Monsters

Yawshath
Large Animal
End Dice: 5d8+10 (32 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 15 (-1 size, +6 natural)
Base Combat Skill: +3
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4)
Space/Reach: 5 ft./10 ft.
Special Attacks: --
Special Qualities: Frightful presence, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Con 16, Dex 12, Int 6, Wis 12, Cha 10
Skills: Climb +6, Perception +3, Stealth +5
Environment: Temperate forests or underground
Organization: Solitary or pair
Challenge Rating: 3
Allegiance: Always Unaligned
Advancement: 6-10 (Large)

Red eyes appear in the darkness before you, and a loathsome creature shuffles towards you. It appears to be a horrid mixture of ape and hyena. It snickers in excitement as it extends its claws towards you...

Yawshaths are predators of the woodlands, occasionally taking up residence in some dungeon or subterranean temple. At night, the frightening hunting cries of Yawshaths are commonly heard.
 
Kakarmi
Tiny Animal

End Dice: 1d8 (2 Endurance)
Initiative: +2
Speed: 30 ft, climb 30 ft
Armor Class: 14 (+2 size, +2 Dex)
Base Combat Skill: +0
Attack: Bite -1 (1d4-1)
Full Attack: Bite -1 (1d4-1)
Space/Reach: 2 1/2 ft / 0 ft
Special Attacks: --
Special Qualities: Low-light Vision, Tracking I, Trackless
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 5, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: Climb +5*, Hide +6, Survival +9*
Environment: Temperate forest
Organization: Pair or tribe (4-40)
Challenge Rating: 1/4
Allegiance: Always unaligned
Advancement: --

You here a squeaking noise up ahead. Peering through the trees you notice a couple of small furry animals, seemingly talking to each other.

Tracking I: Karkami have tier I of Tracking as a Kai Lord.

Trackless: Karkami do not leave any tracks through forested lands and are thus impossible to follow.

The Karkami are a race of animals that populate and care for the forests of Sommerlund, though they may be found anywhere. They live in small tribes, often building small villages in remote, out of the way areas of woodland. They are able to speak a primitive language consisting of squeaks and grunts.

When in their native forests, Karkami have a +8 bonus to Hide checks.
 
Starting on Curse of Naar

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Haemodyl
Large Aberration

End Dice: 9d8+27 (67 Endurance)
Initiative: +0
Speed: 10 ft
Armour Class: 15 (-1 size, +6 natural)
Base Combat Skill: +6
Attack: Sting +10 (1d6+4 plus poison)
Full Attack: Sting +10 (1d6+4 plus poison)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Tremorsense, psyhic immunity
Saves: Fort +6, Ref +3, Will +7
Abilities: Str 18, Dex 11, Con 16, Int 7, Wis 13, Cha 5
Skills: Survival +13
Environment: Any forest, Plane of Darkness
Organization: Solitary, pair, group (3-6) or colony (7-24)
Challenge Rating: 5
Allegiance: Always Evil
Advancement: 10-12 ED (large); 13-16 ED (huge)

You push aside the hanging vines that block your path. But then you notice they are twitching; with suddeness they lash out at you!

Haemodyl are plant-like creatures native to the Plane of Darkness. They resemble green hanging vines covered in moss; in truth, the moss hides many vicious barbs that are capable of shredding and tearing flesh.
 
Eternalknight said:
Haemodyl are plant-like creatures native to the Plane of Darkness. They resemble green hanging vines covered in moss; in truth, the moss hides many vicious bards that are capable of shredding and tearing flesh.

A tree full of vicious bards? Sounds like a bad dream I had once... Do they smash you with their guitars? :wink: :lol:

Sorry, couldn't resist.

Nerethel
 
Huan'zhor the Dragonlord
Colossal Dragon (fire)

End Dice: 42d12+420 (693 Endurance)
Initiative: +0
Speed: 40 ft, fly 200 ft (average)
Armour Class: 42 (-8 size, +40 natural)
Base Combat Skill: +42
Attack: Bite +51 melee (4d8+17)
Full Attack: Bite +51 melee (4d8+17), 2 claws +46 melee (4d6+8 ), 2 wings +46 melee (2d8+8 ), tail slap +46 melee (4d6+25)
Space/Reach: 30 ft./20 ft.
Special Attacks: Breath weapon, frightful presence (DC 38 )
Special Qualities: Damage reduction 20/magic, darkvision 120 ft, immune to fire, magic resistance 25, vulnerable to cold, dragon traits, fast healing 5
Saves: Fort +33, Ref +23, Will +31
Abilities: Str 45, Dex 10, Con 31, Int 26, Wis 27, Cha 26
Skills: Athletics +59, Bluff +48, Concentration +39, Intimidate +50, Knowledge (arcana) +42, Occult +50, Perception +48, Sense Motive +48, Use Magical Item +33
Environment: Plane of Darkness
Organization: Solitary
Challenge Rating: 32
Allegiance: Always Evil
Advancement: --

From above you hear a sound like thunder approaching. Looking up, you see the mighty form of a dragon; no, it's not just a dragon, it is the Dragonlord, ruler of all dragonkind!

