Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

9/7/16

Toagmadath (Fey)--Montporte Dungeon Campaign Critter

TOAGMADATH
Armor Class: 3 [16]
Hit Dice: 5
Attacks: 1 Bite (1d6); 2 Claws (1d4 each)
Saving Throw: 11
Special: Attack Bonus; Darkvision; Find the Path; Invisibility; Telepathy
Move: 7
Challenge Level/XP: 8/800

The toagmadath (singular and plural) is a fey giant badger. It is belongs to the Summer Court of the fey and typically lives in remote forests near the border of the Summer and Winter Courts. The toagmadath is a fierce guardian, attacking any encroaching Winter Court creatures. It usually lives alone in fortified tunnels, but there are some tunnel complexes where the badgers live in small communities. There is a small minority of toagmadath that are pacifists. They are allowed to quietly leave Umírající, the plane of the fey, for other lands. This is done so that other toagmadath are not influenced by their philosophy and beliefs.

COMBAT: The toagmadath are dangerous foes in combat and are excellent at small group tactics.

ATTACK BONUS: Toagmadath gain a +1 attack bonus for every toagmadath attacking a single opponent in the same round, up to four toagmadath (maximum +4 attack bonus). If one toagmadath attacks an opponent, it has a +1 bonus to its attack roll. If two toagmadath attack a single opponent, each gains a +2 bonus for each attack roll. Three toagmadath gain a +3 attack bonus.

DARKVISION: The toagmadath can see up to 60' in total darkness.

FIND THE PATH: The toagmadath can cast Find the Path once per week. It lasts 2 hours below ground and a full day above ground. The toagmadath must rest for 24 hours afterwards. During this rest period, it has a -2 penalty to attack and is not able to use its attack bonus.

INVISIBILITY: The toagmadath can make itself invisible once per day and this invisibility will last for up to 12 hours. It is negated by actions, such as attacking a foe or casting Find the Path.

TELEPATHY: The toagmadath can project simple thoughts into the minds of others up to 30' three times per day.

6/19/16

Cardinal Spider--Montporte Dungeon Campaign Critter

CARDINAL SPIDER
Cardinal spiders travel in small roving bands made up of 2-8 males and 2-4 females. The males are the smaller of two (about 60 pounds in weight) and are deep red in color. The males also carry the baby spiders inside their bodies, once the eggs are fertilized. The male must die in order for the 4d4 baby cardinal spiders to leave his body. The females are larger (about 120 pounds in weight) and dull gray in color, with hints of red around the head and legs. They are more aggressive than the males in hunting and in combat. Baby cardinal spiders are black in color and about 1' in diameter.

FEMALE CARDINAL SPIDER
Armor Class: 2 [17]
Hit Dice: 2
Attacks: 1 Bite (1d6)
Saving Throw: 16
Special: Poison
Move: 14
Challenge Level/XP: 3/60

COMBAT: Female cardinal spiders are smart and aggressive hunters, using stealth and camouflage to gain an advantage over prey. They are tough foes in combat as they seek to shield the smaller males from harm, even at the cost of their own lives.

POISON: When an opponent suffers a bite from a female cardinal spider, the opponent must make a saving throw or be paralyzed for 1d6 turns.

MALE CARDINAL SPIDER
Armor Class: 4 [15]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Live Baby Spiders
Move: 10
Challenge Level/XP: 2/30

COMBAT: Male cardinal spiders only attack when attacked or cornered. They will otherwise attempt to flee.

LIVE BABY SPIDERS: When the male cardinal spider dies, its exoskeleton splits and 4d4 baby cardinal spiders scramble out of the male's body the next round.

BABY CARDINAL SPIDER
Armor Class: 7 [12]
Hit Dice: 1 hit point
Attacks: Bite (1 point)
Saving Throw: 18
Special: Nonw
Move: 6
Challenge Level/XP: 0/5

COMBAT: Baby cardinal spiders swarm any warm blooded creature within 20' of them after leaving the male's body.

5/19/16

'Oxkarrotous--Montporte Dungeon Campaign Critter

'OXKARROTOUS 
Armor Class: 2 [17]
Hit Dice: 5
Attacks: By weapon (2 attacks per round)
Saving Throw: 12
Special: Saving Throw Bonus Versus Magic; Limited Teleport
Move: 6
Challenge Level/XP: 5/250

'Oxkarrotous are short, stocky demon-worshiping humanoids.  They typically wear heavy leather cloaks with hoods. Underneath their cloaks, they wear chainmail armor of the finest craftsmanship.

'Oxkarrotous make their homes in remote areas of the Deep Dark, coming near to the earth's surface only to capture humanoids of every variety for slaves and sacrifice. It is rumored that the more powerful 'oxkarrotous can perform the most foul sorcery, summoning and controlling demons to the darkest ends. Some sages have suggested that 'oxkarrotous started as dwarves, whose greed led them to demon worship and the demonic arts.

