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Monsters Animals

In document 2233317-Kakhabad.pdf (Page 59-75)

Nighthawk Small Animal Skunkbear Medium animal Flying fish Tiny animal Hit Dice: 1d8+1 (5 hp) 3d8+6 (19 hp) ½ d8 (2 hp)

Initiative: +2 +1 (Dex) +2 (Dex)

Speed: 10 ft. (2 squares), fly 80 ft. (average) 40 ft Swim 30 ft, Fly 30 ft (average)

Armour Class: 14 (+1 size, +2 Dex, +1 natural) 13 (+1 Dex, +2 natural) 14 (+2 size, + 2 Dex)

Attack: 2 talons +3 melee (1d4) and bite –2 melee (1d4) Claw +6 melee (1d4+4) Bite +4 melee (1d4-2)

Space/Reach: 5 ft./5 ft. 5 ft/5 ft 2 ½ ft/2 ½ ft

Special

Attacks/Qualities: Low-light vision Stench

Saves: Fort +3, Ref +4, Will +2 Fort +5, Ref +4, Will +2 Fort +2, Ref +4, Will +1

Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 4

Skills: Listen +2, Spot +14 Climb +4, Listen +4, Spot +4, Swim +8 Listen +6, Spot +6

Feats: Weapon Finesse Endurance, Run Weapon finesse (bite)

Environment: Temperate mountains Temperate forests Any aquatic

Organization: Solitary or pair Solitary or pair School (2-7)

Challenge Rating: 1/2 3 1/3

Alignment: Neutral Neutral Neutral

Advancement: 2–3 HD (Medium) 4-5 HD (Medium) 1 HD (small)

Nighthawk: These birds of prey inhabit nearly every terrain and climate, though they

all prefer high, secluded nesting spots. A typical nighthawk is about 3 feet long and has a wingspan of about 7 feet. Their feathers range from a dull grey colour to jet black.

COMBAT

Nighthawks dive at prey, raking with their powerful talons.

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

Skunkbear: Skunkbears stand about nine feet tall on their hind legs and are covered

in black and white fur. They typically live in caves and hunt during the daytime. COMBAT

A skunkbear’s claws are usually enough to deal with prey, but they also have another potent weapon.

Stench: Once every 1d4 rounds, the skunk bear can release a stench to deter enemies.

Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same skunk bear’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Flying fish: Flying fish, native to Lake Ilklala, have vicious teeth and typically fight

as a group to bring down prey. Their wings can hold them in the air for only a short period of time before they must return to the water.

COMBAT

Flying fish leap out of water to attack their foes, trying to flank the weakest looking opponent. These animals can only fly for 8 rounds before they must return to water. For every 2 rounds that the fish remains in the air, it must spend 1 round in water recovering.

Baddu-beetle

Medium Vermin Hit Dice: 2d8+4 (13 hp) Initiative: +0

Speed: 30 ft. (6 squares) Armor Class: 16 (+6 natural)

Attack/Damage: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft.

Special Attacks: Acid spray

Special Qualities: Darkvision 60 ft., tremorsense 30 ft, vermin traits Saves: Fort +5, Ref +0, Will +0

Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9 Skills: —

Feats: —

Environment: Warm and temperate plains Organization: Cluster (2–5) or click (6–11) Challenge Rating: 2

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

These creatures feed on carrion and build their nests underground. A baddu-beetle is about 6 feet long. Baddu-beetles normally attack only to defend themselves, their nests, or their eggs.

COMBAT

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone

of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution- based.

Birdman

Medium monstrous humanoid

Hit Dice: 2d8+2 Initiative: +3 (Dex)

Speed: 30 ft, fly 40 ft (average) Armour Class: 13 (+3 Dex)

Attack/Damage: 2 claws +4 melee (1d4) or by weapon +2 melee Space/Reach: 5 ft/5 ft

Saves: Fort +0, Ref +6, Will +3

Skills: Hide +5, Listen +7, Spot +9 Wilderness lore + 7 Feats: Weapon finesse (claw)

Environment: Temperate hills and mountains Organization: Wing (2-5) or nest (5-20) Challenge Rating: 1

Treasure: Standard

Alignment: Usually neutral Advancement: By character class Level Adjustment: +2

Birdmen are short and wiry, with strong chest muscles that support a pair of feathery wings. Arms and legs end in sharp talons and their mouths are hooked beaks. The feathery hair which covers their bodies ranges in colour from dark green to black. The birdmen of Kakhabad dwell in well defended settlements carved out of the

mountainside, the good aligned Schinn birdmen occasionally mounting raids on the Archmage’s birdmen.

