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This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. CREATURES The creatures described in this section include mundane animals as well as fantastic creatures. The fantastic creatures are intended for campaigns that allow FX abilities. Some creatures are presented as “templates.” A template can be acquired or inherited. Acquired templates can be applied to a creature anytime. Inherited templates assume the creature was born with the t
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  This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. CREATURES The creatures described in this section include mundane animals as well as fantastic creatures. The fantastic creatures areintended for campaigns that allow FX abilities.Some creatures are presented as “templates.” A template can be acquired or inherited. Acquired templates can be applied to acreature anytime. Inherited templates assume the creature was born with the template. .A creature’s description often includes statistics for both the standard breed and an “improved” version that has levels in oneor more heroic classes. Ape Species TraitsScent (Ex): This ability allows an ape to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Ape: CR 2; Large animal; HD 4d8+8; hp 26; Mas 14; Init +2; Spd 30 ft., climb 30 ft.; Defense 14, touch 11, flat-footed 12 (– 1 size, +2 Dex, +3 natural); BAB +3; Grap +12; Atk +7 melee (1d6+5, claw); Full Atk +7 melee (1d6+5, 2 claws) and +2melee (1d6+2, bite), or +4 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, scent; AL none; SV Fort +6, Ref +6,Will +2; AP 0; Rep +0; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills: Climb +18, Listen +6, Spot +6. Feats: None. Advancement: 5–8 HD (Large). Bat Species TraitsBlindsight (Ex): Bats can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them tolocate objects and creatures within 30 feet. Ultrasonic noise forces the bat to rely on its weak vision, which has a maximumrange of 5 feet. Skill Bonuses: Bats receive a +4 species bonus on Listen and Spot checks. These bonuses are lost if the bat’s blindsight isnegated. Bat: CR 1/10; Diminutive animal; HD 1/4 d8; hp 1; Mas 10; Init +2; Spd 5 ft., fly 40 ft. (good); Defense 16, touch 16, flat-footed 14 (+4 size, +2 Dex); BAB +0; Grap –17; Atk none; Full Atk none; FS 1 ft. by 1 ft.; Reach 0 ft.; SQ blindsight 30 ft.;AL none; SV Fort +2, Ref +4, Will +2; AP 0; Rep +0; Str 1, Dex 15, Con 10, Int 2, Wis 14; Cha 4. Skills: Listen +9, Move Silently +6, Spot +9. Feats: None. Advancement: None. Bear Species Traits Bears have the following traits. Improved Grab (Ex): To use this ability, the bear must hit with a claw attack. Scent (Ex): This ability allows a bear to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Bear: CR 4; Large animal; HD 6d8+24; hp 51; Mas 19; Init +1; Spd 40 ft.; Defense 15, touch 10, flat-footed 14 (–1 size, +1Dex, +5 natural); BAB +4; Grap +16; Atk +11 melee (1d8+8, claw); Full Atk +11 melee (1d8+8, 2 claws), +6 melee (2d8+4bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ improved grab, low-light vision, scent; AL none; SV Fort +9, Ref +6, Will +3; AP0; Rep +0; Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. Skills: Climb +18, Listen +6, Spot +6. Feats: None. Advancement: 7–10 HD (Large).  Bugbear Species TraitsScent (Ex): This ability allows the bugbear to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: Bugbears receive a +4 species bonus on Move Silently checks. Bonus Feat: Bugbears gain the bonus feat Simple Weapons Proficiency. Automatic Language: Bugbears read, write, and speak Goblin. Bugbear: CR 2; Medium-size humanoid; HD 3d8+3; hp 16; Mas 13; Init +1; Spd 30 ft.; Defense 15, touch 11, flat-footed 14(+1 Dex, +3 natural, +1 leather jacket); BAB +2; Grap +4; Atk +4 melee (1d3+2, slam or 1d6+2/19–20, metal baton); FullAtk +4 melee (1d3+2, slam or 1d6+2/19–20, metal baton), or +3 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQdarkvision 60 ft., scent; AL chaos, evil; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 15, Dex 12, Con 13, Int 10, Wis 10,Cha 9. Skills: Climb +2, Hide +3, Listen +3, Move Silently +6 (includes species bonus), Read/Write Goblin, Speak Goblin, Spot +3. Feats: Alertness, Personal Firearms Proficiency, Simple Weapons Proficiency. Possessions: Leather jacket, metal baton, Colt Python (.357 revolver), 50 rounds of .357 ammunition, hip holster, casualclothes. Advancement: By character