COMBAT: 'Oxkarrotous often avoid combat by the use of minions, slaves, or even the occasional demon. However, they are capable melee fighters with two attacks per round. Once engaged in combat, they rarely surrender.

SAVING THROW BONUS: 'Oxkarrotous gain a +4 bonus to saving throws versus magic.

LIMITED TELEPORT: 'Oxkarrotous are able to teleport up to 60' twice per day.

5/3/16

Giant Spotted Spiky Spider--Montporte Dungeon Campaign Critter

GIANT SPOTTED SPIKY SPIDER
Armor Class: 4 [15]
Hit Dice: 3
Attacks: Bite (1d4); 2 Spikes (1d6)
Saving Throw: 14
Special: Poison; Charge; Trainable
Move: 15
Challenge Level/XP: 4/120

The giant spotted spiky spider is a fierce predatory spider that uses its muted coloring and spots to blend into the subterranean environment in order to catch its prey unaware.

POISON: The bite of the giant spotted spiky spider is moderately poisonous. When a bite is successfully inflicted on a target, the target must immediately make a saving throw or suffer 1d6 in poison damage (in addition to the 1d4 damage from the bite itself). Each round thereafter, the victim attempts a saving through. A successful save means that no damage is suffered that round and the victim is now safe from further poison damage (this is true for the round that bite is suffered as well).

CHARGE: The giant spotted spiky spider can charge opponents in one of three directions (left side, right side, or rear). One or two opponents may be attacked by the spikes of the spider during the charge, with each spike inflicting 1d6 in damage on a successful attack. The spider may not bite and charge in the same round.

TRAINABLE: Giant spotted spiky spiders are more intelligent than most spiders and can be trained if the training begins at the time they are hatched. They are often used for hunting, guard animals, and as mounts by smaller humanoids. Kobolds, in particularly, use giant spotted spiky spiders in all of these roles.

4/9/16

Arbold--Montporte Dungeon Campaign Critter

ARBOLD
Armor Class: 3 [16]
Hit Dice: 3
Attacks: 1 Punch (1d4) or by weapon +2
Saving Throw: 14
Special: None
Move: 12
Challenge Level/XP: 3/60

Arbolds are close relatives of kobolds and are often found in their company. They stand about 7' tall and are of extremely low intelligence. They are generally amiable but have a mean streak and enjoy melee combat.

COMBAT: Unlike kobolds, who avoid melee combat whenever possible, arbolds enjoy close quarter combat and inflicting violence on their foes. They can attack with their fists, but most often use a spear or a trident.

1/26/16

Churrelloth (Demon)--Montporte Dungeon Campaign Critter

CHURRELLOTH
Armor Class: 2 [17]
Hit Dice: 5
Attacks: 2 Punches (1d6+1 each)
Saving Throw: 12
Special: Magic Resistance; Stunning Blow
Move: 12
Challenge Level/XP: 6/400

The churrelloth (plural churrellothii) is a very minor demon inhabiting the plane of Syvyys, where the churrellothii often form vast hordes under the control of more powerful demons. The churrelloth is a small almost featureless bipedal demon, about 3' in height. It has pale gray translucent skin and human-like eyes with black pupils.

COMBAT: The churrelloth knows no fear in combat and will fight until it dies or is commanded to stop by an overlord. It is surprisingly quick and strong, enabling it to strike twice during each round of combat with its fists.

MAGIC RESISTANCE: Like all demons, the churrelloth is resistant to magic. It gains a +2 to its saving throw against arcane magic and a +1 to saving throws versus divine magic.

STUNNING BLOW: When the churrelloth successfully strikes an opponent with its fists, the opponent must successfully make a saving throw or be slightly stunned. The opponent attacks with a -1 penalty for the following 1d4 rounds.

1/24/16

Mazzik (Demon)--Montporte Dungeon Campaign Critter

MAZZIK

The mazzik (plural mazzikii) is a human who has been tainted by the demonic. This usually happens when a human spends its childhood in close proximity to demons and the demonic. A mazzik lives a Jekyll & Hyde existence, living among humans in its human form but occasionally becoming monstrous and demonic.  A mazzik will position itself so that it can prey upon humans, usually by putting itself in a position of trust and leadership in a community.

The mazzik can go for several years with its demonic form in dormant state. The demonic form, when it comes forth, usually creates a feeding frenzy over the course of several days or weeks. The mazzik only has partial control of itself, with the changing to the demonic happening when it is least likely to be observed.

LESSER MAZZIK
Armor Class: 4 [15]
Hit Dice: 6
Attacks: 2 fists (1d4 each) or by weapon type (1 attack)
Saving Throw: 11
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 12
Challenge Level/XP: 7/600

The lesser mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the lesser mazzik will consume 3-6 humans.

