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Quintara HiveHagfish

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It doesn't bother her, she has been use to that for a long time -CoughSheIsTwentyYearsOfAgeCough- and she has mastered the disguises down so she can't be detected by visually seeing her. She has her own style of what she looks like so nopony looks like her. So the only way to detect her is through magical means basically or unless she decides to show her real self off.

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First things first we start at LvL what?

 

Second read the stats of monster shes closest to being.

 

Make a D&D style Character sheet using an app called D&Dice or your own.

 

NO CHEATING UNLESS ITS TO DUMB DOWN YOUR OC!

 

Your OC will be OP at the end but you gotta earn it.

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Depends on how hard the campaign is, usually... Is it going to start off easy and eventually get harder?

I'll look at that, Usually she passes off as a Unicorn when she is in her disguise so she knows some basic unicorn magic so she can do it.

I also don't plan on making her OP anytime soon so you have no need to worry about it.

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If it gets big though a change of pace would be good


So far were only three. but soon we shall be many!


crap i gotta download the other monster manuals


 

 

 

 

griffion stats did it show up?


dam hang on i gotta redo it


Just a little bit for now my head hurts

 

 

 

 

 

 

MANTICORE

Large Magical Beast Hit Dice: 6d10+24 (57 hp)

Initiative: +2 Speed: 30 ft. (6 squares), fly 50 ft. (clumsy) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +6/+15 Attack: Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19–20) Full Attack: 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19–20) Space/Reach: 10 ft./5 ft. Special Attacks: Spikes Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +9, Ref +7, Will +3

Abilities: Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9 Skills: Listen +5, Spot +9,

Survival +1 Feats: Flyby Attack, Multiattack, TrackB, Weapon

Focus (spikes) Environment: Warm

marshes

Organization:

Solitary, pair, or pride (3–6)

Challenge Rating: Treasure: Standard

Alignment: Usually lawful evil Advancement: 7–16 HD (Large); 17–18 HD (Huge)

Level Adjustment: +3 (cohort)

Manticores are fierce crea- tures that hunt widely for living flesh. They are cunning and evil. A manticore can be a deadly enemy or a powerful ally.

A typical manticore is about 10 feet long and weighs about 1,000 pounds.

Manticores speak Common.

COMBAT

A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.

Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range incre- ment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.

Skills: *Manticores have a +4 racial bonus on Spot checks.

 

 

 

 

LAMMASU

 

This creature has the golden-brown body of a lion, the wings of a giant eagle, and the face of a human.

Lammasus are noble creatures that are concerned with the welfare and safety of all good beings.

These creatures dwell most often in old, abandoned temples and ruins located in remote areas, where they contemplate how best to combat the influence of evil in the world. Adventurers sometimes seek them out to gain the benefit of their wisdom and their knowledge of ancient mysteries. Lammasus receive good beings and creatures cordially and usually offer assistance if the visitor is directly combating evil. They tolerate neutral beings but watch them carefully. They do not tolerate the presence of evil beings, attacking them on sight.

The demeanor of a lammasu is noble and stern, but these crea- tures can be quite compassionate.

A typical lammasu is about 8 feet long and weighs about 500

pounds. Lammasus speak Common, Draconic,

and Celestial.

COMBAT

A lammasu attacks with spells or its

razor-sharp claws. It almost always enters combat if it observes a good crea-

ture being threatened by evil. Spells: A lammasu casts spells as a

7th-level cleric, and can choose

spells from the cleric spell list, plus any two of the following domains:

Good, Healing, Knowledge, or Law. Typical leric Spells Prepared (6/6/5/4/2; save DC 13 + spell level):

0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd— aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight, dispel magic, magic circle against evil*, remove curse; 4th—holy smite , neutralize poison.

*Domain spell. Domains: Good and Healing.

Magic Circle against Evil (Su): A lammasu radiates a continu- ous magic circle against evil that affects a 20-foot radius.

Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.

Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d6+3. Skills: Lammasus have a +2 racial bonus on Spot checks. Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire,

Reflex DC 21 half.

