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  • #552217
    Quillion
    • Posts : 35
    • Flumph

    Section A :Too many darkmantles, Dire Rats, Rat swarms and Stirges. This is my attempt to replace some of those creatures so as to make for a more entertaining encounter.

    Room A15

    Initial Attitude, Encounter Conditions, Treasure, Encounter level and Scaling all remain unchanged.

    Encounter: Replace 2 fiendish darkmantles with 7 fiendish fluttering oozes.

    Tactics: 4 oozes on the ceiling (DC 30 to spot), 3 on the floor (DC 15). The three on the floor use Aid another (AC 10) to grant +2 Bonuses to attack rolls while also granting the +2 flanking bonus. (Total +4 to the upper oozes, attack rolls), The upper oozes attempt to wrap itself around a target’s head in an effort to suffocate it’s prey (see suffocation) , except for one ooze on the ceiling who attempts to smother any light source wrapping itself around the light source (see fire resistance), extinguishing any flame and blocking any light source

    If reduced to less than one-half their hit points (or 1/2 are killed) they flee using their confounding appearance to hide once they move around a corner

    Fiendish Fluttering Ooze (Cave Moth)

    Tiny Ooze (Extraplanar)

    Hit Dice: 1d10+0 (5hp)

    Initiative: +0

    Speed: fly 30ft. (Poor)

    Armor Class: 12 (+2 size), touch 12, flat-footed 12

    Base Attack/Grapple: +0/-6

    Attack: Slam +0 melee +2 ranged

    Full Attack: Slam 1d6-2

    Face/Reach: 2-1/2 ft./0

    Special Attacks: Smite Good, Smother

    Special Qualities: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5, Spell Resistance 6

    Saves: Fort +0, Ref +0, Will -5

    Abilities: Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1

    Skills: Hide+10

    Feats: Ability Focus (Smother), Improved Grapple (:cool:

    Environment: Underground

    Organization: Flurry (5-10), swarm (11-30)

    Challenge Rating: 1/4

    Treasure: None

    Alignment: Neutral Evil

    Advancement: 2 HD (tiny); 3HD (Small)

    Level Adjustment:

    “A glistening wet patch of stone burst forth fluttering like some hellish moth. It’s translucent form and silent motions combine with the dungeons darkness to confound the sense and make it quite difficult to follow.”

    Smother (Ex): fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature.

    Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.

    Confounding Appearance (Ex): Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying).

    Fiendish Fluttering Ooze (Cave Moth) CR ¼; Tiny Ooze (Extraplanar); HD: 1d10+0; hp: 7, 7, 6, 5, 5, 5, 4; Init: +0; Spd: fly 30ft poor.; AC: 12 (+2 size), touch 12, flat-footed 12; Base Atk+0; Grp-6; Atk: Slam +0 melee (1d3-2); Full Atk: Slam 1d3-2; Sp/Rch: 2-1/2 ft./0; SA: Smite Good, Smother; SQ: Blindsight 60 ft., confounding appearance, ooze traits, Resistance fire and cold 5; SR 6; AL: NE SV: Fort +0, Ref +0, Will –5 Str 6, Dex 11, Con 10, Int 3, Wis 1, Cha 1;

    Skills and Feats: hide +10; Ability Focus (Smother), Improved Grapple (:cool:; nge Rating: 0.5

    Smother (Ex): fluttering ooze that hits with its slam attack attempts to start a grapple as a free action without provoking an attack of opportunity. If the ooze succeeds at this grapple check, it wraps itself around it’s opponent’s head. On the following round, the opponent must hold its breath or begin taking suffocation damage. The victim may attempt to peel that attached cave moth away with a successful DC 12 strength or Escape artist check: an ally may also attempt a DC 14 Strength check to pull away the creature.

    Damage dealt to fluttering ooze in the process of smothering a victim is split between cave moth and victim (round odd numbers to the ooze.) The save DC is Constitution-based.

    Confounding Appearance (Ex): Fluttering Oozes are difficult to see, requiring a DC 15 Spot check to notice one. Even if a creature sees the cave moth, it must then make a second DC 15 Spot check to notice that it is something other than a simple patch of wet stone (if it is resting on a wall or ceiling) or a large moth (if it is flying).

    Designer notes: This creature gained an Int 3 when it gained the fiendish template so I gave it skills in hide and a feat, I also took the liberty to add Improved Grapple as a bonus feat.