COMBAT: The lesser mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.

MAGIC RESISTANCE: The lesser mazzik has a +2 to its saving throws versus magic.

MOVE SILENTLY: The lesser mazzik can move silently at will with no chance of failure.

HIDE IN SHADOWS: The lesser mazzik can hide in shadows as if it were an 8th level thief.

GREATER MAZZIK
Armor Class: 2 [17]
Hit Dice: 9
Attacks: 2 fists (1d8 each) or by weapon type (2 attacks)
Saving Throw: 6
Special: Magic Resistance; Move Silently; Hide in Shadows
Move: 14
Challenge Level/XP: 10/1,400

The greater mazzik lives hidden with human communities and preys upon humans, lapsing into feeding frenzies. During each feeding frenzy, the greater mazzik will consume 7-12 humans.

COMBAT: The greater mazzik will avoid combat unless it is clear that it has superior odds. In combat, it attacks fiercely but will also seek to escape if it looks like it may be killed.

MAGIC RESISTANCE: The greater mazzik has a +2 to its saving throws versus magic.

MOVE SILENTLY: The greater mazzik can move silently at will with no chance of failure.

HIDE IN SHADOWS: The greater mazzik can hide in shadows as if it were an 11th level thief.

10/12/15

Vampire Spawn (Undead)--Montporte Dungeon Campaign Critter

VAMPIRE SPAWN

Vampire spawn are hideous undead creatures, created by vampire lords and ladies. Vampire spawn remain under the control of their vampire lord or lady until they are released and become full vampires in their own right. Vampire spawn are often sent on missions by their vampire masters.

LESSER VAMPIRE SPAWN
Armor Class: 5 [14]
Hit Dice: 4
Attacks: Bite (1d6)
Saving Throw: 13
Special: Regeneration; Slow; Zombie Control
Move: 12/18 (Flying)
Challenge Level/XP: 6/400

Lesser vampire spawn are created by vampires to be servants until such time that they become full vampires. Despite the fact that lesser vampire spawn are weaker than their greater vampire spawn kin in many respects, they are not harmed by running water and sunlight. However, they are repelled by garlic and are turned by clerics as if they were shadows.

COMBAT: Lesser vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Lesser vampire spawn regenerate at 1 point per round. When the lesser vampire spawn reaches zero hit points or below, it is no longer able to regenerate.

SLOW: When a lesser vampire spawn successfully bites an opponent or victim, the opponent must make a saving thrown. If the saving throw is failed, the opponent is slowed. The opponent then moves and attacks at half speed for 2d4 rounds.

ZOMBIE CONTROL: A lesser vampire spawn can control up to 4 zombies at a time.

GREATER VAMPIRE SPAWN
Armor Class: 4 [15]
Hit Dice: 6
Attacks: Bite (1d8)
Saving Throw: 11
Special: Regeneration; Level Drain; Zombie Creation & Control
Move: 12/18 (Flying)
Challenge Level/XP: 8/800

Greater vampire spawn are created by vampires to be servants until such time that they become full vampires. Greater vampire spawn turn into a gaseous form and return to their vampire master. Greater vampire spawn can only be killed in the same manner as a vampire: By sunlight, by running water, or by a wooden stake driven into its heart. They are repelled by garlic and are turned by clerics as if they were wraiths.

COMBAT: Greater vampire spawn are not subject to fear and their behavior in combat is determined by their vampire masters.

REGENERATION: Greater vampire spawn regenerate at 2 points per round. When the greater vampire spawn reaches zero hit points or below, it is no longer able to regenerate. It becomes gaseous and returns to its master, where it regains its body after a time of rest.

LEVEL DRAIN: When a great vampire spawn successfully bites an opponent, the opponent must make a saving throw. If the saving throw is failed, the bitten opponent loses one experience level.

ZOMBIE CREATION & CONTROL: An opponent that dies by the bite of a greater vampire spawn becomes a zombie under the control of the greater vampire spawn, one round after death. A greater vampire spawn can control up to 10 zombies at a time.

9/13/15

Khoshu'utohtl (Aberration)--Montporte Dungeon Campaign Critter

Artist: Little Larry the Kobold
Khoshu'utohtl
Armor Class: 7 [12]
Hit Dice: 10
Attacks: 6 Eye Stalks (1d4 each)
Saving Throw: 5
Special: Modified Wizard Eye; Insanity
Move: 3
Challenge Level/XP: 11/1,700

The Khoshu'utohtl are aberrations from Ioucura, the plane of madness. The Khoshu'utohtl are of low intelligence. Like other aberrations from Ioucura, the Khoshu'utohtl possesses a demented logic and worldview that defies comprehensive by intelligent non-Ioucurans.

The Khoshu'utohtl have round bodies that are about 4' in diameter. They have six eye stalks that extend upward from their bodies. Their skin is mottled gray that slowly moves in swirling patterns.

