DC|Lore 10|The Halflings sometimes have Constructs guarding their food. 15|The Constructs guarding the Halflings food stores ARE food. 20|The magic making Edible Golems is cheap, but fairly short in duration and must be renewed regularly. 25|If you can get the Golem's "owner" to spit out the right word, the Golems will disassemble into harmless victuals. Plot Hook
|
[B]Size[/B] [B]Str[/B] [B]Dex[/B] [B]Con[/B]
Medium +4 -2 +4
Large +10 -2 +4
Huge +14 -4 +8
Gargantuan +20 -4 +8
Colossal +24 -8 +12
DC|Lore 10|Bubba was a famous local prize winning chicken in a farming village named Tater. 15|Somehow Bubba became aware (i.e. awakened), and dire predictions of a curse upon him were whispered about. Possibly to prevent his further participation in competitions (Does anyone really believe someone would go through such enormous effort? I mean really...). 20|Bubba was subsequently executed for "reasons" by a crazed mob, and returned as a semi-vengeful ghost. Plot Hook
|
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Golem Friend, +1 Level of Infusing Class
2. +1 +0 +0 +3 Expanded Knowledge, , +1 Level of Infusing Class
3. +2 +1 +1 +3 Boost Golem, +1 Level of Infusing Class
4. +3 +1 +1 +4 Golem Friend, +1 Level of Infusing Class
5. +3 +1 +1 +4 Expanded Knowledge, , +1 Level of Infusing Class
6. +4 +2 +2 +5 Boost Golem, +1 Level of Infusing Class
7. +5 +2 +2 +5 Golem Friend, +1 Level of Infusing Class
8. +6 +2 +2 +6 Expanded Knowledge, +1 Level of Infusing Class
9. +6 +3 +3 +6 Boost Golem , +1 Level of Infusing Class
10.+7 +3 +3 +7 Clockwork Armor, +1 Level of Infusing Class
DC|Lore 15| Bee-Holders look like regular people, but bees like them and are like tame pets to them. They are also excellent makers of mead and whiskey (and various other crafts), and not partial to outsiders on their land. 20| Bee-Holders are proficient spellcasters who can summon bees. Their women folk tend to be jealously guarded, and are the cause of much friction between them and nearby societies. 25| Bee-Holders can turn bees into temporary magical weapons. |
DC|Lore 10| Voracious Lemmings resemble normal Lemmings except they can be found anywhere and have bottomless pits for stomachs. 15| The more Voracious Lemmings eat the bigger they get. 20| As Voracious Lemmings get bigger they get more intelligent and increase in power. Plot Hook
|
I second LA +0.
Also, you might want to look at these guys (http://27.media.tumblr.com/tumblr_lomnpcd7tR1qdvh5no1_500.jpg).
Disease|Type|Incubation Period|Initial Damage|Secondary Damage Dengue Fever|Injury DC 12|1d3+3 days|1 Str|1d3 Str and 1d3 Con Encephalitis|Any* DC 13|1d4 days|1 Dex and 1 Wis|1d3 Dex and 1d3 Wis Malaria|Injury DC 14|2d6+6 days|1 Con|1d4 Con Rift Valley Fever|Any* DC 13|2d3 days|1 Str|1d3 Str Yellow Fever|Injury DC 15|1d4+2 days|1 Con|1d4 Con * Can be Inhaled, Ingested, Injury, or Contact |
Poop Golem
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 20 (-1 Size, -1 Dex, +10 Natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+18
Attack: Slam +13 melee (2d6+7 plus Foulness)
Full Attack: 2 Slams +13 melee (2d6+7 plus Foulness)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, Unbegotten Foulness, Disturbing Presence, Improved Grab, Smother
Special Qualities: Construct Traits, Damage Reduction 10/Adamantine, Darkvision 60', low Light Vision, Immunity to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or Latrine (3-6)
Challenge Rating: 10
Treasure: None
Alignment: Always Neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: ---
"We...are NOT...fighting that. I don't care what the General threatened us with."
