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d20™ System Conversion of: A4 In The Dungeons of the Slave Lords |
Conversion of AD&D 1st edition adventure for level 4-7
Credits:
John
Dell for his Encounter Level Calculator.
Special Thanks to Scott Greene
for his Creature Catalog.
And me for my Faster Tools.
Version:
5/29/02 – Updated to comply with WOTC ESD Conversion Agreement
HTML and PDF versions can be downloaded at Yo Yo Dyne Technologies
I recommend increasing the CR of each creature by 1, due to characters lack of equipment, or giving a decent story award for escaping.
1. ENTRANCE TO FEAR
Scroll A: Ghost Sound, Dancing Lights, Obscuring Mist, Invisibility
Scroll B: Spider Climb, Dispel Magic, Arcane Eye
Scroll C: Tenser's Floating Disk, Light, Jump
Other possibilities:
The characters can keep any spells which they still had in memory at the end of
A3 and you can give them the appropriate holy symbol.
2. THE LURE OF LIGHT EL 4
Will-O'-Wisp CR 4; Small Aberration(Air); HD 6d8; HP 21;
Init +13; Spd fly 50 ft(perfect);
AC 29(+1 size, +9 Dex, +9 Deflection); Atks +14 melee shock 1d8;
SQ Spell Imunity, natural invisibility; AL CE; SV Fort +2, Ref +11, Will
+8;
Str --, Dex 29, Con 10, Int 15, Wis 16, Cha 12;
Skills: Bluff +10, Listen +16, Search +11, Spot +15;
Feats: Blind-Fight, Dodge, Improved Initiative
Immune to all spells except: Magic Circle against chaos/evil, Magic Missile,
Maze, Protection from Chaos/Evil
3. REALM OF THE SANDLING EL 3
Sandling CR 3; Large Elemental(Earth); HD 4d8; HP 18;
Init +1 (Dex); Spd 30 ft;
AC: 17 (+7 natural, -1 size, +1 Dex); Atks +4 slam
(2d8+2);
SA: Earth Master, Push; SQ: Immune to poison, sleep, paralysis,
and stunning. Not subject to critical hits or flanking. Darkvision
60 feet.; AL N; SV Fort +3, Ref +2, Will +1;
Str 14, Dex 12, Con 10, Int 6, Wis 11, Cha 11;
Skills: Listen +7, Spot +7;
Feats: Power Attack
6A.
ENTRANCEWAY EL 1
Shrieker
CR 1; Medium-Size Plant; HD 2d8+2; HP 11;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA shriek; SQ: Plant; AL N; SV Fort +4, Ref --,
Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2.
6B. CHAMBER OF
THE HUNTERS
4 Kobolds CR 1/6; Small Humanoid (Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee
(half-spear 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV:
Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2,
Move Silently +4, Search +2, Spot +2;
Feats: Alertness
Oil -- DC 15 Balance check. If fallen then you are considered Prone.
6C. KOBOLDS'
KITCHEN EL -1
3 Kobolds CR 1/6; Small Humanoid
(Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee
(half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV:
Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2,
Move Silently +4, Search +2, Spot +2;
Feats: Alertness
6D. NURSERY
1 Kobold CR 1/6; Small
Humanoid (Reptilian); HD 1/2 d8; HP 2 (4 young at 1 hp and Str 4);
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee
(half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV:
Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2,
Move Silently +4, Search +2, Spot +2;
Feats: Alertness
6E.
CHIEFTAIN'S CHAMBER EL 3
7 Kobolds CR 1/6; Small
Humanoid (Reptilian); HD 1/2 d8; HP 2;
Init +1 (dex); Spd 30 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks -1 melee
(half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV:
Fort +0, Ref +1, Will +2;
Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2, Move
Silently +4, Search +2, Spot +2;
Feats: Alertness
Kobold Chief Fighter Lvl 1; CR 1; Small Humanoid (Reptilian); HD 1d10;
HP 7;
Init +1 (dex); Spd 30 ft;
AC 14 (+1 size, +1 Dex, +1 natural, +1 shield); Atks
-1 melee (half-spear or club 1d6-2) or +2 ranged (sling 1d4);
SQ Darkvision 60 ft, light sensitivity; AL LE; SV:
Fort +0, Ref +1, Will +2;
Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 12;
Skills: Craft(trapmaking) +2, Hide +8, Listen +2,
Move Silently +4, Search +2, Spot +2;
Feats: Alertness, Combat Reflexes. Point blank shot.
7. POOL OF
PITCH
Standard torch illumination is 20'. Characters
with Darkvision will be able to see the pitch.
8. GIANT ANT'S
LAIR EL 7.6
Any character attempting to walk across the bridge
must make a DC 15 Balance check or fall into the chasm. Automatic success
if you crawl.
7 Giant Worker Ants CR 1, Medium-Size Vermin; HD 2d8; HP 9;
Init +0; Spd 50ft, climb 20 ft;
AC 17 (+7 natural); Atks +1 melee (bite 1d6);
SA Improved grab; SQ Vermin; AL N; SV Fort +3, Ref +0, Will +0;
Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 9;
Skills: Climb +8, Listen +5, Spot +5
2 Giant Soldier Ants CR 2, Medium-Size Vermin; HD 2d8+2; HP 11;
Init +0; Spd 50ft, climb 20 ft;
AC 17 (+7 natural); Atks +3 melee (bite 2d4+3);
SA Improved grab, acid sting; SQ Vermin; AL N; SV Fort +4, Ref +0, Will +1;
Str 14, Dex 10, Con 13, Int --, Wis 13, Cha 11;
Skills: Climb +10, Listen +6, Spot +6;
Acid Sting: on a successful grab can sting for 1d4+1 piercing damage plus 1d4
acid damage.
10. CRABS' TUNNEL (EXIT) EL
1
Monstrous Crab (stats for Monstrous Scorpion less the poison)
Medium Vermin,
CR 2; HD 3d8+6; HP 19;
Init +0; Spd 40 ft;
AC 14 (+4 natural), Atks: +3/+3 melee (claw 1d4+1);
SA: Improved grab, Squeeze; SQ Vermin; AL N; SV Fort +5, Ref +1, Will +1;
Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2;
Skills: Climb +8, Hide +8, Spot +7;
Squeeze - Automatically deals damage with both claws, if victim is caught.
Swimming rules are on p. 74 of the PH. This is calm water so its a DC 10 check. Roll once per round, cumulative -1 per round since they are underwater. -1 for every 5 lbs of gear. 1/4 movement rate for a move action, 1/2 speed as a full round action.
Drowning rules are on p.85 of the DMG. Can hold breath for a number of rounds equal to twice Con score. After this period of time you must make a Con chech (DC 10). Each round the DC increases by 1. On the first round of an unsuccesful save you fall unconscious (0 hp), the second you are dying and have -1 hps.
10B. Giant underwater Tube worms. Cause 1 hit point of electrical damage if touched.
10C.
Monstrous Crab (stats for Monstrous Scorpion less the poison)
Medium Vermin,
CR 1; HD 2d8+4; HP 16;
Init +0; Spd 40 ft;
AC 14 (+4 natural), Atks: +2/+2 melee (claw 1d4+1);
SA: Improved grab, Squeeze; SQ Vermin; AL N; SV Fort +5, Ref +0, Will +0;
Str 13, Dex 10, Con 14, Int --, Wis 10, Cha 2;
Skills: Climb +8, Hide +8, Spot +7;
Squeeze - Automatically deals damage with both claws, if victim is caught.