COMBAT: The Khoshu'utohtl avoid combat when possible, for they are slow moving and vulnerable to physical attacks. When cornered or otherwise forced to defend themselves, the Khoshu'utohtl attack their opponents by bludgeoning their opponents with their eye stalks.

MODIFIED WIZARD EYE: Wizards have long prized having a Khoshu'utohtl in their possession for any intelligent humanoid creature can place both hands on the body of a Khoshu'utohtl and see through all six of the creature's eyes at once. More impressively, up to 4 eyes can be removed from the Khoshu'utohtl's eye stalks at one time and be place in locations up to one mile distant from the Khoshu'utohtl. An person placing both hands on the Khoshu'utohtl can see through these distant eyes. Khoshu'utohtl eyes can be placed in water or in the air, where it will remain floating at the level in which it was placed until retrieved.

INSANITY: Any creature using the modified wizard eye ability of the Khoshu'utohtl runs the risk of insanity. For every hour spent using the modified wizard eye ability, the user must make a saving throw. Each saving throw becomes more difficult. The first saving throw has a modifier of -1, the second a modifier of -2, and so on. When a creature fails to make this save, she or he can no longer detach themselves from the Khoshu'utohtl due to an obsession with the Khoshu'utohtl. They cannot be pulled away by others. Only a Remove Curse will separate the insane creature from the Khoshu'utohtl. The insanity, however, remains and must be cured by a Cure Disease spell.

9/10/15

Unicorn Tortoise--Montporte Dungeon Campaign Critter

UNICORN TORTOISE
Armor Class: 1 [18]
Hit Dice: 2
Attacks: 1 Horn (1d6)
Saving Throw: 16
Special: Charge
Move: 16
Challenge Level/XP: 2/30

Unicorn tortoises are magical creatures that make their homes in deep temperate forests, caves, and the upper levels of abandoned ruins. They are about 2' tall, 3 1/2' long and weigh 180-300 pounds. They are gray in color with two narrow purple strips down the top of the shell.

Unicorn tortoises graze upon all manner of plants and fungi. They are prized as a source of food and their shell has many uses. Unicorn tortoises are surprisingly challenging prey as their magical nature gives them an unnaturally high movement rate.

COMBAT: Unicorn tortoises are not aggressive, preferring to use their speed to escape predators. If cornered or otherwise forced to defend itself, they will seek to charge their opponents where possible, using their speed and mass. While of animal intelligence, they attempt to fight as a herd, by singling out opponents for mass attacks.

CHARGE: Unicorn tortoises can charge, where time and space allow, gaining a +2 bonus to attack and damage, due to their magically-enhanced speed and agility. A bipedal opponent weighing the same or less than than the unicorn tortoise, must make a successful saving throw when struck by a charge or else they will be knocked down.

Note: This creature was originally created by James Raggi's Random Esoteric Creature Generator for Classic Fantasy Role-Playing Games and their Modern Simulacra, although it has gone through several iterations since.

9/8/15

Undead Earth Elemental (Undead, Elemental)--Montporte Dungeon Campaign Critter

UNDEAD EARTH ELEMENTAL
Armor Class: 2 [17]
Hit Dice: 10
Attacks: 2 Slams (2d6 each)
Saving Throw: 5
Special: Level Drain (1 level); Move Through Stone & Earth
Move: 5
Challenge Level/XP: 12/2,000

Undead earth elementals whose life energy has been replaced by negative energy, so that they are a combination of pure elemental earth plus negative energy (see On the Elements and On the Energies).

Undead earth elementals resemble their non-undead relatives, but are looser in form, being made up of gravel, sand, and silt.

COMBAT: Undead earth elementals are unintelligent and will attack any living creature within 30'. It will continue to attack until it is destroyed, its opponents are destroyed, or its opponents retreat 100' in distance from the undead earth elemental.

LEVEL DRAIN: When an undead earth elemental strikes its opponent, it drains one level from its victim. The victim does get a saving throw and a successful save indicates no level drain. The attempted level drain is limited to once per round, so even if an undead earth elemental successfully strikes an opponent twice, only one level drain attempt is made.

MOVE THROUGH STONE & EARTH: An undead earth elemental may pass through solid stone or earth at the rate of 1. The undead earth elemental may not attack when it is fully or partially passing through stone or earth.

8/25/15

Glyff (Fey)--Montporte Dungeon Campaign Critter

GLYFF (FEY)
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240

Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.

Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."

COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.

SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).

SPELLS: A glyff may use the following magic-user spells:

  • First Level: Detect Magic (at will); Hold Portal (1 time/day); Light (at will); Read Languages (at will); Read Magic (3 times/day); Shield (1 time/day).
  • Second Level: Invisibility (2 times/day); Mirror Image (1 time/day)

TELEPORT: A glyff may teleport one time per day to its own home, but only when threatened with serious danger or death.

