Author Topic: Monster Revisions  (Read 47197 times)

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Re: Monster Revisions
« Reply #160 on: September 10, 2018, 11:31:28 PM »
Inheritor Lich

"Holy mother of Jebus!"

"I can assure you madam, I am no one's mother."

"I think her exclamation had something to do with you resembling a Half-Abomination Toad that was killed and left to boil in the sun."

Inheritor Lich is an Acquired Template that can be applied to any Humanoid of at least 15 HD who can undergo the alchemical process, and has a cinnabryl item to use as a phylactery.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.   

Hit Dice: Increase all current and future Hit Dice to d12s. 

Speed: Unchanged.

Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attacks: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.  If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + ½ lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Legacies (Su): Inheritor Liches are horribly mutated by the Vermeil dust saturating their homes.  The exact effect depends on which Location they are in.  Region 1 Liches typically have Armor, Burn, Grow, or Senses.  Region 2 can have Animal Form, Crimson Fire, Farsight, Meld, Sleep, or Spikes.  Region 3 may have All-Around Vision, Ball of Fire, Separation, Shock, or Shrink.  Region 4 has Acid Touch, Duplicate, Poison, Spell Shield, or Weaken.  While deformed they take no penalties from the Red Curse and do not need Cinnabryl.  Inheritor Liches typically have 1 Legacy for every 3 Hit Dice.

Touch Attack (Su): If an opponent fails it's Saving Throw against the Liches touch attack, it suffers a day in The Time of Loss and Change, taking one point of Ability damage based on what Legacies it possesses.  Opponents without Legacies take one point of temporary Ability damage from a random Ability.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Turn Resistance (Ex): The base creature gains Turn Resistance +4.

Damage Reduction (Su): The base creature gains DR 15/Bludgeoning and Magic.  Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. They are not vulnerable to smokepowder the way living Inheritors are, and may use wheellock pistols.  They are also immune to the offensive effects of any Legacy it possesses.  For example if it has the Burn Legacy, it is immune to damage from anyone else using the Burn Legacy.

Saves: Unchanged.

Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.

Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Unchanged.

Organization: Solitary or troupe (1 Lich and 2d6 Cursed Ones).

Challenge Rating: +2

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement:
By character class.

Level Adjustment: +4


LEGACIES
Legacies may be activated 3/day as a Full Round Action.  They are Exceptional Abilities unless mentioned otherwise.  An Inheritor Lich may end the effects of a Legacy early voluntarily, but if damaged when activating one it must make a Concentration to activate it successfully much in the same manner as a Spellcaster casting a spell.  Saving Throw DC's if any are 10 plus half Hit Dice plus Charisma Bonus.

Acid Touch The Lich drools a slightly acidic substance and it's bites does additional acid damage equal to the Troll's Hit Dice plus 1.

All-Around Vision 4 eyes grow on the Liches body lasting 1/round per Hit Die.  He gains a +2 Bonus to Initiative and Spot Checks and cannot be Flanked.

Animal Form The Lich is permanently a fish from the waist down and loses it's land speed.  It may change into any Animal the same Size Class as itself for 2 rounds/Hit Die.  This is identical to the Alternate Form ability.  Any equipment melds into the new form, and if the animal has a mouth the Troll can speak.

Armor The Lich gains red scales for 1 round/Hit Die.  It provides a +1 Natural AC Bonus per every 3 Hit Dice to a maximum increase of +5.

Ball of Fire The Liches skin turns red briefly as it throws a ball of fire at an opponent doing 1d4 fire damage per every 3 Hit Dice to a maximum of 6d4.  It is a Ranged attack with a Range Increment of 10 ft.  If it hits anything combustible it automatically sets fire to it.

Burn The Liches skin turns red briefly as it unleashes fire as a touch attack doing 1d4 Fire damage, plus 1 point per Hit Die.  At Level 5 and every 5 levels thereafter range increases +5' to a maximum of 10'.

Crimson Fire The Liches eyes glow bright red for 2 rounds/Hit Die.  During this time it may cast Faerie Fire at will.

Duplicate The Lich grows an Illusory third arm for 2 rounds/level, and it is under the effect of a Mirror Image spell during this time.

Farsight The Liches eyes grow on stalks, and for 2 rounds/Hit Die it can alter the focus of it's vision to see clearly (even read) for up to 300' per Hit Die (to a maximum of 1 Mile).

Grow One of the Liches limbs is twice it's normal size.  For two rounds per Hit Die it's Size Class increases by 1 with all the attendant effects this brings (see Monster Manual).

Meld Anytime the Lich is at rest it's skin color slowly beings changing to that of it's surroundings.  For 2 rounds per Hit Die, the Lich and up to 100 pounds of equipment can meld with any wood, earth, or stone object.  This is otherwise identical to the Meld into Stone spell.

Poison The Lich grows a stinging tail which does damage and has the same poison as a Monstrous Scorpion of the same Size Class for 1 round per Hit Die.

Senses The Liches eyes, nose, tongue, ears and fingers become elongated or exaggerated.  For 2 rounds per Hit Die it can increase it's senses.  It gains Tremorsense 30', and can Take 20 on Search, Spot, and Listen Checks.  Optionally it may instead use one of it's daily uses to remove any effect making it Blind or Deaf.

Separation  One of the Liches eyes is permanently detached painlessly, and will fall out occasionally if the Lich isn't careful.  The Lich can see through this eye regardless of distance, and if it is destroyed the Lich gains a new eye in 1d6 days.  The eye has hit points equal to the Liches Hit Dice, and the Same Natural AC Bonus.  It is Size Class Fine.

Shock The Lich is constantly charged with static electricity.  The Lich may use Shocking Grasp whenever it activates this Legacy.

Shrink
  The Lich has a pinhead.  For 2 rounds per Level it can cause a single other being it can see to decrease in Size Class one step if it is Large or Smaller with all the attendant effects this brings (see Monster Manual) if it fails a Willpower Save. 

Sleep The Lich always appears tired.  It may cast Sleep on one creature with a duration of 2 rounds per Hit Die.  There is no Hit Die limit on what creatures it can effect, but it must maintain Concentration to keep the victim asleep.

Spell Shield A glowing red disk orbits the Lich for 2 rounds per Hit Die.  The Lich gains a +1 Bonus on Saving Throws per every three Hit Dice up to a maximum of +7. 

Spikes  The Lich becomes covered in fleshy spikes for 2 rounds per Hit Die.  Opponents attacking the Lich with Unarmed Strikes, Natural Weapons, or Grapples take 1d6 piercing damage plus their own Str Modifier.  The Lich also gains a Bonus to Grapple Checks equal to it's Hit Dice, and does 1d6 +Str piercing damage with a successful Grapple Check.

