h1

Floormaster

February 3, 2010

Floormaster
Medium Aberration
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft.
AC: 15 (+5 natural)
Attacks: Slam, constrict
Damage: Slam 1d6, constrict 1d3+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: Split/regenerate
Saves: Fort+2, Ref+1, Will+4
Abilities: Str16, Dex10, Con13, Int4, Wis13, Cha7
Skills: Hide +7, Move Silently +4
Feats: Improved Initiative
Climate/Terrain: Underground, forest, or indoors
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Shadow
Advancement: —

A giant hand severed at the wrist, a floormaster walks on its fingers toward its target, then glows green and charges. If given the opportunity, it will latch onto its opponent and squeeze it to death.

When half a floormaster’s health is gone, it splits into three small hands, each with 1/3 of the creature’s remaining health and +1 to AC. After three rounds, these hands will each grow into a full-fledged floormaster (1 full action) with full health.

Advertisements
h1

Flare Dancer

February 3, 2010

Flare Dancer
Medium Outsider (Fire)
Hit Dice: 7d8+25 (56 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 21 (+1 Dex, +10 natural), 11 when extinguished.
Attacks: 2 claws +4 melee
Damage: Claw 1d4+2 fire
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fire trail
Special Qualities: Fire subtype, fast healing 2, damage reduction 3/+1
Saves: Fort+3, Ref+4, Will+3
Abilities: Str10, Dex13, Con10, Int12, Wis11, Cha15
Skills: Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Climate/Terrain: Volcano
Organization: Solitary
Challenge Rating: 4
Treasure: Double Standard
Alignment: Power
Advancement: —

Flare Dancers appear as women on fire. When they move, they leave a trail of fire behind them for 10 feet that lasts for 1 round. If a player touches this fire, it causes 1d3 fire damage. They receive double damage from water or cold attacks, but can heal 1d6 hp per round if touching a flame at least the size of a torch. (This is a full action.)

Flare Dancers’ fire armor is tough to penetrate. The best tactic for killing one is to douse it with water or cast a water or ice spell on it. Normal water will extinguish the armor for 2 rounds; water or ice spells will extinguish the armor for 4 rounds. With its armor put out, the Flare Dancer is vulnerable to any normal weapon.

h1

False Door

February 2, 2010

False Door
Medium Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: —
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+0, Ref+0, Will-5
Abilities: Str12, Dex10, Con—, Int—, Wis1, Cha1
Skills: —
Feats: —
Climate/Terrain: Indoors
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —

Specifically created as traps, false doors are not really alive. There is nothing but wall behind them; they disguise themselves as normal doors, then fall on whoever wanders within range.

False Door
Medium Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: —
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: —
Special Qualities: —
Saves: Fort+0, Ref+0, Will-5
Abilities: Str12, Dex10, Con—, Int—, Wis1, Cha1
Skills: —
Feats: —
Climate/Terrain: Indoors
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Shadow
Advancement: —

Specifically created as traps, false doors are not really alive. There is nothing but wall behind them; they disguise themselves as normal doors, then fall on whoever wanders within range.

h1

Death Sword

February 2, 2010

Death Sword
Huge Undead
Hit Dice: 12d8+25 (73 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 18 (-2 size, -1 Dex, +8 natural)
Attacks: Huge greatsword +10 melee
Damage: Huge greatsword 2d8
Special Attacks: —
Special Qualities: Invisibility
Saves: Fort+12, Ref+3, Will+4
Abilities: Str25, Dex8, Con19, Int6, Wis10, Cha17
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Shadow
Advancement: —

Death Sword is an ancient demon that once terrorized the Gerudo Desert. Adventurers who encounter Death Sword at first see nothing but a large, squared-off sword stuck in the ground. The writing on the sword reads “Gobera”. A Knowledge: History check reveals that this is an ancient word meaning “death”.

Death Sword’s body is invisible to the naked eye. Players attempting to deduce where its body is in relation to its sword take a -5 penalty to attack.

Death Sword’s sword has an AC of 15 and a DC of 25 to break it.

h1

Beamos

February 1, 2010

Beamos
Medium Construct
Hit Dice: 5d10 (25 hp)
Initiative: +0
Speed: — (can’t move)
AC: 15 (+5 natural)
Attacks: Eyeball ray +3 ranged
Damage: Eyeball ray 1d8
Face/Reach: 5ft. by 5ft./20ft.
Special Attacks: —
Special Qualities: Construct
Saves: Fort+5, Ref+5, Will+5
Abilities: Str16, Dex10, Con—, Int—, Wis10, Cha1
Skills: Spot +6
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Power
Advancement: —

Beamos are statues with a rotating head and one glowing eye. This eye can only see for twenty feet, but it shoots a dangerous laser at anything that it sees. The only way to kill it is by attacking its eye (usually with a ranged weapon) or blowing its head off with a bomb.

A Beamos’s ray can be reflected with a Mirror Shield.

h1

Argorok

February 1, 2010

Argorok
Huge Dragon
Hit Dice: 25d12+150 (312 HP)
Initiative: +0
Speed: 40 ft., fly 150 ft.
AC: 32 (-2 size, +24 natural), 27 without armour
Attacks: Bite +34, 2 claws +34, 2 wings +34, tail slap +34, crush +34
Damage: Bite 2d8, claw 2d6, wing 1d8, tail slap 2d6, crush 4d6
Face/Reach: 10ft. by 20ft./10ft.
Special Attacks: Breath Weapon (fire) 100 ft. line, 50 ft. cone, 14d10, Frightful Presence DC 26
Special Qualities: Dragon, Fire Subtype, Damage Reduction 10/+1, Blindsight, Keen Senses, Flyby Attack, Hover, Snatch, Wingover
Saves: Fort+20, Ref+14, Will+18
Abilities: Str33, Dex10, Con23, Int18, Wis19, Cha18
Skills: Jump +10, Spot +15, Listen +15
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 12
Treasure: Double Standard
Alignment: Shadow
Advancement: —

A huge red dragon with black armour, Argorok prefers high places. It has a wide variety of attacks available to it, making it perhaps one of the toughest enemies in the game. Its presence alone may cause characters to run in fear. However, successfully knocking or pulling Argorok from the sky, causing it to slam into the ground, will cause it to lose bits of its black armour for -1 AC per knockdown. Without any armour at all, its AC is 27.

h1

House Rules: Attacking Together

February 1, 2010

I always thought it was strange that D&D doesn’t really have rules for players to attack together. If all four of you stick an enemy from four different directions at once, surely it’s going to hurt more than if you stick it four times individually! So we have a house rule.

If players want to launch a simultaneous attack, those with higher initiative must ready an action until it’s the slowest player’s turn. Each player rolls an attack. If every attack hits, each character does an extra point of damage per character level. If someone misses, the characters do individual damage only.

After the attack, initiative returns to normal.