SPELL RESISTANCE: A glyff gains +2 to its saving throw against magic spells, wands, and rods (and similar spell-like items).

8/22/15

Blue Cave Ant--Montporte Dungeon Campaign Critter

BLUE CAVE ANT
Blue cave ants live in colonies that make their homes in large stone caverns. They are able to slowly carve a large underground nest out of the hardest stone. Blue cave ants live in large colonies, led by one or more queen ants. There are four types of blue cave ants living in the colony: (1) Workers--75% of colony; (2) Soldiers--15% of colony; (3) Drones--10% of colony; (4) Queens--1-4 individuals.

Worker Blue Cave Ant
Armor Class: 3 [16]
Hit Dice: 1
Attacks: Bite (1d4)
Saving Throw: 17
Special: Electrical Shock
Move: 10
Challenge Level/XP: 1/15

Worker blue cave ants are 4' long and 1' tall. They typically are involved in scavenging activities outside of the nest or, when inside the nest, building onto the nest or caring for ant eggs and larvae. Their exoskeletons are cobalt blue.

COMBAT: Worker blue cave ants will not attack anything that is over half as big as itself, unless it is acting in self-defense. Self-defense includes attacks on itself, other nearby ants, or an attack on the nest. In combat, worker blue cave ants will attack the opponent nearest to itself and will fight until it or its opponent is killed.

ELECTRICAL SHOCK: When an opponent successfully strikes the worker blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.

Soldier Blue Cave Ant
Armor Class: 5 [14]
Hit Dice: 4
Attacks: 2 Bites (1d8 each)
Saving Throw: 13
Special: Electrical Shock
Move: 15
Challenge Level/XP: 4/120

Soldier blue cave ants are 6' long and 3' tall. They usually guard strategic points inside the nest, such as cave entrances, junctions, stored, food, and the colony queen(s). Soldier blue cave ants also accompany workers when they are exploring new territory or transporting particularly large quantities of food. Their exoskeletons are midnight blue.

COMBAT: Soldier blue cave ants are aggressive and quick in combat, gaining two bite attacks due to their agility. They will attack anything that is perceived as a threat, basically any other living creature that comes within 30' of itself or its fellow colonists. They fight unto the death.

ELECTRICAL SHOCK: When an opponent successfully strikes the soldier blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the blue cave ant sends a powerful electrical shock to its opponent. This electrical shock does 1d4 in damage.

Drone Blue Cave Ant
Armor Class: 4 [15]
Hit Dice: 2
Attacks: Bite (2d4)
Saving Throw: 16
Special: None
Move: 8
Challenge Level/XP: 2/30

Drone blue cave ants are 4' long and 1' tall. They are the fertile males of the colony and are rarely found outside of the nest. When they are not tending to the queen(s) of the colony, they guard the eggs and larvae. Their exoskeletons are sky blue.

COMBAT: Drone blue cave ants will not attack unless defending themselves or the colony. They are slow moving, but have heavily armored shells and large, strong mandibles, which they use for bite attacks.

Queen Blue Cave Ant
Armor Class: 7 [12]
Hit Dice: 12
Attacks: Bite (1d4)
Saving Throw: 3
Special: Lightning Bolt; Electrical Shock
Move: 3
Challenge Level/XP: 13/2,300

Queen blue cave ants are 15' long and 5' tall. They are typically found in the center of the colony's nest, being well defended by soldiers, workers and drones. The head and thorax of a queen looks similar to a worker blue cave ant, being cobalt blue in color. The abdomen however, looks like the body of a giant, bloated larvae and is about 12' long. It is very light blue in color, almost white, and pulsates with the continue production of eggs for the colony.

COMBAT: A queen ant will aggressively defend itself and its nest. Its melee combat ability is limited because of its physique.

ELECTRICAL SHOCK: When an opponent successfully strikes the queen blue cave ant in melee with itself (touch, strike, bite, etc) or a metal-containing weapon, the queen cave ant sends a powerful electrical shock to its opponent. This electrical shock does 2d6 in damage.

LIGHTNING BOLT: A queen blue cave ant is able to shoot a lightning bolt from the mid-section of its abdomen once per round at one opponent. This lightning bolt has a range of 30'. The lightning bold does 4d6 of damage. The victim is allowed a saving throw and suffers half damage is the saving throw is successful.

