitude save (CON-DC) reduces the damage by half.

Corrupting Touch
A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Draining Touch
A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan
A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (WIS-DC) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance
Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence
Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (WIS-DC) (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Magic Jar
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level or until you return to your body
Saving Throw: Will negates; see text
Spell Resistance: Yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.

To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.

While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)

You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.

Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.

If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.

As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.

If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.

If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location.

Manifestation
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Telekinesis
A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force
A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust
Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Rejuvenation
In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

ECOLOGY
Per the base creature
Giant Mosquitos
Size: Tiny (1’ long)
Speed: 3 (6 fly)
HD:
AC:
Stats:
Gibbering Mouther
Size: Tiny to Small (6" - 2')
Speed: (6" at 3'/rnd), (1' at 5'/rnd), (2' at 10'/rnd)

HD: Small 2’ (1 HD), Tiny 1’ (1/2 HD), Tiny 6” (1/4 HD)
AC: 10
Stats:
gibbering-mouther.jpg
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Groo
Size: 15’ Tall (Large)
Speed:
HD:
AC:
Stats:

Encounter
A new sound echoes across the sky from the west, Gavin simply says, "They come." Several minutes later a chattering followed by a high pitched squeal, as if a giant baby were crying, sounds from the edge of town. The disorderly pillaging mass of creatures below turn into a raging maelstrom. Creatures run, hobble, bound, and scamper in all directions. Then, from the western edge of town come three large figures, casting ominous shadows in the moonlight.

The 15’ tall creatures bound into the moonlight at the center of the village. Each wielding either a massive morningstar, mace, or spear. They methodically clutch, club, and batter creatures of varying size and shape. When they have completed their task, they come together some 75 yards from the base of the tower, all three with struggling or stunned creatures of different races. The largest of the three looks up at the party and makes a strange face as it pulls a small blowgun from its belt. You can’t be sure if the look is a sneer or a smile, the creature’s expression is hard to decipher. It slowly puts the blowgun to its mouth and fires a tiny projectile at the base of the tower, then the three creatures turn and bound off into the night.
Groo.jpg
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Half Orc
Size: Medium
Speed: 3
HD:
AC:
Stats:
Molerat
Size: Adult (Small) (1' tall, 2' long), Baby (Small) (6" tall, 1' long)
Speed: Adults (3), Baby (1)
HD: Adult (2), Baby (1)
AC: 13
Stats:
2011051403542521mole_rat_fo3.png
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Norker
Size: Small
Speed: 3
HD: 1
AC:
Stats: STR 15 (+1), DEX 15 (+1), CON 16 (+2), INT 8 (-2), WIS 12 (0), CHA 8 (-2)
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Orc
Medium
HD: 1+1
AC: 9 (+0 DEX) or by Armor
Size: Medium (2’ – 4’)
Move: 30’
Attacks: By weapon
No. Appearing: Gang (2 – 4), Squad (11 – 20), Band (30 – 100)
Stats: STR 17 (+3), DEX 11 (0), CON 12 (+1), INT 8 (-1), WIS 7 (-2), CHA 6 (-2)
Environment: Temperate hills or Varies
Special: Light Sensitivity
Vision: Darkvision 60’
Languages: Common, Orc, Dwarven, Giant, Gnoll, Goblin, Undercommon

SPECIAL ABILITIES
Light Sensitivity
Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Dazzled
The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.

Daylight Spell
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

ECOLOGY
n orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.