11. FEARSOME FUNGUS EL 4.2
Shrieker Medium-Sized Plant; CR 1; HD 2d8+2; HP 11;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA Shriek; SQ Plant; AL N; SV Fort +4, Ref --, Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2, Cha 1;
Shriek - Movement or light source within 10 ft cause it to shriek loudly
for 1d3 rounds.
Desc Human Sized mushroom with various shades of purple.
Violet Fungus Medium-Sized Plant; CR 3; HD 2d8+6; HP 15;
Init -1 (Dex); Spd 10 ft;
AC 13 (-1 Dex, +4 natural); Atks 4 tentacles +3 melee(1d6+2 and poison); Reach
10 ft w/ tentacle;
SQ Plant; AL N; SV Fort +6, Ref -1, Will +0;
Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9;
Poison - Fort DC 14, initial and secondary damage 1d4 Str and 1d4 Con.
12. POOL OF THE OLD ONE EL 2
Giant Crayfish Large Animal; CR 3; HD 4d8+4; HP 22;
Init +7 (+3 Dex, Improved Inititiative); Spd 15 ft, Swim 30 ft;
AC 15 (Dex +3, size -1, natural +3) ; Atks 2 claws +5 (Claws 1d6+2); Face/Reach
5ft by 10 ft/10ft;
AL N; SV Fort +2, Ref +7, Will +1;
Str 14, Dex 16, Con 12, Int 2, Wis 10, Cha 4;
Skills Hide +6, Swim +9;
Feats Improved Initiative, Multiattack
14. THE BEASTLY BADGER EL 2
Dire Badger Medium-Size Animal; CR 2; HD 3d8+12; HP 25;
Init +3 (Dex); Spd 30ft / burrow 10 ft;
AC 16 (+3 Dex, +3 natural); Atks 2 claws +4 melee (1d4+2), bite -1 melee
(1d6+1);
SA Rage; SQ Scent; AL N; SV Fort +7, Ref +6, Will +4;
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10;
Skills: Listen +6, Spot +6
Rage(Ex): After taking damage in combat it will fly into a rage
(+4 Str, +4 Con, -2 AC). The rage cannot be ended voluntarily.
15. MUSHROOM GARDEN EL 1
Mushrooms: 60% safe, 40% Striped Toadstool (Ingested poison, DC 11, 1
Wis, 2d6 Wis & 1d4 Int). DC 15 Knowledge(Plants) to identify which
ones are safe and which are poisonous.
3 Giant Fire Beetles Small Vermin; CR 1/3; HD 1d8; HP 4;
Init +0; Spd 30 ft;
AC 16 (+1 size, +5 natural); Atks bite +1 melee (2d4);
SQ Vermin; AL N; SV Fort +2, Ref +0, Will +0;
Str 10, Dex 11, Con 1, Int --, Wis 10, Cha 7;
Skills Climb +4, Listen +3, Spot +3
Desc 2 ft long beetle with glowing spot over each eye.
16A. WELCOMING COMMITEE EL
7.5
2 Shriekers Medium-Sized Plant; CR 1; HD 3d8+3; HP 16;
Init -5; Spd 0 ft;
AC 13 (+3 natural); Atks --;
SA Shriek; SQ Plant; AL N; SV Fort +4, Ref --, Will -4;
Str --, Dex --, Con 13, Int 1, Wis 2, Cha 1;
Shriek - Movement or light source within 10 ft cause it to shriek loudly
for 1d3 rounds.
Desc Human Sized mushroom with various shades of purple.
Zombie-like Kobold and zombie-like
Fire Beetle Small; CR 1/4; HD 1d12+3; HP 9;
Init -1 (Dex); Spd 30 ft;
AC 12(kobold) (+1 size, -1 Dex, +2 natural), 15(beetle, +1 size, -1 Dex, +5
natural); Atks melee +1 slam (1d4);
SQ Partial Actions only; AL N; SV Fort +0, Ref -1, Will +2;
Str 11, Dex 8, Con --, Int --, Wis 10, Cha 1;
Feats: Toughness
2 Zombie-like giant worker ants and zombie-like human Medium;
CR 1/2; HD 2d12+3; HP 16;
Init -1 (Dex); Spd 50ft (ants), 30 ft(human);
AC 16 (ants, -1 Dex, +7 natural), 11(Human, -1 Dex, +2 natural); Atks melee +2
slam (1d6+1);
SQ Partial Actions only; AL N; SV Fort +0, Ref -1, Will +3;
Str 13, Dex 8, Con --, Int --, Wis 10, Cha 1;
Feats: Toughness
Human has a Yellow mold colony CR 6, All within 10 ft take 1d6 Con
damage (DC 15 Fort to avoid), 1 minute later 2d6 Con damage (DC 15 to avoid).
16B. FUNGUS
FOREST EL 10.5
4 Sprout Myconid Small-Plant; CR 1/2; HD 1d8+1; HP 5;
Init +0 (Dex); Spd 20 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks melee +0
slam (1d4-1);
SQ Distress Spores, Acid Skin, Plant, Vulnerable to
Sunlight, low-light vision; AL LN; SV Fort +3, Ref +0, Will +0;
Str 9, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
Skills Hide
+4, Move Silently +4
4 Young Myconid Small-Plant; CR 1/2; HD 2d8+2; HP 11;
Init +0 (Dex); Spd 20 ft;
AC 13 (+1 size, +1 Dex, +1 natural); Atks melee +1
slam (1d4-1);
SQ Distress Spores, Reproducer Spores, Acid Skin,
Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV Fort +4, Ref +0,
Will +1;
Str 9, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
Skills Hide
+4, Move Silently +4
4 Adult Myconid Medium-Plant; CR 2; HD 3d8+6; HP 19;
Init +0 (Dex); Spd 30 ft;
AC 12 (+2 natural); Atks melee +3 slam (1d6+1);
SQ Distress Spores, Reproducer Spores, Rapport
Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light vision; AL LN; SV
Fort +5, Ref +1, Will +1;
Str 13, Dex 10, Con 15, Int 10, Wis 11, Cha 10;
Skills Hide
+4, Move Silently +4
4 Old Myconid Medium-Plant; CR 2; HD 4d8+12; HP 30;
Init +0 (Dex); Spd 30 ft;
AC 12 (+2 natural); Atks melee +4 slam (1d6+1);
SQ Distress Spores, Reproducer Spores, Rapport
Spores, Pacifier Spores, Acid Skin, Plant, Vulnerable to Sunlight, low-light
vision; AL LN; SV Fort +4, Ref +1, Will +1;
Str 13, Dex 10, Con 15, Int 10, Wis 11, Cha 10;
Skills Hide
+4, Move Silently +4
4 Elder Myconid Large-Plant; CR 4; HD 5d8+10; HP 32;
Init +0 (Dex); Spd 30 ft;
AC 13 (-1 Size, +3 natural); Atks melee +6 slam
(1d8+4);
SQ Distress Spores, Reproducer Spores, Rapport
Spores, Pacifier Spores, Hallucinator Spores, Acid Skin, Plant, Vulnerable to
Sunlight, low-light vision; AL LN; Fort +6, Ref +1, Will +1;
Str 18, Dex 10, Con 15, Int 12, Wis 11, Cha 10;
Skills Hide
+4, Move Silently +4
Spore Cloud (Ex.): Each spore cloud’s effect resembles a spell cast by an
8th-level sorcerer. All spore clouds have a save DC of 14 (where applicable).
Each may be used once per day per HD of the myconid.
Distress: Cone, 120 feet, alerts all myconids in the
area to danger or
communicates a need for aid.
Reproducer: (2 HD myconids only)—Cone, 30 feet, only
emitted at the
proper time for growing new myconids. Automatically ejected by a dying
myconid. New myconids spring from the spores in 3d4 days.
Rapport: Line, 30 feet, target can communicate
telepathically with the
myconid that ejected the spores; Will save negates. The duration of this
telepathy is 10 minutes per HD or the myconid.
Pacifier: Line, 40 feet, target is affected as if by
a calm animals spell (even
if the target is not one of the types the spell actually affects).
Unlike the actual spell effects, a creature affected, will not
defend himself if
attacked; Fortitude save negates.
Hallucinator: Line, 40 feet, causes confusion as the
spell of the same
name; Will save negates.
Animator: (6 HD myconid only)—Line, 40 feet, only
affects a dead creature;
the affected creature will rise in 1d4 days as a 1 HD zombie, though it is not
undead and cannot be turned. The corpse remains animated for 1d4+1 weeks
before decaying and rotting away; Fortitude negates.
Acid Skin (Ex.): Creatures attacking a myconid
unarmed or with natural
weapons take 1d4 points of acid damage each time their attacks hit. A
myconid’s fists are not covered in this acid, therefore it does not deal acid
damage when it hits with its slam attack.
Plant: Immune to mind-influencing effects, poison,
sleep, paralysis,
stunning, and polymorphing. Not subject to critical hits.
Sunlight Vulnerability (Ex.): Exposure to sunlight
(not merely a daylight
spell) robs the myconid of one-third of its hit points each round until it is
destroyed at the end of the third round.
Skills: Myconids receive a +4 racial bonus to Hide
and Move Silently
checks. *They receive a +5 racial bonus to hide checks when in forested or
fungi covered surroundings.
16E. ROYAL
CHAMBER EL 5
4 King Myconid Large-Plant; CR 4; HD 6d8+12; HP 39;
Init +0 (Dex); Spd 30 ft;
AC 13 (-1 Size, +3 natural); Atks melee +7 slam
(1d8+4);
SQ Distress Spores, Reproducer Spores, Rapport
Spores, Pacifier Spores, Hallucinator Spores, Acid Skin, Plant, Vulnerable to
Sunlight, low-light vision; AL LN; Fort +6, Ref +1, Will +1;
Str 18, Dex 10, Con 15, Int 12, Wis 11, Cha 10;
Skills Hide
+4, Move Silently +4
Potions: Potion of Cure Serious Wounds, Potion of Enlarge, Potion of Cure Light Wounds, Potion of Invisibility, Potion of Haste, Potion of Water Breathing
17. ROPER'S
LAIR EL 5
Half-Sized Roper Medium-Sized Magical Beast; CR 5; HD 5d10+5;
HP 32;
Init +2 (+2 Dex); Spd 10 ft;
AC 24 (+2 Dex, +12 natural); Atks 6 strands +8
ranged, or bite +4 melee (2d6); Reach 5 ft (25 ft with strand);
SA Strands, attach, weakness; SQ Electricity
immunity, cold resistance 15, fire vulnerability, SR 14; AL CE; SV Fort +5, Ref
+6, Will +6;
Str 11, Dex 15, Con 13, Int 12, Wis 16, Cha 12;
Skills Climb
+2, Hide +13 (+8 racial bonus in stony areas, not added in), Listen +12, Spot
+12;
Feats
Alertness, Iron Will, Weapon Focus(strand)
Strand Attach
draws you 5' closer each round unless break free with an opposed grapple check.
Weakness
strand causes 1d8 temp strength damage, DC 13 Fort save
Fire Vulnerability takes double damage from fire
19. CHIMNEY EL 2
Monstrous Trapdoor Spider Medium-Size Vermin; CR 2; HD
2d8+2; HP 11;
Init +3 (Dex); Spd 40 ft, 20 ft climb;
AC 14 (+3 Dex, +1 natural); Atks bite +4 melee (1d6 and poison);
SA Poison 1d4 Str damage DC 14; SQ Vermin; AL N; SV Fort +4, Ref +3, Will +1;
Str 17, Dex 15, Con 10, Int --, Wis 10, Cha 2
Skills Climb +11, Hide +1, Spot +7
20. PIERCER PERIL EL 7.3
6 Piercers Medium Vermin; CR 1.5; HD 3d8; HP 13;
Init -3(Dex); Spd 5 ft / Climb 5ft; AC 14 (-3 Dex, +7 natural) 7 underbelly (-3
Dex); Atks +2 Melee (;
SA Improved critical, acid, SQ Vermin, darkvision 60 ft.;
AL N; SV Fort +4, Ref -3, Will +1;
Str 14, Dex 2, Con 13, Int 2, Wis 11, Cha 9;
skills: Hide +4*, Listen +13, Spot +3
Improved Critical (Ex.): A piercer threatens a critical on an attack
roll of 19-20.
Acid (Ex.): The piercer’s soft underbelly is coated with a corrosive
acid that deals 1d6 points of damage if it contacts exposed flesh.
Vermin: The piercer is immune to all mind-influencing attacks.
Skills: The piercer receives a +8 racial bonus to Listen checks. *The
piercer receives a +15 racial bonus to Hide checks when against a background of
natural stone.
21. CAVE OF THE BATS
3 Cave Fishers Medium-Sized Vermin; CR 2; HD 2d8+9; HP 22;
Init +1 (Dex); Spd 10 ft;
AC 16 (+1 Dex, +5 natural); Atks +3 ranged filament, or +8 melee (2 claws
2d4+9);
SA Filament; SQ Vermin, darvision 60 ft; AL N; SV Fort +6, Ref +2, Will +1;
Str 23, Dex 12, Con 16, Int 3, Wis 10, Cha 8;
Skills Climb +17, Hide +14, Move Silently +2, Spot +3
Filament (Ex): If the filament hits the prey, it deals no damage but
draws the prey
10 feet closer each subsequent round (no attack of opportunity) unless the creature
breaks free, which requires a successful Escape Artist check (DC 27) or
Strength check
(DC 23). The cave fisher can draw a creature within 10 feet of itself and use
its claw
attack with a +4 attack bonus in that round.
A single attack with a slashing weapon that deals at least 10
points of damage
severs the filament. Also, any liquid with high alcohol content (such as the
cave
fisher’s blood) will dissolve the adhesiveness of the filament, as will an
application of
the universal solvent.