The origin of the Poop Golem is largely unknown. They have appeared in several Dwarf/Elven conflicts on both sides, and the origin was assumed to be with them. The Dwarves claim the Elves are too lazy to do mundane matters such as dig latrines, so they animate their waste to wreak havoc on the Dwarven lines. The Elves have countered this claim by stating that Elves do not, in fact, poop. The Dwarven legions response was to refer to the Elves as "a bunch of fruity, lying bastards". Despite claims by either side, the Golems seem to attack both sides at random, meaning there is likely a third race at work. Probably Gnomes. Can't trust them Gnomes. No sir.
Berserk (Ex): Each round it is in combat there is a 1% chance the Golem goes berserk. It will attack the nearest living creature, or smash smaller objects each round until nothing is left before moving on to continue the destruction. There is no known method of reestablishing control once the Golem is Berserk.
Improved Grab (Ex): If the Golem succeeds with a Slam attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. It will then usually Pin it's victim, or Smother if it's small enough.
Smother (Ex): If the Golem successfully Grapples an opponent at least 2 Size Classes smaller than itself it may Smother them with a successful Grapple check. Each round it maintains the Grapple causes the victim to Suffocate (See DMG page 304).
Unbegotten Foulness (Ex): Poop Golems smell so bad that any living creature within 60 ft. must make a DC 20 Fortitude Save (Save DC is Con based with a +5 Racial Bonus) or be Nauseated as long as they remain within 60' of the Golem and for 1d6 rounds thereafter. A successful Save means the victim is only Sickened instead. If the Golem successfully strikes or Grapples an opponent they will be required to make another Save each time, and it will stink for 1d6 days afterwards (during this time it automatically fails all Hide checks, cannot use Scent if it has the ability, and anything tracking it by Scent has a +8 Circumstance Bonus on the rolls) whether the Save is made or not. If the victim has Scent it will be Sickened until this effect wears off. Opponents with Scent take a -4 Circumstance Penalty on Saves against this ability.
Disturbing Presence (Ex): Massive amounts of vermin roam over the golem and swarm the air around it. Anyone within 10 ft of the Golem must make a DC 15 Willpower Save or be Nauseated for 1 round as they get bitten and crawled upon (Save DC is Con based). Spellcasting or concentrating on spells requires a Concentration Check (DC 20 plus spells level), and using skills requiring patience and concentration requires a DC 20 Concentration check. In addition if the first Save is failed the victim must make a second DC 15 Willpower Save (Save DC is Charisma Based with a +5 Racial Bonus) or be Shaken for 2d6 rounds. If either Save is successful the victim is immune to this Golems Disturbing Presence for 24 hours.
Immunity To Magic (Ex): Poop Golems are immune to any spell or spell like ability that allows Spell Resistance.
Combat: Poop Golems always go for the Grapple. Always. It's like they know you hate that option the most.
Construction: A Poop Golem is made from 600 pounds of feces treated with alchemical compounds costing at least 100 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.
CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Contagion, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP
Cogre
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Slam +4 melee (1d3+1)
Full Attack: 2 Slams +4 melee (1d3+1) and 1 Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Build
Special Qualities: Darkvision 60 ft., low-light vision, Scent
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 12, Dex 12, Con 12, Int 6, Wis 12, Cha 10
Skills: Balance +5, Climb +3, Hide +7, Jump +5, Listen +1, Move Silently +3, Spot +1
Feats: Multiattack
Environment: Temperate Hill or Plains
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (Barbarian)
Level Adjustment: +<#>
Powerful Build ((Ex):
Skills: Cogres have a +2 racial bonus on Climb, Hide, and Move Silently checks and a +4 racial bonus on Jump checks. Cats have a +4 racial bonus on Balance checks.