8/11/15

Dragon--Montporte Campaign Critter

DRAGON
Armor Class: -9 [28]
Hit Dice: 24 (12HD + 72HP)
Attacks: Bite (3d8+16hp); 2 Claws (2d8+8hp each); Tail (4d12+24hp); 2 Wings (2d6+6hp each)
Saving Throw: 3
Special: Breath; Bite; Regeneration; Fire Resistance; Magic Resistance (60%); Immune to non-magical weapons; Spells
Move: 18/36 (Flying)
Challenge Level/XP: 35/9,200

Dragons are among the most powerful of all creatures in the five planes . Each dragon is said to have the power of 10 wizards and can breathe fire enough to melt the very roots of the mountains. Fortunately, they are rarely encountered on the plane of Aarde (the plane of Montporte), as they make their home on the remote and mysterious plane of Zaj. It is believed that dragons spend 90% or more of their time sleeping.

Dragons are not cruel and do not delight in the suffering of other creatures. Yet, at the same time, they have very little regard for anyone other than themselves. When they are awake, they care only for gathering knowledge and treasure. Dragons are known to visit Aarde on rare occasion in gather updates on the history and happenings of Aarde. They particularly delight in oddities and esoteric facts. Dragons have an unquenchable thirst to study and know every aspect of the universe. There are few creatures or beings in all the planes that can rival a dragon for intellect and knowledge.

Dragons also visit Aarde in search of treasure. Dragons are notorious hoarders and will travel to Aarde to gather large piles of precious metals and gems to haul back to their abodes on the plane of Zaj. Their stay on the plane of Aarde can last several centuries. More than one dragon has been found sleeping on top of a heap of treasure in a remote cave, mountain crevice, or glacial crevasse. Dragons will often nap in such places for centuries before traveling back to their home plane.

COMBAT: For mortals on the plane of Aarde, it is a good thing that dragons prefer to trick or intimidate their opponents rather than fight them in combat, as dragons are terrifying combat opponents. Dragons get up to six attacks per round (1 bite, 2 claws, 2 wings, 1 tail). Their wing attacks are limited to one wing per each side of the dragon. A dragon can use both wings to attack opponents immediately in front of it. Dragons have long and limber necks and tails and each of these can attack opponents in the front, rear or flank of the dragon.

In the rounds when a dragon uses its breath weapon, it is cannot use its other attacks or spells except for its tail attack.

BREATH: Few creatures wield as powerful a weapon as does a dragon when it breathes its cone of flame. The cone of flame is 90’ long and 30’ wide at its base. It does 12d6+36hp of damage to all caught within the conflagration. All caught within the fiery breath must make a saving throw. A successful saving throw indicates that half damage is taken.

A dragon must take one round to prepare its breath, which causes its throat and chest to glow bright red-orange. The dragon then can attack the next round with its breath. If the dragon does not use its breath weapon within two rounds of the preparation round, it must prepare its breath once more. There is no limit to the number of times a dragon can use its breath weapon but it can only use it once every three rounds. As noted above, a dragon can use its tail attack in the rounds when it uses its breath weapon.

BITE: In addition to doing significant damage, the bite of the dragon can drain knowledge. On a successful bite attack, the victim must make a successful saving throw or lose 1 point of intelligence. Lost intelligence can only be regained through magical means, such as a Restoration spell.

REGENERATION: A dragon regenerates 1d8+8 points per round until it is fully healed. Unlike trolls, dragons are not able to regenerate once they have been slain.

FIRE RESISTANCE: Dragons are immune to normal fire. They have +2 on saving throws against fire attacks, suffering no damage if they make their saving throw and half damage if they fail. Dragons suffer half damage from fire based attacks that do not permit saving throws.

MAGIC RESISTANCE: A dragon is 60% resistant to any form of magical attack used it against. A magic resistance roll uses a 1d100 and a score of 60 or below, indicates that the magic used against the dragon has failed. Even if the dragon’s magic resistance fails on a particular spell (on a roll of 61 or above), the dragon still can use a saving throw, if one is permitted by the spell.

NON-MAGICAL WEAPON IMMUNITY: Dragons are immune to attacks from all non-magical weapons.

SPELLS: Dragons are actually not as powerful as 10 wizards, but they are able to cast a variety of spells. A dragon cannot cast a spell during a round in which it is using its breath weapon. Dragons have access to the following magic-user spells and can cast one spell per round:

  • Level 1: Charm Person (1/day); Detect Magic (at will); Light (at will); Magic Missile (2/day, 6 missiles per spell); Read Languages (at will); Read Magic (at will); Sleep (1/day)
  • Level 2: Darkness 15-foot Radius (3/day); Detect Invisibility (at will); Invisibility (2/day); Levitate (2/day); Magic Mouth (1/day); Pyrotechnics (2/day).
  • Level 3: Clairaudience (1/day); Clairvoyance (1/day); Dispel Magic (2/day); Hold Person (1/day); Suggestion (1/day); Water Breathing (1/day).  
  • Level 4: Confusion (1/day); Fear (1/day); Polymorph Self (2/day); Remove Curse (1/day).
  • Level 5: Feeblemind (1/day); Telekinesis (1/day); Teleport (1/day, no chance of failure).

