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View Full Version : The Bigger Brothers of all Those Low-Level Mooks You Slaughtered



Alistaroc
2015-08-29, 10:24 PM
I decided I wanted to give my players some of that classic D&D feel in our campaign, but unfortunately the classic goblins, jermlaines, and ogres are quite low level, and once you get to a higher level, you start to miss killing the little buggers. Enter template stacking, class levels, and tactics. Throwing on the Dark and Chameleon templates make for nice, sneaky characters, and Feral is a nice boost to combat stats on it's own. But when you add some class levels of Ninja(CAdv), and Shaman(OA) to the plain, 1HD Nezumi(OA), you get very classic feeling ratfolk for a higher level party. It took me a while, but I figured somebody else might want to use this, so below I've included the stats for these beefed up cousins of the jermlaines, who I like to call the Kayembu Nezumi.


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Dark Feral Chameleon Nezumi - Kayembu Nezumi

Medium Monstrous Humanoid(nezumi, reptilian)
Hit Dice: 1d10+2(7 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
Armor Class: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +1/+3
Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Full Attack: spiked chain +3 melee (2d4+4/x2), claws +3 melee (1d8+1/x2), or heavy crossbow +3 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +2, Hide +19, Jump +2, Move Silently +11
Feats: Exotic Weapon Proficiency(spiked chain), Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: 1? 2?
Treasure: Items...?
Alignment: Neutral Evil

Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake(see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules.

Pounce (Ex): If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved.

Rake (Ex): A feral creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of feral creature, plus 1/2 its Strength bonus (rounded down). If the feral creature pounces on an opponent, it can also rake.

Nezumi Traits (Ex): Nezumi benefit from a number of racial traits
+2 racial bonus on Hide and Move Silently checks
+2 racial bonus on saving throws against poison and disease
Scent: Nezumi automatically gain the Scent feat

Tongue: Tongue attack can be used to deliver touch attacks at a range of 10'


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Kayembu Nezumi, 7th level Ninja
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +2
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), claws +9 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), claws +9/+4 melee (1d8+1/x2), or heavy crossbow +9 ranged (1d10/19-20)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Ghost Step, Improved Grab, Ki Dodge, Pounce, Rake, Sudden Strike +4d6(5d6+7 total), Speed Climb, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, hide in plain sight, ki pool(5), Nezumi traits, poison use, trapfinding
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 7, Wis 12, Ch 8
Skills: Climb +4, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +14
Feats: Craven, Enduring Ki, Exotic Weapon Proficiency(spiked chain), Expanded Ki, Scent
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil

Ghost Step: swift action invisibility for 1 round, costs 1 ki
No running start required on Jump checks
Ki Dodge: 20% miss chance 1 round, costs 1 ki
Speed Climb: 60' move action up walls begin and end on flat surface
Craven: -2 to savesagainst fear, +7 sudden strike damage
Expanded Ki: +3 Ki
Enduring Ki: Spend 1 extra ki to double duration of ability
Items: +1 deadly precision spiked chain(+1d6 SA), +1 sap hide, Ring of the Darkhidden, Anklet of Move Silently +6


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Kayembu Nezumi, 7th-Level Shaman(OA)
Hit Dice: 1d10+7d6+16(46 HP)
Initiative: +6
Speed: 60 ft, 35 ft climb
AC: 21 (+6 natural, +4 sap hide, +2 dex), touch 12, flatfooted 19
Base Attack/Grapple: +6/+8
Attack: +1 deadly precision spiked chain +9 melee (2d4+4/x2), or claws +9 melee (1d8+1/x2)
Full Attack: spiked chain +9/+4 melee (2d4+4/x2), orclaws +9/+4 melee (1d8+1/x2)
Face/Reach: 5 ft by 5 ft/5 ft(10 ft with spiked chain)
Special Attacks: Improved Grab, Pounce, Rake, Rebuke Undead, Spontaneous Casting, Tongue
Special Qualities: cold resistance 10, darkvision 90 ft, fast healing 4, Hide in Plain Sight, Nezumi traits, Spirit Sight
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 14, Dex 14, Con 14, Int 7, Wis 13, Ch 8
Skills: Climb +4, Concentration +12, Hide +29, Jump +18, Move Silently +21(27 with Anklet), Tumble +4
Feats: Divine Metamagic, Extend Spell, Extra Turning, Improved Initiative, Improved Unarmed Strike, Exotic Weapon Proficiency(spiked chain), Scent, Silent Spell
Environment: Underground
Organization: Squads of 8, one shaman and seven warriors
Challenge Rating: ~8
Treasure: Items...?
Alignment: Neutral Evil