    Section 15 Copyright notice.

    System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Creature Collection Copyright 2000, Clark Peterson

    Monster Geographica: Underground Copyright 2004, Expeditious Retreat Press

    Room A25

    Initial Attitude, Encounter Conditions, Tactics,and Encounter level all remain unchanged.

    Encounter: Replace 6 fiendish dire rats with 6 fiendish skinflinters (miser jackels).

    Treasure: the Skinflintershave gathered all the listed treasure and have placed it in the leather sack which was then hidden behind the open door and covered with a tatered and chewed up cloak. (Search DC 18)

    Scaling: add an additional two fiendish skinflinters (miser jackels), have two skinflinter’s flee upon sighting the party.

    Fiendish Skinflinter (Miser Jackel)

    Small Magical Beast (Augmented animal, Extraplanar)

    Hit Dice: 1d8 (4 hp)

    Initiative: +3 (+3 Dex)

    Speed: 50 ft. (10 squares)

    Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11

    Base Attack/Grapple: +0/-4

    Attack: Bite +4 melee (1d4 -2)

    Full Attack: Bite +4 melee (1d4 -2)

    Space/Reach: 5 ft./0 ft.

    Special Attacks: Posion, smite good

    Special Qualities: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6

    Saves: Fort +2, Ref +5, Will +1

    Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13

    Skills: Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3

    Feats: Alertness, Weapon Finesse (:cool:

    Environment: Warm plains

    Organization: Solitary, Pair, or Pack (5-20)

    Challenge Rating: 1/3

    Treasure: None

    Alignment: Always neutral evil

    Advancement: 2 HD (Small); 3 HD (Medium)

    Level Adjustment:

    “A red and black jackal with small horns curling just before its large tall ears”

    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.

    Filching (Ex): The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill.

    Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

    Fiendish Skinflinter (Miser Jackel); Small Magical Beast (Augmented animal, Extraplanar); CR: 1/3; HD: 1d8 (4 hp) Init: +3 (+3 Dex); Spd: 50 ft.; AC: 14 (+1 size, +3 Dex), touch 14, flat-footed 11; Base atk: +0 Grp: -4; Atk: Bite +4 melee (1d4 -2); Full Atk: Bite +4 melee (1d4 -2); Sp/Rch: 5 ft./0 ft.; SA: poison, smite good ; SQ: Darkvision 60ft., filching, low-light vision, Resistance cold and fire 5, scent, Spell Resistance 6 AL: NE, SV: Fort +2, Ref +5, Will +1 ; Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 13

    Skills and Feats: Hide +9, Jump +2, Listen +7, Move Silently +5, Sleight of Hand +7, Spot +3; Alertness, Weapon Finesse (:cool:

    Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 2 points Dex and Int. The save DC is Constitution-based including a +4 racial bonus.

    Filching (Ex): The miser jackal uses it’s gift for stealth to seal metallic objects, they have an uncanny nack for filching items that a group is going to need, granting a +4 insight bonus to slight of hand. The creature can remain hiding and still make use of its slight of hand skill.

    Skills: Skinflinters have a +4 racial bonus on Jump, and Listen checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

    Section 15 Copyright notice.

    System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Creature Collection Copyright 2000, Clark Peterson

    Room A29

    Initial Attitude, Encounter Conditions, Tactics, Treasure and Encounter level all remain unchanged.

    Encounter: Replace the fiendish rat swarm with a fiendish razerswarm.

    Scaling: scaling up remains the same, scaling down the razerswarm is injured and only has 4 hit points.

    Fiendish Razorswarm

    Tiny Magical Beast (Augmented Animal, Extraplaner)

    Hit Dice: 4d8+8 (26 hp)

    Initiative: +4 (+4 Dex)

    Speed: 35 ft. (7 squares), Climb 10 ft

    Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14

    Base Attack/Grapple: +3/-9

    Attack: Swarm (1d8)

    Full Attack: Swarm (1d8)

    Space/Reach: 10ft/0 ft.

    Special Attacks: Distraction , wounding, smite good,

    Special Qualities: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits spell resitance 9,

    Saves: Fort +6, Ref +8, Will +2

    Abilities: Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2

    Skills: Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9

    Feats: Improved Natural Attack,Ability Focus (Distraction)

    Environment: Warm forests

    Organization: Solitary, or Hoard (2-5)

    Challenge Rating: 3

    Treasure: None

    Alignment: Always neutral

    Advancement: 5-8 HD (Tiny); 9-12 HD (Small)

    Level Adjustment:

    “These two legged reptiles are each only about the size of a chicken. Individually you would hardly be frightened of them, but there are dozens of them, their scales red with black stribes, tiny black horns curling off their heads and a even hunger lights up their red gem-like eyes.”

    Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Wounding (Ex):creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect.

    Skills: A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line

    Fiendish Razorswarm; CR 3, Tiny Magical Beast; HD: 4d8+8 ; HP: 26 hp; Init: +4 ; Spd: 35 ft., Climb 10 ft; AC: 18 , touch 16, flat-footed 14 ; Base Atk: +3; Grp:-9; Atk: Swarm (1d8); Full Atk: Swarm (1d8) Sp/Rch: 10ft/0 ft;. SA: Distraction , wounding, smite good; SQ: DR 5/magic, Darkvision, half damage slashing and piercing, low-light vision, resistance to cold and fire 5, scent, swarm traits; SR 9; SV: Fort +6, Ref +8, Will +2; Str 3, Dex 18, Con 14, Int 3, Wis 12, Cha 2

    Skills and Feats: Climb +12, Hide +20, Jump +16, Listen +9, Spot +9, Survival +9; Improved Natural Attack, Ability Focus (Distraction)

    Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Wounding (Ex):creatures wounded by a razorswarms attack, takes an addition hit point of damage per round (non-cumulative) until a heal DC 15 or a conjuration (healing) spell is cast, creatures with fast healing, regeneration and immunity to critcal hits are immune to this effect.

    Skills: A razorswarm has a +8 racial bonus on Climb, Hide, Jump, Listen, Spot and Survival checks. A razorswarm can always choose to take 10 on all Climb and Jump checks, even if rushed or threatened. A razorswarm uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks. It can always choose to take 10 on a Climb or Jump check, even if distracted or endangered. It can use the run action while climbing, provided it climbs in a straight line

    Section 15 Copyright notice.

    System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Creatures of Freeport Copyright 2004, Green Ronin Publishing, Authors Keith Baker and Graeme Davis

    Room A31

    Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged.

    Encounter: Replace 8 fiendish stirges with 1 fiendish pelepos.

    Tactics: The only one of the pelopos heads is destracted (-4 to it’s listen and spot), the other heads is feeding upon troglodyte corpses in this room.

    It casts obscuring mist upon itself the other moves it to the farside of the room, It will then wait with a readied action to attack the first two creatures creature to enter the doorway, both heads will use spell-like abilities: command (die) and soundburst; then roll initiative. The pelopos then uses magic missile on the next available target, while flying in to finish off the creature with physical attacks. Though it is subject to the troglodyte must (-2 to attacks, weapon damage, saves, and checks)

    The pelopos is very confident that it can flee too A30 if reduced to 2 hp or less.

    Scaling: To increase the challenge of this encounter change this pelopos’ constitution score to 16 and do not make it subject to the troglodyte musk; to decrease the challenge ratting have the pelopos be surprised by the pcs.

    Fiendish Pelopos (female)

    Small Magical Beast (Extraplanar)

    Hit Dice: 1d10 (5 hp)

    Initiative: +5 (+5 Dex)

    Speed: 10 ft. (2 squares), fly 60 ft. (average)

    Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14

    Base Attack/Grapple: +1/-4

    Attack: 2 Bites +7 melee (1d6 -1)

    Full Attack: 2 Bites +7 melee (1d6 -1) and 2 claws +7 melee (1d3 -1)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Spell-like abilties, smite good, superior multiattack

    Special Qualities: Darkvision 60ft., low-light vision, reistance fire and cold 5, spell resistance 10

    Saves: Fort +2, Ref +7, Will +2

    Abilities: Str 8, Dex 21, Con 10, Int 12, Wis 14, Cha 16

    Skills: Hide +13, Listen +10, Spot +10

    Feats: Weapon Finesse

    Environment: Any plains,forests,hills,mountains

    Organization: Solitary, Pair, or Wing (2-5)

    Challenge Rating: 3

    Treasure: None

    Alignment: Always neutral

    Advancement: 2 HD (Small); 3 HD (Medium)

    Level Adjustment:

    “A two headed bird about the size of a halfling child. Covered in vivid red and black plumage the tips brightening to gold, their heads are vulture-like; bald, except for a two small horns and a crest of feather-shaped cartilage shooting downward from the center of both heads. Their eyes glow a bright red and on the bottom of their beaks, they have a bone-spike”

    speak infernal, abyssal and auran

    A pelopos is sometimes called a wyrd raptor or ettin vultures (knowledge arcana, bardic knowledge DC 11)

    Combat:

    Superior multiattack(Ex): An pelopos fights with two claws and two bites. Because each of its two heads controls an claw and bite, the pelopos does not take a penalty on attack or damage rolls for attacking multiple times. Pelopos can attack with both their bite attacks at no penalty, even if they move or charge during the round. Each head can also use a separate attack or spell-like ability at the same time.

    Spell-like abilities: 1/ day- command (DC 14); featherfall, obscuring mist, magic missile; death knell (DC 15), soundburst (DC 15);

    Skills: Because of its two heads, a pelopos gains a +4 racial bonus to listen and spot checks.

    Fiendish Pelops (female); CR 3; Small Magical Beast (Extraplanar) HD: 1d10 ; HP: 5; Init: +5; Spd: 10 ft,. fly 60 ft. (average); AC: 19, touch 16, flat-footed 14;Base Atk: +1; Grp: -4; Atk: 2 Bites +7 melee (1d6 -1); Full Attk: 2 Bites +7 melee (1d6 -1) and 2 claws +7 melee (1d3 -1); SA: Spell-like abilities, smite good, superior multiattack; SQ: Darkvision 60ft., low-light vision, resistance fire and cold 5, spell resistance 10; SV: Fort +2, Ref +7, Will +2; Str 8, Dex 21, Con 10, Int 12, Wis 14, Cha 16

    Skills and Feats: Hide +13, Listen +10, Spot +10; Weapon Finesse

    Superior multiattack(Ex): An pelopos fights with two claws and two bites. Because each of its two heads controls an claw and bite, the pelopos does not take a penalty on attack or damage rolls for attacking multiple times. Pelopos can attack with both their bite attacks at no penalty, even if they move or charge during the round. Each head can also use a separate attack or spell-like ability at the same time.

    Spell-like abilities: 1/ day- command (DC 14); featherfall, obscuring mist, magic missile; death knell (DC 15), soundburst (DC 15);

    Skills: Because of its two heads, a pelopos gains a +4 racial bonus to listen and spot checks.

    Section 15 Copyright notice.

    System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Bestiary of Loerem Copyright 2002, Sovereign Press, Inc.; Authors Timothy Brown, Christopher Coyle, and Jamie Chambers; based upon original material by Larry Elmore, Margaret Weis, and Tracy Hickman.

    ROOM A37

    Initial Attitude, Encounter Conditions, Treasure, and Encounter level all remain unchanged.

    Encounter: Replace 6 fiendish stirges with 2 fiendish adult wyrmspawn.

    Tactics: The wyrmspawn have just molted into their adult stage (penalties remain the same) It takes two rounds before these wyrmspawn can use their larval cloud ability. Other than this, the encounter remains the same.

    Scaling: To increase the challenge of this encounter, make these wyrmspawn full adults and ready with a larval cloud. To decrease the challenge it takes four rounds before the wyrmspawn can use their larval cloud attack.

    FIENDISH ADULT WYRMSPAWN

    Small Magical Beast

    Hit Dice: 3d10+3 (19 hp)

    Initiative: +9 (+5 Dex, +4 Improved Initiative)

    Speed: 20 ft. (4 squares), fly 80 ft. (good), climb 20 ft. (4 squares)

    Armor Class: 19 (+1 size, +5 Dex, +3 natural), touch 16, flat-footed 14

    Base Attack/Grapple: +3/-1

    Attack: Bite +4 melee (1d4 +0 plus poison)

    Full Attack: Bite +4 melee (1d4 +0 plus poison) and 2 claw -1 melee (1d3 ++0)

    Space/Reach: 5 ft./0 ft.

