Archive for the ‘wisdom-aligned’ Category

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Snapper

February 6, 2010

Snapper
Large Beast
Hit Dice: 6d12+30 (66 hp)
Initiative: +0
Speed: 20ft., swim 30ft.
AC: 20 (-1 size, +11 natural)
Attacks: Bite +9 melee, 2 claws +7 melee
Damage: Bite 2d6+8, claw 1d8+4
Face/Reach: 20ft. by 20ft./10ft.
Special Attacks: —
Special Qualities: Scent, fire immunity, Alertness, Blind-Fight
Saves: Fort+13, Ref+8, Will+9
Abilities: Str17, Dex10, Con18, Int12, Wis13, Cha12
Skills: Hide+7, Intimidate+16, Listen +18, Search+16, Spot+18
Climate/Terrain: Aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Wisdom
Advancement: —

Snappers are large, turtle-like creatures normally found in Termina. They are ungainly but dangerous. Their tough shells make them hard to damage, but they are not very fast.

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Desbreko

February 4, 2010

Desbreko
Medium Beast
Hit Dice: 3d8+3 (16 hp)
Initiative: +2 (Dex)
Speed: swim 60 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6+1
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: Keen scent
Saves: Fort+4, Ref+5, Will+2
Abilities: Str13, Dex15, Con13, Int1, Wis12, Cha2
Skills: Listen+7, Spot+7
Feats: Weapon Finesse (bite)
Climate/Terrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 4-6HD (Medium)

Desbreko are large skeleton fish with fearsome teeth. They attack in groups, often along with skullfish, and will not relent once they sense prey.

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Skullfish

February 4, 2010

Skullfish
Small Beast
Hit Dice: 1d8+3 (7 hp)
Initiative: +2 (Dex)
Speed: swim 40 ft.
AC: 16 (+1 size, +2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d3+1
Face/Reach: 5ft. by 5ft./5 ft.
Special Qualities: Keen scent
Saves: Fort+4, Ref+5, Will+2
Abilities: Str13, Dex15, Con13, Int1, Wis12, Cha2
Skills: Listen+3, Spot+4
Feats: Weapon Finesse (bite)
Climate/Terrain: Any aquatic
Organization: Solitary, school (2-5), or pack (6-11)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Wisdom
Advancement: 4-6HD (Medium)

Skullfish are small skeleton fish with fearsome teeth. They attack in groups, often led by a Desbreko.

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Blue Tektite

January 31, 2010

Tektite, Blue
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int—, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)

Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without harm, often pouncing at enemies over the sides of ledges. Blue Tektites only differ from their red counterparts in environment. Blue Tektites live in wet areas and can stand and jump on top of water, but cannot dive.

tektite_blue.pngTektite, Blue
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3 (Dex)
Speed: 30ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Headbutt +4 melee
Damage: Headbutt 1d6
Face/Reach: 5ft./5ft./5ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+4, Ref+3, Will+0
Abilities: Str11, Dex17, Con12, Int—, Wis10, Cha2
Feats: Weapon Finesse (headbutt)
Climate/Terrain: Any aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Wisdom
Advancement: 3HD (Medium size)

Tektites are spider-like creatures with one eye. They often move by jumping and can survive long falls without harm, often pouncing at enemies over the sides of ledges. Blue Tektites only differ from their red counterparts in environment. Blue Tektites live in wet areas and can stand and jump on top of water, but cannot dive.

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Ice Keese

July 7, 2009

Keese, Ice
Small Vermin
Hit Dice: 1d4 (2 hp)
Initiative: +2 (Dex)
Speed: 5ft.; fly 40ft.
AC: 16 (+1 size, +2 Dex)
Attacks: Bite
Damage: Bite 1d6
Face/Reach: 1ft. by 1ft./0ft.
Special Attacks: Freeze
Special Qualities: Blindsight
Saves: Fort+2, Ref+4, Will+2
Abilities: Str5, Dex15, Con10, Int2, Wis14, Cha4
Skills: Listen+9, Move Silently+6, Spot+9
Climate/Terrain: Mountains and underground
Organization: Solitary, Pair, or Colony (10-40)
Challenge Rating: 1/6
Treasure: None
Alignment: Wisdom
Advancement: —

Ice Keese are normal keese that have been enchanted to freeze any enemies they strike. Anyone touched by an Ice Keese will freeze solid for one round, unable to move, and will take 1d4 damage. Any strike will extinguish a Fire Keese’s blue flames for 1d8 rounds, during which time they cannot freeze anything.