COMBAT

Birdmen prefer to fight from the air, and birdmen typically carry up to five javelins which they loose on their opponents whilst flying. They will then land and attack with either claws or swords.

Skills: Birdmen receive a +4 racial bonus to Spot checks and a +2 racial bonus to

Listen and Wilderness Lore checks. Death Wraith

Creating a Death Wraith

“Death wraith” is an acquired template that can be added to any humanoid, magical beast or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 10.

A death wraith uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead, with the incorporeal subtype.

Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the undead subtype. Size is unchanged.

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

Speed: Death wraiths have a base speed of 30 feet, unless the base creature has a

higher base speed.

Armour Class: Natural armour is the same as the base creature’s.

Attack/ Damage: A death wraith retains its normal attacks. Its base attack bonus is

equal to half its hit dice.

Special Attacks: A death wraith gains the special attacks listed below.

Horrific Appearance (Su): Any living creature within 60 feet that views a death wraith

must succeed on a Fortitude save (DC equal to 10 + 1/2 death wraith’s HD + death wraiths’s Cha modifier) or be shaken for 1d6 rounds. A creature that successfully saves against this effect cannot be affected by the same death wraith’s horrific appearance for 24 hours.

Corporeal attack (Su): Despite appearing almost incorporeal, a death wraith retains its

normal attack but has an attack bonus equal to its Charisma bonus or its Strength bonus, whichever is higher.

Special Qualities: A death wraith gains the following special qualities. Undead: A death wraith gains the undead type.

Turn Resistance (Ex): A death wraith has +2 turn resistance.

Damage Reduction (Su): A death wraith has damage reduction 5/silver.

Spirit returns (Su): If the base creature was of good alignment, its spirit appears

briefly once the death wraith has been slain. Treat this as a speak with dead spell (10th level caster).

Abilities: Same as the base creature, except that the death wraith has no Constitution

score, and its Charisma score increases by +4.

Skills: Death wraiths have a +8 racial bonus on Hide, Listen, Search, and Spot

checks. Otherwise same as the base creature.

Environment: Any, often as base creature. Organization: Solitary.

Challenge Rating: Same as the base creature +1. Treasure: Standard.

Alignment: The base creature’s alignment changes to any evil.

SAMPLE DEATH WRAITH: SHINVA, FIFTH NOBLEOF KHARE

Hit Dice: 5d12 (32hp)

Initiative: +6 (+2 Dex, +2 improved initiative) Speed: 30 ft

Armour Class: 12 (+2 Dex)

Attack/Damage: Scimitar +6 melee (1d6+1/18-20) Space/Reach: 5 ft./5 ft.

Special Attacks: Horrific appearance (DC 15), corporeal attack

Special Qualities: Undead traits; turn resistance +2; damage reduction 5/silver; spirit

returns.

Saves: Fort +4, Ref +3, Will +2

Abilities: Str 12, Dex 15, Con -, Int 15, Wis 13, Cha 16.

Skills: Hide +10, Intimidate +11, Listen +11, Search +8, Spot +13.

Feats: Alertness, Improved Initiative, Improved Unarmed Strike, Power Attack,

Rapid Reload (crossbow, light), Weapon Focus (Scimitar).

Environment: Crypt Organization: Solitary Challenge Rating: 6 Treasure: Standard

Alignment: Neutral evil (originally neutral good)

Shinva was the Fifth Noble of Khare until he angered the vampiric Third Noble, who first killed Shinva and then used a scroll to raise him as a death wraith as further punishment. Shinva haunts his tomb in Khare, attacking anybody who enters in the hope of being released from his undead state.

COMBAT

Shinva attacks with his scimitar at the earliest opportunity and does not retreat until either he or his opponents are dead.

Firefox

Medium magical beast

Hit Dice: 3d8+4 (17 hp) Initiative: +2

Speed: 50 ft. (10 squares)

Armour Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Attack/damage: Bite +3 melee (1d6+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Pounce, ignition

Special Qualities: Low-light vision, scent , fire resistance 5 Saves: Fort +5, Ref +5, Will +1

Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: Weapon Focus (bite)

Environment: Temperate forests

Organization: Solitary, pair, or pack (7–16) Challenge Rating: 2

Advancement: 4–6 HD (Large)

Firefoxes are the same size as wolves and covered in red fur. They are savage hunters and can cope with most prey.

COMBAT

Pounce (Ex): When a firefox makes a charge, it can follow with a full attack. When a

firefox pounces, it also ignites.

Ignition (Ex): After a successful pounce, the firefox’s fur ignites, causing the

defender 1d6 points of fire damage. This may also damage the firefox if it causes enough damage to overcome its fire resistance.