    Special Attacks: Larval cloud, poison, smite good, superior fly-by-attack:

    Special Qualities: Darkvision 60ft., low-light vision, resistance 5 fire and cold

    Saves: Fort +4, Ref +8, Will +1

    Abilities: Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6

    Skills: Hide +12, Move Silently +8,

    Feats: Flyby Attack, Improved Initiative

    Environment: Any land

    Organization: Solitary, Pair, or Flock (3-7)

    Challenge Rating: 2

    Treasure: Standard

    Alignment: Always chaotic evil

    Advancement: 4-6 HD (Small); 7-9 HD (Medium)

    Level Adjustment:

    You see a wyvern-like creature about the size of a dog. It has a long crimson serpentine body, small black horns and four narrow limbs. A wing membrane black as night stretches from it’s forelegs to the rear, like some insidious bat.

    COMBAT:

    The wyrmspawn prefers to attack weak and exposed targets from the air. It will often attack and then flee, letting it’s poison and cloud do it’s work, then return to attack again.

    Larval Cloud (Ex): 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae.

    Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae

    Poison (Ex): Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.

    Superior Flyby Attack (Ex): When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square.

    FIENDISH ADULT WYRMSPAWN; CR 2; Small Magical Beast (Extraplaner); HD: 3d10+3; HP 19; Init: +9; Spd: 20 ft, fly 80 ft. (good), climb 20 ft.; AC: 19, tch 16, ff 14 Base Atk: +3, Grp: -1; Atk: Bite +4 melee (1d4 +0); Full Atk: Bite +4 melee (1d4 +0) and 2 claws -1 melee (1d3 ++0); Sp/Rch: 5 ft./0 ft; SA: Larval cloud, poison, superior fly-by-attack: SQ: Darkvision 60ft., low-light vision, resistance 5 fire and cold; SV: Fort +4, Ref +8, Will +1; Str 11, Dex 21, Con 12, Int 3, Wis 10, Cha 6

    Skills and Feats: Hide +12, Move Silently +8; Flyby Attack, ,Improved Initiative

    Larval Cloud (Ex): 1/day; 10’ cloud; 1 minute; Fort save (DC 13 or be blinded and sickened for 1d6+2 rounds. Those that fail the save must make a second fort save (DC 13) to avoid ingesting gut wyrm larvae.

    Larvae attach themselves to the inside of the host’s lungs and hatch 1d4+2 days later they chew their way out, Victims suffer 2d4 points of con damage when the spawn emerge, a successful fortitude save (DC 15) reduces the damage by half. Both disease or poison curing magic affect larvae, poisonous gas inhaled by the victim also kills the larvae. . Save DC is constitution based with a +1 racial bonus and a +2 circumstance bonus for the larvae

    Poison (Ex): Injury, Fortitude DC 13 initial and secondary paralysis 1d6+2 minutes The save DC is Constitution-based with a +1 racial bonus.

    Superior Flyby Attack (Ex): When flying a wymspawn does not provoke an attack of opportunity for leaving a threatened square.

    Section 15 Copyright notice.

    System Reference Document Copyright 2000, Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

    Creature Collection Copyright 2000, Clark Peterson

    Coming Next

    Fiendish Baboon (or minime demogorgon)

    #563553
    Wellard
    • Posts : 194
    • Orc

    I concur, there is too little variety in Region A partly because AEG would not consider Vermin as candidates so I intend to throw some fiendish Spiders,fiendish Fire Beetles and maybe a fiendish Rust Monster and a fiendish scarab swarm at my group

    #563554
    Quillion
    • Posts : 35
    • Flumph

    With my list of what is missing I thought I might try and add creatures to Region A these round out those missing creatures, for those who have been through region A check out Room A86, you can turn this into an event encounter (not so random encounter), for thos wandering back through the region.

    A15 Fiendish Fluttering Ooze

    A25 Fiendish Skinflinter (Miser Jackel)

    A29 Fiendish Razorswarm

    A31 Fiendish Pelopos (female)

    A37 Fiendish Adult wyrmspawn

    A39

    FIENDISH DIRE BADGER

    Medium Magical Beast (extra planer)

    Hit Dice: 3d8+15 (28 hp), [3d8+21 (34 hp)

    Initiative: +3

    Speed: 30 ft. (6 squares), burrow 10 ft.

    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 [14 , tch 11, ff 11]

    Base Attack/Grapple: +2/+4 (+6)

    Attack: Claw +4 melee (1d4+2) [Claw +6 melee (1d4+4)]

    Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) [2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Rage, smite good (+3)

    Special Qualities: Darkvision 60ft, Low-light vision, Resistance to cold and fire 5, scent, Spell Resistance 8

    Saves: Fort +7, Ref +6, Will +4

    Abilities: Str 14 (18), Dex 17, Con 19 (23), Int 3, Wis 12, Cha 10

    Skills: Listen +6, Spot +6

    Feats: Alertness, Toughness, TrackB

    Environment: Temperate forests

    Organization: Solitary or cete (2-5)

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral

    Advancement: 4-9 HD (Large)

    Level Adjustment: –

    These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.

    A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.

    Combat

    Dire badgers attack with their sharp claws and teeth.

    Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily

    A41 Fiendish Dire baboon

    FIENDISH DIRE BABOON

    Medium magical beast (extra planer)

    Hit Dice: 2d8+4 (13 hp)

    Initiative: +3 (+3 Dex)

    Speed: 50 ft. (10 squares), climb 40 ft. (8 squares)

    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13

    Base Attack/Grapple: +1/+5

    Attack: Bite +5 melee (1d8 +4)

    Full Attack: Bite +5 melee (1d8 +4)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Smite good

    Special Qualities: Darkvision 60-ft, low-light vision, resistance to fire and cold 5, scent, spell resistance 8

    Saves: Fort +5, Ref +6, Will +1

    Abilities: Str 19, Dex 16, Con 14, Int 3, Wis 12, Cha 4

    Skills: Climb +13, Listen +5, Spot +5

    Feats: Alertness

    Environment: Warm plains

    Organization: Solitary, or Troop (20-40)

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral evil

    Advancement: 3-4 HD (Large); 5-6 HD (Huge)

    Level Adjustment: –

    Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened

    Secotion 15

    Dire Animal Template from Tome of Horrors; copyright necromancer games authors scott green and eric balsley

    A42 Fiendish Weasel

    FIENDISH DIRE WEASEL

    Medium magical beast (extra planer)

    Hit Dice: 3d8 (13 hp)

    Initiative: +4

    Speed: 40 ft. (8 squares)

    Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12

    Base Attack/Grapple: +2/+4

    Attack: Bite +6 melee (1d6+3)

    Full Attack: Bite +6 melee (1d6+3)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Attach, blood drain, smite good (+3)

    Special Qualities: Darkvision 60-ft., Low-light vision, resistance to fire and cold 5, scent, spell resistance 8

    Saves: Fort +3, Ref +7, Will +4

    Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11

    Skills: Hide +8, Listen +3, Move Silently +8, Spot +5

    Feats: Alertness, Stealthy , Weapon FinesseB

    Environment: Temperate hills

    Organization: Solitary or pair

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral

    Advancement: 4-6 HD (Medium); 7-9 HD (Large)

    Level Adjustment: –

    Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

    Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

    A55 Fiendish Snake, Constrictor

    Fiendish Constrictor Snake

    Medium magical beast (extraplaner)

    Hit Dice: 3d8+6 (19 hp)

    Initiative: +3

    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.

    Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12

    Base Attack/Grapple: +2/+5

    Attack: Bite +5 melee (1d3+4)

    Full Attack: Bite +5 melee (1d3+4)

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Constrict 1d3+4, improved grab, smite good (+3)

    Special Qualities: Darkvision 60-ft., resistance to fire and cold 5, scent, spell resistance 8

    Saves: Fort +4, Ref +6, Will +2

    Abilities: Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2

    Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11

    Feats: Alertness, Toughness

    Environment: Warm forests

    Organization: Solitary

    Challenge Rating: 2

    Advancement: 4-5 HD (Medium); 6-10 HD (Large)

    Level Adjustment: –

    Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.

    Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    A58 Fiendish Dire Hawk

    FIENDISH DIRE HAWK

    Small Magical Beast (extraplaner)

    Hit Dice: 2d8+2 (11 hp)

    Initiative: +4 (+4 Dex)

    Speed: 20 ft. (4 squares), fly 70 ft. (average)

    Armor Class: 19 (+1 size, +4 Dex, +4 natural), touch 15, flat-footed 15

    Base Attack/Grapple: +1/-3

    Attack: Claw +6 melee (1d3)

    Full Attack: 2 Claw +6 melee (1d3) and bite +1 melee (1d4 )

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Smite good (+2)

    Special Qualities: Darkvision 60-ft, low-light vision, resistance to fire and cold 5, spell resistance 8