Island Encounters
A. GREEN SLIME
Green Slime CR 4, 1d6 Con damage per round of contact
B. ENRAGED SNAPPER EL 6
Giant Snapping Turtle Huge-Animal; CR 6; HD 10d8+50; HP 95;
Int +4 (Improved Initiative); Spd 10 ft swim/10 ft crawl;
AC 18 (-2 size, +10 natural); Atks +13/+8 melee bite (2d6+8); Reach 10 ft by 10
ft/ 15 ft reach
SA Improved Grab; SQ Extra 5 ft reach; AL N; SV Fort +12, Ref +3, Will +4;
Str 26, Dex 10, Con 20, Int 2, Wis 12, Cha 2;
Skills Spot
+6, Listen +6, Hide +6
C. FRENZIED GOATS EL 5
4 Giant Goats Large Animal; CR 1; HD 3d8+6; HP 19;
Init +2 (Dex); Spd 60 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atks +3 melee (1d8+1 gore); Face 5 ft by
10 ft;
SA Charge does double damage; AL N; SV Fort +5, Ref +5, Will +2;
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 4;
Skills Climb +6, Listen +6, Spot +6
D. SQUAD OF LOOTERS EL 7.5
|
Looter |
AC |
MV |
HD/LVL |
HP |
Atks |
|
Guard #1 |
19 |
20 ft |
Fighter 1 |
8 |
+4 melee (1d10+2 bastard sword) |
|
Guard #2 |
19 |
20 ft |
Fighter 2 |
8 |
+4 melee (1d10+2 bastard sword) |
|
Hobgoblin #1 |
15 |
30 ft |
1d8+1 |
5 |
+1 melee (1d8 longsword) |
|
Hobgoblin #2 |
15 |
30 ft |
1d8+1 |
5 |
+1 melee (1d8 longsword) |
|
Gnoll |
17 |
20 ft |
2d8+2 |
11 |
+3 melee (1d8+2 longsword) |
|
Orc |
14 |
20 ft |
1d8 |
4 |
+3 melee (1d12+3 Greataxe), +1 range
(1d6 Shortbow) |
|
Half-Orc |
21 |
20 ft |
Fighter 3 |
22 |
+7 melee (1d10+3 bastard sword) |
|
Bandit |
12(+2 leather) |
30 ft |
Warrior 1 |
4 |
+1 melee (1d6 shortsword) |
|
Rogue |
15 |
30 ft |
Rogue 2 |
10 |
+2 melee (Rapier 1d6+1,18-20) |
2 Guard Fighter 1 Medium Human; CR 1; HD 1d10+2; HP 8;
Init +1 (Dex); Spd 20 ft;
AC 19 (+1 Dex, +6 splint mail, +2 large metal shield); Atks +4 melee
(1d10+2,19-20 bastard sword);
AL CE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8;
Skills: Move Silently -7, Knowledge(arcane) +1, Handle Animal +3, Ride
+5,
Feats: Exotic Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard
Sword), Combat Reflexes
Hobgoblin Medium Humanoid (Goblinoid); CR 1/2, HD 1d8+1; HP 5;
Init +1 (Dex); Spd 30 ft;
AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atks +1 melee (1d8
longsword);
SQ Darkvision; AL LE; SV Fort +3, Ref +1, Will +0;
Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10;
Skills Hide +1, Listen +3, Move Silently +3, Spot +3 Feats
Alertness
2 Gnoll CR 1; Medium Humanoid (7 1/2 feet tall); HD 2d8+2; HP 11;
Init +0; Spd 20 ft (scale mail);
AC 17 (+1 natural, +4 scale mail, +2 large shield); Atks +3 melee (1d8+2
longsword);
SQ darkvision 60 ft; AL CE; SV Fort +4, Ref +0, Will +0;
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8;
skills: Listen +3, Spot +3. Feats: Power Attack
Orc CR 1; Medium Humanoid (Orc); CR 1/2, HD 1d8; HP 4;
Init +0; Spd 20 ft;
AC 14 (+4 scale mail); Atks +3 melee (1d12+3,x3 Greataxe), +1 range (1d6
Shortbow);
SQ Darkvision, light sensitivity; AL CE; SV Fort +2, Ref +1, Will -1;
Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8;
Skills Listen +2, Spot +2 Feats Alertness
Half-Orc Fighter 3 Medium Humanoid; CR 3; HD 3d10+6; HP
22;
Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft;
AC 21 (+1 Dex, +8 full plate, +2 large steel shield); Atks +7 melee
(1d10+3,19-20 bastard sword);
SQ Darkvision; AL CE; SV Fort +5, Ref +2, Will +2;
Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6;
Skills: Climb -4, Balance -6, Wilderness Lore +2.5; Feats Exotic
Weapon Proficiency (Bastard Sword), Weapon Focus (Bastard Sword), Improved
Initiative, Power Attack
Human Rogue 2 Medium; CR 2; HD 2d6+2; HP 10;
Init +2 (Dex); Spd 30 ft;
AC 15 (+2 Dex, +3 Studded leather); Atks +2 melee (Rapier 1d6+1,18-20);
AL CE; SV Fort +1, Ref +5, Will +0;
Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8;
Skills Knowledge(religion) +1, Forgery +7, Sense Motive +5, Tumble +2,
Move Silently +6, Alchemy +4.5, Decipher Script +7, Intimidate +0, Handle
Animal +1.5, Ride +4.5, Knowledge(nature) +4.5, Craft +7, Bluff +4, Hide +2
Feats Ambidexterity, Dodge
Class Sneak Attack +1d6, Evasion
E. RAMPAGING FIRE LIZARD EL
5
Fire Lizard Huge Magical Beast; CR 5; HD 10d10+70; HP 63 (125);
Init +0; Spd 20 ft;
SA Breath 15ft cone of fire for 2d10 damage (DC 15 reflex for 1/2) every 1d4
rounds;
SQ DR 30 against Fire based attacks;
AC 16 (-2 Size, +8 natural); Atks +19/+14 melee (bite 2d6+11);
AL N; SV Fort +14, Ref +7, Will +3;
Str 33, Dex 11, Con 25, Int 2, Wis 12, Cha 10;
Skills Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4
F. SLAVE'S REVENGE
19 ex-slaves - human comoner AC 10; MV 30 ft; HP 4; Atks +0
(stake 1d4); SV Fort +0, Ref +0, Will +0
G. A FRIEND INDEED
Selzen Murtano Human Rogue Lvl 6; CR 6; HD 6d6+12; HP 33;
Init +4 (Dex); Spd 30 ft;
AC 16 (+2 leather armor, +4 Dex); Atks +2 melee (1d8-2 longsword), +8 ranged
(1d6 short bow);
AL NG; SV Fort +4, Ref +11, Will +0;
Str 7, Dex 18, Con 15, Int 16, Wis 6, Cha 14
Skills Spot +7, Knowledge(arcana) +7.5, Speak Language 4.5, Use Rope +5,
Pick Pocket +13, Sense Motive +7, Knowledg(religion) +7.5, Spellcraft +4,
Escape Artist +5, Tumble +13, Ride +8.5, Jump +7, Hide +13, Disguise +4,
Balance +13, Disable Device +5, Concentration +3;
Feats Ambidexterity, Dodge, Lightning Reflexes, Point Blank Shot
Class Abilities Sneak Attack +3d6, Evasion, Uncanny dodge (Can't be
flanked)
Cleric Scroll Cure Serious Wounds, and Cure Light Wounds (x3)
Wizard Scroll - Sleep, Invisibility, Bull Strength, Dispel Magic, Hold
Person (all at 7th level ability)
H. THE WATER DRAGON EL
12.5(approximate)
|
Slaver |
HD/Lvl |
Spd |
AC |
HP |
Atks |
|
Ogre |
4 |
30 ft |
19 |
26 |
+8 melee (2d6+7,19-20 Greatsword) |
|
Seargents 1 |
3 |
20 ft |
14 |
28 |
+4 melee(siangham 1d6+1), or +5 melee
(light flail 1d8+1) |
|
Seargent 2 |
3 |
20 ft |
16 |
28 |
+5 melee (longsword 1d8+2), or +4 ranged(shortbow
1d6) |
|
Men-at-Arms |
1 |
20 ft |
15 |
8 |
+1 Ranged (short bow 1d6), +1 melee (1d8
longsword) |
|
Stalman Klim, Human Cleric |
11 |
30 ft |
17 |
31 |
+13/+8 melee (+2 light Mace 1d6+4) |
|
Theg Narlot, Half-Orc
Rogue/Fighter/Assassin |
9 |
30 ft |
14 |
36 |
+11/+6 melee (1d8+3 + poison, longsword) |
|
Female Drow Fighter 3/Cleric 3 |
6 |
30 ft |
17 |
30 |
+7/+2 melee (+2 Longsword 1d8+1) |
|
Lamonsten Human Illusionist |
8 |
30 ft |
13* |
44 |
+3 melee (+1 Dagger 1d4-2), or +5 ranged *Cloak of Major Displacement |
|
Slippery Ketta femal Human Rogue |
10 |
30 ft |
18 |
45 |
+11/+6 melee (1d6,18-20 rapier) |
|
Brother Kerin Human Monk |
6 |
50 ft |
17 |
45 |
+7/+4 melee (1d8+2, unarmed) |
Ogre Large Giant, CR 2; HD 4d8+8; HP 26;
Init -1 (Dex); Spd 30 ft; Reach 10 ft;
AC 19 (-1 size, -1 Dex, +5 natural, +6 banded mail); Atks +8 melee (2d6+7,19-20
Greatsword);
AL CE; SV Fort +6, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7;
Skills Climb +4, Listen +2, Spot +2;
Feats Weapon Focus(Greatsword)
Seargents
Ingjald, male human Ftr3 CR 3; Size M (5 ft., 9 in. tall); HD
3d10+12; hp 38;
Init +3 (-1 Dex, +4 Improved initiative); Spd 20 ft.;
AC 14 (+5 chain mail, -1 Dex); Attack +4 melee(siangham 1d6+1), or +5 melee
(light flail 1d8+1), or +2
ranged;
SV Fort +7, Ref +0, Will +1; AL NE;
Str 12, Dex 8, Con 18, Int 10, Wis 11, Cha 10.