Flayer

Medium monstrous humanoid

Hit Dice: 1d8 (4hp) Initiative: +1 (Dex) Speed: 30 ft

Armour Class: 11 (+1 Dex)

Attack/Damage: Slam +1 melee (1d3 + poison) Space/Reach: 5 ft/ 5ft

Special Attacks: Poison

Saves: Fort +0, Ref +1, Will +1

Abilities: Str 10, Dex 13, Con 10, Int 10, Wis 10, Cha 7

Skills: Profession (cook) +6, Craft (any 2) + 4, Hide +4, Spot +4 Feats: Skill focus (cook)

Environment: Temperate plains and hills, cities Organization: Solitary or pair

Challenge Rating: 1/2 Treasure: Standard

Alignment: Usually neutral Advancement: By character class

Level Adjustment: +0

Flayers are somewhat similar to mind flayers in appearance. However, they lack arms, but their heads are octopus-like, with many tentacles that can be used to grasp objects or in combat. They are reputed to be marvellous cooks and can often be found in kitchens, although they are by nature shy and reclusive, due to the treatment they often receive as a result of their appearance.

COMBAT

When forced to fight, a flayer whips its head round, using its tentacles as weapons.

Poison: Initial damage 1 Str, secondary damage 1d2 Str, Fortitude DC 10 negates.

The save DC is Constitution-based. Goldcrest Eagle

Medium magical beast

Hit Dice: 2d8+2 (10 hp) Initiative: +2 (Dex)

Speed: 10 ft, fly 80 ft (average)

Armour Class: 13 (+1 natural, +1 Dex)

Attack/Damage: 2 claws +3 melee (1d3), bite -2 melee (1d4) Space/Reach: 5 ft/5 ft

Special Qualities: Invisibility Saves: Fort +3, Ref +4, Will +2

Abilities: Str 10, Dex 15, Con 12, Int 5, Wis 14, Cha 10 Skills: Listen +6, Spot +10

Feats: Weapon finesse (claw)

Environment: Temperate forest, hills, mountains and plains Organization: Solitary or pair

Challenge Rating: 1 Treasure: None

Alignment: Usually neutral good Advancement: 3-4 HD (medium)

Goldcrest eagles have a wingspan of approximately 10 feet, and their heads are covered in golden yellow feathers. They are usually trained from birth, and are typically used as messengers, making good use of their invisibility, although they are not without fighting ability.

COMBAT

Goldcrest eagles remain invisible for as long as possible before attacking. If a fight is going against them, they will retreat, becoming invisible to escape.

Invisibility (Sp): A goldcrest eagle can become invisible (as per the spell) at will as a

free action. Jib-Jib Tiny beast

Hit Dice: ¼d8 (1hp) Initiative: +2 (Dex)

Speed: 20 ft

Armour Class: 14 (+2 size, +2 Dex) Attack/Damage: -

Space/Reach: 2½ ft/2½ ft Saves: Fort +2, Ref +4, Will +1

Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: Alertness

Environment: Temperate hills and mountains Organization: Solitary or pair

Challenge Rating: 1/10 Treasure: None

Alignment: Always neutral Advancement: -

Jib-jibs are reclusive herbivores which have only a small round fur covered body and two stumpy legs. They have evolved a quite effective method of eluding hunters; whenever threatened, a jib-jib lets out an impressively loud roar, which tends to frighten off most predators.

COMBAT

A jib-jib will attempt to run from combat if its roar doesn’t frighten of its opponent. It has no means of attack, having neither teeth nor claws.

Klattaman

Medium Humanoid

Hit Dice: 1d8+1 (5 hp) Initiative: +0

Speed: 30 ft. (6 squares)

Armour Class: 11 (+1 padded armour) Attack/Damage: Club +4 melee (1d6+4) Space/Reach: 5 ft/5 ft

Saves: Fort +3, Ref +0, Will –2

Abilities: Str 17, Dex 11, Con 12, Int 5, Wis 7, Cha 6 Skills: Listen +1, Spot +1

Feats: Alertness

Environment: Temperate plains

Organization: Gang (2–5), tribe (10-20 plus 1 1st to 3rd level barbarian champion

and 1 2nd level adept)

Challenge Rating: 1/2 Treasure: Standard

Alignment: Usually neutral Advancement: By character class Level Adjustment: +0

Klattamen are simple humanoids that inhabit the Baklands. They have a nomadic, tribal lifestyle, setting up camp for a month or so and hunting around that area before moving on. Strength is much admired amongst the klattamen and the leader (refered

to as the champion) is usually the best fighter in the tribe, although the most intelligent might listen to the tribal shaman.