Weaken The Lich appears horribly emaciated.  For 1 round per Level the Lich gains a Melee Touch attack doing 1d6 Strength Damage unless it's opponent makes a Willpower Save.

« Last Edit: March 24, 2020, 11:04:02 PM by bhu »

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Re: Monster Revisions
« Reply #161 on: November 19, 2018, 09:57:56 PM »
                     Jaleeda Bird (Forgotten Realms)
                      Large Magical Beast
Hit Dice:             8d10+16 (57 hp)
Initiative:           +6
Speed:                35 ft. (7 squares), Fly 60 ft. (Average)
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +8/+17
Attack:               Claw +12 melee (1d8+5)
Full Attack:          2 Claws +12 melee (1d8+5) and 1 Bite +7 melee (2d6+2)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Screech
Special Qualities:    Darkvision 60 ft., Immunity to Charm effects, Scent
Saves:                Fort +8, Ref +8, Will +4
Abilities:            Str 21, Dex 15, Con 14, Int 6, Wis 14, Cha 10
Skills:               Climb +7, Listen +8, Spot +8
Feats:                Alertness, Improved Initiative, Power Attack, Snatch (B)
Environment:          Warm or Temperate Mountains
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:         9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment:     ---

"That is not a bird..."

"It has feathers."

"So does my hat, that doesn't make it a bird."

Created using the same process used to make the Owlbear, the Jaleeda Bird is an unholy amalgamation of ape and eagle.  Created by a mage to keep people off his land, the birds are horrifically savage due to being in constant pain.  The only safe passage is underwater as the Jaleeda hate water.

Screech (Ex): Jaleeda Birds can unsettle foes with their mere screeching as a Standard Action. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the bird. A potentially affected creature that succeeds on a DC 14 Will save (Save DC is Charisma based) remains immune to that birds frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 1d6 rounds and those with 5 or more HD become shaken for 1d6 rounds.

Immunity: Jaleeda Birds are immune to spells from the Charm subschool, as well as powers or effects that mimic them.

Combat: Jaleeda Birds fight with no provocation and never retreat or surrender.  Anything entering their territory is assaulted immediately for they are not tactical geniuses.
« Last Edit: September 09, 2019, 10:10:53 PM by bhu »

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Re: Monster Revisions
« Reply #162 on: November 19, 2018, 10:00:39 PM »
                     Symbiotic Jelly
                      Tiny Ooze
Hit Dice:             2d10+6 (17 hp)
Initiative:           -1
Speed:                Fly 5 ft. (1 square)
Armor Class:          7 (+2 Size, -5 Dex), touch 7, flat-footed 7
Base Attack/Grapple:  +1/-11
Attack:               -
Full Attack:          -
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Charm Monster, Veil
Special Qualities:    Blindsight 60 ft. Telepathy 60 ft., Ooze Traits
Saves:                Fort +3, Ref -5, Will +2
Abilities:            Str 3, Dex 1, Con 17, Int 4, Wis 14, Cha 12
Skills:               Hide +5, Listen +3, Spot +3
Feats:                Improved Initiative
Environment:          Underground
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Tiny), 4-6 HD (Small)
Level Adjustment:     ---

"Flying mind control blobs?"

"THEY DO NOT CONTROL MINDS! THEY MERELY LIKE TO SNUGGLE!"

"There's one under your hat isn't there?"

"ABSOLUTELY NOT!"

"So you won't mind taking it off?"

"CRAP, WE"VE BEEN MADE!  RUN DWARF!  RUN QUITE FAST!"

Small yellow oozes that resemble floating jellyfish.  It protects itself and gathers food by mind controlling other creatures.  It only bonds with carnivores, and hides from obviously supernatural beings.  They spin a cocoon and go dormant in times of little food.

Spell-Like Abilities (Sp): At will: Charm Monster, Detect Thoughts.

Veil (Su): The Jelly may cast Veil at will as a Supernatural ability as a 5th Level Sorcerer. 

Combat: The Jelly uses it's Veil ability to make it's Charmed aide to appear weak, with some sort of treasure or food it's guarding.  It will then direct it's charmed host in combat, gaining energy from it as the host devours victims.
« Last Edit: September 09, 2019, 10:11:40 PM by bhu »

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Re: Monster Revisions
« Reply #163 on: November 19, 2018, 10:03:49 PM »
                      Al-Jahar (Al-Qadim)
                      Medium Outsider (Native)
Hit Dice:             5d8+5 (27 hp)
Initiative:           +5
Speed:                30 ft. (6 squares), Fly 30 ft. (Average)
Armor Class:          13 (+1 Dex, +2 Natural), touch 13, flat-footed 11
Base Attack/Grapple:  +5/+6
Attack:               Claw +6 melee (1d6+1)
Full Attack:          2 Claws +6 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Alter Self, Immunities, SR 15
Saves:                Fort +5, Ref +5, Will +5
Abilities:            Str 12, Dex 12, Con 12, Int 12, Wis 13, Cha 15
Skills:               Bluff +9, Concentration +8, Diplomacy +9, Escape Artist +8, Hide +9, Knowledge (Local) +8, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
Feats:                Hover, Improved Initiative
Environment:          Any
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          6-15 HD (Medium)
Level Adjustment:     ---

"Evil Fey?"

"We aren't Fey."

"But you're all sparkly and have wings."

"Racist."

While they generally appear as beautiful Humanoids, their true form is that of genderless winged beings composed of motes of light and heat (which explains why they are also called Dazzles).  They prefer to hide in large cities where they can feed on the baser emotions of the citizens. These victims usually feel tired after being near the Al-Jahar, but it does them little physical harm.

Spell-Like Abilities (Sp):  At will: Nondetection, Undetectable Alignment  1/Day: Blindness, Domination, Rainbow Pattern (these 3 can only be used in it's true form)  3/day: Charm Person, Confusion, Continual Flame, Hypnotism, Shocking Grasp, Suggestion, Ventriloquism.  Caster Level is 10th.

Alter Self (Su): Al-Jahar can cast Alter Self at will, and may take the form of any Humanoid.  Genies and Gen can make an opposed Spot vs Hide Check to see the Al- Jahar's true self.

Immunities (Ex): Al-Jahar are immune to Charms and Compulsions.  They are also immune to any spell, power or attackk based on light, with the exception of the gaze attack of the Opinicus.