Skills and feats: Handle animal +5, Hide -6, Knowledge +2.5, Listen +2,
Move silently -6, Ride +4, Spot +2,
Wilderness lore +2; Alertness, Combat reflexes, Exotic weapon proficiency
(siangham), Improved initiative,
Weapon focus (flail, light).
Gest, male human Ftr3 CR 3; Size M (6 ft., 3 in. tall);
HD 3d10+6; hp 28;
Init +5 (+1 Dex, +4 Improved initiative); Spd 20 ft.;
AC 16 (+5 Chain Mail, +1 Dex); Attack +5 melee (longsword 1d8+2), or +4
ranged(shortbow 1d6);
SV Fort +5, Ref +2, Will +0; AL LE;
Str 15, Dex 12, Con 14, Int 5, Wis 9, Cha 11.
Skills and feats: Disguise +2.5, Hide -4, Listen +1, Move silently -4,
Profession +0, Spot +1, Wilderness
lore +1.5; Alertness, Combat reflexes, Endurance, Improved initiative, Track.
14 men-at arms Human Warrior Lvl1 CR 1; HD1d8+2; HP 8;
Init +0; Spd 20 ft (chain mail);
AC 15 (+5 scale mail); Atks +1 Ranged (short bow 1d6), +1 melee (1d8
longsword);
AL LN; SV Fort +4, Ref +0, Will +0;
Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 10; skills:
Listen +4, Spot +4. Feats: Power Attack
Stalman Klim, Human Cleric Lvl 11 CR 5; HD 11d8+11; HP 52(31);
Init +7 (+3 Dex, +4 Improved Init); Spd 30 ft;
AC 17 (+3 Dex, +4 magic bracers); Atks +13/+8 melee (+2 light Mace 1d6+4);
AL NE; SV Fort +8, Ref +8, Will +10;
Str 15, Dex 17, Con 13, Int 14, Wis 17, Cha 11
Skills Knowledge(arcana) +17, Climb +3, Appraise +9, Heal +17, Jump +3,
Sense Motive +4, Concentration +15, Diplomacy +8
Feats Improved Initiative, Improved Unarmed Strike, Lightning Reflexes,
Quick Draw, Weapon Finess(light mace)
Magic Items: +2 light Mace, Bracers +4
Spells (Domain Earth & Fire): 0: Light
1st: Command(x2),
2nd: Silence, Produce Flame
3rd: Daylight, Remove Blindess/Deafness, Dispel Magic
4th: Divination, Neutralize Poison, Wall of Fire
5th: True Seeing
Theg Narlot, Half-Orc Rogue 3/Fighter
4/Assassin 2 CR 8; HD 3d6+9 + 4d10+12 +
2d6+6; HP 69(46);
Init +0; Spd 30 ft;
AC 14 (+2 leather armor, +2 large shield); Atks +11/+6 melee (1d8+3 + poison,
longsword);
SQ Darkvision; AL LE; SV Fort +5, Ref +9, Will +2;
Str 17, Dex 10, Con 17, Int 16, Wis 12, Cha 7
Skills: Move Silently +5, Knowledge(nature) +4, Hide +5, Intimidate +11,
Listen +7, Decipher Script +4, Disguise +4, Profession +1, Balance +1, Jump +6,
Spellcraft +4, Knowledge(all skills) +7, Pick Pocket +1, Ride +6, Wilderness
Lore +2, Speak Ogre, Speak Goblin, Speak Giant, Innuendo +2, Tumble -2, Handle
Animal +1, Swim +5, Climb +4, Gather Information +0, Sense Motive +2, Bluff -1
Feats: Endurance, Expertise, Lightning Reflexes, Quick Draw, Skill
Focus(Move Silently), Toughness, Weapon Focus(Longsword)
Poison small centipede, DC 11, initial 1d2 Dex, secondary 1d2 Dex.