Combat: Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
Rock Spider
Tiny
HD: 1/2
AC: 12 (+2 Size, +2 Natural, -1 DEX) | Bludgeoning Weapons: 10 (+2 Size, -1 DEX)
Size: Tiny (1’ – 2’)
Move: 20’, Climb 5’
Attacks: Bite (1d1) + Poison
No. Appearing: Colony 2d8
Stats: STR 5 (-3), DEX 9 (-1), CON 10 (0), INT Ø (0), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +2 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Small
HD: 1
AC: 14 (+1 Size, +5 Natural, -1 DEX) | Bludgeoning Weapons: 9 (+1 Size, -1 DEX)
Size: Small (2’ – 4’)
Move: 20’, Climb 5’
Attacks: 1 bite + Poison
Damage: 1d4-2 + Poison
No. Appearing: Colony 1d4+1, Swarm 2d6
Alignment: Neutral
Stats: STR 7 (-2), DEX 8 (-1), CON 10 (0), INT Ø (0), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +5 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Medium
HD: 2
AC: 14 (+7 Natural, -2 DEX) | Bludgeoning Weapons: 9 (+2 Size, -2 DEX)
Size: Medium (4’ – 8’)
Move: 30’, (do not climb)
Attacks: Bite (1d6-1) + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 11 (0), DEX 7 (-2), CON 12 (+1), INT Ø (0), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +7 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Large
HD: 4
AC: 5 (-1 Size, +8 Natural, -2 DEX) | Bludgeoning Weapons: 9 (+2 Size, -2 DEX)
Size: Large (8’ – 16’)
Move: 30’, (do not climb)
Attacks: Bite (1d8+1) + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 15 (+2), DEX 7 (-2), CON 12 (+1), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +8 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Huge
HD: 8
AC: 15 (-2 Size, +10 Natural, -2 DEX) | Bludgeoning Weapons: 9 (+2 Size, -2 DEX)
Size: Gargantuan (16’ – 32’)
Move: 20’, (do not climb)
Attacks: Bite (2d6+3) + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 19 (+4), DEX 6 (-2), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +10 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Gargantuan
HD: 16
AC: 18 (-4 Size, +15 Natural, -2 DEX) | Bludgeoning Weapons: 9 (+2 Size, -2 DEX)
Size: Gargantuan (32’ – 64’)
Move: 20’, (do not climb)
Attacks: Bite (2d8+4) + Poison
No. Appearing: Solitary
Stats: STR 25 (+7), DEX 6 (-2), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +15 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

Colossal
HD: 32
AC: 17 (-8 Size, +19 Natural, -3 DEX) | Bludgeoning Weapons: 8 (+2 Size, -3 DEX)
Size: Colossal (64’ +)
Move 20’, (do not climb)
Attacks: Bite (4d6+6) + Poison
No. Appearing: Solitary
Stats: STR 31 (+10), DEX 5 (-3), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Underground
Special: Tremorsense 60’, Rock Skin +19 AC, Poison: Paralysis
Vision: Darkvision 60’ (360 degree)

SPECIAL ABILITIES
Darkvision
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Tremorsense
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground and within range. If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

Rock Skin
Rock spiders have a tough rocky exterior skin that makes crunchy and grinding noise at the joints making it highly difficult to hurt them. When attacked by bludgeoning weapons, remove the natural AC bonus.

Poison: Paralysis
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Poison attacks deal initial damage, such as ability damage or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.
A creature with a poison attack is immune to its own poison and the poison of others of its kind.
The Fortitude save DC against a poison attack is equal to 9 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).
A successful save avoids (negates) the damage.

ECOLOGY

Typical Rock Spider
Image Source: Deviant Art: MIKECORRIERO)
Rock_Spider.jpg
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Treant
Huge
HD: 7
AC: 14 (-2 Size, -1 DEX, +13 natural AC)
Size: Huge (16’ - 32’)
Move: 30’
Attacks: Slam (2d6+9), Slam (2d6+9)
No. Appearing: Solitary, or Grove (4 - 7)
Stats: STR 29 (+9), DEX 8 (-1), CON 21 (+5), INT 12 (+1), WIS 16 (+3), CHA 12 (+1)
Environment: Temperate forests
Special: Animate trees, Double Damage (against objects), Trample, Hide
Vision: Low-Light Vision

SPECIAL ABILITIES
Natural AC
+13 Natural AC

Animate Trees
A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Liveoak Spell
This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.

Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.

If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

Double Damage
A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample
Reflex DC 22 half. The save DC is Strength-based.

Hide
Treants have a +16 racial bonus on Hide checks made in forested areas.