Combat:
Al-Jahar generally tend to provoke fights among others to feed, they rarely initiate combat themselves.  If discovered for what they are they usually flee.
« Last Edit: May 05, 2022, 01:56:31 AM by bhu »

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Re: Monster Revisions
« Reply #164 on: November 19, 2018, 10:04:49 PM »
Spiritjam  (Spelljammer)

"So these things hate life?  All life?  How the hell do you keep them under control?"

"I assure you madam, they are perfectly normal minions, and I am not charmed in any way.  Please step closer."

Spiritjam is an Acquired Template that can be applied to any Humanoid Caster who died while spelljamming.  They appear as faint, ethereal figures floating in wildspace with unusually long fingers ending in claws, and eyes that twinkle like stars.  Their hair floats about them like mist.  They despise life, and unless they seek out former enemies from life, they inhabit barren, lifeless areas. 

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. 

Hit Dice: All current and future Hit Dice become d12s.

Speed: Ghosts have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: Retains all Special Attacks of the Base Creature (although those relying on physical contact do not affect nonethereal creatures), plus gains the following:

Manifestation (Su):  Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Fear Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Willpower save or become paralyzed for 1d4 rounds. This is a necromantic mind-affecting fear effect.

Int Drain (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from it's opponents Int score. On each such successful attack, the ghost heals 5 points of damage to itself.

Spells: A Spiritjam can cast any spells it could cast while alive.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Turn Resistance (Ex): The base creature gains +4 Turn Resistance.

Sense Life (Ex): Spiritjams may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.  Additionally they can sense the direction of living beings  out to 500 miles, and spelljamming vehicles out to 5000 miles.

Damage Resistance (Ex): DR 10/Magic and Slashing.

Spell Resistance: The base creature gains Spell Resistance equal to (11 plus CR).

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Wildspace.

Organization: Solitary.

Challenge Rating: +2

Treasure: Spiritjams usually have

Alignment: Any Evil.

Advancement: Unchanged

Level Adjustment: +5
« Last Edit: May 05, 2022, 01:56:50 AM by bhu »

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Re: Monster Revisions
« Reply #165 on: December 26, 2018, 10:04:43 PM »
Lyranikkin  (Greyhawk)

"Omg, they're Treants with leprosy!"

"Hsssh, they have feelings..."

Lyrannikin is an Acquired Template that can be applied to any Treat suffering from some sort of physical and spiritual rot.  The source of this rot is unknown, but it drives them mad.  Obsessed with revenge against those who intrude upon the forest, they are a threat to all civilized peoples.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature except Animate Trees.

Special Qualities:
Retains all Special Qualities of the Base Creature, plus gains the following:

Awareness (Ex): The Lyrannikin's opponents do not gain Bonuses to attack rolls due to Flanking.

Saves: Unchanged.

Abilities: +4 Str, -2 Con

Skills: Unchanged.

Feats: Unchanged.

Environment: Any Forest

Organization: Solitary

Challenge Rating: -1

Treasure: Standard

Alignment: Usually Chaotic Evil

Advancement: Unchanged.

Level Adjustment: -1

« Last Edit: September 17, 2019, 09:05:22 PM by bhu »

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Re: Monster Revisions
« Reply #166 on: December 26, 2018, 10:06:47 PM »
                 Kaluk  (Kara-Tur)
                      Large Outsider (Chaos, Evil, Native, Spirit)
Hit Dice:             11d8+33 (82 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +8 Natural), touch 9, flat-footed `7
Base Attack/Grapple:  +11/+16
Attack:               Slam +15 melee (1d4+5)
Full Attack:          2 Slams +15 melee (1d4+5) and 1 Gore +10 melee (2d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Immune to Mind-Affecting Effects
Saves:                Fort +10, Ref +7, Will +8
Abilities:            Str 21, Dex 10, Con 17, Int 10, Wis 13, Cha 17
Skills:               Appraise +10, Bluff +13, Concentration +13, Diplomacy +13, Intimidate +16, Knowledge (Arcana, Religion) +10, Listen +11, Sense Motive +11, Spellcraft +10, Spot +11
Feats:                Empower Spell--Like Ability, Improved Initiative, Power Attack, Quicken Spell-Like Ability
Environment:          Temperate Hills and Forests
Organization:         Solitary
Challenge Rating:     7
Treasure:             None, it eats any treasure it acquires
Alignment:            Always Chaotic Evil
Advancement:         12-16 HD (Large), 17-33 HD (Huge)
Level Adjustment:     ---

"Why is he sniffing my jewelry?"

A Kaluk resembles a humanoid with the ears of a Hare and a bulging stomach.  It has black hide that stinks of rotting meat, red tusks, silver hair, purple eyes and fingers that are blunt  stubs incapable of holding anything.  They usually wear a cape of golden scales.  Living manifestations of greed and avarice, they live 500 years on average.  When they near death they seek an appropriate human to replace them.  They kidnap that individual and die after the ritual to transform them into a new Kaluk is performed.

Spell-Like Abilities (Sp): At Will: Detect Thoughts, See Invisibility.  3/Day: Steam Breath, Stinking Cloud, Suggestion.  1/Week: Temporal Stasis.

Combat: Kaluk demand jewelry or money in exchange for them not beating you up.  Refuse, and they physically assault you, using their magic if necessary.
« Last Edit: November 19, 2019, 11:07:13 PM by bhu »

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Re: Monster Revisions
« Reply #167 on: December 26, 2018, 10:08:53 PM »
                 Kampfult  (Greyhawk)
                      Small Plant
Hit Dice:             2d8+1 (10 hp)
Initiative:           +4
Speed:                15 ft. (3 squares)
Armor Class:          17 (+1 Size, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +1/+2
Attack:               Vine +3 melee (1d3+1)
Full Attack:          6 Vines +3 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict
Special Qualities:    Low-light Vision, Plant traits
Saves:                Fort +4, Ref +0, Will +1
Abilities:            Str 12, Dex 10, Con 12, Int 6, Wis 12, Cha 6
Skills:               Disguise +0 (+8 to look like plant), Hide +4, Listen +2, Move Silently +1, Spot +2
Feats:                Improved Initiative
Environment:          Any Land or Underground
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Usually Neutral Evil
Advancement:          3-4 HD (Small), 5-6 HD (Medium)
Level Adjustment:     ---

"So it's a mancatcher?"

"Humans, Gnomes, etc.  If you got Familiars keep them close.  Really, they're best with small stuff."

