rferries
2018-04-23, 11:58 AM
Some low-CR mid-CR creatures for a change.
https://i.imgur.com/YqxLdqG.jpg
GIANT CLAMLARGE MAGICAL BEAST (Aquatic)
Hit Dice: 6d10+12 (45 hp)
Initiative: -5
Speed: 5 ft. (1 square), burrow 5 ft.
Armor Class: 16 (-5 Dex, +12 natural, -1 size), touch 4, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (1d8+9)
Full Attack: Slam +11 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Blindsight 60 ft., pearl, withdraw
Saves: Fort +7, Ref +0, Will +5
Abilities: Str 20, Dex 1, Con 14, Int 1, Wis 14, Cha 8
Skills: Hide +0*
Feats: Iron Will, Improved Natural Attack (slam), Weapon Focus (slam)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Triple standard (as pearl)
Alignment: Always neutral
Advancement: 7-11 HD (Large); 12-18 HD (Huge)
Level Adjustment: -
The pearl is as large as a fist and gleams with its own ivory radiance, as it rests on the creature's fleshy mantle. Retrieving it will be no easy task.
Giant clams are famed for their precious pearls, which are often magical in nature.
Combat
A giant clam is often indistinguishable from the surrounding seabed. It remains immobile until a creature ventures too close, at which point it lashes out with its fleshy "tongue" to swallow an opponent. If its enemies prove too dangerous it burrows into the seabed (taking any swallowed creature with it).
A giant clam cannot make slam attacks while it currently has a swallowed opponent (it needs its "tongue" to grapple the swallowed creature).
Improved Grab (Ex)
To use this ability, a giant clam must hit a creature at least one size smaller than itself with its slam 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 can try to swallow the opponent in the following round.
Pearl (Su)
A giant clam almost always possesses a large and magical pearl. The pearl is supernaturally valuable (it has a gp value equal to the total gp value of the treasure the clam would otherwise possess), or sometimes has the powers of a pearl of power, pearl of the sirines, a stone of good luck, or other magical gem.
Swallow Whole (Ex)
A giant clam can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d8+9 points of crushing damage plus 4 points of acid damage per round from the clam’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant clam’s interior can hold 1 Medium or smaller creature.
Withdraw (Ex)
A giant clam has hardness 8 while its shell is closed (including while it has a swallowed creature). Halve and quarter energy damage and damage from ranged weapons before appyling this hardness, as though the creature were an object made of stone. It may close its shell as a free action, or open it as a move action. It may not burrow while its shell is open.
Skills
*A giant clam has a +20 racial bonus on Hide checks when concealed amongst rock or coral.
https://i.imgur.com/7X8iBG5.png
VIOLET FUNGUS, GREATERMEDIUM PLANT
Hit Dice: 6d8+24 (51 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tentacle +7 melee (1d6+2 plus poison)
Full Attack: 4 tentacles +7 melee (1d6+2 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, plant traits
Saves: Fort +9, Ref +1, Will +2
Abilities: Str 14, Dex 8, Con 18, Int Ø, Wis 10, Cha 9
Skills: Hide +8
Feats: Ability Focus (poison), Improved Natural Armour, Weapon Focus (tentacle)
Environment: Underground
Organization: Solitary or ring (1 plus 2-4 violet fungi and 3-5 shriekers)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Medium); 12-18 HD (Large)
Level Adjustment: -
Four tentacles writhe around the cap of this mobile mushroom.
These violet fungi are slightly larger than their counterparts, but far more dangerous. They possess a spark of animal intelligence.
Combat
A greater violet fungus hides until prey approaches, then flails about with its tentacles at living creatures that come within its reach.
Poison (Ex)
Injury, Fortitude DC 19, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.
https://i.imgur.com/7Nbg1AW.jpg
WIGHT, GREATERMEDIUM UNDEAD
Hit Dice: 9d12 (56 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 21 (+3 Dex, +3 deflection, +5 natural), touch 16, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: Slam +8 melee (1d6+3 plus energy drain)
Full Attack: Slam +8 melee (1d6+3 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., shadow ambush, undead traits, unearthly grace
Saves: Fort +6, Ref +9, Will +12
Abilities: Str 16, Dex 16, Con Ø, Int 16, Wis 16, Cha 16
Skills: Hide +15, Intimidate +15, Knowledge (history, religion) +15, Listen +15, Move Silently +23, Spot +15
Feats: Improved Initiative, Improved Natural Attack (slam), Improved Natural Armour, Weapon Focus (slam)
Environment: Any
Organization: Solitary or or pack (1 plus 6-11 wights)
Challenge Rating: 5
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: -
This withered humanoid radiates menace. The other wights in the pack wait for its command to attack.
These wights are the leaders of their kind. Unlike lesser wights, they accumulate or guard treasure hoards in their barrows.
Greater wights speak Common.
Combat
A greater wight directs its spawn in combat, but does not hesitate to enter melee itself.
Create Spawn (Su)
Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su)
Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Shadow Ambush (Su)
A greater wight can shadow walk, as the spell (caster level 11th). It typically uses this ability to plan ambushes with its minions (a greater wight can still see creatures on the Material Plane while it is shadow walking), or lead them to safety during a rout.
Unearthly Grace (Su)
A greater wight adds its Charisma bonus to its saving throws and as a deflection bonus to its Armour Class.