Breath Weapon (su): Huan'zhor can breath a cone of fire every second round. This cone is 140 feet long and 70 feet wide at the end. Anyone caught in the area of effect must make a Reflex save (DC 40) or suffer 24d10 damage (half if the save is successful).

The King of Dragons, Huan'zhor the Dragonlord is one of Naar's favourite champions. In fact, as reward for the evil he has commited in the name of the God of Darkness, Naar rewarded him with his own realm upon the Plane of Darkness. Here, when not out hunting, Huan'zhor rests his great frame upon a nest of fire atop the 'Tree of the Wyrm'. His nest is surrounded by one of the richest treasure hoards in all of Aon, plunder he has stolen from the people of the many worlds he has halped conquer.
 
Nerethel said:
Eternalknight said:
Haemodyl are plant-like creatures native to the Plane of Darkness. They resemble green hanging vines covered in moss; in truth, the moss hides many vicious bards that are capable of shredding and tearing flesh.

A tree full of vicious bards? Sounds like a bad dream I had once... Do they smash you with their guitars? :wink: :lol:

Sorry, couldn't resist.

Nerethel

Nah, its just their horrible, Britney-esque singing that does it :twisted:
 
Eternalknight said:
Kakarmi
Tiny Animal
Woohoo, the Kakarmi. The cutest Lone Wolf monster, aside from the Noodnics, of course.

But those vicious Haemodyl bards, just like all others, shall be devoured if they pass into the Frozen Land of Nador. ;)

"Haemodyls of Nador - This Time, the Bards Eat YOU!!!"

Fixed the Yawshath's CR.
 
Muntaag Swarm
Diminutive Vermin (swarm)

End Dice: 10d8+10 (54 Endurance)
Initiative: +5
Speed: Fly 40 ft
Armour Class: 13 (+4 size, +5 Dex)
Base Combat Skill: +7
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft / 0 ft
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft, swarm traits, vermin traits
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 1, Dex 20, Con 13, Int --, Wis 15, Cha 3
Skills: --
Environment: Plane of Darkness
Organization: Solitary (colony)
Challenge Rating: 5
Allegiance: Always Unaligned
Advancement: 11-15 ED (medium)

An angry buzzing sound can be heard from up ahead. Investigating, you see a swarm of winged insects with scarlet stingers flying around their hive.

Distraction (ex): Anyone in the Muntaag swarms space at the start of their turn must make a Fortitude save (DC 16) or be nauseated for one round. Spellcasting or using a skill that requires concentration requires a Concentration check of DC 20 inside the swarms space.

Muntaag swarms are extremely hostile insects, attacking anything they perceive as a threat to their hives – which is pretty much anyone or anything that comes near them.

The honey of a Muntaag hive is extremely poisonous. Anyone ingesting it must make a Fortitude save (DC 16) or suffer 1d4 Strength and 1d4 Dexterity initial and secondary damage.
 
Chaos-mutant
Medium Undead

End Dice: 5d12 (32 Endurance)
Initiative: -1
Speed: 20 ft
Armour Class: 13 (-1 Dex, +4 natural)
Base Combat Skill: +2
Attack: Claw +4 (1d4+3)
Full Attack: Claw +4 (1d4+3)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft, psyhic immunity, undead traits
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 15, Dex 9, Con --, Int --, Wis 10, Cha 1
Skills: --
Environment: Plane of Darkness
Organization: Solitary, pair, group (3-10) or horde (11-100)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: 6-10 (medium)

The zombie-creatures have you surrounded on all sides. The only way out of this situation is to fight!

Although they resemble zombies in the main, Chaos-mutants have been enhanced by the power of the Chaos-master as well as their home on the Plane of Darkness. Chaos-mutants are unliving killing machines.
 
Trakka
Large Construct

End Dice: 7d10+30 (69 Endurance)
Initiative: +0
Speed: 50 ft.
Armor Class: 15 (-1 size, +6 natural)
Base Combat Skill: +5
Attack: Slam +15 melee (1d8+10)
Full Attack: Slam +15 melee (1d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict (2d6+10)
Special Qualities: --
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 32, Con --, Dex 11, Int --, Wis 11, Cha 1
Skills: Perception +4, Stealth +6, Survival +10*
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Allegiance: Always Evil
Advancement: 8-14 ED (Large), 15-20 ED (Huge)

Rushing at a horrible speed along the stone passageway towards you is a gigantic, warty, grey-skinned hand. It extends its fingers towards you before it clenches itself into a fist.

Darklords, powerful evil spellcasters, and other forces of darkness often use Trakkas to hunt down and retrieve intruders in their lairs.

* Tracking purposes only.
 