Animal Companion: Giant Crocodile(see SRD (http://www.d20srd.org/srd/monsters/crocodileGiant.htm))
Rebuke Undead: 7/day
Spirit Sight: See ethereal creatures and objects
Spontaneous Casting: Convert spells into inflict spells of equal level or lower
Spellcasting: Save DC 12+Spell Level
Trickery and Time domains
7/5+1/4+1/3+1/2+1
0: 4 Detect Magic, 3 Read Magic
1: 2 Endure Elements, 2 Obscuring Mist, 1 Protection from Good + Change Self/True Strike
2: 2 Bull's Strength, 2 Know Motivation + Invisibility/Gentle Repose
3: 3 Bestow Curse + Nondetection/Haste
4: 1 Airwalk, 1 Polymorph(8-headed hydra or wyvern) + Confusion/Freedom of Movement
Items: spiked chain, +1 sap hide, 2x Ring of Silent Spells, Anklet of Move Silently +6


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The Kayembu Nezumi are an underground, tribal people. They live in warrens and burrows that they dig themselves, or the sewers or caves left by others. They prefer to adapt these homes to their needs, often creating many small side tunnels accessible only by those who can climb up to reach them. A typical Kayembu warren will have one main entrance tunnel, flanked by small tunnels in the walls and ceiling from which they can fire arrows at unwelcome intruders. This main tunnel, after many twists and turns, often opens up into an underground crossroads, from which sprout several other tunnels. More often than not, these tunnels all interconnect in a tangling maze of rooms and corridors. However, unfortunately for most adventurers, the flanking tunnels to one room have an entrance in the next, and so on and so forth, making rooting the Kayembu out a daunting task. They are also known to be frequent employers of traps of all shapes and sizes, which turn their maze-like homes into house of horrors for intruders.

Appearance-wise, the Kayembu generally appear as any other Nezumi, with few differences. Their black fur is shaggier, revealing a black, reptilian skin underneath, and in places, their fur is covered by bony plates, much like a dire animal. Their subterranean life has also led to some other, more subtle changes. Their eyes, rather than the red of most nezumi, are most often a pale white, and their tongues can grow to an extraordinary length.


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:smallbiggrin: Well now that's over with. If anyone wants more of these, I'd be happy to post the other scaled up monsters. Tell me what you think please, and if you see any mistakes I've missed, please tell me. :smallbiggrin:


NOTE: Yes, there are minor base stat adjustments to the Nezumi, and Sap Hide(from Bastion's Arms and Armor) can be replaced with a chain shirt if you so choose.

singera
2015-08-30, 06:19 AM
Yes please! this is kinda awesome and more then welcome for higher level play for any gm i feel

Alistaroc
2015-08-31, 09:20 PM
Earthborn
Mineral Warrior Half-Troll Bugbear, 5th-Level Lion Totem(CC) Barbarian with Fangshield substitution levels(Champions of Valor)
Size/Type: Medium Humanoid (Earth, Goblinoid)
Hit Dice: 3d8+5d12+36 (82 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 15 ft. (3 squares)
Armor Class: 27 (+2 Dex, +10 natural, +5 breastplate), touch 12, flat-footed 25
Base Attack/Grapple: +7/+14
Attack: Greatclub +15 melee (1d10+14), bite +14 melee (1d6+7), claw +14 melee (1d4+3), or javelin +9 ranged (1d6+7)
Full Attack: Greatclub +15/+9 melee (1d10+14), bite +14/+8 melee (1d6+7), claw +14/+8 melee (1d4+3), or javelin +9/+3 ranged (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth Strike, Rend
Special Qualities: Damage reduction 8/adamantine, darkvision 60 ft., fast healing 5, scent
Saves: Fort +11, Ref +6, Will +1
Abilities: Str 24, Dex 14, Con 23, Int 6, Wis 8, Cha 5
Skills: Climb +10, Hide +5, Listen +3, Move Silently +12, Spot +3
Feats: Alertness, Improved Bull Rush, Improved Sunder, Pounce, Uncanny Dodge, Weapon Focus (greatclub)
Environment: Temperate mountains
Organization: Solitary, gang (2-4), or band (11-20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Awesome Charge (Ex): While raging, an Earthborn can end his charge to hit an enemy as with the Awesome Blows feat(MM 303), taking a -4 penlty on the attack roll to force the creature
hit to make Reflex save(DC= damage dealt), or be knocked back 10 feet

Earth Strike (Ex): Once per day, an Earthborn can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior gains a +6 bonus on its attack
roll and deals 3 extra points of damage

Fast Charge (Ex): While charging, an Earthborn gains a +10 foot enhancement bonus to his speed

Rage (Ex): An Earthborn can rage 2/day for 11 rounds each, gaining +4 Strength(+4 damage on greatclub and +2 damage on all other attacks), +4 Constitution(+10 HP), +2 on Will
saves, and -2 AC(25, touch 10, flat-footed 23).