Class Abilities Sneak Attack +3d6, Evasion, Uncanny Dodge (dex bonus to
AC), death attack, poison use, +1 save vs. poison
Female Drow Fighter 3/Cleric 3 CR 3; HD 3d10 + 3d8; HP 30;
Init +3 (Dex); Spd 30 ft;
AC 17 (+3 Dex, +2 leather armor, +2 large shield); Atks +7/+2 melee (+2
Longsword 1d8+1);
SQ Darkvision 120 ft, SR 17, +2 bonus to spell will saves, Light blindness; AL
CE; SV Fort +9, Ref +5, Will +6;
Str 9, Dex 16, Con 10, Int 17, Wis 12, Cha 15
Skills Diplomacy +5, Craft +12, Climb +0, Ride +9, Swim +5, Heal +5,
Knowledge(Monsters) +4, Forgery +4, Scry +5, Concentration +1, Appraise +5.5
Feats Blind-Fight, Great Fortitude, Heighten Spell, Point Blank Shot,
Skill Focus(Diplomacy)
Racial Abilities dancing lights, darkness, faerie fire as a 6th level
Sorcerer
Cleric Spells (Destruction & Evil domains) (don't forget smite ability
+4 hit & +3 damage once per day)
1st: Inflict light wounds
2nd: Silence
Lamonsten Human Illusionist Lvl 8 CR 4, HD 8d4+24; HP 44;
Init +3 (Dex); Spd 30 ft;
AC 13 (50% miss chance); Atks +3 melee (+1 Dagger 1d4-2), or +5 ranged;
AL LE; SV Fort +6, Ref +5, Will +6;
Str 7, Dex 17, Con 15, Int 16, Wis 10, Cha 12;
Skills Alchemy +14, Knowledge(nature) +14, Knowledge(religion) +14,
Profession +11, Search +1, Speal Language 5, Knowledge +1, Innuendo +3.5
Feats Brew Potion, Dodge, Great Fortitude, Spell Penetration, Still Spell
Magic Items Cloak of Displacement, Major
Spells 1st Hypnotism
2nd Invisibility
4th Solid Fog, Fear
Slippery Ketta femal Human Rogue Lvl 10
CR 9, HD 10d6+10; HP 45;
Init +8 (+4 Dex, +4 Improved Init); Spd 30 ft;
AC 18 (+4 Dex, +4 for +2 leather armor); Atks +11/+6 melee (1d6,18-20
rapier);
AL NE; SV Fort +4, Ref +11, Will +4;
Str 10, Dex 18, Con 12, Int 15, Wis 13, Cha 16;
Skills Handle Animal +9.5, Wilderness Lore +2, Escape Artist +17, Use
Magic Device +5, Read Lips +3, Perform +16, Alchemy +8.5, Pick Pocket +5,
Spellcraft +3, Ride +10.5, Diplomacy +4, Heal +2, Tumble +5, Forgery +3, Sense
Motive +14, Use Rope +5, Disguise +16, Decipher Script +15, Swim +13, Move
Silently +15
Feats Blind-Fight, Dodge, Improved Initiative, Quick Draw, Weapon
Finesse(Rapier)
Class Abilities Sneak Attack +5d6, Evasion, Uncanny Dodge (Can't be
flanked), Slippery Mind
Magic Items Gloves of Swimming and Climbing
Brother Kerin Human Monk lvl 6 CR 5, HD 6d8+18; HP 45;
Init +7 (+3 Dex, +4 Improved Init); Spd 50 ft;
AC 17 (+3 Dex, +4 Monk), Atks +7/+4 melee (1d8+2, unarmed);
AL LE; SV Fort +10, Ref +8, Will +8;
Str 15, Dex 17, Con 16, Int 12, Wis 16, Cha 10;
Skills Use Rope +7.5, Jump +11, Balance +5, Tumble +4, Knowledge(arcana)
+10, Knowledge(nature) +2, Climb +11, Spot +7.5, Open Lock +4, Swim +3,
Diplomacy +1
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Weapon
Finesse(hands)
J. PANIC AT THE DOCKS EL 7.6
6 Lacedons (Marine Ghoul) Medium-Sized Undead; CR 1; HD 2d12; HP
13;
Init +2 (Dex); Spd 30 ft / Swim 30 ft;
AC 14 (+2 Dex, +2 natural); Atks +3 melee (1d6+1+paralysis Bite), 2 claws +0
melee (1d3 and paralysis);
SA Paralysis and create spawn; SQ Undead, +2 turn resistance;
AL CE; SV Fort +0, Ref +2, Will +5;
Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16;
Skills Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump
+6, Listen +7, Move Silently +7, Search +6, Spot +7;
Feats Multiattack, Weapon Finesse(bite).
Paralysis Fort Save (DC 14) or be paralyzed for 1d6+2 minutes. Elves
are immune.
8 Hobgoblins Medium-Sized Humanoid (Goblinoid); CR 1/2; HD 1d8+1; HP 5;
Init +1 (Dex); Spd 30 ft;
AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atks +1 melee (longsword
1d8), or +2 ranged (javelin 1d6);
SQ Darkvision 60 ft; AL LE; SV Fort +3, Ref +1, Will +0;
Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10;
Skills Hide +1, Listen +3, Move Silently +3, Spot +3;
Feats Alertness
K. RUINED SUDERHAM
Poison fumes use Insanity Mist (DC 15, 1d4 Wis, 2d6 Wis)
L. MAGMEN ON THE MARCH EL
6.2
3 Magmin Small Elemental(Fire); CR 3; HD 2d8; HP 9;
Init +1 (Dex); Spd 30 ft;
AC 14 (+1 size, +1 Dex, +2 natural); Atks +1 melee (burning touch 1d8 fire and
combustion);
SA Combustion, fiery aura; SQ Elemental, fire subtype, melt weapons, damage
reduction 15/+1;
AL CN; SV Fort +0, Ref +4, Will +0;
Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10;
Skills Climb +4, Escape Artist +5, Jump +4, Spot +4;
Combustion Anyone a magmin touches must succees a Ref save (DC 11) or
take an additional 1d8 points of fire damage for another 1d4+2 rounds
Fiery Aura Anyone within 30 ft must make a Fort save (DC 11) or suffer
1d6 point of heat damage
Melt Weapons Any weapon hitting a magmin must succeed a Fort Save (DC
11) or melt away.
Monsters
SANDLING
d20™ System Conversion ©2001 Scott Metzger
Large Elemental(Earth)
Hit Dice: 4d8
(18 hp)
Initiative: +1(dex)
Speed: 30'
AC:17 (+7
natural, -1 size, +1 Dex)
Attacks: +4
Slam
Damage:2d8+2
Slam
Face/Reach:
10 ft by 10 ft / 10 ft
Special Attack:
Earth Mastery, Push
Special Qualities: Immune to poison, sleep, paralysis, and
stunning. Not subject to critical hits or flanking. Darkvision 60
feet.
Saves: Fort
+3, Ref +2, Will +1
Abilities:
Str 14, Dex 12, Con 10, Int 6, Wis 11, Cha 11
Skills:
Listen +7, Spot +7
Feats: Power
Attack
Climate/Terrain: Any land and underground
Organization:
Solitary
Challenge Rating: 3
Treasure:
None
Alignment:
Usually neutral
Advancement:
8 HD (Huge)
A sandling appears to be an amorphous mass of moving, sliding sand. A adult sandling is a solitary creature, and it dwells in lonely sandy areas such as uninhabited deserts, siliceous caverns and deserted beaches. Sandlings are savagely territorial, and will attack any creatures that trespass on their areas. The fight by slashing and lacerating with a coarse, abrasive pseudopod. Sandlings' flexible, shifting forms are difficult to damage by physical assault. If a sufficient quantity of water or other liquid (10 gallons or more) is cast upon the creature, it will have the same effects as a slow spell, and will cause the sandling to strike for only one-half damage (1d8+1).
Sandlings are apparently silicon-based creatures, and some sages believe that they originated on the Elemental Plane of Earth. A sandling grows until it reaches fill size (10' diameter), and then it begins to reproduce by budding. Tiny sandlings grow to about 2' in diameter before they split from the parent. An adult sandling's territory often swarms with thousands of infant sandlings, none larger than 1/2 ft in diameter. When one grows above this size, the parent sandling perceives it as a threat, and kills it. When the parent sandling dies, the largest infant grows to take its place, killing all rivals (if it can).
Sandlings sense heat, sound, and moisture. They dislike wetness, and will burrow underground to avoid rain or water (unless already defending their territories). There have been reports of huge sandlings three times as large as normal adults, but these have not been substantiated. Sandlings are always the same color as the sand of their territories. They are also the same temperature as their surroundings.
SNAPPING TURTLE, GIANT
d20™ System Conversion ©2001 Scott Metzger
Medium-Sized Animal
Hit Dice: 2d8+2 (11 hp)
Initiative:
+6 (+2 Dex, +4 Improved Initiative)
Speed: 10 ft
/ 10 ft Swim
AC: 17 (+2
Dex, +5 natural)
Attacks: bite
+1 melee
Damage: bite
1d6
Face/Reach: 5
ft. by 5 ft./10 ft
Special Attacks: Improved Grab
Special Qualities: extra 5 ft reach
Saves: Fort +4,
Ref +2, Will +1
Abilities:
Str 10, Dex 14, Con 12, Int 2, Wis 12, Cha 2
Skills: Spot
+6, Listen +6, Hide +6
Feats:
Improved Initiative
Climate/Terrain: Lakes and large rivers
Organization:
solitary
Challenge Rating: 2
Treasure:
None
Alignment: Always
Neutral
Advancement:
3-5 HD (Large), 6-10 HD (Huge)
Feared greatly for their voracious appetite and
aggressiveness, huge snapping turtles are found in lakes and large
rivers. They lurk near shores or on the bottom, as they do not swim
quickly. They remain motionless and then shoot forth their long neck (up
to 10 ft long) to grab prey.