Yeah, I statted up the Giant Fist from Castle Death and just renamed it, since Tavig was talking about the Trakka and I reckoned that was it. ;)
 
Ghazoul
Medium Magical Beast

End Dice: 6d10+18 (51 Endurance)
Initiative: +2
Speed: 50 ft
Armour Class: 17 (+2 Dex, +5 natural)
Base Combat Skill: +6
Attack: Bite +10 melee (1d6+4 plus disease)
Full Attack: Bite +10 melee (1d6+4 plus disease) and 2 claws +5 melee (1d4+2)
Space/Reach: 5 ft / 5 ft
Special Attacks: Plague spittle, diseased bite, rage
Special Qualities: Darkvision 60ft, scent, psychic immunity
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 17, Int 3, Wis 13, Cha 4
Skills: Athletics +7, Perception +6
Environment: Plane of Darkness
Organization: Solitary, pair or pack (3-12)
Challenge Rating: 5
Allegiance: Always Evil
Advancement: 7-9 ED (medium); 10-12 ED (large)

A growling, gurgling sound alerts you to the presence of danger behind you. Spining around, you see a hyena-like creature stalking you.

Plague spittle (su): A Ghazoul is able to spit a disease-infected glob of saliva at an opponent within 30 feet as a standard action. The target must make a Reflex save (DC 18 ) or be hit by it, in which case they must make an immediate Fortitude save (DC 15) or be infected with the Red Ache disease.

Diseased bite (ex): Any living creature bitten by a Ghazoul must make a Fortitude save (DC 15) or be infected with the Red Ache disease.

Rage (ex): When a Ghazoul takes damage, it goes into a berserk frenzy. A Ghazoul that takes damage gains a +4 bonus to Strength and Constitution and a +2 Will save bonus for ten rounds, after which time they suffer a -4 penalty to Strength and Constitution and a -2 penalty to Will saves due to exhaustion. This lasts for one hour.

Natives of the Plane of Darkness, Ghazouls are sabre-toothed hyena-like creatures. They have dark, evil eyes that burn with a deep crimson fire and claws as touch as steel. They are constantly drooling saliva, which is tainted with a nasty disease. They also seem to be constantly hungry, and are always on the prowl for warm flesh – their favourtie food.
 
Found one you've missed: Sandsnake, from Fire on the Water. It's just a standard, venomous snake that inhabits the coasts of the Wild-Lands, but since there isn't a default snake in the book, might deserve a write-up.

Since I'm too lazy to actually do any such thing myself (I came to this thread planning to steal an already done sandsnake), I'll leave it to you monster-makers as to whether or not it's worthwhile adding it here.
 
63 and 8. Doesn't really say much though: It's a sandsnake, it's venom is deadly, and it enjoys the warmth of your Kai cloak as much as you.
 
Oudakon
Medium Undead (Incorporeal)

End Dice: 4d12 (26 Endurance)
Initiative: +7 (+2 Dex, +5 natural)
Speed: 30 ft.
Armor Class: 18 (+2 Dex, +6 natural)
Base Combat Skill: +2
Attack: Flail +4 melee (1d8+1)
Full Attack: Flail +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Finesse attack
Special Qualities: Frightful presence, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 12, Con --, Dex 15, Int 10, Wis 11, Cha 10
Skills: Intimidate +7, Knowledge (arcana) +3, Knowledge (the planes) +4, Perception +7, Stealth +9
Environment: Any
Organization: Solitary or legion (2-5)
Challenge Rating: 4
Allegiance: Usually Evil
Advancement: 5-10 ED (Medium)

The mist covering the rocks slowly coalesces into a shadowy form, its eyes glowing crimson. A deadly barbed flail is held in its hand. It howls and swings the flail’s massive head at you.

Finesse Attack (Ex): The Oudakon may use its Dexterity bonus on attack (but not damage) rolls, rather than Strength.

Frightful Presence: Before entering battle, an Oudakon utters an unnerving cry. This requires a Will save (DC 12).

Oudakon are undead warriors summoned from the same section of the Plane of Darkness as the Dhorgaan. They are used as guardians of treasures (and homes) by despicable spellcasters and Darklords.
 
Rahkos
Medium Aberration

End Dice: 5d8+5 (28 Endurance)
Initiative: +2
Speed: 10 ft., 30 ft. flying
Armor Class: 16 (+2 Dex, +4 natural)
Base Combat Skill: +3
Attack: Claw +3 melee (1d6)
Full Attack: Claw +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psychic attack
Special Qualities: Partial psychic immunity, relentless
Willpower: 15
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 11, Con 13, Dex 15, Int 10, Wis 11, Cha 10
Skills: Knowledge (arcana) +5, Perception +8, Stealth +5
Environment: Underground
Organization: Solitary
Challenge Rating: 4
Allegiance: Always Evil
Advancement: 6-10 (Medium), 11-15 (Large)

Lying on the floor in front of you is a large, discolored hand. It has long, sharpened nails. Without warning, it leaps from the floor and flies at your head!

Partial Psychic Immunity: The Rahkos is immune to Mindblast, but not Psi-surge.

Relentless: The Rahkos may continue fighting unabated until it reaches -10 Endurance.

The Rahkos is a horrific predator. Their origins are a complete mystery; they seem to live for one thing, and one thing only - to feed on the brains of living creatures, extracted from their skulls while still alive. Add to that disturbing habit the notorious toughness of a Rahkos, and you have a lethal combination.
 
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