Related Posts
Montporte Cosmological Notes: On the Planes

1/20/15

Giant Fire Boar--Montporte Dungeon Campaign Critter

GIANT FIRE BOAR
Armor Class: 6 [13]
Hit Dice: 6
Attacks: Tusks (2d6+2)
Saving Throw: 11
Special: Charge; Flaming Breath; Instantly Cooked
Move: 18
Challenge Level/XP: 7/600

The giant fire boar is a large magical creature that inhabits large remote caverns of the Deep Dark, feeding on mushrooms. They are black in color, except for a pulsating dim red glow that surrounds their neck and shoulders. From a distance, it looks much like the embers of a dying fire.

COMBAT: Giant fire boars are very territorial and can be quite aggressive. They usually will stump, snuffle, and snort as a warning to unwelcome intruders before defending their territory. As they are not predators or carnivores, they will flee when hurt or when faced by dangerous natural predator.

CHARGE: If the giant fire boar has at least a 20' straight avenue in which to run at its opponent, it will charge. By charging, the giant fire boar gains a +1 to attack and does an additional 2d6 to its tusk attack.

FLAMING BREATH: The giant fire boar can use a flaming breath attack once per day. It is a cone 10' long and 5' wide of intense flame. It does 4d6 of flame damage (1/2 damage if targets make their saving throw).

INSTANTLY COOKED: When the giant fire boar is killed, it instantly cooks itself, and an apple appears in its mouth.

1/9/15

Zychocuda (Aberration)--Montporte Dungeon Campaign Critter

ZYCHOCUDA
Armor Class: 4 [15]
Hit Dice: 4
Attacks: Bite (2d4+4)
Saving Throw: 13
Special: Confusion; Fog
Move: 20
Challenge Level/XP: 5/240

Zychocuda are aberrations from the plane of Ioucura (the plane of madness). They appear as very large barracuda, about 9 feet in length, with black swirling eyes. They almost always appear in a school of 6-36 (6d6), swimming through the air in a thick cloud of fog that they magically create.

COMBAT: Zcyhocuda are fierce predators that swarm their intended victim/meal from as many directions as possible. They bite and tear at their opponent with incredible ferocity and are undeterred by the damage inflicted on them.

CONFUSION: The successful bite attack of a Zychocuda can cause confusion in its victim. The victim must make a saving through or succumb to the effects of confusion (the same effects and duration as the magic spell, Confusion).

FOG: A school of zychocuda created a cloud of dense, swirling fog 60' in radius from the center of the school. The entire school can only swim within the confines of this cloud. The cloud creates the sensation of water on the skin of all who are withing in, but it does not restrict breathing or movement. However, the cloud does restrict all non-zychocuda within the cloud to 10'.

1/7/15

Nk-ha (Aberration)--Montporte Dungeon Campaign Critter

NK-HA
Armor Class: 6 [13]
Hit Dice: 8
Attacks: 4 Energy Bolts (1d6)
Saving Throw: 8
Special: Cause Insanity
Move: 10
Challenge Level/XP: 11/1700

Nk-ha are medium size floating dark blobs of flesh, with a very human-looking mouth as its only feature. Nh-ha are vile aberrations who occasionally find their way from the plane of Ioucura (the plane of madness) to the plane of Aarde (the material plane of Montporte) where they seek to enslave humanoids. Nk-ha will often have 2d6 enslaved followers to do its bidding, including fighting to the death on its behalf.

COMBAT: Nk-ha only enters combat for self-defense or if it believes it can enslave its opponent. It is able to discharge up to 4 energy bolts per round (range 0'-20'). It can aim these energy bolts at the same or different targets. For purposes of combat, the energy bolt is treated as a ranged weapon, utilizing an attack die roll.

CAUSE INSANITY: Once per round, the nk-ha can emit a field that can enslave or cause insanity. This field extends up to 40' and affects everyone within range. Those in range must make a saving throw or lose 1d3 points of wisdom. Those reduced a wisdom score of 1 or 2 must make an additional save or be enslaved by the nk-ha. Enslavement is ended only by a Wish or the slaying of the nh-ha.

Those who make their saving through are temporarily insane for 2d4 hours with one of the follow effects rolled on a 1d6: (1) Character believes that he/she is a famous hero of legend and myth; (2) Character attacks self; (3) Character attacks another member of own party; (4) Character wanders away; (5) Character stands in one place; (6) Character falls to the ground in a catatonic state.

A character whose wisdom reaches zero dies.

12/25/14

Bell Spider (Montporte Dungeon Campaign Critter)

BLUE BELL SPIDER
Armor Class: 5 [14]
Hit Dice: 5
Attacks: Bite (1d6)
Saving Throw: 12
Special: Sonic bell attack
Move: 10
Challenge Level/XP: 6/400

Blue bell spiders are the female version of the bell spider. They are about 3’ tall and weigh 250 pounds. They have a blue head and legs. Their body is coated with a thin layer of silver that contains 1000 silver pieces worth of the precious metal.