COMBAT

Klattamen are simple combatants, attacking in numbers until their enemies are dead. Occasionally, a worthy opponent may be offered the chance to fight the champion of the tribe in single combat.

mantis Man

Medium monstrous humanoid

Hit Dice: 2d8 (9hp)

Initiative: +5 (Dex, Improved initiative) Speed: 30 ft

Armour Class: 12 (+1 Dex, +1 natural)

Attack/Damage: 2 claws +3 melee (1d4) plus bite (see below) Space/Reach: 5 ft/5 ft

Special Attacks: Improved grab Special Qualities: Freeze Saves: Fort +0, Ref +3, Will +2

Abilities: Str 10, Dex 13, Con 11, Int 11, Wis 11, Cha 10 Skills:

Feats: Improved initiative

Environment: Temperate plains and cities Organization: Solitary or group

Challenge Rating: 2 Treasure: Standard

Alignment: Usually neutral evil Advancement: 3-4 HD (large)

The mantis man is often first encountered standing motionless, its spindly arms up to its chest and its hands joined as if in prayer. It has an oversized head full of sharp teeth. If an opponent comes near it, it will suddenly move, attempting to grapple its foe and bite them.

COMBAT

A mantis man will remain still until its opponent is close enough to attack.

Improved Grab (Ex): To use this ability, the mantis man must hit with both claw

attacks. 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 can then bite automatically for 1d8 points of damage.

Freeze (Ex): A mantis man can hold itself so still it appears to be a statue. An

observer must succeed on a DC 20 Spot check to notice the mantis man is really alive. Minimite

Fine fey

Hit Dice: ½ d6 Initiative: +3 (Dex)

Armour Class: 21 (+8 size, +3 Dex)

Attack/Damage: Short sword +11 melee (1d3–3/19–20) Space/Reach: 2 ½ ft/2 ½ ft

Special Qualities: Antimagic field Saves: Fort +1, Ref +5, Will +3

Abilities: Str 5, Dex 17, Con 11, Int 10, Wis 13, Cha 14

Skills: Bluff +8, Hide +10, Move silently +8, Search +2, Spot +3 Feats: Weapon finesse

Environment: Temperate hills and plains Organization: Solitary or group (2-5) Challenge Rating: 1

Treasure: None

Alignment: Always chaotic good Advancement: 1–3 HD (Tiny)

Minimites are small creatures, whose history is steeped in magic; see the history section for more details of these fey.

COMBAT

Antimagic field (Sp): Minimites are surrounded by a constant antimagic field (as per

the spell). This antimagic field is unusual, however, in that any spell that involves an experience point cost can penetrate it and functions normally. Any such spell cast within the antimagic field also kills the minimite.

Mucalytic Large aberration

Hit Dice: 4d8+15 (33 hp) Initiative: +0

Speed: 20 ft

Armour Class: 12 (-1 size, +3 natural) Attack/Damage: 2 slams +5 melee (1d4+6) Space/Reach: 10 ft/5 ft

Special Attacks: Improved grab, poison Saves: Fort +4, Ref +1, Will +3

Abilities: Str 18, Dex 10, Con 17, Int 11, Wis 11, Cha 10 Skills: Listen +7, Spot +7

Feats: Toughness

Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: None

Alignment: Usually neutral evil Advancement: 5-16 HD (huge)

Mucalytics are large ugly beasts, covered in slime and filth. Their trunk like snouts will be visible poking through the muck. They wallow about in the mess around them and as such are generally solitary creatures, shunned by others, even the unhygienic orcs and goblins.

COMBAT

A mucalytic will flail around with its arms, attempting to grab its opponent.

Improved Grab (Ex): To use this ability, the mucalytic must hit with both slam

attacks. 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 can then breath poison on its opponent.

Poison: Initial damage 1d6 Int, secondary damage 1d6 Int, Fortitude DC 15 negates.

The save DC is Constitution-based. Red Eye

Medium monstrous humanoid

Hit Dice: 1d8 (4hp) Initiative: +2 (Dex) Speed: 30 ft

Armour Class: 14 (+2 Dex, +2 leather armour)

Attack/Damage: Scimitar +1 melee (1d6/18-20) or burning eyes +2 ranged (1d6) Space/Reach: 5 ft/5 ft

Special Attacks: Burning eyes Saves: Fort +0, Ref +2, Will +2

Abilities: Str 10, Dex 14, Con 11, Int 15, Wis 10, Cha 9 Skills: Listen +4, Intimidate +3

Feats: Blind-Fight

Environment: Temperate plains, forest and hills Organization: Gang (2-5)

Challenge Rating: 1 Treasure: Standard

Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1

Red-eyes are thin humanoids that delight in bullying others. They look similar to elves, except that their eyes are always shut. This does not prevent them from seeing, however, as their eyelids are very thin. They dress in outrageous style, often with strange looking headgear. Red-eyes are universally detested and tend only to live near others of their kind.