The kampfult, also known as the sinewy mugger, has a rope-like body with a central core that resembles the decayed stump of a cut-down tree.
A kampfult has six attack appendages of about six feet in length and six movement appendages of one foot in length. These are spaced along the four-foot-long, stump-like body segment

Improved Grab (Ex):  To use this ability, a Kampfult must hit with its vine 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, the Kampfult establishes a hold on the opponent and may Constrict.  Kampfult take no Size penalties on Grapple Checks.

Constrict (Ex): The Kampfult does 1d6+2 damage with a successful Grapple Check.

Skills: The Kampfult gains a +8 Racial Bonus to Disguise Checks made to appear as a plant. 

Combat:  Kampfult generally wait until you're in range for a surprise attack. 
« Last Edit: November 19, 2019, 11:30:08 PM by bhu »

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Re: Monster Revisions
« Reply #168 on: December 26, 2018, 10:15:01 PM »
                 Kech  (Greyhawk)
                      Medium Monstrous Humanoid
Hit Dice:             5d8+10 (33 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Climb 20 ft.
Armor Class:          18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +5/+8
Attack:               Claw +8 melee (1d4+3)
Full Attack:          2 Claws +8 melee (1d4+3) and 1 Bite +3 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Camouflage, Pass Without Trace
Saves:                Fort +3, Ref +6, Will +5
Abilities:            Str 16, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Skills:               Climb +11, Craft (Traps) +1, Hide +5, Jump +6, Knowledge (Nature) +0, Listen +2, Move Silently +4, Spot +2, Survival +2, Tumble +4
Feats:                Brachiation (B)
Environment:          Any Forest
Organization:         Solitary, Pair or Band (3-8)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

"It's a giant leaf monkey?"

"WHAT DID YOU JUST SAY?"

"Sweet, it's a talking leaf monkey."

Kechs are evil monkey like beings whose skin resembles foliage.  They have large ears, and protruding lower jaws filled with fangs.  Nomadic trapmakers and ambushers, their preferred prey is Humanoids.  They are surprisingly proficient with languages, speaking Common, Kech and perhaps another local species language as well. 

Camouflage (Ex): Identical to the Ranger ability of the same name listed in the PHB.

Pass Without Trace (Ex): Identical to the Ranger ability of the same name listed in the PHB.

Skills: Kech has a +2 Racial Bonus to Hide, Jump, Move Silently and Tumble Checks.  Kech have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Combat: Kech are ambush predators who take up residence outside villages, picking off the inhabitants one by one.
« Last Edit: November 19, 2019, 11:42:15 PM by bhu »

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Re: Monster Revisions
« Reply #169 on: September 23, 2019, 09:08:46 PM »
                      Linqua
                      Small Outsider (Evil, Extraplanar)
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                20 ft. (4 squares)
Armor Class:          17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +2/-2
Attack:               Dagger +4 melee (1d3)
Full Attack:          Dagger +4 melee (1d3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sneak Attack +1d6, Gift of Strength, Spell-Like Abilities
Special Qualities:    Darkvision 60 ft., Energy Resistance 10 (Acid, Cold, Fire), Partial Construct, SR 13
Saves:                Fort +4, Ref +4, Will +3
Abilities:            Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 12
Skills:               Climb +5, Decipher Script +4, Disable Device +4, Hide +9, Listen +5, Move Silently +5, Open Lock +5, Search +4, Sleight of Hand +4, Spot +4
Feats:                Weapon Finesse
Environment:          Gehenna
Organization:         Solitary, Pair, Gang (3-8), or Warband (9-24)
Challenge Rating:     2
Treasure:             Standard
Alignment:            Always Neutral Evil
Advancement:          By Character Class (Rogue)
Level Adjustment:     +4

"So how did you smuggle these guys out of Gehenna?"

"You can get anything at the Teardrop Palace."

Linquas are short, squat humanoids native to Gehenna. Though they appear male, they are actually sexless, being more construct than creature. Their pale, pocked flesh is broken by tufts of bristlelike green hair.  Created by the God Sung Chiang, most act as his servants seeing as they lose their Supernatural and Spell-Like abilities if they cast him out.  Most of these end up as alcoholics drifting through Sigil.  Linqua speak Infernal and Common. They are proficient with daggers, short swords, hand axes, morningstars, slings, javelins, halberds and light crossbows. 

Sneak Attack (Ex): Linqua have +1d6 Sneak Attack (this is identical to the Rogue ability from the PHB).

Gift of Strength (Su): As a Free Action for up to 10 rounds per day the Linqua can give itself a +8 Bonus to Str.  These rounds need not be consecutive.

Spell-Like Abilities (Sp): 1/day: Detect Chaos/Evil/Good/Law, Detect Magic, Discern Lies, Freedom of Movement, Spider Climb, Stone Shape, Tongues.

Partial Construct (Ex): A Linqua has Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

Combat: Linquas are born ambush fighters, and try to Sneak Attack as much as possible.
« Last Edit: March 11, 2020, 08:57:31 PM by bhu »

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Re: Monster Revisions
« Reply #170 on: September 23, 2019, 09:10:55 PM »
                      Lutum
                      Medium Elemental (Earth, Native)
Hit Dice:             6d8+6 (33 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple:  +4/+5
Attack:               Slam +5 melee (1d6+1)
Full Attack:          2 Slams +5 melee (1d6+1) and 1 Bite +0 melee (1d8)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Gelatinous Form, Spell-Like Abilities
Special Qualities:    Darkvision, elemental traits, DR 10/Bludgeoning, Vulnerabilities
Saves:                Fort +5, Ref +3, Will +4
Abilities:            Str 12, Dex 12, Con 12, Int 16, Wis 14, Cha 14
Skills:               Bluff +9, Diplomacy +7, Disguise +9, Forgery +9, Hide +7, Intimidate +4, Knowledge (Arcana) +7, Perform (Acting) +7, Sense Motive +6, Spellcraft +7, Use Magic Device +7
Feats:                Deceitful, Improved Initiative, Persuasive
Environment:          Any
Organization:         Solitary, Pair or Clan (3-8)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Lawful Evil
Advancement:          By Character Class (Wizard)
Level Adjustment:     ---


"Hi there, you got any magic items?"

"That's an uncommon pickup line..."

In their true forms, the malicious lutums appear to be amorphous beings of tan, gelatinous clay that move by rolling. They fashion limbs for themselves as needed to aid in locomotion or combat. Lutums are able to sculpt themselves into bipedal and quadrupedal forms; with few exceptions they choose humanoid female shapes. Most lutums prefer these forms to their own.  They are obsessed with acquiring wealth and magical power, and may not be a naturally occurring species.  They reproduce at will by asexual splitting.