Rend (Ex): If an Earthborn hits with two or more claw attacks against the same opponent, it latches on, tearing flesh and dealing 2d4+9 damage


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Daear(Day-ahr)
Huge Thomil (http://www.realmshelps.net/monsters/templates/thomil.shtml) Earth Elemental (http://www.d20srd.org/srd/monsters/elemental.htm)
Size/Type: Huge Elemental (Earth, Extraplanar)
Hit Dice: 16d8+112 (184 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +12/+29
Attack: Slam +19 melee (2d10+9)
Full Attack: 2 slams +19 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Earth mastery, engulf, push
Special Qualities: Boulder defense, cold resistance 5, damage reduction 10/+1, darkvision 60 ft., earth glide, elemental traits, native elemental, spell resistance 21
Saves: Fort +17, Ref +4, Will +7
Abilities: Str 29, Dex 8, Con 25, Int 10, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17-20 HD (Huge)
Level Adjustment: —

Boulder Defense (Ex): A Daear may take a standard action to appear s a smooth boulder. In this form, the Daear is unable to move or make attacks, but gains DR 15/- and SR 26. It can revert to
its humanoid form as a free action.

Engulf (Ex): As a standard action a Daear may move over any opponents it can cover. Opponents are entitled to an attack of opportunity, however, doing so means they are not entitled to a saving
throw. Those that do not make the attack of opportunity are entitled to a DC 25 Reflex save to move to either the back or the side as the Daear moves forward. Engulfed creatures are
grappled, and automatically take 2d6+9 crushing damage each round. The engulfed creature can escape by dealing at least 1/4 of the Daear's HP with either claws or a light slashing or
piercing weapon, using the Daear's flat-footed AC(20). Any holes made by this method seal themselves. The engulfed creature can also attempt a DC 25 Escape Artist check, or a DC 29
Strength check to escape. A Daear can carry 4 Medium sized creatures.



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The Earthborn are a unique breed of bugbear. Originally troll-blooded bugbears, the Earthborn were dominated by the ferocious earth elementals known as Daear. Over the generations, their elemental masters proximity resulted in physical changes. In places, their thick matted fur has been covered by dark, stony plates, similar to a set of armor, most commonly over the forearms and chest. Their dark green skin distinguishes them from other bugbears up close, although most adventurers rarely choose to examine them. Another fairly common occurrence is the replacement of an eye. Many Earthborn are born with one eye of deep red crystal, and while it functions as normal eye, it is seen as a sign of closer bond with their Daear overlords.

The Daear themselves are hostile, furious creatures. They appear as roughly shaped humans from the waste up, with dark, granite skin and ruby eyes, but from the waist down they are simply extensions of the ground. They drive their own tribes of Earthborn, and form fighting units with 7 or 8 elite Earthborn warriors. They absorb many of the metal items captured by their tribe, presumably as a source of food, however, there is often enough metal to make the Earthborn themselves quite rich compared to their bugbear brethren.



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So, I present to you, some very f***ing annoying bridge guards! :smallbiggrin:

This one comes with a very specific encounter scenario.
A pass, roughly 15 feet wide, winds through a gorge, eventually coming to a crossing canyon, let's say 30 or 40 feet across, but very deep. Potentially with spikes at the bottom:smallamused:. A natural stone bridge spans the gap, leading to the other half of the gorge. On this side of the gap is a large, shiny boulder, but nothing else of note. However, as the PCs cross onto the bridge, the trap springs. The Daear moves into position, blocking escape from where they came, and across the gap, 8 Earthborn appear atop the gorge, and trigger their own prepared rockslide, putting the PCs between a wall of unbreakable rock requiring a DC 25 Climb check, and an angry Daear. Should they attempt to scale the wall, they'll have to deal with the Earthborn at the top, each armed with Greatclub(more climb checks), and 6-10 javelins apiece(MOAR climb checks, or just damage while they're on the bridge). Once the Daear is defeated, hopefully before anybody gets pushed off the edges, the Earthborn, enraged, will chuck the last of their javelins, toss down a rope, hurriedly climb down, then jump the last few feet, before engaging the PCs in a combat full of bull rushes to try and knock them off the bridge, or sunder attempts, as a last resort. Once the Earthborn are all defeated, their ropes can be used to scale the wall and continue on.



It's late, so I don't have magic items for them as of yet, but I will include them in the next few days. :smallwink: