Arena - D&D ...(Monsters)

Farklı sistemler ve dünyalar üzerine hazırlanan aktif oyunlarımızın bulunduğu bölümdür.
dwaxer
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Howler

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Large Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +7 Speed: 60 ft. (12 squares) Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 Base Attack/Grapple: +6/+15 Attack: Bite +10 melee (2d8+5) Full Attack: Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2) Space/Reach: 10 ft./5 ft. Special Attacks: Quills, howl Special Qualities: Darkvision 60 ft. Saves: Fort +7, Ref +8, Will +7 Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8 Skills: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks) Feats: Alertness, Combat Reflexes, Improved Initiative Environment: A chaotic-aligned plane Organization: Solitary, gang (2–4), or pack (6–10) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil

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dwaxer
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Hydra

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Hydra (9 Head)
Hit Dice: 9d10+48 (97 hp)
Initiative:+1
Speed:20 ft. (4 squares), swim 20 ft.
Armor Class:19 (–2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +9/+22
Attack:9 bites +13 melee (1d10+5)
Full Attack:9 bites +13 melee (1d10+5)
Space/Reach:15 ft./10 ft.
Special Attacks:—
Special Qualities: Darkvision 60 ft., fast healing 19, low-light vision, scent
Saves: Fort +11, Ref +7, Will +5
Abilities:Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills: Listen +8, Spot +8, Swim +13
Feats:Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite)
Environment:Temperate marshes
(Pyro: Warm marshes)
(Cyro: Cold marshes)


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dwaxer
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Devil Grup - Imp

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Imp
Tiny Outsider (Evil, Extraplanar, Lawful) Hit Dice: 3d8 (13 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17 Base Attack/Grapple: +3/–5 Attack: Sting +8 melee (1d4 plus poison) Full Attack: Sting +8 melee (1d4 plus poison) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14 Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks) Feats: Dodge, Weapon Finesse Environment: A lawful evil-aligned plane Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always lawful evil Advancement: 4–6 HD (Tiny) Level Adjustment: — (Improved Familiar)


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dwaxer
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Merfolk

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Merfolk, 1st-Level Warrior
Medium Humanoid (Aquatic)
Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 5 ft. (1 square), swim 50 ft. Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20) Full Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Amphibious, low-light vision Saves: Fort +4, Ref +1, Will –1 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10 Skills: Listen +3, Spot +3, Swim +9 Feats: Alertness Environment: Temperate aquatic Organization: Company (2–4), patrol (11–20 plus 2 3rd-level lieutenants and 1 leader of 3rd–6th level), or band (30–60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually neutral

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dwaxer
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Shocker Lizard

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Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +6 Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft. Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 Base Attack/Grapple: +2/–2 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Stunning shock, lethal shock Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision Saves: Fort +4, Ref +5, Will +1 Abilities: Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 Feats: Improved Initiative Environment: Warm marshes Organization: Solitary, pair, clutch (3–5), or colony (6–11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always neutral

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SPIRIT NAGA

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Large Aberration Hit Dice: 9d8+36 (76 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (2d6+6 plus poison) Full Attack: Bite +9 melee (2d6+6 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Charming gaze, poison, spells Special Qualities: Darkvision 60 ft. Saves: Fort +7, Ref +6, Will +9 Abilities: Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17 Skills: Concentration +13, Listen +14, Spellcraft +10, Spot +14 Feats: Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes Environment: Temperate marshes Organization: Solitary or nest (2–4) Challenge Rating: 9 Treasure: Standard Alignment: Usually chaotic evil

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dwaxer
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Eagle, Giant

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Large Magical Beast Hit Dice: 4d10+4 (26 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Claw +7 melee (1d6+4) Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, evasion Saves: Fort +5, Ref +7, Will +3 Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3 Feats: Alertness, Flyby Attack Environment: Temperate mountains Organization: Solitary, pair, or eyrie (5–12) Challenge Rating: 3 Treasure: None Alignment: Usually neutral good


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dwaxer
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Demon - Bebilith

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Huge Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 12d8+96 (150 hp) Initiative: +5 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21 Base Attack/Grapple: +12/+29 Attack: Bite +19 melee (2d6+9 plus poison) or web +11 ranged Full Attack: Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged Space/Reach: 15 ft./10 ft. Special Attacks: Poison, rend armor, web Special Qualities: Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft. Saves: Fort +16, Ref +9, Will +9 Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13 Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks) Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track Environment: A chaotic evil-aligned plane Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil

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dwaxer
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Harpy

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Speed:20 ft. (4 squares), fly 80 ft. (average)
Armor Class:13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple:+7/+7
Attack:Club +7 melee (1d6)
Full Attack:Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3)
Space/Reach:5 ft./5 ft.
Special Attacks:Captivating song
Special Qualities:Darkvision 60 ft.
Saves:Fort +2, Ref +7, Will +6
Abilities:Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Skills:Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3
Feats:Dodge, Flyby Attack, Persuasive
Environment:Temperate marshes
Challenge Rating:4
Alignment:Usually chaotic evil


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dwaxer
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Barghest

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Hit Dice:6d8+6 (33 hp)
Initiative:+6
Speed:30 ft. (6 squares)
Armor Class:18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple:+6/+9
Attack:Bite +9 melee (1d6+3)
Full Attack:Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1)
Special Attacks:Spell-like abilities, feed
Special Qualities:Change shape, damage reduction 5/magic, darkvision 60 ft., scent
Saves:Fort +6, Ref +7, Will +7
Abilities:Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Skills:Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)
Feats:Combat Reflexes, Improved Initiative, Track
EnvironmentAn evil-aligned plane
Organization:Solitary or pack (3–6)
Challenge Rating:4
Alignment:Always lawful evil

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