Posts Tagged ‘pen and paper’

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Magtail

February 7, 2010

Magtail
Medium Aberration
Hit Dice: 2d10 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+1 point fire damage
Face/Reach: 5ft. by 5ft./5 ft.
Special Attacks: Heat
Special Qualities: Fire subtype
Saves: Fort+3, Ref+5, Will+1
Abilities: Str11, Dex14, Con11, Int6, Wis12, Cha13
Skills: Hide+4, Listen+4
Feats: —
Climate/Terrain: Volcano
Organization: Solitary or gang (2-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Shadow
Advancement: 3-4HD (Medium-size), 5-8HD (Large)

Magtails are centipede-like creatures that live in volcanoes and other fiery places. When it attacks, it rears up on its hind quarters, snapping at enemies with its large, sharp mandibles.

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Wizzrobe

February 7, 2010

Wizzrobe
Medium Outsider
Hit Dice: 6d8+6 (33 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: Fire spell, ice spell
Damage: Fire spell 1d8 fire, ice spell 1d8 ice
Face/Reach: 5ft./5ft./5ft.
Special Qualities: Innate short-range teleportation
Saves: Fort+6, Ref+7, Will+7
Abilities: Str16, Dex15, Con12, Int14, Wis15, Cha13
Feats: Dodge, Improved Initiative
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Shadow
Advancement: 7-9HD (Medium size), 10-18HD (Large)

Wizzrobes are a well-known monster in Hyrule. Appearing as a short human swathed in robes, they can teleport short distances to surprise their opponents with fire and ice attacks. Wizzrobes avoid hand-to-hand combat at all costs and will teleport to a safer distance rather than lock arms.

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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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Helmasaurus

February 5, 2010

Helmasaurus
Medium Beast
Hit Dice: 2d10+3 (13 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (+6 natural), 12 from behind
Attacks: Headbutt +3 melee
Damage: Headbutt 1d8+1
Face/Reach: 5ft. by 5ft./5ft
Special Qualities: Scent
Saves: Fort+2, Ref-1, Will+0
Abilities: Str19, Dex8, Con17, Int2, Wis10, Cha6
Skills: Listen +3, Spot +3
Feats: —
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge rating: 1
Treasure: Rupees
Alignment: Shadow
Advancement: —

Helmasauruses are dinosaur-like reptiles wearing metal masks. They are fond of charging. A Helmasaur’s defensive armour is mainly concentrated in its mask, so its AC is lower if it is attacked from behind. Unlike the weaker Helmasaurs, a Helmasaurus’s mask cannot be grappled off.

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Helmasaur

February 5, 2010

Helmasaur
Medium Beast
Hit Dice: 1d10+3 (8hp)
Initiative: +0
Speed: 30 ft.
AC: 15 (+5 natural), 12 from behind
Attacks: Headbutt +3 melee
Damage: Headbutt 1d8+1
Face/Reach: 5ft. by 5ft./5ft
Special Qualities: Scent
Saves: Fort+2, Ref-1, Will+0
Abilities: Str17, Dex8, Con15, Int2, Wis10, Cha6
Skills: Listen +3, Spot +3
Feats: —
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge rating: ½
Treasure: Rupees
Alignment: Shadow
Advancement: —

Helmasaurs are dinosaur-like reptiles wearing metal masks. They are fond of charging. A Helmasaur’s defensive armour is mainly concentrated in its mask, so its AC is lower if it is attacked from behind. Its mask can also be grappled off (especially with items such as the hookshot or clawshot), lowering its AC.

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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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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.