Posts Tagged ‘ocarina of time’

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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.

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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.

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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.

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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.

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Red Tektite

January 31, 2010

Tektite, Red
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 land
Organization: Solitary or colony (2-5)
Challenge Rating: 1
Treasure: Standard
Alignment: Power
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. Red Tektites only differ from their red counterparts in environment. Red Tektites live on land, preferring mountainous or otherwise warm areas.

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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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Shadow King: Plot Summary, Story-Form

January 29, 2010

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