Combat:
Age | Size | Hit Dice | STR | DEX | CON | INT | WIS | CHA | BAB/Grp | Atk | Fort | Ref | Will | Breath Weapon | Frightful Presence |
1 | T | 4d12+4 (30 hp) | 11 | 10 | 13 | 8 | 11 | 8 | +4/-4 | +6 | +5 | +4 | +4 | 2d4 (13) | - |
2 | S | 7d12+7 (52 hp) | 13 | 10 | 13 | 8 | 11 | 8 | +7/+4 | +9 | +6 | +5 | +5 | 4d4 (14) | - |
3 | M | 10d12+20 (85 hp) | 15 | 10 | 15 | 10 | 11 | 10 | +10/+12 | +12 | +9 | +7 | +7 | 6d4 (17) | - |
4 | M | 13d12+26 (110 hp) | 17 | 10 | 15 | 10 | 11 | 10 | +13/+16 | +16 | +10 | +8 | +8 | 8d4 (18) | - |
5 | L | 16d12+48 (152 hp) | 19 | 10 | 17 | 12 | 13 | 12 | +16/+24 | +19 | +13 | +10 | +11 | 10d4 (21) | 19 |
6 | L | 19d12+76 (199 hp) | 23 | 10 | 19 | 12 | 13 | 12 | +19/+29 | +24 | +15 | +11 | +12 | 12d4 (23) | 20 |
7 | H | 22d12+110 (253 hp) | 27 | 10 | 21 | 14 | 15 | 14 | +22/+38 | +28 | +18 | +13 | +15 | 14d4 (26) | 23 |
8 | H | 25d12+125 (287 hp) | 29 | 10 | 21 | 14 | 15 | 14 | +25/+42 | +32 | +19 | +14 | +16 | 16d4 (27) | 24 |
9 | H | 28d12+168 (350 hp) | 31 | 10 | 23 | 16 | 17 | 16 | +28/+46 | +36 | +22 | +16 | +19 | 18d4 (30) | 27 |
10 | H | 31d12+186 (387 hp) | 33 | 10 | 23 | 16 | 17 | 16 | +31/+50 | +40 | +23 | +17 | +20 | 20d4 (31) | 28 |
11 | G | 34d12+238 (459 hp) | 35 | 10 | 25 | 18 | 19 | 18 | +34/+58 | +42 | +26 | +19 | +23 | 22d4 (34) | 31 |
12 | G | 37d12+296 (536 hp) | 37 | 10 | 27 | 20 | 21 | 20 | +37/+62 | +46 | +28 | +20 | +25 | 24d4 (36) | 33 |
Age | Speed | Init | AC | Special Abilities | SR |
1 | 60 ft., fly 100 ft. (average), swim 60 ft. | +0 | 15 (+2 size,+3 natural), touch 12, flat-footed 15 | Immunity to Acid, Alternate Form | - |
2 | 60 ft., fly 100 ft. (average), swim 60 ft. | +0 | 17 (+1 size,+6 natural), touch 11, flat-footed 17 | - | |
3 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 19 (+9 natural), touch 10, flat-footed 19 | - | |
4 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 22 (+12 natural), touch 10, flat-footed 22 | Misdirection | - |
5 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 24 (-1 size,+15 natural), touch 9, flat-footed 24 | DR 5/Magic | 17 |
6 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 27 (-1 size,+18 natural), touch 9, flat-footed 27 | Charm Person | 18 |
7 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 29 (-2 size,+21 natural), touch 8, flat-footed 29 | DR 10/Magic | 21 |
8 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 32 (-2 size,+24 natural), touch 8, flat-footed 32 | Suggestion | 22 |
9 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 35 (-2 size,+27 natural), touch 8, flat-footed 35 | DR 15/Magic | 23 |
10 | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 38 (-2 size,+30 natural), touch 8, flat-footed 38 | Mass Suggestion | 25 |
11 | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 39 (-4 size,+33 natural), touch 6, flat-footed 39 | DR 20/Magic | 26 |
12 | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 42 (-4 size,+36 natural), touch 6, flat-footed 42 | Alarm | 28 |