Posts Tagged ‘wind waker’

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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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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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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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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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