Gelatinous Form (Ex): If a Lutum hits with both Slams and it's Bite it can flow over it's opponent, shutting off it's air.  Effectively it id Grappling it's opponent

Spell-Like Abilities (Sp): 1/day: Charm Person, Clairaudience/Clairvoyance, Passwall, Stone Shape, Stoneskin.  2/day: Detect Thoughts.  4/day: Alter Self (unlike normal the duration is 4 hours).

Vulnerabilities: An Earthquake spell does 8d6 damage to a Lutum if they fail a Fortitude Save (DC is 18 plus casting attribute modifier) in addition to the normal effects.  A Move Earth spell paralyzes them for 1d6 rounds (this is an exception too their immunity to paralysis).

Combat: Lutum prefer using their SLA's or magic items, and weapons are only used if their magic fails.  They only use their natural attacks if their true form is revealed.
« Last Edit: March 12, 2020, 12:03:19 AM by bhu »

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Re: Monster Revisions
« Reply #171 on: September 23, 2019, 09:14:15 PM »
                      Loup de Noir
                      Medium Humanoid (Human, Shapechanger)
Hit Dice:             6d8+6 (33 hp)
Initiative:           +6
Speed:                40 ft. (8 squares)
Armor Class:          17 (+2 Dex, +5 Natural), touch 12, flat-footed 15
Base Attack/Grapple:  +4/+6
Attack:               By weapon +6 melee
Full Attack:          By weapon +6 melee
Space/Reach:          5 ft./5 ft.
Special Attacks:      Wolf Form, Seize Throat, Lycanthropy
Special Qualities:    Low-light Vision, Scent, DR 10/Silver or Good, Mental Tenacity, Addiction to Change
Saves:                Fort +3, Ref +7, Will +4
Abilities:            Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 10
Skills:               Hide +4, Knowledge (Arcana, Nature) +4, Listen +4, Move Silently +4, Spot +4, Survival +4, Swim +2
Feats:               Improved Initiative, Track, Weapon Focus (Bite)
Environment:          Cold Forest or Plains
Organization:         Solitary, pair, pack (6-10)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

"So you can change into a wolf by putting on a wolf pelt?"

"I like to think I'm a wolf who can change into a human by removing my skin."

"Ew..."

The loup du noir, or skinchanger, is a lycanthrope that transforms by donning the skin of a wolf. In ancient times, some human hunters learned to assume the shape of a wolf to better stalk and kill their prey, and the practice eventually became a heritable trait. A few skinchangers still linger in the world today, people with a dark and sinister ability to assume the form of a savage, murderous beast.

Loup du noir have only two forms: human or wolf. In their human form they possess a normal character class and abilities. The wolf form is as large and foul-tempered as a dire wolf, and it possesses several special abilities.

A loup du noir must have a special pelt that it can use to perform its shapechanging transformation into wolf form. If the loup du noir cannot put on its wolf skin, it is unable to become a wolf.

Wolf Form (Su): By donning a special wolf Pelt, the Loup de Noir can become a Dire Wolf.  This is effectively identical to the Polymorph spell withi a few exceptions; Instead of Trip, the Loup de Noir can use it's Sieze Throat ability, and it retains it's higher Natural Armor Bonus. 

Seize Throat (Ex): When the Loup de Noir rolls a Natural 20 on it's bite attack it does triple damage.

Lycanthropy (Su): Any humanoid or giant hit by a Loup de Noir’s bite attack in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Mental Tenacity (Ex): The Loup de Noir is immune to Charms and Compulsions, and gain a +4 Racial Bonus on Willpower Saves against other Enchantment spells or powers that duplicate their effects. 

Addiction to Change: Loup de Noir quickly become addicted to the change.  Once they first change they must make a DC 10 Willpower Save each day or change long enough to murder someone.  Each time the Loup de Noir succeeds, the Save DC increases by +1 each time until the Loup de Noir fails.  The change also brings with it a certain bloodlust, and to avoid murdering someone in wolf form the Loup de Noir must make a DC 10 Willpower Save.  Each time the Loup de Noir succeeds, the Save DC increases by +1 each time until the Loup de Noir fails.

Skills: Loup de Noir have a +4 racial bonus on Survival checks when tracking by scent.

Combat: The Loup de Noir fights normally in human forms, and as a wolf in wolf form.
« Last Edit: March 12, 2020, 12:05:49 AM by bhu »

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Re: Monster Revisions
« Reply #172 on: November 27, 2019, 09:35:02 PM »
Apparition

"You're selling ghosts?"

"Yes but theys special ghosts!  Theys infective!"


Apparition is an acquired template that can be added to any Humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6. Apparitions appear on the Prime Material Plane as skeletons, loosely shrouded with filthy bandages.  They appear to be an infectious variant on Ghosts, and while most are tied to their place of death some will go looking for those who left them behind.  If destroyed in a non permanent way they will seek out their 'killer'.

Size and Type: The creature’s type changes to Undead. It gains the Incorporeal Subtype. Size is unchanged. 

Hit Dice: All current and future Hit Dice become d12s.

Speed: Apparitions have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the Apparition manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus of +10.

Attacks: An Apparition retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, an Apparition uses the base creature’s damage values. Against nonethereal creatures, the Apparition usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: An Apparition retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The Apparition also gains a Manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + ½ Apparition’s HD + Apparition’s Cha modifier unless otherwise noted.

Manifestation (Su):   Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Terrifying Death (Su): Once per round as a Standard Action while manifested the Apparition can reach for it's victims throat with it's bony claws.  The victim makes a Willpower Save (Save DC is Charisma based) or be affected as if by a Fear spell (caster Level is equal to the Apparition's Hit Dice).  This is a necromantic, mind-affecting fear effect.  If the save is successful the opponent iis immune to this Apparitions Terrifying Death ability for 24 hours.  If the victim rolls a natural 1 on their Saving Throw, it dies.

Create Spawn (Su): Any humanoid slain by an Apparition becomes an Apparition in 1d4+4 days.

Special Qualities: An Apparition has all the special qualities of the base creature as well as those described below.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of an Apparition is to pull it fully onto the Prime Material Plane and destroy it there.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Lifesense (Su): Apparitions may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.

Saves: Unchanged.

Abilities: Same as the base creature, except that the Apparition has no Constitution score, and its Charisma score increases by +4.

Skills: Apparitions have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment:
Any, often as base creature.

Organization: Solitary, gang (2-4), or mob (7-12).

Challenge Rating: +2

Treasure: None

Alignment: Always Chaotic Evil.

Advancement:
May be advanced up to 14 Hit Dice.