COMBAT

A red-eye will attack with its melee weapon, but will use its burning gaze when the opportunity arises.

Burning eyes (Sp): Once every 1d4 rounds, a red eye can shoot a red hot jet from its

The Seven Serpents

Elemental Serpent (Fire,

Earth, Water, Air) Astro Serpent (Sun, Moon) Time Serpent

Hit Dice: 10d12+20 (85hp) 11d12+22 (93hp) 12d12+24 (102hp)

Initiative: +0 +0 +4 (improved initiative)

Speed: 20 ft, fly 200 ft (perfect) 20 ft, fly 200 ft (perfect) 20 ft, fly 200 ft (perfect)

Armor Class: 16 (+6 natural) 17 (+7 natural) 18 (+8 natural)

Attack: Bite +12/+7 melee (1d8+2) Bite +13/+8 melee (1d8+2) Bite +14/+9 melee (1d8+2)

Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.

Special

Attacks: Spell-like abilities Spell-like abilities Spell-like abilities

Special Qualities: Polymorph, Damage Reduction, Protection From Elements Polymorph, Damage Reduction, Protection From Elements Polymorph, Damage Reduction, Protection From Elements

Saves: Fort +9, Ref +7, Will +9 Fort +9, Ref +7, Will +9 Fort +10, Ref +8, Will +10

Abilities: Str 15, Dex 11, Con 15, Int 18, Wis 15, Cha 15 Str 15, Dex 11, Con 15, Int 18, Wis 15, Cha 15 Str 15, Dex 11, Con 15, Int 18, Wis 15, Cha 15

Skills: Gather Information +15, Intimidate +15, Knowledge (Arcana) +17, Knowledge (Geography) +17, Listen +15, Search +17, Sense Motive +15, Spot +15. Gather Information +16, Intimidate +16, Knowledge (Arcana) +18, Knowledge (Geography) +18, Listen +16, Search +18, Sense Motive +16, Spot +16. Gather Information +17, Intimidate +17, Knowledge (Arcana) +19, Knowledge (Geography) +19, Listen +17, Search +19, Sense Motive +17, Spot +17. Feats: Alertness, Flyby Attack, Power Attack Alertness, Flyby Attack, Power Attack Alertness, Flyby Attack, Improved Initiative, Power

Attack

Environment: Temperate plains, hills and mountains Temperate plains, hills and mountains Temperate plains, hills and mountains

Organization: Solitary Solitary Solitary

Challenge

Rating: 8 9 11

Alignment Neutral evil Neutral evil Neutral evil

Treasure None None None

Advancement: 11–13 HD (medium), 14-17 HD (large) 12–13 HD (medium), 14-17 HD (large) 13 HD (medium), 14-17 HD (large) The Seven Serpents were created by the Archmage using necromantic spells from a forgotten era. Each is individual, although generally they are around eight feet long, with leathery wings and sharp teeth. They are dangerous foes and rarely rely on their bite in combat, preferring to use their spell-like abilities. If a battle is going against them, they prefer to flee; they realise their importance to the Archmage and would sooner report a threat to him rather than try to face it themselves. All have the following Special Qualities in common:

Polymorph (Sp): All of the Seven Serpents can polymorph into a small viper at will.

The viper is usually coloured like the Serpent, so the Fire Serpent is red as a viper, for example.

Damage Reduction (Su): All of the Seven Serpents have Damage Reduction 5/-. Protection From Elements (Sp): All of the Seven Serpents can use Protection From Elements as a spell-like ability at will (caster level 5th).

FIRE SERPENT

The Fire Serpent is a bright red colour, unmissable even as a small viper. When attacking, it prefers to stay close to flammable materials.

Spell-like abilities: Caster level 10th. 3/day – fire shield, fireball, wall of fire.

EARTH SERPENT

The Earth Serpent is a dull brown colour and prefers to crawl along the ground rather than fly. However, it can still take to the air if it desires.

Spell-like abilities: Caster level 15th.

At will – magic stone. The Earth Serpent must succeed at a ranged attack to hit its

opponent.

3/day – earthquake.

WATER SERPENT

In document 2233317-Kakhabad.pdf (Page 59-75)

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