Archive for the Monsters Category

Fenlurk Choker (Grindylow)

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 6 Lurker
Medium natural humanoid; XP 250

Initiative +7; Senses Perception +4, darkvision
HP 54, bloodied 27
AC 20, Fortitude 21, Reflex 22, Will 21
Speed 6, swim 12, climb 8 (spider climb)

Basic Melee/ Tentacle Claw (standard; at will)
Reach 3; +11 vs. AC; 1d10+4 damage and the target is grabbed.

Melee/ Choke (standard; at will)
Grabbed target only, +9 vs. Fortitude; 1d10+4 damage.

Body Shield (immediate interrupt, when targeted by a melee or ranged attack vs. Reflex or AC; recharge with a successful tentacle claw attack or choke)
The grindylow makes its grabbed victim the target instead. The grindylow cannot use this power to redirect attacks made by a creature it is currently grabbing.

Chameleon Hide (minor; at will)
The grindylow gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.

Drown (standard; at will)
Grabbed target only; the grindylow may pull the target creature into the water in which it lairs, causing it to drown.

Alignment evil; Languages primordial
Str 19 (+7) – Dex 18 (+7) – Wis 13 (+4)
Con 12 (+4) – Int 10 (+3) – Cha 6 (+1)
Skills Stealth +12

Grindylow are repulsively eel-like creatures with a perpetually damp, black skin. Their long arms sport equally long fingers, which have a fearful strength. They are a scourge and the subject of many a warning by cautious mothers.

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Aughisky

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 10 Elite Skirmisher
Large fey magical beast (aquatic), XP 1,000

Initiative +8; Senses Perception +11, darkvision
HP 244; bloodied 122
AC 26; Fortitude 36, Reflex 30, Will 29
Speed 10, swim 10

Basic Melee/ Kick (standard; at will)
+15 vs. AC; 2d6+5 damage.

Melee/ Double Attack (standard; at will)
The aughisky may make two kick attacks.

Feast of the Rent Flesh (immediate reaction, when an enemy is killed)
The aughisky may feast upon the body of a fallen enemy, gaining a measure of its strength; the aughisky gains a number of temporary hit points equal to the level of the foe.

Combat Advantage
If an aughisky has combat advantage against the target, the target is also knocked prone on a hit.

Alignment chaotic evil; Languages Common, Elven
Skills Athletics +17, Bluff +12, Diplomacy +12, Insight +11, Stealth +11
Str 24 (+12) – Dex 13 (+6) – Wis 13 (+6)
Con 17 (+8) – Int 10 (+5) – Cha 14 (+7)
Action Point 1

An aughisky, or water horse, is a fey creature resembling a massively-built black stallion. Being a supernatural creature by its very nature, there are countless minor variations on its appearance; some have a mane tinged green with algal growths, resembling nothing so much as a mat of mere-weed, some are truly demonic in appearance and can be mistaken for evil extraplanar beings.

Hippopotamus

Posted in Monsters with tags , on March 21, 2010 by apocryphalmusings

Level 9 Brute
Huge natural beast (aquatic), XP 400

Initiative +4; Senses Perception +9, low-light vision
HP 122; bloodied 61
AC 21; Fortitude 23, Reflex 20, Will 19
Speed 3, swim 4

Basic Melee/ Bite (standard; at will)
+12 vs. AC; 2d8+5 damage.

Melee/ Stomp (standard; at will)
+12 vs. AC; 2d6+5 damage.

Trample (standard; recharge 3, 4, 5, 6)
When charging, a hippopotamus may move through a Medium or smaller creature’s space and make a stomp attack against that creature. The hippopotamus must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +16, Stealth +9
Str 25 (+11) – Dex 11 (+4) – Wis 10 (+0)
Con 22 (+10) – Int 1 (-1) – Cha 6 (+2)

A hippopotamus (plural hippopotami), or “river-horse”, is a massive porcine animal which inhabits rivers and lakes throughout the Katayingan subcontinent. They are highly dangerous and excessively stupid, and are untrainable.

Aurochs

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 6 Brute
Large natural beast, XP 250

Initiative +3; Senses Perception +8
HP 86; bloodied 43
AC 19; Fortitude 20, Reflex 18, Will 15
Speed 8

Basic Melee/ Horn Gore (standard; at will)
+9 vs. AC; 2d8+4 damage.

Goring Charge (while mounted by a friendly rider of 6th level or higher; recharge 4, 5, 6) • Mount
When charging, an aurochs may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The aurochs must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 18 (+7) – Dex 10 (+3) – Wis 11 (+3)
Con 16 (+6) – Int 2 (-1) – Cha 4 (+0)

Aurochs (or urus, as they are known in Goblin) are huge, savage bulls inhabiting lightly forested terrain nearly worldwide, save for the depths of Katayinga. They are oftentimes trained as mounts by goblinoids.

Rhinoceros Beetle

Posted in Monsters with tags , , on March 21, 2010 by apocryphalmusings

Level 12 Brute
Large natural beast, XP 700

Initiative +6; Senses Perception +11
HP 197; bloodied 98
AC 27; Fortitude 25, Reflex 23, Will 21
Speed 4

Basic Melee/ Horn Gore (standard; at will)
+17 vs. AC; 3d6+5 damage.

Trampling Charge (standard; recharge 5, 6)
When charging, a rhinoceros beetle may move through a Medium or smaller creature’s space and make a horn gore attack against that creature, which is also tossed aside one square to the right or left and knocked prone. The rhinoceros beetle must end its movement on a vacant space.

Alignment Unaligned
Skills Athletics +7
Str 25 (+13) – Dex 10 (+6) – Wis 10 (+6)
Con 17 (+9) – Int 1 (+1) – Cha 9 (+5)

Rhinoceros beetles are massive members of the beetle family, related to the common grave scarab, that inhabit warm jungles. They are most often found in Katayinga and the forests of the Isles of the Wako.