Level Adjustment: +5
« Last Edit: March 25, 2020, 06:27:10 PM by bhu »

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Re: Monster Revisions
« Reply #173 on: November 27, 2019, 09:41:14 PM »
                     Thunder Children
                      Small Elemental (Air)
Hit Dice:             7d8 (31 hp)
Initiative:           +7
Speed:                20 ft. (4 squares), Fly 40 ft. (Perfect)
Armor Class:          22 (+1 Size, +3 Dex, +8 Natural), touch 14, flat-footed 19
Base Attack/Grapple:  +5/+1
Attack:               Bite +9 melee (1d6 plus 2d6 electricity)
Full Attack:          Bite +9 melee (d6 plus 2d6 electricity)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Bite of Lightning, Terror
Special Qualities:    DR 10/Magic, Sense Fear, 120 ft. Enhanced Darkvision, Immune to Fear Effects
Saves:                Fort +2, Ref +8, Will +2
Abilities:            Str 10, Dex 17, Con 10, Int 10, Wis 11, Cha 11
Skills:               Hide +11, Intimidate +11, Listen +5, Move Silently +10, Spot +5
Feats:                Flyby Attack, Improved Initiative, Weapon Finesse
Environment:          Temperate Mountains
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          8-10 HD (Small), 11-21 HD (Medium)
Level Adjustment:     ---

"I remember these things from when I was a kid.  How'd you get them to agree to be guards?"

"When yer food is other gentlebeings fears yer not picky 'bout jobs that let you get yer grub on."



Thunder children, also known as storm children, night rattlers, and lightning kin, are mischievous, malicious creatures that come out to "play" during violent thunderstorms, especially at night. And by play, we mean 'feed'.

These "children" are shiny black, gaunt humanoids, with slender limbs and vestigial wings. Their faces are human, though they have tiny horns on their temples and pointed ears. Thunder children have pupil-less eyes that flash like lightning.

Thunder children have their own language, which consists of crackles, howls, and booms. Many also speak Common, and are experts at mimicking normal sounds such as squeaking doors, heavy footfalls. and the like.

They live in clouds in a manner similar to Storm Giants (who consider them vermin).  Thunder Children feed on the fear of those they encounter, often frightening them to death.

Spell-Like Abilities (Sp): Thunder Children may cast the following Spell-like Abilities as a 7th Level Sorcerer up to 7/Day: Chain Lightning, Darkness, Fog Cloud, Gust of Wind.  They may use Gaseous Form at will.

Bite of Lightning (Su): Thunder Childrens Bite attacks do an additional 2d6 Electricity damage.

Terror (Su): If the Thunder Child successfully Demoralizes an opponent via the Intimidate Skill, it also takes a point of temporary Wisdom damage.  This is how they 'feed'.

Sense Fear (Su): Thunder Children effectively have a limited form of Blindsight out to a range of 120 ft., but it can only sense beings under the affect of a Fear Effect.

Skills: Thunder Children gain a +4 Racial Bonus on Hide, Intimidate and Move Silently Checks.

Combat: Thunder Children initially try frightening people to feed on their emotions, after which they generally flee, fighting only if they cannot run.
« Last Edit: March 04, 2021, 07:17:19 PM by bhu »

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Re: Monster Revisions
« Reply #174 on: January 29, 2020, 12:14:59 AM »
                      Guardian Yugoloth, Least
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             6d8+24 (51 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          17 (+7 Natural), touch 10, flat-footed 17
Base Attack/Grapple:  +6/+10
Attack:               Claw +10 melee (1d4+4)
Full Attack:          2 Claws +10 melee (1d4+4) and 1 Bite +5 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Yugoloth traits, Immunities, Polyglot, Tied to Area
Saves:                Fort +9, Ref +5, Will +8
Abilities:            Str 19, Dex 10, Con 19, Int 10, Wis 16, Cha 14
Skills:               Bluff +8, Concentration +10, Diplomacy +8, Hide +8, Intimidate +8, Knowledge (Arcana) +6, Knowledge (the Planes) +6, Listen +11, Search +8, Sense Motive +11, Spot +11
Feats:                Ability Focus (Breath Weapon), Alertness, Improved Initiative
Environment:          Any (Gehenna)
Organization:         Solitary
Challenge Rating:     4
Treasure:             Standard (but see below)
Alignment:            Always  Neutral Evil
Advancement:          7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment:     ---

"Does no one ever learn that you always get burned with Fiends?"

"These ain't Devils.  They're magical talkin' bears."

"Oh we have bad news for you sunshine."

Least Yugoloths are hairy humanoids with taloned hands and horned, frog-like heads.  Guardian Yugoloths are on punishment, loaned out on assignment to mortals as guards.  It's kind of a boring existence when adventurers aren't around, and they hate it.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 3d6 fire damage.  Opponents can make a DC 19 Reflex Save to only take half damage.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects.  Least Yugoloths are also immune to one of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard.  If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge.  In that case they wade in and begin swinging after sounding the alarm.


                      Guardian Yugoloth, Lesser
                      Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             8d8+32 (68 hp)
Initiative:           +5
Speed:                30 ft. (6 squares)
Armor Class:          20 (+1 Dex, +9 Natural), touch 11, flat-footed 19
Base Attack/Grapple:  +8/+14
Attack:               Claw +14 melee (1d6+6)
Full Attack:          2 Claws +14 melee (1d6+6) and 1 Bite +9 melee (1d8+3)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Yugoloth traits, Immunities, DR 10/Magic, Polyglot, Tied to Area
Saves:                Fort +10, Ref +7, Will +9
Abilities:            Str 22, Dex 12, Con 19, Int 12, Wis 16, Cha 14
Skills:               Bluff +10, Concentration +12, Diplomacy +10, Hide +9, Intimidate +10, Knowledge (Arcana) +9, Knowledge (the Planes) +9, Listen +14, Search +9, Sense Motive +11, Spot +14
Feats:                Ability Focus (Breath Weapon), Alertness, Improved Initiative
Environment:          Any (Gehenna)
Organization:         Solitary
Challenge Rating:     6
Treasure:             Standard (but see below)
Alignment:            Always  Neutral Evil
Advancement:          9-12 HD (Medium), 13-24 HD (Large)
Level Adjustment:     ---

Lesser Yugoloths are hairy humanoids with taloned hands and horned, ape or boar-like heads.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 5d6 fire damage.  Opponents can make a DC 20 Reflex Save to only take half damage.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects.  Lesser Yugoloths are also immune to one of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard.  If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge.  In that case they wade in and begin swinging after sounding the alarm.