They live deep beneath the earth in colonies with other bell spiders (pink and blue). They do not build webs. There are about 8 pink bell spiders for every 1 blue bell spider.

COMBAT: Blue bell spiders will attack anyone who threatens their colony. Otherwise, they are not particularly aggressive.

SONIC BELL ATTACK: The blue bell spider has an organ inside her abdomen that allows her to strike the inside of her shell, creating a deafening bell sound, once per day. All non-bell spiders in a 60’ radius takes 3d6 of damage (half damage if the victim makes a successful saving throw). If the victim fails their saving throw, they are stunned for one round. The bell also serves to summon other bell spiders within range of the sound.

PINK BELL SPIDER
Armor Class: 4 [15]
Hit Dice: 3
Attacks: Bite (2d6)
Saving Throw: 14
Special: Intoxicating venom; Enhanced initiative
Move: 20
Challenge Level/XP: 4/120

Pink bell spiders are the male version of the bell spider. They are about 2’ tall, weigh 80-120 pounds, and have very large mandibles. They are bright pink and glow in the dark.  They live deep beneath in colonies with other bell spiders (pink and blue). They do not build webs.

COMBAT: Pink bell spiders are aggressive in combat when their colony is threatened. They hunt as a pack and seek to use their speed to ambush prey.

INTOXICATING VENOM: When a pink spider successfully strikes its victim, the victim must make a saving throw or be intoxicated by the spider’s venom. Intoxication causes the opponent to have a -2 penalty to their attack roll, as well as a -1 penalty to any initiative roll. The intoxication lasts for 2d6 rounds.

ENHANCED INITIATIVE: Pink bell spiders are very quick and gain a +1 bonus to their initiative roll.

3/22/14

Petros Skeleton--Montporte Dungeon Campaign Critter

PETROS SKELETON
Armor Class: 2 [17]
Hit Dice: 5
Attacks: Strike x 2 (1d6)
Saving Throw: 12
Special: Pebble Spray; Constitution Drain; Sleep/Charm Immunity
Move: 11
Challenge Level/XP: 6/400

Petros skeletons are undead human skeletons whose bone structure includes a high proportion of elemental earth. They also accumulate aggregate gravel and pepples, which they are able to use as an attack form. They have the ability to shoot a sheet of flame from their hands. Petros skeletons are treated as wights for the purposes of being turned by clerics.

COMBAT: Petros skeletons are similar to other undead skeleton in combat. They do get two attacks per round, one strike with each hand,
as they are not armed with weapons (weapons interfere with their burning hands ability).

PEBBLE SPRAY: Petros skeletons are able to shoot pebbles in a 20' radius once per day. The pebble spray has an effect akin to canister shot or shrapnel. It does 2d4 in damage to living creatures within the attack radius; half damage if a saving throw is successfully made by each target.

CONSTITUTION DRAIN: Opponents lose one point of constitution when struck by the skeletal hand of the petros skeleton. Lost constitution points are regained at a rate of one point per hour, but an opponent dies if their constitution reaches zero.

SLEEP/CHARM IMMUNITY: Like other forms of undead creatures, petros skeletons are immune to sleep and charm spells.

2/26/14

Boreal Troll (Fey)--Montporte Dungeon Campaign Critter

BOREAL TROLL (Fey)
Armor Class: 0 [19]
Hit Dice: 8
Attacks: Clawed Hands x 2 (1d4); Bite (1d8)
Saving Throw: 8
Special: Regeneration; Cold Resistance; Sunlight Vulnerability
Move: 12
Challenge Level/XP: 9/1100

Boreal trolls are fur-covered humanoids, 12-15' tall. They are fey and live in the boreal forests of the plane of Umírající. They are occasionally found on the plane of Aarde (the plane of Montporte), looking for humans to devour. Boreal trolls are loyal to the Winter Court of the fey.

COMBAT: Boreal trolls are surprisingly agile in combat and are able to attack three times per combat round (two claw attacks and one bite). Because of their regenerative ability, they rarely back down from a fight.

REGENERATION: Boreal trolls instantly begin to regenerate when wounded, healing 1d4 points per round. No matter how battered or burnt their bodies may be, they will eventually regenerate. The only way to ensure that a boreal troll stays dead for good is to kill it and then destroy every part of its body with acid.

COLD RESISTANCE: Boreal trolls are immune to natural cold and gain +2 on their saving throws versus cold-based magical.

SUNLIGHT VULNERABILITY: Boreal trolls are vulnerable to full sunlight and will turn into a lichen covered tree trunk if exposed to the direct sunlight. They remain in this state for 40 years and then revert back to their troll state at midnight on the Winter Solstice. They maintain their regenerative ability, even as tree trunks.