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View Full Version : The Cavernous Compendium (Dungeon-building resources)



Frathe
2013-02-08, 03:42 AM
This is an attempt to create a comprehensive collection of homebrew resources usable for building classic underground "dungeon" settings. Anyone is free to contribute, but please propose new content and comment on others' submissions in the submissions thread (http://www.giantitp.com/forums/showthread.php?t=270841).

Frathe
2013-02-08, 03:43 AM
http://upload.wikimedia.org/wikipedia/commons/6/6e/Wallace_frog.jpgImage is public domain.
Flying Frog
Size/Type:Diminutive Animal
Hit Dice:¼ d8 (1 hp)
Initiative:+2
Speed:10 ft (1 square), fly 40 ft. (good), swim 20 ft.
Armor Class:16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:+0/-17
Attack:—
Full Attack:—
Space/Reach:1 ft./0 ft.
Special Attacks:—
Special Qualities:Amphibious, low-light vision
Saves:Fort +2, Ref +4, Will +2
Abilities:Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills:Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats:Alertness
Environment:Temperate forests and underground
Organization:Colony (10-40) or crowd (10-50)
Challenge Rating:1/10
Advancement:—
Level Adjustment:—

Flying frogs are small frogs that evolved first to glide down from treetops, then, as the webbing between their toes expanded, to fly outright. They are insectivorous, much like many bats.

Combat
Flying frogs are not aggressive and will usually fly away into the treetops or deeper into their caves when confronted by a creature larger than themselves. Unlike bats, they are diurnal, active and hunting during the day.

Dire Flying Frog
Size/Type:Large Animal
Hit Dice:4d8+12 (30 hp)
Initiative:+6
Speed:20 ft. (4 squares), fly 40 ft. (good), swim 30 ft.
Armor Class:20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple:+3/+10
Attack:Bite +5 melee (1d8+4)
Full Attack:Bite +5 melee (1d8+4)
Space/Reach:10 ft./5 ft.
Special Attacks:—
Special Qualities:Amphibious, low-light vision
Saves:Fort +7, Ref +10, Will +6
Abilities:Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills:Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats:Alertness, Stealthy
Environment:Temperate forests and underground
Organization:Solitary or colony (5-8)
Challenge Rating:2
Treasure:None
Alignment:Always neutral
Advancement:5-12 HD (Large)
Level Adjustment:—

Dire flying frogs resemble larger and more aggressive versions of their small cousins.

Combat
Dire flying frogs attack large prey animals, sweeping in for the kill from above, then biting with their sharp maxillary teeth.

Flying Frog Swarm
Size/Type:Diminutive Animal (Swarm)
Hit Dice:3d8 (13 hp)
Initiative:+2
Speed:10 ft. (1 square), fly 40 ft. (good), swim 20 ft.
Armor Class:16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:+2/—
Attack:Swarm (1d6)
Full Attack:Swarm (1d6)
Space/Reach:10 ft./0 ft.
Special Attacks:Distraction, wounding
Special Qualities:Amphibious, immune to weapon damage, low-light vision, swarm traits
Saves:Fort +3, Ref +7, Will +3
Abilities:Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills:Listen +11, Spot +11
Feats:Alertness, Lightning Reflexes
Environment:Temperate forests and underground
Organization:Solitary, flight (2-4 swarms), or colony (11-20 swarms)
Challenge Rating:2
Treasure:None
Alignment:Always neutral
Advancement:None
Level Adjustment:—

A flying frog swarm hunts for insects and larger prey during the hours of the day, then retreats to its cave during the night.

Combat
A flying frog swarm seeks to surround and attack any prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex)
Any living creature damaged by a flying frog swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Frathe
2013-02-08, 03:45 AM
Orange Fungus (CR 6?)
When contacted with enough force, a 5-foot square of this fungus violently explodes with projectile spores, a reflex action originally evolved to help spread spores to other caverns. A creature on the fungus’s space takes 6d6 damage; other creatures within a 10-foot radius take the same damage but can make a DC 15 Reflex save for half damage. An exploding square of orange fungus risks detonating other squares, with a 25% of this occurring in each adjacent square of fungus (roll a d% for each adjacent square). Creatures can pass over orange fungus without triggering it by succeeding on a DC 15 Balance check for each round they are passing over fungus squares.
Purple Slime (CR ?)
Purple slime waits until it senses creatures passing nearby, then drops down from the ceiling or oozes up from the floor to attach itself to its target. Unlike most mobile fungi, purple slime is not inherently dangerous—it is a harmless parasite—but its viscous, sticky coating gives a circumstance penalty of -4 to an affected creature’s Dexterity until it can be removed. Fire and cold damage destroy purple slime, but will hurt a creature it is attached to; sunlight also destroys the slime.

Frathe
2013-02-08, 07:20 PM
All new ways to say: rocks fall, everyone dies! Or: traps refluffed as natural hazards.

Notice that unlike traps, these have no cost.

Fusillade of Stalactites
CR 1; mechanical; proximity trigger; no reset; Atk +10 ranged (1d4+1, stalactites); multiple targets (drops 1d4 stalactites on each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20.

Fusillade of Large Stalactites
CR 6; mechanical; proximity trigger; no reset; Atk +21 ranged (1d8, stalactites); multiple targets (1d6 stalactites per target in a 10 ft.-by-10-ft. area); Search DC 26; Disable Device DC 20.

Rocks from Ceiling
CR 2; mechanical; proximity trigger; no reset; Atk +12 melee (2d6, rocks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20.

Boulders from Ceiling
CR 3; mechanical; proximity trigger; no reset; Atk +10 melee (4d6, boulders); Search DC 25; Disable Device DC 20.

Collapsing Ceiling
CR 9; mechanical; proximity trigger; no reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16.