                      Guardian Yugoloth, Greater
                      Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice:             10d8+40 (85 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Fly 30 ft. (Clumsy)
Armor Class:          22 (-1 Size, +2 Dex, +11 Natural), touch 11, flat-footed 20
Base Attack/Grapple:  +10/+24
Attack:               Claw +19 melee (1d8+10)
Full Attack:          2 Claws +19 melee (1d8+10) and 1 Bite +14 melee (2d6+5)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Breath Weapon, Suggestion
Special Qualities:    Yugoloth traits, Immunities, DR 10/Magic, SR 20, Polyglot, Tied to Area
Saves:                Fort +11, Ref +9, Will +13
Abilities:            Str 30, Dex 14, Con 19, Int 14, Wis 18, Cha 16
Skills:               Bluff +13, Concentration +14, Diplomacy +13, Hide +12, Intimidate +13, Knowledge (Arcana) +12, Knowledge (the Planes) +12, Listen +14, Search +12, Sense Motive +12, Spot +14
Feats:                Ability Focus (Breath Weapon), Alertness, Improved Initiative, Iron Will
Environment:          Any (Gehenna)
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard (but see below)
Alignment:            Always  Neutral Evil
Advancement:          11-15 HD (Medium), 16-30 HD (Large)
Level Adjustment:     ---

Greater Guardian Yugoloths are large bears with batlike wings, taloned hands and ram's horns.

Breath Weapon (Su): 3/day the Yugoloth can breathe a 30 ft. Cone of fire doing 7d6 fire damage.  Opponents can make a DC 21 Reflex Save to only take half damage.

Suggestion (Sp): Greater Guardian Yugoloths may cast Suggestion at will as a Spell-Like Ability a Swift Action.

Immunities: Guardians are immune to Acid, Poison, Polymorph and Mind-Affecting Effects.  Greater Yugoloths are also immune to two of the following types of damage: Bludgeoning, Cold, Electricity, Fire, Piercing, Slashing or Sonic.

Polyglot (Ex): Guardian Yugoloths speak and understand all languages.

Tied to Area (Su): Guardian Yugoloths cannot move more than 270 feet from the location they have been set to guard.  If they try they are teleported back to a random location within their assignment.

Combat: Guardian Yugoloths open up with their fire unless it would damage their charge.  In that case they wade in and begin swinging after sounding the alarm.  Greater Guardians also rely on their Suggestion ability to create issues.
« Last Edit: May 05, 2022, 01:57:52 AM by bhu »

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Re: Monster Revisions
« Reply #175 on: January 29, 2020, 12:17:14 AM »
Haunt

"Don't these things possess people for their own purposes?"

"Lies!  We have never taken people against their will!"

"We?"

"Dammit I'm made again!"

Haunt is an acquired template that can be added to any aberration, giant, humanoid, or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s.

Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class:
Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: A Haunt retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The Haunt also gains the following special attacks as described below. The save DC against a special attack is equal to 10 + ½ ghost’s HD + Haunt’s Cha modifier unless otherwise noted.

Draining Touch (Su): A Haunt that hits a living target with its incorporeal touch attack drains 1d4 points from it's opponents Dexterity. On each such successful attack, the Haunt heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Malevolence (Su): Once it's Draining Touch reduces an opponents Dex to 0 or less, an ethereal Haunt can merge its body with a creature on the Material Plane as a Free Action. This ability is similar to a magic jar spell (caster level 10th or the Haunt’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the Haunt must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity.

Manifestation (Su): Every Haunt has this ability. A Haunt dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a Haunt manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Haunt can be harmed only by other incorporeal creatures, silver or magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Haunt can pass through solid objects at will, and its own attacks pass through armor. A manifested Haunt always moves silently. A manifested Haunt can strike with its touch attack. A manifested Haunt remains partially on the Ethereal Plane, where is it not incorporeal. A manifested Haunt can be attacked by opponents on either the Material Plane or the Ethereal Plane. The Haunt’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting Haunt is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting Haunt manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested Haunt’s touch spells don’t work on nonethereal targets.

A Haunt has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. 

Special Qualities: A Haunt has all the special qualities of the base creature as well as those described below.

Rejuvenation (Su): In most cases, it’s difficult to destroy a Haunt through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Haunt that would otherwise be destroyed returns to the area of it's death with a successful level check (1d20 + Haunt's HD) against DC 16. As a rule, the only way to get rid of a Haunt is to let it achieve it's goals.

Turn Immunity (Ex): Haunts cannot be Turned or Rebuked.

Tied to Area (Ex): Unless it has possessed a body a Haunt cannot move further than 60 yards from where it died.  If it's possessed body is destroyed, it cannot then move more than 60 yards from that location.

Fire Vulnerability: Despite being incorporeal, Haunts take full damage from fire

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats:
Unchanged.

Environment: Any, often as base creature.

Organization:
Solitary.

Challenge Rating: +2

Treasure: None.

Alignment: Any.

Advancement: Unchanged.

Level Adjustment: +5
« Last Edit: August 04, 2020, 08:55:56 PM by bhu »

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Re: Monster Revisions
« Reply #176 on: January 29, 2020, 12:20:44 AM »
Poltergeist

"Don't Poltergeists hate the living?"

"Makes 'em perfect Evil Minions."

"Yeah, unless you happen to be the living."

Poltergeist is an acquired template that can be added to any giant, or humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. 

Hit Dice: All current and future Hit Dice become d12s.

Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: A Poltergeist retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The Poltergeist also gains the following special attacks as described below. The save DC against a special attack is equal to 10 + ½ Poltergeists HD + Poltergeists Cha modifier unless otherwise noted.

Manifestation (Su): Every Poltergeist has this ability. A Poltergeist dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a Poltergeist manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Poltergeist can be harmed only by other incorporeal creatures, silver or magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested Poltergeist can pass through solid objects at will, and its own attacks pass through armor. A manifested Poltergeist always moves silently. A manifested Poltergeist can strike with its special attacks. A manifested Poltergeist remains partially on the Ethereal Plane, where is it not incorporeal. A manifested Poltergeist can be attacked by opponents on either the Material Plane or the Ethereal Plane. The Poltergeists incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting Poltergeist is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting Poltergeist manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested Poltergeists touch spells don’t work on nonethereal targets.

A Poltergeist has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Telekinesis (Su): The Poltergeist can cause a terrifying near miss with a telekinetically thrown object as a as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a mind-affecting fear effect.  Alternatively the Poltergeist can use this as the Telekinesis spell as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a Poltergeist uses this power, it must wait 1d4 rounds before using it again.

