Monsters

Zavaghar
Huge Aberration (Darkspawn)

End Dice: 13d8+65 (124 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 16 (-2 size, +1 Dex, +7 natural)
Base Combat Skill: +9
Attack: Bite +17 melee (2d8+8) or claw +17 melee (2d4+8)
Full Attack: Bite +17 melee (2d8+8) and claw +12 melee (2d4+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision, scent
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 27, Con 20, Dex 12, Int 2, Wis 11, Cha 6
Skills: Perception +9, Stealth +8
Environment: Underground (Darklands)
Organization: Solitary
Challenge Rating: 9
Allegiance: Always Evil
Advancement: 14-20 ED (Huge)

Running towards you, jaws clamping in anticipation, is a huge, sickly yellow rodent-like monster. The bones of its jaw and gums protrude far out of its mouth, and it bears massive incisors. The creature has six legs.

The Zavaghar is an abomination, a creature believed to have escaped from the breeding pits of Helgedad. Its original purpose is unknown. Zavaghar are often found in tunnels underneath Ruel as well.
 
Gnagusk
Large Animal

End Dice: 10d8+30 (75 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural)
Base Combat Skill: +7
Attack: Gore +12 melee (1d8+5)
Full Attack: Gore +12 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Battle-frenzy
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 18, Con 17, Dex 13, Int 2, Wis 11, Cha 6
Skills: Perception +13
Environment: Cold and temperate forests
Organization: Solitary or pack (2-5)
Challenge Rating: 6
Allegiance: Always Unaligned
Advancement: 11-20 ED (Large)

Two Drakkarim warriors stop and point at you, shouting excitedly. A third comes into view, leading a boar-like animal on a chain. The warrior unhooks the chain and the boar bounds towards you.

Battle-frenzy (Ex): Captive Gnagusk are often starved into ferocity by their Drakkar handlers and as such are in a perpetual state of battle-frenzy. The Gnagusk enjoys a further bonus equal to ½ its Endurance Dice (no more than 8) to its Combat Skill. A Gnagusk encountered in the wild only enters a frenzy when its Endurance is less than 50% of its starting total.

Gnagusk are a species of boar native to the Darklands and the surrounding areas. They have wicked tusks, and are truly formidable combatants. They are made even moreso when starved and made bloodthirsty by the forces of the Darklords.
 
Chaos-bird
Large Aberration

End Dice: 5d8+5 (27 Endurance)
Initiative: +2
Speed: 20 ft., fly 70 ft (average)
Armour Class: 15 (-1 Size, +2 Dex, +4 natural)
Base Combat Skill: +3
Attack: Talons +6 (1d6+6)
Full Attack: Talons +6 (1d6+6)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 18, Dex 14, Con 13, Int 3, Wis 14, Cha 6
Skills: Perception +10
Environment: Daziarn
Organization: Solitary, pair, or flock (3-15)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 6-10 (Large)

Swooping down from the sky are a flock of sickly, deformed birds, their talons gleaming wickedly.

Oily, purple skin and swolen eyes that bulge from their heads are features of the foul Chaos-birds. They are vicious, their calls sounding like the ringing of a cracked bell.
 
Demon of the Plains
Medium Outsider (Evil)

End Dice: 6d8+18 (45 Endurance)
Initiative: +1
Speed: 30 ft
Armour Class: 17 (+1 Dex, +6 natural)
Base Combat Skill: +6
Attack: Claw +9 melee (1d6+4)
Full Attack: Claw +9 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, Magic Resistance 12, outsider traits
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 17, Dex 12, Con 16, Int 9, Wis 11, Cha 6
Skills: Athletics +12, Climb +12, Intimidate +7, Knowledge (the planes) +8, Perception +9, Stealth +10, Survival +9
Environment: Temperate plains
Organization: Solitary, pair, or patrol (3-12)
Challenge Rating: 4
Allegiance: Always Evil
Advancement: 7-9 ED (Medium); 10-14 ED (Large)

You knew the Lissan plain was a dangerous area, and now you know why. In the distance you can see the horrid demons approaching your location, and you know they have only one thing on their minds: your death.

