Blog Archive

Saturday 9 February 2019

Diablo Inspired Monsters


Have long liked this game, but my love of D&D style story and games are so much more stronger than a simple love if the bash your way through method. Here are some of my changed creatures that are more fitted into my game-world.


Spike Fiends CR 7
LE magical beast
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 17, touch 15, flat-footed 14 (+2 Dex, +5 natural)
hp 85 (4d10+12)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 20, Unaffected by undead affects

OFFENSE

Speed 60 ft.
Melee scrapping spikes +7 (2d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks throw spike +5 (1d8+1)
Special Attacks spike blowout +10 (3d6+3)

STATISTICS

Str 13, Dex 15, Con 17, Int 5, Wis 10, Cha 13
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (spikes)
Skills Perception +7, Survival +7, Climb +14
Languages Draconic, 20% may also speak dwarven

ECOLOGY

Environment Dungeon
Organization solitary or trio
Treasure none

SPECIAL ABILITIES

Spike Fiends are found in many dungeons that touch the etheral worlds. They are hunters that roam dark places to hunt for food, mainly anything they can hunt down. Appear as quadrapeds with spikes ranging in size and sharpness emerging from their bodies. There are so many spikes that they only other appengade that can be seen are their small, grnarled legs and feet.

Their appetites are unending – never full. The only small benefit is they are one of the few creatures that can eat and consume physical undead

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Hellhound CR 7
LG Large magical beast (air)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold, fire & electricity 30, SR 21

OFFENSE

Speed 60 ft.
Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 rainbow sprinkles, Reflex DC 18 for half, usable every 1d4 rounds), powerful charge (gore, 2d8+14)

STATISTICS

Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Combat Casting, Eschew MaterialsB, Flyby Attack, Hover, Iron Will, Weapon Focus (gore)
Skills Diplomacy +15, Fly +20, Knowledge (history) +13, Perception +17, Perform (sing) +15, Sense Motive +14
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard


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Slithers (Repitilian Hunters or Brazan Hellhounds)
CR 5
LE Medium magical beast (Hell)
Init +6; Senses darkvision 60 ft., detect good, low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 38 (5d8+15)
Fort +6, Ref +3, Will +5
Resist cold & electricity 10, Resist flame 20, SR 1

OFFENSE

Speed 50 ft.
Melee gore +7 (1d8+5), bite +4 (1d6+2/15-20)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (45-ft. cone, 5d6 flame, Reflex DC 14 for half, usable every 5 rounds)

STATISTICS

Str 17, Dex 12, Con 16, Int 4, Wis 10, Cha 6
Base Atk +5; CMB +11; CMD 18 (35 vs. trip)

Feats Iron Will, Weapon Focus (bite)
Skills Perception +7, Sense Motive +7, Swim or Climb +7
Languages Lizardith*

ECOLOGY

Environment Dungeon or Swamps
Organization solitary or trio
Treasure none

Appear as medium hound like creatures except covered in scales rather than fur. Used in dungeons by many types of creatures as watchers or pets, chained up, that sniff and yelp when they detect something.


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Horned Demon, Frost Chargers
CR 10
LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +17

DEFENSE
AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 85 (9d10+36)
Fort +10, Ref +12, Will +10
Resist cold 30, SR 25

OFFENSE

Speed 60 ft.
Melee gore +14 (1d10+5)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d8+14)

Spell-Like Abilities (CL 9th; concentration +15)

Constant—detect good, detect magic, water walk

STATISTICS

Str 20, Dex 18, Con 18, Int 8, Wis 14, Cha 10
Base Atk +9; CMB +15; CMD 31 (35 vs. trip)

Feats Iron Will, Weapon Focus (gore), Improved Initi
Skills Perception +17, Survival +15, Stealth, +8 Climb
Languages Auran, Celestial, Common, Draconic; telepathy 100 ft.

ECOLOGY

Environment any
Organization solitary or pair
Treasure standard
Advancement: 5-8 HD (Medium) or 9-16 HD Large


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Acid Runner
CR 10 LE Large magical beast (Frost)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 11, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +7, Will +4
Resist acid 20

OFFENSE

Speed 40 ft.
Melee Two claws + 8 (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)

STATISTICS

Str 14, Dex 15, Con 16, Int 4, Wis 10, Cha 10
Base Atk +5; CMB +11; CMD 18

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +7 Perception, +8 Survival, Climb +8
Languages Animal telepathy 60 ft.

ECOLOGY

Environment Dungeon
Organization pair or 5-8
Treasure None
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Quadraped scavengers, with armoured skins covered by scales and ridges. Have long sharp finger claws, and excellent night sight. Long reside in underground caverns, hunting naturally, but many evil creatures use them as free-running protections from above-ground adventurers.

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Blink Bat Gargoyle
CR 40 LE Small Magical beast
Init +7; Senses darkvision 60 ft., low-light vision, Perception +10

DEFENSE
AC 18, touch 12, flat-footed 14 (+6 Dex, +5 natural, –1 size)
hp 33 (4d10+12)
Fort +5, Ref +6, Will +3
Resist acid, cold and electricity 10

OFFENSE

Speed 40 ft; Fly 50 ft (C)
Melee One claws + 5 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks bite +5 (1d6 dmg or DC 15 Fort or 3d8+4)
Special Defenses
Magic Blink (1/
3 rounds, 30 ft)

STATISTICS

Str 12, Dex 16, Con 17, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +11; CMD 15

Feats Weapon Focus (claw), Improved Initituition, Tracking
Skills +10 Perception, +12 Fly
Languages Gargoyle, Common, Dwarven

ECOLOGY

Environment Dungeon
Organization Tribe (5-8)
Treasure Half
Advancement: 5-8 HD (Medium) or 9-16 HD Large

Grey skinned, humanoids with wings. Reside in caves and dungeons through-out most of the domain. While most are not inherently evil, many associate with dark, vile creatures that affects their tribes. Can be content, almost friendly if they have enough food and left alone. Many evil creatures manipulate them to get them to indirectly serve as lair defenders, even if the gargoyles are not directly taking orders.

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