Lammasu

Large Magical Beast Hit Dice:           7d10+21 (59 hp)

Initiative:+1 Speed:   30 ft. (6 squares), fly 60 ft.(average) Armor Class:   20 (–1 size, +1 Dex, +10 natural),

touch 10, flat-footed 19 BaseAttack/Grapple:+7/+17

Attack:             Claw +12 melee (1d6+6) Full Attack:              2 claws +12 melee (1d6+6) Space/Reach:      10 ft./5 ft. Special Attacks:                  Pounce, rake 1d6+3, spells

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

Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities

Abilities: Skills:

Feats:

Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Blind-Fight, Iron Will, Lightning Reflexes

166

Environment:         Temperate deserts Organization:          Solitary Challenge Rating: Treasure:Standard Alignment:                  Always lawful good Advancement:     8–10 HD (Large); 11–21 HD (Huge) LevelAdjustment:+5

 

 

 

 

LAMIA

 

 

Large Magical Beast Hit Dice: 9d10+9 (58 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11,

flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Touch +12 melee (1d4 Wisdom drain) or dagger +12

melee (1d6+4/19–20) or claw +12 melee (1d4+4) Full Attack: Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19–20) and 2 claws +7 melee (1d4+2)

Space/Reach: 10 ft./5 ft. Special Attacks: Spell-like abilities, Wisdom drain Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +7, Ref +8, Will +7 Abilities: Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12 Skills: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1

(+3 acting), Hide +11,

Intimidate +3, Spot +11 Feats: Dodge, Iron Will,

Mobility, Spring Attack

Environment:

Temperate deserts

Organization:

Solitary, pair, or

gang (3–4)

Challenge Rating: 6

Treasure:

Standard Alignment: Usually chaotic evil Advancement: 10–13 HD (Large);

14–27 HD (Huge) Level Adjustment: +4

This creature seems to be a cross between a stun- ningly attractive human and a sleek lion. It looks human from the waist up, with the body of a lion below that.

Lammasu

Lamias are evil and cruel creatures that take pleasure in causing suf- fering. They particularly target those who serve the cause of good. A typical lamia is about 8 feet long and weighs about 700

pounds.

COMBAT

Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its oppo- nents. When it has sapped the will of its victim, it uses its enchant- ment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lionlike claws.

Spell-Like Abilities: At will—disguise self, ventrilo uism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based.

165

Five-Headed Hydra

Seven-Headed Hydra

Six-Headed Hydra Huge Magical Beast Huge Magical Beast Huge Magical Beast

Hit Dice: 5d10+28 (55 hp) 6d10+33 (66 hp) 7d10+38 (77 hp) Initiative: +1 +1 +1 Speed: 20 ft. (4 squares), swim 20 ft. 20 ft. (4 squares), swim 20 ft. 20 ft. (4 squares), swim 20 ft.

Armor Class:

16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 14 touch 9, flat-footed 15 touch 9, flat-footed 16

15 (–2 size, +1 Dex, +6 natural),

17 (–2 size, +1 Dex, +8 natural),

Base Attack/Grapple: +5/+16 +6/+17 +7/+19 Attack: 5 bites +6 melee (1d10+3) 6 bites +8 melee (1d10+3) 7 bites +10 melee (1d10+4) Full Attack: 5 bites +6 melee (1d10+3) 6 bites +8 melee (1d10+3) 7 bites +10 melee (1d10+4) Space/Reach: 15 ft./10 ft. 15 ft./10 ft.. 15 ft./10 ft. Special Attacks:   

Darkvision 60 ft., fast healing 15, low-light vision, scent low-light vision, scent low-light vision, scent

Darkvision 60 ft., fast healing 16,

Darkvision 60 ft., fast healing 17,

Special Qualities: Saves: Fort +9, Ref +5, Will +3 Fort +10, Ref +6, Will +4 Fort +10, Ref +6, Will +4

Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Int 2, Wis 10, Cha 9 Int 2, Wis 10, Cha 9

Str 17, Dex 12, Con 20,

Str 19, Dex 12, Con 20,

Abilities: Skills: Listen +6, Spot +6, Swim +11 Listen +6, Spot +7, Swim +11 Listen +7, Spot +7, Swim +12

