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  1. - Top - End - #1
    Dwarf in the Playground
     
    OrcBarbarianGuy

    Join Date
    May 2015
    Location
    Denver
    Gender
    Male

    Default My Dark Continent Campaign (Monsters)


    Beetle, Giant Rhinoceros
    Large Vermin
    Hit Dice: 12d8+36 (90 hp)
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (-1 size, +11 natural), touch 9, flatfooted 20
    Base Attack/Grapple: +9/+20
    Attack: Bite +15 melee (2d6+7)
    Full Attack: Bite +15 melee (2d6+7) and gore +10 melee (2d6+3)
    Space/Reach: 10 ft./5 ft. (10 ft. with horn)
    Special Attacks: Trample 2d6+10
    Special Qualities: Darkvision 60 ft., vermin traits
    Saves: Fort +11, Ref +4, Will +4
    Abilities: Str 25, Dex 10, Con 17, Int —, Wis 10, Cha 9
    Skills:
    Feats:
    Environment: Warm forests
    Organization: Cluster (2-5) or swarm (6-11)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 13-15 HD (Large); 16-36 HD (Huge)
    Level Adjustment:
    This creature appears as a giant beetle with a grayish-brown carapace and wing-covers and a large brownish-black “horn” between its mandibles.
    These creatures are found in the warm jungles and forests of the world and spend their days searching for plants, fruits, and berries on which to sustain themselves. An adult rhinoceros beetle is about 12 feet long.
    Combat
    Giant rhinoceros beetles charge opponents, biting with their razor sharp mandibles and slashing with their horn.
    Trample (Ex): Reflex half DC 23. The save DC is Strength-based.

  2. - Top - End - #2
    Dwarf in the Playground
     
    OrcBarbarianGuy

    Join Date
    May 2015
    Location
    Denver
    Gender
    Male

    Default Re: My Dark Continent Campaign (Monsters)


    Troglodyte
    Medium Humanoid (Reptilian)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: –1
    Speed: 30 ft. (6 squares)
    Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +1/+1
    Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
    Full Attack: Club +1 melee (1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Stench
    Special Qualities: Darkvision 90 ft.
    Saves: Fort +5, Ref –1, Will +0
    Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
    Skills: Hide +5*, Listen +3
    Feats: MultiattackB, Weapon Focus (javelin)
    Environment: Underground
    Organization: Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
    Challenge Rating: 1
    Treasure: 50% coins; 50% goods; 50% items
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment: +2
    This reptilian creature looks somewhat humanoid. It is a little shorter than a human. It has spindly but muscular arms and walks erect on its squat legs, trailing a long, slender tail. Its head is lizardlike and crowned with a frill that extends from the forehead to the base of the neck. Its eyes are black and beady.
    Troglodytes are revolting lizard creatures as evil as the foulest of demons. They are very warlike and savor the taste of their enemies—especially humanoids.
    Troglodytes are not especially intelligent, but their ferocity and natural cunning more than compensate for this deficiency. They often launch bloody raids against humanoid settlements or ambush caravans in warm climates. They guard their lairs aggressively, lashing out at anyone who comes too near.
    A troglodyte stands about 5 feet tall and weighs about 150 pounds.
    Troglodytes speak Draconic.
    Combat
    Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.
    Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect
    from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
    Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
    Troglodyte Society
    Troglodyte tribes are ruled by the largest and fiercest among them, with subchieftains who have distinguished themselves in battle. Trogs like to lair near humanoid settlements to prey on inhabitants and their livestock. They raid on moonless nights when their darkvision and coloration are most effective.
    Troglodytes prize steel above all else. Though individuals usually have no wealth, a lair may contain valuable items casually discarded, pushed into corners, or mixed in with refuse. The lair is usually a large cave with smaller caves for the hatchlings and eggs. A lair has hatchlings equal to one-fifth the number of adults and eggs equal to one-tenth.
    Troglodytes revere Laogzed, a vile deity who resembles a cross between a toad and a lizard.
    Troglodyte Characters
    Troglodyte characters possess the following racial traits.
    • –2 Dexterity, +4 Constitution, –2 Intelligence.
    • Medium size.
    • A troglodyte’s base land speed is 30 feet.
    • Darkvision out to 90 feet.
    • Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
    • Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
    • Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
    • +6 natural armor bonus.
    • Natural Weapons: 2 claws (1d4) and bite (1d4).
    • Special Attacks (see above): Stench.
    • Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
    • Favored Class: Cleric.
    • Level adjustment +2.

  3. - Top - End - #3
    Dwarf in the Playground
     
    OrcBarbarianGuy

    Join Date
    May 2015
    Location
    Denver
    Gender
    Male

    Default Re: My Dark Continent Campaign (Monsters)


    Troll
    Large Giant
    Hit Dice: 6d8+36 (63 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +4/+14
    Attack: Claw +9 melee (1d6+6)
    Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d6+9
    Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
    Saves: Fort +11, Ref +4,Will +3
    Abilities: Str 23, Dex 14, Con 23, Int 6,Wis 9, Cha 6
    Skills: Listen +5, Spot +6
    Feats: Alertness, IronWill, Track
    Environment: Cold mountains
    Organization: Solitary or gang (2–4)
    Challenge Rating: 5
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment: +5
    This big, bipedal creature is about one and a half times as tall as a human but very thin. It has long and ungainly arms and legs The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The hide is rubbery, and its hair is thick and ropy, and seems to writhe with its own energy.
    Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most creatures avoid these beasts, who know no fear and attack unceasingly when hungry.
    Trolls have ravenous appetites, devouring everything from grubs to bears and humanoids. They often lair near settlements and hunt the inhabitants until they devour every last one.
    Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
    A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
    Trolls speak Giant.
    Combat
    Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
    Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
    Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

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