These demons were summoned by the wytch-king Shasarak in order to decimate the Masbate people. They appear as hideous, stunted creatures with purple beetle-like bodies and sharp pincers.
 
Demon, Toad
Medium Outsider (Evil)

End Dice: 4d8+8 (26 Endurance)
Initiative: +2
Speed: 30 ft
Armour Class: 16 (+2 Dex, +4 natural)
Base Combat Skill: +4
Attack: Bite +7 melee (1d8+4)
Full Attack: Bite +7 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 16, Dex 14, Con 15, Int 9, Wis 12, Cha 5
Skills: Athletics +10, Climb +10, Intimidate +4, Knowledge (the planes)+6, Perception +8, Stealth +9, Survival +8
Environment: Any
Organization: Solitary, pair, or host (3-8)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 5-6 ED (Medium); 7-12 ED (Large)

It looks like a humanoid toad, but you can sense the evil emenating from this grotesque beast – it is a demon!


The Toad Demons do, for all intents and purposes, look like humanoid toads. They have glistening green skin and bulbous heads.

*Toad Demons have a +8 bonus to Athletics when jumping.
 
Demon Master
Large Outsider (Evil)

End Dice: 18d8+144 (225 Endurance)
Initiative: +1
Speed: 30 ft, fly 50 ft (poor)
Armour Class: 26 (-1 size, +1 Dex, +8 natural +8 deflection)
Base Combat Skill: +18
Attack: Claw +28 melee (1d6+11)
Full Attack: 2 claws +28 melee (1d6+11) and 1 horns +23 melee (1d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fire breathing
Special Qualities: Darkvision 60 ft, outsider traits, frightful presence (DC 20), damage reduction 15/magic or good
Saves: Fort +17, Ref +12, Will +12
Abilities: Str 32, Dex 13, Con 27, Int 15, Wis 13, Cha 12
Skills: Athletics +32, Bluff +22 , Climb +32, Diplomacy +22 , Intimidate +22, Knowledge (demons) +23 , Knowledge (the planes)+23, Perception +22, Stealth +22, Survival +22
Environment: Plane of Darkness
Organization: Solitary
Challenge Rating: 18
Allegiance: Always Evil
Advancement: --

The sea of demons parts as they sense the presence of their ruler. When you finally see him, your heart quails; the master is terrifying beyond description!

Fire Breathing (su): The Demon Master is able to breath fire from his nostrils. He may do this at any target within 10 feet, and only once every 1d4 rounds. The target must succeed at a Reflex save (DC 21) or suffer 3d6 fire damage.

A terrifying beast, the Demon Master is ten feet tall, with jet black skin, bat wings and the head of a bull. Flames and smoke lick from its nostrils, and its eyes burn with with intense hatred and fury. Even others of its kind cringe at the site of the Demon Master.
 
Magdi Hound
Medium Magical Beast

End Dice: 5d10+5 (33 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 natural)
Base Combat Skill: +5
Attack: Bite +5 melee
Full Attack: 2 bites +5 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision, low-light vision, magic resistance 17, scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 11, Con 13, Dex 14, Int 2, Wis 12, Cha 6
Skills: Perception +5, Stealth +6
Environment: Temperate plains
Organization: Pack (2-5)
Challenge Rating: 2
Allegiance: Usually Evil
Advancement: 6-10 ED (Medium), 11-15 ED (Large)

As you run through the night, you hear an ominous howling and baying on the wind. Within moments, several two-headed dogs are hot on your trail.

Magdi Hounds are two-headed tracking dogs bred by Shasarak the Wytch-King and utilized in a search-and-destroy capacity by the Shadakine. The hounds are resistant to magic, and so even mages have a difficult time escaping them.
 
Demon, Ape
Small Outsider (Evil)

End Dice: 4d8+4 (22 Endurance)
Initiative: +4
Speed: 30 ft, climb 15 ft
Armour Class: 18 (+1 size, +4 Dex, +3 natural)
Base Combat Skill: +4
Attack: Slam +7 melee (1d3+2)
Full Attack: 2 slams +7 melee (1d3+2) and bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits, scent
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 14, Dex 19, Con 12, Int 6, Wis 12, Cha 5
Skills: Athletics +9, Acrobatics +11, Climb +13*, Perception +8, Stealth +11, Survival +8
Environment: Any
Organization: Solitary, pair, or company (3-8)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 5-6 ED (Medium); 7-12 ED (Large)

Barely three feet tall, the creatures leap out of the trees on top of you, knoking you prone. You just have time to gt up and draw your weapons before they are upon you.

These creatures of Darkness appear as small, hairless, green-skinned apes. They attack relentlessly, grabing and biting at the legs of their victims.

*Ape Demons have a +8 bonus to Climb.
 
Swamp Giant
Large Plant

End Dice: 5d8+15 (38 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (-1 size, +6 natural)
Base Combat Skill: +3
Attack: Slam +8 melee (1d8+5)
Full Attack: Slam +8 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bearhug
Special Qualities: Low-light vision, plant traits, tremorsense 30 ft.
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 20, Con 17, Dex 11, Int 2, Wis 12, Cha 10
Skills: Perception +9
Environment: Temperate or warm swamps
Organization: Solitary
Challenge Rating: 4
Allegiance: Usually Unaligned
Advancement: 6-10 ED (Large), 11-15 ED (Huge)

Sloshing your way through the bogs and lakes, you hear a sound behind you. Turning, you see a large, tangled mass of matted vegetation and vines, shaped into a vaguely humanoid form.

Bearhug (Ex): If a swamp giant hits successfully with a slam attack, on the following round as a full-round action it may bearhug for 1d12+5 points of crushing damage. The bearhug is maintained and damage inflicted anew each round until the victim makes a Strength check (DC 22).

Swamp Giants are masses of swamp vegetation animated by residual magical forces. Semi-mindless, nearly anything that crosses the Swamp Giant’s path will feed it.
 
Scree Wyrm
Huge Magical Beast

End Dice: 8d8+24 (60 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 18 (-2 size, +10 natural)
Base Combat Skill: +8
Attack: Bite +13 melee (2d6+5)
Full Attack: Bite +13 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 2d8+5
Special Qualities: Darkvision, low-light vision
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 20, Con 17, Dex 11, Int 2, Wis 12, Cha 10
Skills: Perception +9
Environment: Warm mountains
Organization: Solitary, pair, or colony (5-14)
Challenge Rating: 5
Allegiance: Usually Evil
Advancement: 9-20 ED (Huge)

Issuing out from burrows in the mountainside are a number of gigantic serpents. Not merely serpents, they appear to be the skeletons of snakes.

Scree Wyrms are creatures native to mountainsides and chasms in Southern Magnamund. Skeletal in form, the Wyrms are constrictors. They often prey on mountain goats and birds, but will gladly go for humans if they are available.
 
And with that, I'm done with the monsters I'm doing. I'm going to go back and a little something to the Agtah (a Slaad-like mutation and random feature chart), and then all'll be good. ;)

I'll start now on writing up some other stuff.

Hope people get use out of this stuff!
 
The statistics block for the Agtah reflects one with wolfish features, which is by far the most common of the breed. However, the Chaos-master is extremely random with his creation of Agtah, and thus whenever desired the GM should roll on the chart below to determine random features of the Agtah. Unless otherwise noted, these sub-breeds are otherwise identical to the Wolf Agtah. Regardless of sub-breed, all Agtah have the Partial Psychic Immunity feature.

When desired, also roll for base Endurance Dice. Most Agtah have a total of 2d4+1 ED.

D20 Animal Stock
1 Amphibian
2 Ape
3 Bear*
4 Boar
5 Cat
6 Eagle
7 Elephant*
8 Hyena
9 Octopus
10-12 Ram
13 Rat
14 Scorpion
15 Spider
17 Snake
18 Vulture
19 Mongrel
20 Special

* Bear and Elephantine Agtah are always at least Large in size.

Amphibian: the Agtah is created from frog, toad, or reptilian stock and has large, protuberant eyes and gangly limbs. Amphibian Agtah have the following properties:
-- Low-light vision
-- Tremorsense 30 ft.
-- +4 to Athletics checks made for jumping

Ape: the Agtah is apish in appearance, with long arms and simian features. Ape Agtah have the following properties:
-- Movement rate 60 ft. brachiation
-- +2 Strength

Bear: the Agtah is massive in build, like a bear. Bear Agtah have the following properties:
-- Attack: Claw, 1d6 damage
-- +4 Strength, +2 Constitution

Boar: the Agtah is mostly hairless, disgustingly fat, and has a swinish snout and large tusks. Swine Agtah have the following properties:
-- Attack: Gore, 1d6 damage
-- Natural Armor 5

Cat: the Agtah has a cat’s claws and head, and the coloration of a tiger or sometimes a lynx. Striped Agtah have the following properties:
-- Darkvision
-- Low-light vison
-- Movement rate 40 ft.
-- +4 to Stealth rolls made for hiding

Eagle: the Agtah is covered in a light coating of feathers, with a wickedly hooked beak and small, non-functional wings. Aquiline Agtah have the following properties:
-- Attack: Beak, 1d4 damage
-- Low-light vision
-- +4 to Perception checks

Elephant: the Agtah is massive, with an elephant’s feet, tough skin and tusks. Elephantine Agtah have the following properties:
-- Attack: Gore, 1d8 damage
-- Attack: Trample, 2d6 damage
-- Natural Armor 8

Hyena: the Agtah resembles a wolf, but is a tan color with brown highlights. Hyagtah have the following properties:
-- Attack: Bite, 1d6 damage
-- Frightful presence (laugh)

Octopus: the Agtah is a massively-built creature with the features of an octopus or squid. Octagtah have the following properties:
-- Attack: Tentacle, 1d4 damage

Ram: the Agtah has the features of a ram or goat. Massive horns sprout on its head, and its hands and feet are in the shape of hooves. It is impossible for the creature to use any sort of weapon. Ram Agtah have the following properties:
-- Attack: Headbutt, 1d4 damage

Rat: the Agtah has ratlike features. In ways, these may be the most human-looking of Agtah, as they simply have rather rattish, greasy features and an unwholesome look, but usually they are full monstrosities with the heads of rats and long tails. Rodent Agtah have no special properties beyond the statblock.

Scorpion: this Agtah is covered in chitinous plates, and has a scorpion’s tail and claws. Mouthparts work busily. A Scorpiagtah has the following properties:
-- Attack: Claw, 1d4 damage
-- Attack: Sting, 1d3 damage plus poison
-- Natural Armor 7
-- Poison: injury, initial and secondary damage 1d3 Constitution
-- Tremorsense 40 ft.

Spider: these Agtah dwell in dark forests. They are covered in armor plating, and have massive fangs protruding from their mouths, as well as large compound eyes. An Arachagtah has the following properties:
-- Attack: Bite, 1d4 plus poison
-- Natural Armor 6
-- Poison: injury, initial and secondary damage 1d3 Constitution
-- Tremorsense 40 ft.

Snake: this Agtah has the head and neck of a serpent, but otherwise is perfectly human in appearance. Serpentine Agtah have the following properties:
-- Attack: Bite, 1d4 plus poison
-- Poison: injury, initial and secondary damage 1d3 Constitution

Vulture: these Agtah, while superficially like those with eagle features, have naked skin and a fearsome beak. They have small, nonfunctional wings and are covered in black, greasy feathers. Vulturine Agtah are identical with those of eagle stock.

Mongrel: the Agtah is a motley collection of animalistic features. Such creatures are favored by the Chaos-master, as they remind him of himself. A Mongrel Agtah possesses 1d3 of the features discussed above (including, if chosen, two separate limb attacks, such as a Claw and a Tentacle). All Mongrel Agtah also have the Frightful Presence ability, inspired by merely their presence.

Special: the Agtah is a reflection of some animal not on this chart. The creature of chaos may have features of any animal, magical beast, or vermin discussed in the Lone Wolf rulebook, and will have one special trait of that animal (if applicable). Alternately, the Agtah may be of one of the sub-breeds discussed above but have one of the special features on this list:

1 Fearsome (frightful presence ability; stacks if the Agtah already has it)
2 Juggernaut (+10 to all physical statistics)
3 Magical Combat (caster level equivalent to ED)
4 Mental Giant (+10 to all mental attributes)
5 Noxious (hit inflicts a disease from the Lone Wolf RPG)
6 Pliant (Agtah can compress its body and fit through even the smallest cracks)
7 Poisoned (hit inflicts an injury poison from the Lone Wolf RPG)
8 Protected (+4 natural armor)
9 Psychic Combat
10 Reroll
 
Nice! I like that, makes every Agtah unique.

=================================================

Demon, Winged
Medium Outsider (Evil)

End Dice: 4d8+8 (26 Endurance)
Initiative: +4
Speed: 30 ft, fly 30 ft (average)
Armour Class: 17 (4 Dex, +3 natural)
Base Combat Skill: +4
Attack: Slam +8 melee (1d3+3)
Full Attack: 2 slams +8 melee (1d3+3) and bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 16, Dex 19, Con 14, Int 5, Wis 12, Cha 5
Skills: Athletics +10, Acrobatics +11, Perception +8, Stealth +11, Survival +8
Environment: Any
Organization: Solitary, pair, company (3-8) or host (10-20)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 5-8 ED (Large)

Ahead of you, in the sky, you see something gliding towards you. As it nears, you can feel the aura of evil surrounding it.

Winged Demons take the form of any of the other forms of demon presented here. Their one difference is the bat-like wings that sprout from their backs.
 
Demon, Man
Medium Outsider (Evil)

End Dice: 3d8+9 (22 Endurance)
Initiative: -1
Speed: 20ft
Armour Class: 15 (-1 Dex, +6 natural)
Base Combat Skill: +3
Attack: Slam +5 melee (1d3+3)
Full Attack: Slam +5 melee (1d3+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits
Saves: Fort +6, Ref +2, Will +3
Abilities: Str 15, Dex 9, Con 16, Int 8, Wis 11, Cha 5
Skills: Athletics +8, Bluff +3, Climb +8, Intimidate +3, Knowledge (the planes) +5, Perception +6, Survival +6
Environment: Any
Organization: Solitary, pair, company (3-8) or host (10-20)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 4-6 ED (Large)

The demon approaching you makes you gasp; some of its features are distinctly human!

Man Demons are parodys of human kind. Their skin is flabby and wrinkled and their bodies are bloated and ugly.
 
Demon, Reptile
Large Outsider (Evil)

End Dice: 6d8+18 (45 Endurance)
Initiative: +0
Speed: 30ft
Armour Class: 15 (-1 size, +6 natural)
Base Combat Skill: +6
Attack: Claw +9 melee (1d6+3)
Full Attack: 2 claws +9 melee (1d6+3) and bite +4 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 17, Dex 10, Con 17, Int 9, Wis 10, Cha 10
Skills: Acrobatics +9, Athletics +12, Bluff +9, Intimidate +9, Perception +9, Stealth +9, Survival +9
Environment: Any
Organization: Solitary, pair, company (3-8) or host (10-20)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: 7-8 ED (Large); 9-12 ED (Huge)

The gibbering hoard of foul demons hesitates as their master walks forward. This reptilian beast towers over you and a wicked grim crosses its face as it bares its claws and fangs.

A Reptile Demon stands taller than a human by more than an arms length. They have slimy, scaly skin and distorted, human-like faces.
 
Demon, Rat
Small Outsider (Evil)

End Dice: 3d8+6 (19 Endurance)
Initiative: +4
Speed: 30ft
Armour Class: 17 (+1 size, +4 Dex, +2 natural)
Base Combat Skill: +3
Attack: Claw +4 melee (1d3+1)
Full Attack: 2 claws +4 melee (1d3+1) and bite -1 melee (1d4+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, outsider traits, scent
Saves: Fort +8, Ref +5, Will +5
Abilities: Str 13, Dex 19, Con 14, Int 7, Wis 12, Cha 7
Skills: Acrobatics +10, Athletics +7, Bluff +4, Perception +7, Stealth +10, Survival +7
Environment: Any
Organization: Solitary, pair, company (3-8) or hoard (10-40)
Challenge Rating: 1
Allegiance: Always Evil
Advancement: 4-6 ED (small)

A foul, chittering creatures springs from the undergrowth, its claws and fangs glittering.