    Saves: Fort +4, Ref +7, Will +2

    Abilities: Str 10, Dex 19, Con 12, Int 3, Wis 14, Cha 6

    Skills: Hide +8, Listen +2, Spot +16

    Feats: Weapon Finesse

    Environment: Temperate forests

    Organization: Solitary, or Pair

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral evil

    Advancement: 3-4 HD (Small); 5-6 HD (Medium)

    Level Adjustment: –

    Combat

    Skills: Hawks have a +8 racial bonus on Spot checks

    A59 Fiendish bat swarm

    FIENDISH BAT SWARM

    Diminutive Animal (Swarm)

    Hit Dice: 3d8 (13 hp)

    Initiative: +2

    Speed: 5 ft. (1 square), fly 40 ft. (good)

    Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12

    Base Attack/Grapple: +2/-

    Attack: Swarm (1d6)

    Full Attack: Swarm (1d6)

    Space/Reach: 10 ft./0 ft.

    Special Attacks: Distraction, wounding, smite (3)

    Special Qualities: Darkvision 60-ft, Blindsense 20 ft., half damage from slashing and piercing, hivemind, low-light vision, spell resistance to cold and fire 5, spell resistance 8, swarm traits,

    Saves: Fort +3, Ref +7, Will +3

    Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 4

    Skills: Listen +11, Spot +11

    Feats: Alertness, Lightning Reflexes

    Environment: Temperate deserts

    Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral

    Advancement: None

    Level Adjustment: –

    Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

    Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).

    Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks.

    A85 Fiendish Dire eagle

    FIENDISH DIRE EAGLE

    Medium Magical Beast (extraplaner)

    Hit Dice: 2d8+4 (13 hp)

    Initiative: +4 (+4 Dex)

    Speed: 20 ft. (4 squares), fly 90 ft. (average)

    Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13

    Base Attack/Grapple: +1/+2

    Attack: Claw +6 melee (1d6+2)

    Full Attack: 2 Claw +6 melee (1d6+2) and bite +1 melee (1d6+1 )

    Space/Reach: 5 ft./5 ft.

    Special Attacks: Smite good (+2)

    Special Qualities: Darkvision 60-ft, low-light vision, resistance to fire and cold 5, spell resistance 8

    Saves: Fort +5, Ref +7, Will +2

    Abilities: Str 14, Dex 19, Con 14, Int 3, Wis 14, Cha 6

    Skills: Hide +8, Listen +2, Spot +16

    Feats: Weapon Finesse

    Environment: Temperate forests

    Organization: Solitary, or Pair

    Challenge Rating: 2

    Treasure: None

    Alignment: Always neutral evil

    Advancement: 3-4 HD (Medium); 5-6 HD (Large)

    Level Adjustment: –

    Combat

    Skills: Eagles have a +8 racial bonus on Spot checks.

    A86 Fiendish Elephant Swarm

    FIENDISH ELEPHANT CREATURE SWARM

    Diminutive Magical Beast (exterplaner, swarm)

    Hit Dice: 11d8 (49 hp)

    Initiative: +4

    Speed: 40 ft. (8 squares)

    Armor Class: 20 (+4 size, +4 Dex, +2 natural), touch 18, flat-footed 12

    Base Attack/Grapple: +8/-

    Attack: Swarm (3d6)

    Full Attack: Swarm (3d6)

    Space/Reach: 10 ft./0 ft.

    Special Attacks: Distraction

    Special Qualities: Damage Reduction 5/magic, darkvision 60-ft, Blindsense 20 ft., half damage from slashing and piercing, hivemind, low-light vision, resistance to cold and fire 10, scent, spell resistance 16

    Saves: Fort +12, Ref +11, Will +6

    Abilities: Str 4, Dex 18, Con 11, Int 3, Wis 13, Cha 7

    Skills: Listen +12, Spot +10

    Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)

    Environment: Warm plains

    Organization: Solitary

    Challenge Rating: 8

    Advancement: 12-22 HD (diminutive)

    Level Adjustment:

    Distraction (Ex): Any living creature that begins its turn with a elephant swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Swarm traits: Not subject to critical hits or flanking, never staggered or dying , cannot be tripped grappled or bull rused, cannot grapple, immunt ot any spell that targets with the exception of mind-affecting effects’; +50% area effects,

    Swarm creature template from Advanced Bestiary by Matthew Sernett

    A88 Fiendish Dire Owl

    A89 Arrow hawk juvenile

    A90 Fiendish Dire bat

    A91 Fiendish Dire raven

    A92 Arrowhawk adult

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