Monsters

columbob said:
Ordovician said:
Is the Kataka from the unedited version then, I take it?

It would also be nice if contributors added the volume from which the monster was taken.

You'll notice theat when I start on a book I post what book all of the following monsters are from. The last ones I have been doing are from Wolf's Bane.
 
Krorn
Medium Humanoid

End Dice: 5d8+15 (38 Endurance)
Initiative: +1
Speed: 20 ft.
Armor Class: 13 (+1 Dex, +2 natural)
Base Combat Skill: +3
Attack: Club +8 melee (1d6+5)
Full Attack: Club +8 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: --
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 19, Con 17, Dex 12, Int 8, Wis 12, Cha 6
Skills: Intimidate +1, Perception +3, Stealth +4
Environment: Temperate forests
Organization: Solitary, pair, pack (2-5), or squad (5-20)
Challenge Rating: 3
Allegiance: Usually Evil
Advancement: By character class

Marching out of the smoke from the burning village are a number of creatures, with massively broad shoulders and brownish skin. They are completely bald, and heft makeshift clubs and spears as they approach you.

Brown-skinned creatures native to the Akamazim and Moggador Forests in western Magnamund, Krorn are thought to be very distant, primitive relatives of the Ogrons. They are notably cannibalistic, and often feast on the bodies of fallen foes and comrades alike.
 
Agtah
Medium Monstrous Humanoid

End Dice: 4d8 (18 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 14 (+1 Dex, +3 natural)
Base Combat Skill: +4
Attack: Claw +4 melee (1d4)
Full Attack: Claw +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision, partial psychic immunity
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 11, Con 11, Dex 12, Int 10, Wis 10, Cha 8
Skills: Intimidate +6, Perception +4, Stealth +4
Environment: Any (Daziarn)
Organization: Solitary, pair, pack (2-5), or horde (5-20)
Challenge Rating: 1
Allegiance: Usually Evil
Advancement: By character class

Loping across the plains towards your army is a tide of chaos, hordes of creatures with no set form, save that they are generally humanoid. Some growl like dogs, some screech like wildcats, and some shriek like eagles.

Partial Psychic Immunity (Ex): Agtah are immune to Mindblast, but not Psi-surge.

The Agtah are misshapen humanoids with animalistic features found in the Daziarn. Here, they make up the bulk of the armies of the Chaos-master. No two Agtah are the same in appearance.

*****

I wanna do a random feature table like the slaadi in the MM for these guys. I'll get to it...
 
Giant Guakor Lizard
Huge Dragon

End Dice: 7d12+35 (81 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 20 (-2 size, +12 natural)
Base Combat Skill: +7/+2
Attack: Claw +13 melee (2d6+8) or bite +13 melee (2d8+8)
Full Attack: 2 claws +13 melee (2d6+8), bite +8 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Nauseating breath
Special Qualities: Darkvision, scent, swallow whole, vulnerability to psychic attack
Saves: Fort +10, Ref +5, Will +5
Abilities: Str 26, Con 20, Dex 11, Int 2, Wis 10, Cha 6
Skills: Perception +10, Stealth +7, Survival +3
Environment: Temperate plains (Daziarn)
Organization: Solitary or pair
Challenge Rating: 8
Allegiance: Always Unaligned
Advancement: 8-20 ED (Huge), 21-24 ED (Gargantuan)

Lying lazily on the ground before you is a massive reptile. The huge creature raises its head and lopes towards you, yellowed fangs glistening.

Nauseating Breath (Ex): Once per 1d4 rounds, the Giant Guakor Lizard can unleash a blast of its fetid breath. Its breath affects only those heroes facing it (a 10 ft. long by 10 ft. wide cone), and causes a -4 penalty to all rolls. A Fortitude save (DC 19) negates the effects of its breath.

The Giant Guakor Lizard is a draconian beast which lairs in the plains of the Daziarn, most notably (and unsurprisingly) the Guakor Plain. It resembles a gigantic lizard.
 
Manoyd
Medium Humanoid

End Dice: 1d8+4 (8 Endurance)
Initiative: +0
Speed: 30 ft
Armour Class: 21 (+9 power armour, +2 power shield)
Base Combat Skill: +1
Attack: Power spear +6 melee (1d8+5, crit x4)
Full Attack: Power spear +6 melee (1d8+5, crit x4)
Space/Reach: 5 ft / 5 ft
Special Attacks: Weapon of Choice (spear)
Special Qualities: Power suit
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 19, Dex 11, Con 18, Int 9, Wis 10, Cha 8
Skills: Athletics +8, Intimidate +3
Environment: Avaros
Organization: Solitary, pair, troupe (3-8) or unit (10-40)
Challenge Rating: 1 (1/2 without power suit)
Allegiance: Usually Evil
Advancement: By character class

Two humanoids in full armour are approaching you. Power cords of some kind connect their armour, gloves and spears to a metallic backpack.