Special Qualities: A Poltergeist has all the special qualities of the base creature as well as those described below.

Turn Resistance (Ex): Poltergeists gain +2 Turn Resistance.

Greater Invisibility (Su): A Poltergeist remains invisible even when it attacks. This ability is constant, but the Poltergeist can suppress or resume it as a free action.

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, it's Intelligence score drops by -4, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats:
Unchanged.

Environment: Any, often as base creature.

Organization: Solitary, gang (2-4), or mob (7-12).

Challenge Rating: +2

Treasure: None.

Alignment: Always Lawful Evil.

Advancement: Unchanged.

Level Adjustment: +5
« Last Edit: August 04, 2020, 09:14:09 PM by bhu »

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Re: Monster Revisions
« Reply #177 on: March 25, 2020, 07:08:07 PM »
Blazing Bones

"Dead Wizards are better off left dead."

"I don't raise 'em, I just sell 'em."

"We heard that!"

"Awkward."

Blazing Bones is an Acquired Template that can be applied to any dead spellcaster who has the Contingency spell prepared and who then dies by Fire damage.

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 5) and raise remaining Hit Dice to d12s.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +5.

Attacks: A Blazing Bones retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the Blazing Bones can strike with each of its claw attacks at its full attack bonus. 

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the Blazing Bones size: Diminutive or Fine (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8),

Special Attacks: A Blazing Bones retains none of the base creature’s special attacks.  It also gains the following:

Fiery Hands (Su): The Blazing Bones Claw Attack does an additional +1d4 Fire damage.

Hurl Fire (Su): In place of one of it's Claw attacks the Blazing Bones can hurl a bolt of Fire as a Standard Action within 20 feet.  It does 2d6 Fire damage and automatically ignites flammable objects or structures. 

Firestorm (Su): As a Full Round Action the Blazing Bones can unleash a huge burst of flame centered on it's square, and reaching out to 30 feet away from it.  Creatures within this area take 6d6 Fire damage, but get a Reflex Save for 1/2 damage (Save DC is based on the primary casting ability the Blazing Bones had in life).  If the Blazing Bones is Grappling it's victim when it uses this Ability, the victim gets no Save.  The Blazing Bones can use this ability once every 1d4 Rounds.

Special Qualities: A Blazing Bones loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Blazing Bones gains the following special qualities:

Fire Absorption (Ex): A Blazing Bones converts all Fire damage to hit points.  For example if it takes 5 Fire damage, it instead it heals 5 hit points.  Every 8 hit points it heals in this manner increases it's Hit Dice by 1 for purposes of determining it's Base Attack Bonus and Base Saving Throws (and potential Save DC's of Abilities).  This lasts until the end of the encounter. 

Turn Resistance (Ex): A Blazing Bones has +2 Turn Resistance.

Damage Reduction (Ex): A Blazing Bones has damage deduction 5/bludgeoning.

Water Vulnerability: A Blazing Bones takes 2d4 damage from a bucket of water, or 4d4 damage from a vial of Holy Water.

Saves: Unchanged.

Abilities:
A Blazing Bone’s Dexterity increases by +2, it has no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: +2

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +4
« Last Edit: August 04, 2020, 09:55:18 PM by bhu »

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Re: Monster Revisions
« Reply #178 on: March 25, 2020, 07:14:54 PM »
                      Sandman
                      Medium Elemental (Earth, Extraplanar)
Hit Dice:             4d8+12 (30 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          17 (+1 Dex, +6 Natural), touch 11, flat-footed 16
Base Attack/Grapple:  +3/+6
Attack:               Touch +6 melee touch (sleep)
Full Attack:          Touch +6 melee touch (sleep)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Sleep
Special Qualities:    Darkvision 60 ft., Elemental traits, SR 14, Missile Resistance
Saves:                Fort +7, Ref +2, Will +3
Abilities:            Str 16, Dex 12, Con 16, Int 10, Wis 14, Cha 12
Skills:               Hide +3 (+11 in sand), Knowledge (The Planes) +5, Listen +7, Move Silently +3, Spot +6
Feats:                Ability Focus (Sleep), Stealthy
Environment:          Warm Desert
Organization:         Solitary, company (2-4), or band (6-15)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutrsl Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

"So basically, you're a scumbag who employs elemental scumbags to steal people?"

"You know I'm a Genie right?"

"So yer a scumbag Genie.  Big whoop,"

Sandmen are humanoid elementals composed of sand enslaved by the Dao.  They are sent by their masters to fetch slaves.

Sleep (Su): Any living being within 20 feet of a Sandman must make a DC 15 Willpower Save (Save DC is Charisma based), or fall asleep as per the Sleep spell (unlike the spell there is no HD limit).  Any living being touching, or being touched by, a Sandman must make a Saving Throw as well..

Missile Resistance (Ex): Sandmen have DR 10/Magic against ranged weapons.

Skills: Sandmen have a +8 Racial Bonus to Hide Checks in sand.

Combat: Sandmen rely on their Sleep ability, and flee if it isn't effective.
« Last Edit: May 05, 2022, 01:58:27 AM by bhu »

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Re: Monster Revisions
« Reply #179 on: March 25, 2020, 07:24:55 PM »
Lich, Psionic

"Liches aren't traditionally Minions."

"No worries, he's magically restrained."

"RELEASE ME OR EVERYONE BURNS!!"

Psionic Lich is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Unchanged.

Armor Class:
A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attacks: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires. During a Full Attack the Lich can make a weapon attack, with the touch attack as a Secondary attack.

Damage: Unchanged (but see below).

Special Attacks: A Lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ Lich’s HD + Lich’s Cha modifier unless otherwise noted.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Power Draining Touch (Su): Any living creature a lich hits with its touch attack takes 1d8 negative energy damage, and if it is psionic it must make a Fortitude Save or temporarily lose Power Points equal to the damage done (these Power Points recover normally).

Psionics: A lich can Manifest any Powers it could manifest while alive.

Special Qualities:  A Lich retains all the base creature’s special qualities and gains those described below.

Turn Resistance (Ex): A Lich has +4 turn resistance.

Damage Reduction (Su): A Lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Saves: Unchanged.

Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.

Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Feats: Unchanged.

Environment: Any

Organization: Solitary or troupe (1 lich, plus 2-4 Spectral Savants and 5-8 CR 4 minions).

Challenge Rating: ++2

Treasure: Standard coins; double goods; double items.

Alignment: Any Evil.

Advancement: By character class.

Level Adjustment: +4
« Last Edit: August 04, 2020, 10:23:19 PM by bhu »