Skills
Wights have a +8 racial bonus on Move Silently checks.
https://i.imgur.com/YqxLdqG.jpg
GIANT CLAMLARGE MAGICAL BEAST (Aquatic)
Hit Dice: 6d10+12 (45 hp)
Initiative: -5
Speed: 5 ft. (1 square), burrow 5 ft.
Armor Class: 16 (-5 Dex, +12 natural, -1 size), touch 4, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (1d8+9)
Full Attack: Slam +11 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Blindsight 60 ft., pearl, withdraw
Saves: Fort +7, Ref +0, Will +5
Abilities: Str 20, Dex 1, Con 14, Int 1, Wis 14, Cha 8
Skills: Hide +0*
Feats: Iron Will, Improved Natural Attack (slam), Weapon Focus (slam)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Triple standard (as pearl)
Alignment: Always neutral
Advancement: 7-11 HD (Large); 12-18 HD (Huge)
Level Adjustment: -
The pearl is as large as a fist and gleams with its own ivory radiance, as it rests on the creature's fleshy mantle. Retrieving it will be no easy task.
Giant clams are famed for their precious pearls, which are often magical in nature.
Combat
A giant clam is often indistinguishable from the surrounding seabed. It remains immobile until a creature ventures too close, at which point it lashes out with its fleshy "tongue" to swallow an opponent. If its enemies prove too dangerous it burrows into the seabed (taking any swallowed creature with it).
A giant clam cannot make slam attacks while it currently has a swallowed opponent (it needs its "tongue" to grapple the swallowed creature).
Improved Grab (Ex)
To use this ability, a giant clam must hit a creature at least one size smaller than itself with its slam 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 can try to swallow the opponent in the following round.
Pearl (Su)
A giant clam almost always possesses a large and magical pearl. The pearl is supernaturally valuable (it has a gp value equal to the total gp value of the treasure the clam would otherwise possess), or sometimes has the powers of a pearl of power, pearl of the sirines, a stone of good luck, or other magical gem.
Swallow Whole (Ex)
A giant clam can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d8+9 points of crushing damage plus 4 points of acid damage per round from the clam’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant clam’s interior can hold 1 Medium or smaller creature.
Withdraw (Ex)
A giant clam has hardness 8 while its shell is closed (including while it has a swallowed creature). Halve and quarter energy damage and damage from ranged weapons before appyling this hardness, as though the creature were an object made of stone. It may close its shell as a free action, or open it as a move action. It may not burrow while its shell is open.
Skills
*A giant clam has a +20 racial bonus on Hide checks when concealed amongst rock or coral.
https://i.imgur.com/7X8iBG5.png
VIOLET FUNGUS, GREATERMEDIUM PLANT
Hit Dice: 6d8+24 (51 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Tentacle +7 melee (1d6+2 plus poison)
Full Attack: 4 tentacles +7 melee (1d6+2 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, plant traits
Saves: Fort +9, Ref +1, Will +2
Abilities: Str 14, Dex 8, Con 18, Int Ø, Wis 10, Cha 9
Skills: Hide +8
Feats: Ability Focus (poison), Improved Natural Armour, Weapon Focus (tentacle)
Environment: Underground
Organization: Solitary or ring (1 plus 2-4 violet fungi and 3-5 shriekers)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Medium); 12-18 HD (Large)
Level Adjustment: -
Four tentacles writhe around the cap of this mobile mushroom.
These violet fungi are slightly larger than their counterparts, but far more dangerous. They possess a spark of animal intelligence.
Combat
A greater violet fungus hides until prey approaches, then flails about with its tentacles at living creatures that come within its reach.
Poison (Ex)
Injury, Fortitude DC 19, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.
https://i.imgur.com/7Nbg1AW.jpg
WIGHT, GREATERMEDIUM UNDEAD
Hit Dice: 9d12 (56 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 21 (+3 Dex, +3 deflection, +5 natural), touch 16, flat-footed 18
Base Attack/Grapple: +4/+7
Attack: Slam +8 melee (1d6+3 plus energy drain)
Full Attack: Slam +8 melee (1d6+3 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., shadow ambush, undead traits, unearthly grace
Saves: Fort +6, Ref +9, Will +12
Abilities: Str 16, Dex 16, Con Ø, Int 16, Wis 16, Cha 16
Skills: Hide +15, Intimidate +15, Knowledge (history, religion) +15, Listen +15, Move Silently +23, Spot +15
Feats: Improved Initiative, Improved Natural Attack (slam), Improved Natural Armour, Weapon Focus (slam)
Environment: Any
Organization: Solitary or or pack (1 plus 6-11 wights)
Challenge Rating: 5
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: 10-18 HD (Medium)
Level Adjustment: -
This withered humanoid radiates menace. The other wights in the pack wait for its command to attack.
These wights are the leaders of their kind. Unlike lesser wights, they accumulate or guard treasure hoards in their barrows.
Greater wights speak Common.
Combat
A greater wight directs its spawn in combat, but does not hesitate to enter melee itself.
Create Spawn (Su)
Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su)
Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Shadow Ambush (Su)
A greater wight can shadow walk, as the spell (caster level 11th). It typically uses this ability to plan ambushes with its minions (a greater wight can still see creatures on the Material Plane while it is shadow walking), or lead them to safety during a rout.
Unearthly Grace (Su)
A greater wight adds its Charisma bonus to its saving throws and as a deflection bonus to its Armour Class.
Skills
Wights have a +8 racial bonus on Move Silently checks.