Combat
Improved Grab(Ex): On a successful hit the turtle will latch on with their
mouth, doing automatic damage each round. Successful grapple check to
break free.
FIRE LIZARD
d20™ System Conversion ©2001 Scott Metzger
Huge Magical Beast
Hit Dice: 10d10+70 (125 hp)
Initiative:
+0
Speed: 20 ft
AC: 16 (-2
Size, +8 natural)
Attacks: bite
+19/+14 melee
Damage: bite
2d6+11
Face/Reach: 5
ft. by 30 ft./10 ft
Special Attacks: Breath 15ft cone of fire for 2d10 damage (DC 15 reflex for 1/2) every
1d4 rounds
Special Qualities: DR 30 against Fire based attacks
Saves: Fort
+14, Ref +7, Will +3
Abilities:
Str 33, Dex 11, Con 25, Int 2, Wis 12, Cha 10
Skills: Climb
+9, Hide +7, Listen +4, Move Silently +6, Spot +4
Feats: --
Climate/Terrain: any subterranean
Organization:
solitary
Challenge Rating: 6
Treasure:
Standard
Alignment:
Always neutral
These reptiles may be an ancestral dragon type or an
offshoot of a common ancestor. In any case these creatures resemble red
dragons, are sometimes called "false dragons", and the latter seem to
avoid confrontation with fire lizards. They are slow moving creatures and
often (50%) sleep for long periods. They are found in subterranean lairs,
coming forth every fort night or so to hunt. As shiny objects attract
them, fire lizards collect metals and gems in their den. There is a 10%
chance that the lair will contain 1-4 eggs (market value 5,000 gp each), but
the fire lizard does not otherwise care for its young which depart after
hatching.
Fire lizards are typically neutral gray in color, with mottlings of red brown on the back and reddish undersides. Younger ones are lighter, old (50 to 100 years) specimens are darker.
Combat
Fire lizards usually attack with a viciouse bite. However, they can
breath a 15 ft long cone of fire for 2d10 damage (DC 15 Reflex for 1/2) every
1d4 rounds.
Conversion doen from Advanced D & D 1st Edition Monster Manual.
GOAT, GIANT
d20™ System Conversion ©2001 Scott Metzger
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative:
+2 (Dex)
Speed: 60 ft
AC: 14 (-1
Size, +2 Dex, +3 natural)
Attacks: gore
+3 melee
Damage: gore
1d8+1
Face/Reach: 5
ft. by 10 ft./5 ft
Special Attacks: Charge does double damage
Saves: Fort
+5, Ref +5, Will +2
Abilities:
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 4
Skills: Climb
+6, Listen +6, Spot +6
Feats: --
Climate/Terrain: any hilly
Organization:
herd (1-12)
Challenge Rating: 1
Treasure:
None
Alignment:
Always neutral
These reclusive herbivores dwell in hilly
country. They will aggressively defend themselves from any threat.
If a goat charges they do double damage with their horns. Their weapons
are two long sharp horns. They attack by butting with them. In rare
casesthese creatures have been tamed to serve as steeds.
CRAYFISH, GIANT
d20™ System Conversion ©2001 Scott Metzger
Large Animal
Hit Dice: 4d8+4 (22 hp)
Initiative: +7 (Dex +3, Improved Initiative)
Speed: 15ft., swim 30ft.
AC: 15 (Dex +3, size -1, natural +3)
Attacks: 2 claws +5
Damage: Claws 1d6+2
Face/Reach: 5 ft. by 10 ft./10 ft.
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 14, Dex 16, Con 12, Int 2, Wis 10, Cha 4
Skills: Hide +6, Swim +9
Feats: Improved Initiative, Multiattack
Climate/Terrain: Freshwater
Organisation: Solitary, pair, or school (1-4)
Challenge Rating: 3
Treasure: None
Alignment: Always Neutral
Advancement: Large (4-5 HD), Huge (6-8 HD)
These strange creatures are found only in fresh water. They move slowly
when walking, but they can swim with great rapidity for short periods.
Combat
Giant crayfish hide until prey comes near, and then leap out attempting to gain
surprise.
PIERCER
d20 System Conversion ©2002 Scott Greene
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: -3 (Dex)
Speed: 5 ft, climb 5 ft
AC: 16 (+2 size, -3 Dex, +7 natural)
Attacks: Impale +2 melee
Damage: Impale 1d6
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Improved critical, acid
Special Qualities: Vermin
Saves: Fort +2, Ref -3, Will +0
Abilities: Str 10, Dex 4, Con 11, Int —, Wis 10, Cha 9
Skills: Hide +4*, Listen +13, Spot +3
Climate/Terrain: Any underground
Organization:
Cluster (5-10) or colony (11-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium-size)
The piercer appears as a stalactite about 1-foot long (though they can grow to a length of 6 feet). This is its outer shell. Inside, the piercer appears as a slug-like creature with a long tail. Two tiny eyestalks protrude from its sides.
COMBAT
The piercer attacks by dropping on unsuspecting individuals and impaling them with its shell. Once its attack is expended, the piercer must climb the walls of its lair and resume its position to drop again. On the ground a piercer is easily slain. If flipped over, and its insides are exposed, a piercer is AC 9.
Improved Critical (Ex.): A piercer threatens a critical on an attack roll of 19-20.
Acid (Ex.): The piercer’s soft underbelly is coated with a corrosive acid that deals 1d6 points of damage if it contacts exposed flesh.
Vermin: The piercer is immune to all mind-influencing attacks. Piercers have darkvision with a range of 60 feet.
Skills: The piercer receives a +8 racial bonus to Listen checks. *The piercer
receives a +15 racial bonus to Hide checks when against a background of natural
stone.
|
CAVE FISHER |
|
Medium-Size Vermin |
|
Hit Dice: 3d8+9 (22 hp) |
|
Initiative: +1 (Dex) |
|
Speed: 10 ft, climb 10 ft |
|
AC: 16 (+1 Dex, +5
natural) |
|
Attacks: Filament +3 ranged, or
2 claws +8 melee |
|
Damage: 2 claws 2d4+9 |
|
Face/Reach: 5 ft by 5 ft/5 ft (60
ft with filament) |
|
Special Attacks: Filament, adhesive |
|
Special Qualities: Vermin |
|
Saves: Fort +6, Ref +2, Will
+1 |
|
Abilities: Str 23, Dex 12, Con
16, Int —, Wis 10, Cha 4 |
|
Skills: Climb +16, Hide +4,
Move Silently +3, Spot +3 |
|
|
|
Climate/Terrain: Any underground |
|
Organization: Gang (1-4) |
|
Treasure: Standard |
|
Alignment: Always neutral |
|
Advancement: 4-6 HD (Medium-size);
7-9 HD (Large) |
|
|
|
Cave
fishers prefer living on ledges and caves located above well-traveled paths,
sharing their lairs with others of their kind. Their filaments are always
strung before their lair, and they attempt to kill anything they trap, often
storing food for future use. |
|
The cave fisher appears as a large insect that combines many characteristics
of a spider and a lobster. It has a hard shell of overlapping plates and
eight legs. The six rear legs are used for movement and traction on stony
walls and corridors. The front pair of legs is equipped with powerful
pincers, which are used for killing and dismembering prey. The most unusual
feature of the cave fisher is its long snout, which can fire a strong,
adhesive filament. |
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The filaments of the cave fisher are highly prized by many thieves' guilds,
for they can be made into thin and very strong rope that is nearly invisible.