ECOLOGY
A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

A treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

Combat
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
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Monstrous Spider
Tiny
HD: 1/2
AC: 14 (+2 Size, +3 DEX)
Size: Tiny (1’ – 2’)
Move: 20 (30), Climb 10
Attacks: 1 bite + Poison
Damage: 1d3 + Poison
No. Appearing: Colony 2d8
Stats: STR 3 (-4), DEX 17 (+3), CON 10 (0), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Small
HD: 1
AC: 13 (+1 Size, +3 DEX)
Size: Tiny (2’ – 4’)
Move: 30’, Climb 20’
Attacks: Bite (1d4 ) + Poison
No. Appearing: Colony 1d4+1, Swarm 2d6
Stats: STR 7 (-2), DEX 17 (+3), CON 10 (0), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Medium
HD: 2
AC: 13 (+1 Natural, +3 DEX)
Size: Medium (4’ – 8’)
Move: 30’, Climb 20’
Attacks: Bite (1d6 ) + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 11 (0), DEX 17 (+3), CON 12 (+1), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Large
HD: 4
AC: 13 (-1 Size, +2 Natural, +3 DEX)
Size: Large (8’ – 16’)
Move: 30’, Climb 20’
Attacks: 1 bite + Poison
Damage: 1d8+3 + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 15 (+2), DEX 17 (+3), CON 12 (+1), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Huge
HD: 8
AC: 15 (-2 Size, +5 Natural, +3 DEX)
Size: Gargantuan (16’ – 32’)
Move: 30’, Climb 20’
Attacks: Bite (2d6+6 ) + Poison
No. Appearing: Solitary or Colony 1d4+1
Stats: STR 19 (+4), DEX 17 (+3), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Gargantuan
HD: 16
AC: 18 (-4 Size, +10 Natural, +3 DEX)
Size: Gargantuan (32’ – 64’)
Move: 30’, Climb 20’
Attacks: Bite (2d8+10) + Poison
No. Appearing: Solitary
Stats: STR 25 (+7), DEX 17 (+3), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

Colossal
HD: 32
AC: 21 (-8 Size, +18 Natural, +2 DEX)
Size: Colossal (64’ +)
Move: 30’, Climb 20’
Attacks: Bite (4d6+15) + Poison
No. Appearing: Solitary
Stats: STR 31 (+10), DEX 15 (+2), CON 14 (+2), INT Ø (-), WIS 10 (0), CHA 2 (-4)
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.

SPECIAL ABILITIES
Darkvision
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Tremorsense
A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

If no straight path exists through the ground from the creature to those that it’s sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving.

As long as the other creatures are taking physical actions, including casting spells with somatic components, they’re considered moving; they don’t have to move from place to place for a creature with tremorsense to detect them.

Poison
A monstrous Spider’s bite has two effects. In the initial round the victim makes a CON-DC or is paralyzed for 1d3 rounds. During the subsequent 3 rounds victims incur HP damage per the table below. A successful CON-DC results in half damage.
SizeFort DCDamage
Tiny101d2 hp (3 rounds)
Small101d3 hp (3 rounds)
Medium121d4 hp (3 rounds)
Large131d6 hp (3 rounds)
Huge161d8 hp (3 rounds)
Gargantuan202d6 hp (3 rounds)
Colossal282d8 hp (3 rounds)
Web
Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
SizeEscape DCBreak DC HP
Tiny1014 2
Small1014 4
Medium1216 6
Large1317 12
Huge1620 14
Gargantuan2024 16
Colossal2832 18
ECOLOGY
All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.

Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Green_Spiders.jpg
Green_Spiders.jpg (21.66 KiB) Viewed 795 times
Creature Name
Tiny
HD: 1/2
AC: 13 (+2 Size, +2 DEX)
Size: Tiny (1’ – 2’)
Move: 20’, Climb 10’
Attacks: Bite (1d3 + Poison)
No. Appearing: Colony 2d8
Stats: STR 3 (), DEX 17 (), CON 10 (), INT Ø (), WIS 10 (), CHA 2 ()
Environment: Temperate Forest
Special: Tremorsense 60 ft.
Vision: Darkvision 60 ft.


SPECIAL ABILITIES
Ability


ECOLOGY
NOTES
HD: Hit Dice calculated in d8’s
AC: Armor Class = 9 + modifiers (size modifier, DEX modifier, natural ac, etc.)
Move: Movement rate in feet per round. Typical dungeon squares are 5’.
DM - Dragons Belch: A New Beginning (Custom D&D)
DM - Ying Huo Chóng – The Way of Things (Cortex Plus - Firefly)

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