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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