Feats: Environment:

Combat ReflexesB, Iron Will, Toughness Temperate marshes

(Pyro: Warm marshes)

Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Temperate marshes

(Pyro: Warm marshes)

Combat Reflexes, Iron Will, Toughness, Weapon Focus (bite) Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes) Organization: Solitary Solitary Solitary Challenge Rating: 4 (normal); 6 (pyro- or cryo-) 5 (normal); 7 (pyro- or cryo-) 6 (normal); 8 (pyro- or cryo-) Treasure: 1/10 coins; 50 goods; 50 items 1/10 coins; 50 goods; 50 items 1/10 coins; 50 goods; 50 items Alignment: Usually neutral Usually neutral Usually neutral Advancement:   — Level Adjustment:   

Eight-Headed Hydra Nine-Headed Hydra Ten-Headed Hydra

Huge Magical Beast Huge Magical Beast Huge Magical Beast Hit Dice: 8d10+43 (87 hp) 9d10+48 (97 hp) 10d10+53 (108 hp) Initiative: +1 +1 +1 Speed: 20 ft. (4 squares), swim 20 ft. 20 ft. (4 squares), swim 20 ft. 20 ft. (4 squares), swim 20 ft.

Armor Class:

18 (–2 size, +1 Dex, +9 natural), 19 (–2 size, +1 Dex, +10 natural), 20 (–2 size, +1 Dex, +11 natural),

touch 9, flat-footed 17 touch 9, flat-footed 18 touch 9, flat-footed 19 Base Attack/Grapple: +8/+20 +9/+22 +10/+23 Attack: 8 bites +11 melee (1d10+4) 9 bites +13 melee (1d10+5) 10 bites +14 melee (1d10+5) Full Attack: 8 bites +11 melee (1d10+4) 9 bites +13 melee (1d10+5) 10 bites +14 melee (1d10+5) Space/Reach: 15 ft./10 ft. 15 ft./10 ft. 15 ft./10 ft. Special Attacks:   

Special Qualities: Saves: Fort +11, Ref +7, Will +4 Fort +11, Ref +7, Will +5 Fort +12, Ref +8, Will +3

Darkvision 60 ft., fast healing 18, Darkvision 60 ft., fast healing 19, Darkvision 60 ft., fast healing 20, low-light vision, scent low-light vision,scent low-light vision, scent

Abilities: Skills: Listen +7, Spot +8, Swim +12 Listen +8, Spot +8, Swim +13 Listen +8, Spot +9, Swim +13

Feats: Environment:

Combat Reflexes, Iron Will, Blind-Fight, Combat ReflexesB, Iron Blind-Fight, Combat ReflexesB, Iron Toughness, Weapon Focus (bite) Will, Toughness, Weapon Focus (bite) Will, Toughness, Weapon Focus (bite) Temperate marshes Temperate marshes Temperate marshes

(Pyro: Warm marshes) (Pyro: Warm marshes) (Pyro: Warm marshes)

Str 19, Dex 12, Con 20, Str 21, Dex 12, Con 20, Str 21, Dex 12, Con 20, Int2,Wis10,Cha9 Int2,Wis10,Cha9 Int2,Wis10,Cha9

(Cryo: Cold marshes) (Cryo: Cold marshes) (Cryo: Cold marshes) Organization: Solitary Solitary Solitary Challenge Rating: 7 (normal); 9 (pyro- or cryo-) 8 (normal); 10 (pyro- or cryo-) 9 (normal); 11 (pyro- or cryo-) Treasure: 1/10 coins; 50 goods; 50 items 1/10 coins; 50 goods; 50 items 1/10 coins; 50 goods; 50 items Alignment: Usually neutral Usually neutral Usually neutral Advancement:   — Level Adjustment:   

Twelve-Headed Hydra Huge Magical Beast Huge Magical Beast

Hit Dice: 11d10+58 (118 hp) 12d10+63 (129 hp) Initiative: +1 +1 Speed: 20 ft. (4 squares), swim 20 ft. 20 ft. (4 squares), swim 20 ft.

Armor Class:

22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 20 touch 9, flat-footed 21

Eleven-Headed Hydra

21 (–2 size, +1 Dex, +12 natural),

Base Attack/Grapple: +11/+25 +12/+26 Attack: 11 bites +16 melee (1d10+6) 12 bites +17 melee (2d8+6) Full Attack: 11 bites +16 melee (1d10+6) 12 bites +17 melee (2d8+6) Space/Reach: 15 ft./10 ft. 15 ft./10 ft. Special Attacks:  

Special Qualities:

Darkvision 60 ft., fast healing 22, low-light vision,scent low-light vision,scent

Darkvision 60 ft., fast healing 21,

Saves: Fort +12, Ref +8, Will +5 Fort +13, Ref +9, Will +6 Abilities: Str23,Dex12,Con20,Int2,Wis10,Cha9 Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 Skills: Listen +9, Spot +9, Swim +14 Listen +9, Spot +10, Swim +14

Feats: Environment:

Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Temperate marshes

(Pyro: Warm marshes)

Blind-Fight, Combat Reflexes, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite) Temperate marshes

(Pyro: Warm marshes)

(Cryo: Cold marshes) Organization: Solitary Solitary

Challenge Rating: 10 (normal); 12 (pyro- or cryo-) 11 (normal); 13 (pyro- or cryo-) Treasure: 1/10 coins; 50 goods; 50 items 1/10 coins; 50 goods; 50 items Alignment: Usually neutral Usually neutral Advancement:  

Level Adjustment:  

Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does.

CRYOHYDRA

Huge Magical Beast (Cold)

These purplish hydras can breathe jets of frost 10 feet high, 10 feet

wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + hydra’s Con modifier.

Cold attacks cannot prevent a cryohydra’s stump from growing new heads (since a cryohydra has immunity to cold), but 5 points of fire damage does.

 

 

 

 

 

CENTAUR

Large Monstrous Humanoid Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11,

flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Longsword +7 melee (2d6+6/19–20) or composite long-

bow (+4 Str bonus) +5 ranged (2d6+4/×3)

CENTAUR SOCIETY

Among their own kind, centaurs are sociable creatures, but they have been known to become rowdy, boorish, and aggressive when under the influence of alcohol.

Solitary centaurs are usually out hunting or scouting. Com- panies and troops are usually hunting or scouting in force. Most of the members of a centaur tribe remain near their lair. Most of the centaurs in the tribal lair are female; while the males are out hunt- ing and scouting, the females lead and administer the tribe. A third of a tribe’s population is young.

The typical centaur lair is located deep within a forest. It con- sists of a large hidden glade and pastures, with a good supply of running water. Depending on the climate, the lair may contain huts or lean-tos to shelter individual fami- lies. Hearths for cooking and warmth are in an open area, away from the

trees. Centaurs are skilled in horticul-

ture and may cultivate useful plants near their lair. In dangerous, mon- ster-infested areas they plant thick barriers of thorn bushes around their lair, dig pits, and set snares. Centaurs survive through a mix- ture of hunting, foraging, fishing, agriculture, and trade. Though they shun dealings with humans, cen- taurs do trade with elves, espe- cially for food and wine. The elves are paid from the tribe’s treasury, which consists of the booty of

slain monsters. The size of a centaur tribe’s terri-

tory varies with its population and the nature of the area it inhabits. Centaurs do not object to sharing territory with elves. The attitude of a centaur toward a stranger in its terri-

tory depends on the visitor. Humans and dwarves are politely asked to leave, halflings or gnomes are toler-

ated, and elves are welcomed. Centaurs deal with monsters according to how much of a threat

they are to the welfare and sur-

vival of the tribe: If a giant or dragon were to enter a tribe’s terri- tory, the centaurs would relocate, but they would attempt to kill

trolls, orcs, and the like. Most centaurs revere a deity named Skerrit, who is a god of

nature and community.

CENTAURS AS CHARACTERS

Centaurs sometimes become bards, rangers, or druids. Centaur rangers often choose magical beasts or some variety of humanoid as their favored enemy. A centaur druid is usually a tribe’s desig- nated leader and speaker. Centaur clerics (who are rare) worship Skerrit and can choose any two of the following domains: Animal, Good, or Plant.

Centaur characters possess the following racial traits.

— +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.

—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lift- ing and carrying limits double those of Medium characters.

—Space/Reach: 10 feet/5 feet. —A centaur’s base land speed is 50 feet.

Full Attack: Longsword +7 melee +3 melee (1d6+2); or composite ranged (2d6+4/×3)

Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision

60 ft. Saves: Fort +3, Ref +6, Will +5 Abilities: Str 18, Dex 14, Con 15,

Int 8, Wis 13, Cha 11 Skills: Listen +3, Move Silently

+4, Spot +3, Survival +2 Feats: Dodge, Weapon Focus

(hoof ) Environment: Temperate forests Organization: Solitary, company

(5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150 plus 30% noncombat- ants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)

Challenge Rating: Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +2

The creature gallops out of the trees, its thundering hooves echoing throughout the forest. It has the upper torso, arms, and head of a human- oid, and the lower body of a large horse. It carries a longbow, drawn and nocked, ready to loose an arrow at the first hint of danger.

(2d6+6/19–20) and 2 hooves longbow (+4 Str bonus) +5

Centaur

Centaurs are woodland beings who They are deadly archers and even more fearsome in melee.

shun the company of strangers.

32

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.

Centaurs speak Sylvan and Elven.

COMBAT

Although generally mild-tempered, centaurs are always armed. Their favorite melee weapon is the longsword. When scouting or hunting, they carry composite longbows. A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.

Centaurs usually don’t provoke a fight. Their normal response to aggression is swift retreat, perhaps after launching a few arrows to discourage pursuit. Against creatures powerful enough to pose danger to the tribe, they appear to use this same tactic, except that about half of the “retreating” centaurs will circle around to lie in ambush or attack the foe from the rear.

CENTAUR—Darkvision out to 60 feet.

—Racial Hit Dice: A centaur begins with four levels of mon- strous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

—Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.

—Racial Feats: A centaur’s monstrous humanoid levels give it two feats.

— +3 natural armor bonus.

— Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.

—Favored Class: Ranger. —Level adjustment +2.

 

 

 

CHIMERA

Large Magical Beast Hit Dice: 9d10+27 (76 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 50 ft. (poor) Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10,

flat-footed 18 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and bite +12 melee (1d8+4)

and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +9, Ref +7, Will +6

Abilities: Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10 Skills: Hide +1*, Listen +9, Spot +9 Feats: Alertness, Hover, Iron Will, Multiattack Environment: Temperate hills

Organization: Solitary, pride (3–5), or flight (6–13) Challenge Rating: Treasure: Standard Alignment: Usually chaotic evil

Advancement: 10–13 HD (Large); 14–27 HD (Huge) Level Adjustment: +2 (cohort)

This creature has the hindquarters of a big goat and the forequarters of a great lion. It has dragon wings and three heads: a horned goat, a mane- less lion, and a fierce dragon.

The chimera is a bizarre predator that hunts on the ground and on the wing. It can defeat even the hardiest opponent with a flurry of claws and fangs.

A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.

Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.

COMBAT

A deadly foe, the chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.

Breath Weapon (Su): A chimera’s breath weapon depends on the color of its drag- on head, as sum- marized on the table below.

Chimera

Regardless of its type, a chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.

To determine a chimera’s head color and breath weapon ran- domly, roll 1d10 and consult the table below.

1d10      Head Color         Breath Weapon

1–2        Black     40-foot line of acid 3–4     Blue       40-foot line of lightning 5–6            Green    20-foot cone of gas (acid) 7–8             Red           20-foot cone of fire 9–10              White        20-foot cone of cold

Skills: A chimera’s three heads give it a +2 racial bonus on Spot and Listen checks.

*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.

Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

 

 

 

 

 

 

 

 

 

DOPPELGANGER

Medium Monstrous Humanoid (Shapechanger)

Hit Dice: 4d8+4 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural),

touch 11, flat-footed 14 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Detect thoughts Special Qualities: Change shape, immu-

nity to sleep and charm effects Saves: Fort +4, Ref +5, Will +6 Abilities: Str 12, Dex 13, Con 12, Int 13,

Wis 14, Cha 13 Skills: Bluff +10*, Diplomacy +3, Disguise

+9* (+11 acting), Intimidate +3, Listen +6,

Sense Motive +6, Spot +6 Feats: Dodge, Great Fortitude Environment: Any Organization: Solitary, pair, or gang (3–6) Challenge Rating: Treasure: Double standard Alignment: Usually neutral Advancement: By character class Level Adjustment: +4

This gaunt, gray-skinned humanoid has long, gangly limbs and a bulbous head with large, octopoid eyes. Its face is otherwise blank and featureless.

Displacer beast

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils.

A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility

not in keeping with its frail appearance. Because they can take the shape of any humanoid between 4

and 8 feet tall, doppelgangers are natural spies and assassins. They can sneak past sentries, slip into secured places, and fool even lovers or close friends. They are cunning and patient, willing to wait until an opportunity presents itself

instead of attacking rashly. Doppelgangers make excellent use of their natural mim-

icry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be

manipulated and deceived. It is natural form a doppelganger is about 5-1/2 feet tall

and weighs abut 150 pounds.

COMBAT

When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropri-

ate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is imper-

sonating. Detect Thoughts (Su): A doppelganger can continuously

use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can

remaininitshumanoidformuntilitchoosestoassumeanew one.Achangeinformcannotbedispelled,butadoppelganger reverts to its natural form when killed. A true seeing spell or

ability reveals its natural form.

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Doppelganger

D O P P EL - G A N G ER

Skills: A doppelganger has a +4 racial bonus on Bluff and Dis- guise checks. *When using its change shape ability, a doppel- gangergetsanadditional+10circumstancebonusonDisguise checks. If it can read an opponent’s mind, it gets a further +4 cir- cumstance bonus on Bluff and Disguise checks.

DOPPELGANGERS AS CHARACTERS

Spiessupreme,doppelgangersinfiltrateenemyterritory,imper- sonate leaders, and probe enemies’ minds for thoughts and plans. Doppelgangercharacterspossessthefollowingracialtraits. — +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence,

+4 Wisdom, +2 Charisma. —Medium size. —A doppelganger’s base land speed is 30 feet. —Darkvision: Doppelgangers can see in the dark up to 60 feet. —Racial Hit Dice: A doppelganger begins with four levels of

monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.

—Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.

—Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats.

— +4 natural armor bonus.

— +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an oppo- nent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

—Special Attacks (see above): Detect thoughts.

—Special Qualities (see above): Change shape, immunity to sleep and charm effects.

—Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.

—Favored Class: Rogue. —Level adjustment +4.

 

 

 

 

GRIFFON

Large Magical Beast Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11,

flat-footed 15 Base Attack/Grapple: +7/+15 Attack: Bite +11 melee (2d6+4) Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee

(1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary, pair, or pride (6–10) Challenge Rating: Treasure: None Alignment: Always neutral Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +3 (cohort)

This beast’s body resembles that of a muscular lion. Its head and front legs are those of a great eagle, and it has a pair of large, golden wings.

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Griffons are powerful, majestic creatures with the characteris- tics of both lions and eagles. They hunt all manner of prey but favor the flesh of horses above all else.

From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.

Griffons make their homes in high places, swooping down with a shrill, eaglelike cry to attack their prey. Although both aggressive and territorial, they are also intelligent enough to avoid obviously powerful enemies. They almost always attack horses, however, and any who attempt to protect horses from a hungry griffon often end up on the menu themselves.

A griffon cannot speak, but understands Common.

COMBAT

Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +8 melee, damage 1d6+2.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.

TRAINING A GRIFFON

Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly atti- tude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.

Carrying Capacity: A light load for a griffon is up to 150 pounds; a medium load, 300 pounds; and a heavy load, 450 pounds.


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