class. Bugbear Fast Hero 3: CR 5; Medium-size humanoid; HD 3d8+3 plus 3d8+3; hp 32; Mas 13; Init +1; Spd 30 ft.; Defense 21,touch 15, flat-footed 20 (+1 Dex, +4 class, +3 natural, +3 undercover vest); BAB +4; Grap +6; Atk +6 melee (1d3+2, slam or1d6+2/_19–20, metal baton); Full Atk +6 melee (1d3+2, slam or 1d6+2/_19–20, metal baton), or +5 ranged (2d8, Mossberg);FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., scent; AL chaos, evil; SV Fort +3, Ref +6, Will +2; AP 1; Rep +1; Str 15,Dex 13, Con 13, Int 10, Wis 10, Cha 9. Skills: Climb +2*, Drive +3, Escape Artist +3*, Hide +5*, Knowledge (streetwise) +2, Listen +3, Move Silently +8*,Read/Write Goblin, Speak Goblin, Spot +3, Tumble +3*.*Includes the –2 armor penalty for wearing an undercover vest. Feats: Alertness, Armor Proficiency (light), Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency. Talents (Fast Hero): Evasion, uncanny dodge 1. Possessions: Undercover vest, metal baton, Mossberg (12-gauge shotgun), 20 rounds of 12-gauge ammunition, fatigues,fatigue jacket, car opening kit, climbing gear. Cat Species TraitsSkill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silentlychecks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier forClimb checks. Bonus Feats: A cat gains the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw). Cat: CR 1/4; Tiny animal; HD 1/2 d8; hp 2; Mas 10; Init +2; Spd 30 ft.; Defense 14, touch 14, flat-footed 12 (+2 size, +2Dex); BAB +0; Grap –12; Atk +4 melee (1d2–4, claw); Full Atk +4 melee (1d2–4, 2 claws), –1 melee (1d3–4, bite); FS 2 1/2ft. by 2 1/2 ft.; Reach 0 ft.; SQ low-light vision; AL none or owner; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 3, Dex15, Con 10, Int 2, Wis 12, Cha 7. Skills: Balance +10, Climb +5, Hide +17 (+21 in tall grass or heavy undergrowth), Jump +6, Listen +4, Move Silently +9,Spot +4. Feats: Weapon Finesse (bite), Weapon Finesse (claw). Advancement: None. Crocodile Species TraitsAquatic: Crocodiles can move in water without making Swim checks and cannot drown in water.  Improved Grab (Ex): To use this ability, a crocodile must hit an opponent of its size or smaller with its bite attack. If it getsa hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Skill Bonus: Crocodiles gain a +12 species bonus on Hide checks when submerged. Medium-Size Crocodile: CR 2; Medium-size animal; HD 3d8+9; hp 22; Mas 17; Init +1; Spd 20 ft., swim 30 ft.; Defense15, touch 11, flat-footed 14 (+1 Dex, +4 natural); BAB +2; Grap +6; Atk +6 melee (1d8+6, bite), or +6 melee (1d12+6, tailslap); Full Atk +6 melee (1d8+6, bite), or +6 melee (1d12+6, tail slap); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aquatic, improvedgrab, low-light vision; AL none; SV Fort +6, Ref +4, Will +2; AP 0; Rep +0; Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2. Skills: Hide +7 (+19 when submerged), Listen +5, Spot +5. Feats: None. Advancement: 4–5 HD (Medium-size); 6–7 HD (Large). Huge Crocodile: CR 4; Huge animal; HD 7d8+28; hp 59; Mas 19; Init +1; Spd 20 ft., swim 30 ft.; Defense 16, touch 9, flat-footed 15 (–2 size, +1 Dex, +7 natural); BAB +5; Grap +21; Atk +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap);Full +11 melee (2d8+12, bite), or +11 melee (1d12+12, tail slap); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ aquatic, improvedgrab, low-light vision; AL none; SV Fort +9, Ref +6, Will +3; AP 0; Rep +0; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2. Skills: Hide +0 (+4 while submerged), Listen +5, Spot +5. Feats: None. Advancement: 8–16 HD (Huge); 17–32 HD (Gargantuan). Deinonychus Species TraitsScent (Ex): This ability allows a deinonychus to detect approaching enemies, sniff out hidden foes, and track by sense ofsmell. Deinonychus: CR 3; Large animal; HD 4d8+12; hp 30; Mas 17; Init +2; Spd 60 ft.; Defense 16, touch 11, flat-footed 14 (–1size, +2 Dex, +5 natural); BAB +3; Grap +11; Atk +6 melee (2d6+4, rake); Full Atk +6 melee (2d6+4, rake), +1 melee(1d3+2, 2 foreclaws), +1 melee (2d4+2, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ low-light vision, scent; AL none or pack;SV Fort +7, Ref +6, Will +2; AP 0; Rep +0; Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10. Skills: Hide +7, Jump +13, Listen +11, Spot +11, Survival +9. Feats: None. Advancement: 5–8 HD (Large). Dog Species TraitsScent (Ex): This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell. SeeSpecial Qualities for more information. Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs also gain a +4 species bonus on Survival checks whentracking by scent. Small Dog: CR 1/3; Small animal; HD 1d8+2; hp 6; Mas 15; Init +3; Spd 40 ft.; Defense 14, touch 14, flat-footed 11 (+1size, +3 Dex); BAB +0; Grap –3; Atk +2 melee (1d4+1, bite); Full Atk +2 melee (1d4+1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.;SQ scent; AL none or owner; SV Fort +4, Ref +5, Will +1; AP 0; Rep +0; Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills: Jump +3, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5. Feats: None. Advancement: None. Medium-Size Dog: CR 1; Medium-size animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd 40 ft.; Defense 13, touch 12, flat-footed 11 (+2 Dex, +1 natural); BAB +1; Grap +3; Atk +3 melee (1d6+3, bite); Full Atk +3 melee (1d6+3, bite); FS 5 ft. by 5ft.; Reach 5 ft.; SQ scent; AL none or owner; SV Fort +5, Ref +5, Will +1; AP 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis12, Cha 6. Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 when tracking by scent), Swim +5. Feats: None. Advancement: None.  Ferret Species TraitsAttach (Ex): If a ferret hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automaticallydeals bite damage each round it remains attached. An attached ferret loses its Dexterity bonus to Defense and has a Defenseof 12. Scent (Ex): This ability allows a ferret to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonuses: A ferret receives a +8 species bonus on Balance checks and a +4 species bonus on Move Silently checks. Ituses its Dexterity modifier for Climb checks. Bonus Feat: A ferret gains the bonus feat Weapon Finesse (bite). Ferret: CR 1/4; Tiny animal; HD1¼2 d8; hp 2; Mas 10; Init +2; Spd 20 ft., climb 20 ft.; Defense 14, touch 14, flat-footed 12(+2 size, +2 Dex); BAB +0; Grap –12; Atk +4 melee (1d3–4, bite); Full Atk +4 melee (1d3–4, bite); FS 2 1/2 ft. by 2 1/2 ft.;Reach 0 ft.; SQ attach, low-light vision, scent; AL none; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 3, Dex 15, Con 10,Int 2, Wis 12, Cha 5. Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4. Feats: Weapon Finesse (bite). Advancement: None. Fiend Fiends vary wildly. GMs are encouraged to design their own fiends using the information provided in the Table: Outsidersand below. Several sample fiends are given below. Species Traits Fiends have the following traits. Variable Size: Depending on their size, fiends gain a size bonus or penalty on attack rolls, a size bonus or penalty toDefense, and a size bonus or penalty on Hide checks and grapple checks. See Table: Creature Sizes for attack and Defensemodifiers based on size, as well as for a fiend’s typical fighting space and reach. Natural Armor: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends onits size, and higher bonuses are allowable: Tiny or smaller +2, Small +5, Medium-size +9, Large +14, Huge +16, Gargantuan+18, Colossal +20. Immunities (Ex): A fiend is immune to one or more specific types of energy or weapon damage. Roll on Table: FiendImmunities, Resistances, and Damage Reduction. Resistance to Energy (Ex): A fiend is resistant to one or more specific types of energy damage. Roll on Table: FiendImmunities, Resistances, and Damage Reduction. Damage Reduction (Su): Some fiends have damage reduction. Roll on Table: Fiend Immunities, Resistances, and DamageReduction to determine whether a fiend has damage reduction. If the campaign includes few or no magic weapons, the GMshould consider allowing specific types of weapons to ignore a fiend’s damage reduction or contrive some other specialvulnerability (see Creature Weaknesses for suggestions). Telepathy (Su): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feetthat has a language. Allegiances: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law. Bonus Feat: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Automatic Languages: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal totheir Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages. Advancement: By character class. Table: Fiend Immunities, Resistances, and Damage ReductionRoll d%ImmunityRoll d%ResistanceRoll d%Damage Reduction 01–06Acid damage01–21None (do not roll again)01–33None (do not roll again)07–12Cold damage22–27Acid resistance 1034–455/specific weapon type 1 13–18Sonic/concussion damage28–30Acid resistance 2046–5710/specific weapon type 1 19–24Electricity damage31–36Cold resistance 1058–6320/specific weapon type   1

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