The foul, stinking Rat Demons are sneaky, coniving beings. Predominantly brown in colour, they are also often white, black and sometimes even green.
 
Demon, Ipage
Medium Outsider (Evil)

End Dice: 8d8+16 (52 Endurance)
Initiative: +3
Speed: 30ft
Armour Class: 18 (+3 Dex, +5 deflection)
Base Combat Skill: +8
Attack: Slam +11 melee (1d6+4)
Full Attack: Slam +11 melee (1d6+4)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Psychic combat
Special Qualities: Darkvision 60 ft, outsider traits
Willpower: 16
Saves: Fort +8, Ref +9, Will +7
Abilities: Str 16, Dex 17, Con 15, Int 14, Wis 12, Cha 12
Skills: Athletics +14, Bluff +12, Climb +14, Diplomacy +12, Intimidate +12, Knowledge (arcana) +13, Knowledge (the planes) +13, Occult +13, Perception +12, Survival +12
Environment: Any
Organization: Solitary or pair
Challenge Rating: 4
Allegiance: Always Evil
Advancement: 9-12 ED (Medium); 13-15 ED (Large)

A man-like demon stands before you, barring your way. You can see in his cold, vacant eyes an intense hatred for you, a hatred that assails your senses with all the force of a clubbing blow.

The Ipage Demon is a demon of hatred. They appear as hunched, warped humans who constantly talk, taunting their enemies with threats and words of hate.
 
Demon, Insect
Medium Outsider (Evil)

End Dice: 4d8+4 (22 Endurance)
Initiative: +3
Speed: 10ft, fly 40 ft (good)
Armour Class: 17 (+3 Dex, +4 natural)
Base Combat Skill: +4
Attack: Proboscis +5 melee (1d4+1)
Full Attack: Proboscis +5 melee (1d4+1) and sting +0 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft, outsider traits, psychic immunity
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 12, Dex 17, Con 13, Int 4, Wis 12, Cha 5
Skills: Intimidate +4, Knowledge (the planes) +4, Perception +8, Stealth +10, Survival +8
Environment: Any
Organization: Solitary, pair, company (3-8) or host (10-40)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 5-6 ED (Medium); 7-12 ED (Large)

Looking like a cross between a huge mosquito, a scorpion and a bird, the demonic beast swoops down towards you, attempting to impale you with its proboscis.

Poison (ex): DC 13; initial damage 1d3 Strength; secondary damage 1d4 Constitution.

An Insect Demon has the head and body of a mosquito, the tail and sting of a scorpion and feathered wings like that of a bird.
 
Demon, Spiderfly
Large Outsider (Evil)

End Dice: 7d8+7 (38 Endurance)
Initiative: +4
Speed: 30 ft, fly 50 ft (poor)
Armour Class: 17 (-1 size, +4 Dex, +4 natural)
Base Combat Skill: +7
Attack: Bite +8 melee (1d8+3 plus poison)
Full Attack: Bite +8 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft, outsider traits, psychic immunity
Saves: Fort +6, Ref +9, Will +5
Abilities: Str 14, Dex 19, Con 12, Int 4, Wis 10, Cha 3
Skills: Climb +12, Intimidate +6, Perception +10, Stealth +14, Survival +10
Environment: Any
Organization: Solitary, pair, company (3-8) or hoard (10-40)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: 8-10 ED (Large); 11-15 ED (Huge)

A flying spider, around the size of a horse, suddenly swoops down towards you.

Poison (ex): DC 14; initial and secondary damage 1d6 Strength

Black and bulbous, the Spiderfly Demons are terrifying. Their eight legs constantly twitch as the fly, and their eight eyes are disturbing, for they are they eyes of a human.

===============================================

And that is me done as well! All in all, over 100 monsters (even discounting the ones in The Darklands)!
 
And, as a stat, including the monsters in this thread, the Lone Wolf RPg and The Darklands, there are now 221 monsters stated out :shock:
 
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