The filaments are wound onto reels and then specially treated to dilute the
adhesive. The resulting strands are made into ropes, while the diluted
adhesive is turned into a special solution, which when applied to gloves and
boots greatly increases traction for climbing (treat as masterwork gloves and
boots which provide a +4 to Climb checks). |
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COMBAT |
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The cave
fisher has two ways of hunting. Its preferred method is to use its adhesive
to anchor itself to a ledge and then string its long filament in the vicinity
of its lair. If more than one fisher inhabits a lair, they will frequently
pool their resources to catch larger prey. Once the victim is trapped in the
filament, the cave fisher draws its prey in, reeling its filament in like a
fishing line. |
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Should a tempting target escape the monster's neatly laid traps, the cave
fisher will try another mode of attack. It will spend one round drawing its
filament in before shooting it at the prey. It will try to snare its prey in
this manner so long as it remains within the fisher's established territory. |
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Filament (Ex): Most encounters begin with a cave fisher when it fires
its strong, sticky filament. The cave fisher can strike up to 60 feet with
its filament (no range increment). |
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Adhesive (Ex): If a cave fisher hits with its filament attack, the
filament attaches to the opponent’s body. This deals no damage but draws the
stuck opponent 10 feet closer each subsequent round (no attack of opportunity
unless that creature breaks free, which requires a successful Escape Artist
check (DC 27) or Strength check (DC 23). The cave fisher can draw in a
creature within 10 feet of itself and bite with a +4 attack bonus, in that
round. |
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A single attack with a slashing weapon that deals at least 10 points of
damage severs the filament (AC 20). Also, any liquid with a high alcohol
content will dissolve the adhesive and force the cave fisher to release its
hold (though it may strike again on its next turn with it). Likewise, an
application of the universal solvent forces the cave fisher to
relinquish its hold. |
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Vermin: Immune to all mind-influencing spells and effects. Cave fishers
have darkvision with a range of 60 feet. |
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The Cave
Fisher first appeared in module A4 (Lawrence Schick, 1981). |
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MYCONID
d20 System Conversion ©2002 Scott Greene
Small
Plant
Hit Dice: 1d8+1 (5 hp)
Initiative: +0 (Dex)
Speed: 20 ft
AC: 12 (+1 size, +1 natural)
Attacks: 2 slams +1 melee
Damage: 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spore cloud, acid skin
Special Qualities: Plant, sunlight vulnerability, low-light vision
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 9, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: Hide +4*, Move Silently +4
Climate/Terrain: Any underground
Organization: Patch (2-5) or cluster (7-12)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 2 HD (Small); 3-4 HD (Medium-size); 5-6 HD (Large)
Myconids,
or fungus men, are a race of intelligent fungi that live in remote reaches
underground, far away from others. They are cautious creatures that deplore
violence.
Myconids resemble humanoid toadstools. Small myconids stand 3 feet
tall, Medium-sized myconids about 7 feet tall, and Large myconids about 10 feet
tall. Their flesh is bloated and spongy and varies in color from purple to
gray. Their wide feet have vestigial toes and their pudgy hands have two stubby
fingers and a thumb on either side.
There is only ever one 6 HD per colony; he is the king and the leader of that myconid colony.
They have no spoken language and have a lifespan of 24 years.
COMBAT
Fungus men fight by clubbing with their hands.
Spore Cloud (Ex): Each spore cloud’s effect resembles a spell cast by an 8th-level sorcerer. All spore clouds have a save DC of 14 (where applicable). A myconid can use any spore cloud effect it has access to based on Hit Dice (so, a 3 HD myconid has access to the first three types of spore clouds). Each may be used once per day per HD of the myconid. So, a 3 HD myconid could use its distress cone, reproducer cone, and rapport cloud, each three times per day.
Distress: Cone, 120 feet, alerts all myconids in the area to danger or communicates a need for aid.
Reproducer: (2 HD myconids)—Cone, 30 feet, only emitted at the proper time for growing new myconids. Automatically ejected by a dying myconid. New myconids spring from the spores in 3d4 days.
Rapport: (3 HD myconids)—Line, 30 feet, target can communicate telepathically with the myconid that ejected the spores; Will save negates. The duration of this telepathy is 10 minutes per HD or the myconid.
Pacifier: (4 HD myconids)—Line, 40 feet, target is affected as if by a calm animals spell (even if the target is not one of the types the spell actually affects).
Unlike the actual spell effects, a creature affected, will not defend himself if attacked; Fortitude save negates.
Hallucinator: (5 HD myconids)—Line, 40 feet, causes confusion as the spell of the same name; Will save negates.
Animator: (6 HD myconids)—Line, 40 feet, only affects a dead creature; the affected creature will rise in 1d4 days as a 1 HD zombie, though it is not undead and cannot be turned. The corpse remains animated for 1d4+1 weeks before decaying and rotting away; Fortitude negates.
Acid Skin (Ex): Creatures attacking a myconid unarmed or with natural weapons take 1d4 points of acid damage each time their attacks hit. A myconid’s fists are not covered in this acid, therefore it does not deal acid damage when it hits with its slam attack.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Sunlight Vulnerability (Ex): Exposure to sunlight (not merely a daylight spell) robs the myconid of one-third of its hit points each round until it is destroyed at the end of the third round.
Skills: Myconids receive a +4 racial bonus to Hide and Move Silently checks. *They receive a +5 racial bonus to hide checks when in forested or fungi covered surroundings.
MYCONID SOCIETY
Myconid society is based on "circles," extremely tight social groups that are linked by group work and melding sessions.
Each circle's day is rigidly structured: eight hours of rest, followed by eight hours of farming the fungus crops, followed by eight hours of melding. For the myconids, melding is entertainment, worship, and social interaction combined.
The fungus men gather in a tight circle and the elder myconid release rapport and hallucinatory spores. The entire group then merges into a collective telepathic hallucination for eight hours. Myconids consider this melding to be the reason for their existence. Only distress spores will bring a circle out of its meld before the eight hours have elapsed.
The myconid king is always the largest member of the colony and is the only
member at the 6 Hit Dice level. It is also the only myconid that is not the
member of a circle. The other myconids regard separation from the circles with
horror and pity the lonely king. The leadership role is thought of as an
unpleasant duty, almost a condemnation. However, when the old king dies, the
strongest 5-Hit Dice myconid always assumes the role of the new king. The king
must remain outside of circles to retain objectivity and to pay close attention
to the duties of leadership. The king animates guardians for the colony so the
myconids need not commit violence. It coordinates the work schedule and pays attention
to affairs outside the colony that could affect the fungus men. The king also
practices fungal alchemy, brewing special potions that may be useful in times
of trouble.
In general, myconids are a peaceful race, desiring only to work
and meld in peace. There are no recorded instances of disharmony, or any sort
of violence or disagreement between myconids. If forced into combat, they avoid
killing if at all possible; violence adversely affects their melding.
Alchemists have found a number of uses for myconid spores, typically in poisons and potions of delusion. Other than their potions, myconids produce little of value to humanoid creatures.
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A4
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