Manoyds are a human like race from another world. Their warriors are the only members of their culture normally encountered and are well trained. They have develpoed a special technology that provides their gloves, weapons and armour with extra strength. While wearing this power suit (which always consists of a pair of gloves, armour, shield, power pack and weapon, normally a spear) a Manoyd gains a +6 bonus to Strength and Constitution, as well as damage reduction 5/magic.

The stats above represent a 1st level Manoyd warrior.
 
Another one that appears to be only in the unabridged versions.
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Caq
Small Aberration

End Dice: 2d8 (9 Endurance)
Initiative: -1
Speed: 10 ft
Armour Class: 12 (+1 size, -1 Dex, +2 natural)
Base Combat Skill: +1
Attack: Bite +2 melee (1d6)
Full Attack: Bite +2 melee (1d6)
Space/Reach: 5 ft / 5 ft
Special Attacks: Acid spittle
Special Qualities: Psychic immunity, darkvision 60 ft
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 10, Dex 9, Con 11, Int 6, Wis 12, Cha 6
Skills: Athletics +8, Intimidate +3
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 1
Allegiance: Usually Balance
Advancement: 3-4 ED (Small); 5-6 ED (Medium)

You sense movement on the shelf of one of the bookcases. Looking closer, you see a funny looking creature smiling at you.

Acid Spittle (su): Caqs are able to spit acid as a standard action once per hour. Victims must make a Reflex save (DC 11) or suffer 1d6 acid damage. In addition, anyone who kills a Caq with a slashing or piercing weapon has a 50% chance of destroying their acid sac and doing 1d6 acid damage to their weapon.

Caqs are weird little creatures usually found underground. They look like round, pudding-shaped creatures with green eyes that seem to be perpetually smiling. This is decpetive, for they are aggressive. They have small sacs beneath their mouths that allows them to spit acid.
 
Ekmakon
Medium Aberration

End Dice: 5d8+20 (42 Endurance)
Initiative: +1
Speed: 30 ft., swim 20 ft
Armour Class: 16 (+1 Dex, +5 natural)
Base Combat Skill: +3
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 claws +7 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venomous spit
Special Qualities: Darkvision 60 ft
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 19, Dex 12, Con 19, Int 7, Wis 10, Cha 6
Skills: Perception +4, Stealth +3, Swim +14
Environment: Any underground and water
Organization: Solitary
Challenge Rating: 3
Allegiance: Usually Evil
Advancement: 6-8 ED (Medium)

Someone – or, more accurately, something – reaches a rubbery, taloned hand out of the water in an attemp to grab you!

Venomous Spit (Ex): An Ekmakon can spit venom at its victims once every minute. The victim makes a Reflex save (DC 14) to avoid. If hit by it, they must make a Fortitude save (DC 16) or suffer 1d3 initial and secondary Constitution damage.

Rubbery-skinned horrors, the Ekmakon have one motive for living: to kill for food. One of their favourite tactics is to grab their prey and drag them under water, drowing them before feasting on theit flesh.
 
Khozinda
Large Magical Beast

End Dice: 8d10+24 (68 Endurance)
Initiative: +1
Speed: 30 ft.
Armor Class: 25 (-1 size, +1 Dex, +15 natural)
Base Combat Skill: +8/+3
Attack: Bite +12 melee (1d8+5)
Full Attack: 2 bites +12/+7 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Tail lash
Special Qualities: Darkvision, low-light vision
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 19, Con 17, Dex 12, Int 6, Wis 10, Cha 6
Skills: Perception +7, Stealth +5
Environment: Underground (Daziarn)
Organization: Solitary or pair
Challenge Rating: 7
Allegiance: Always Unaligned
Advancement: 9-20 ED (Large), 21-24 ED (Huge)

A reptilian odor assails your nostrils. Creeping along the hallway towards you is a huge reptile, its yellow-orange eyes shining. Its tail hurtles through the air towards you as it growls.

Tail Lash (Ex): As a full-round action, a Khozinda may attempt to whip a foe with its tail, which is adapted for combat. It may make only one attack, at its highest attack bonus. A tail lash deals 1d6+5 points of damage, and ignores any hardness or armor.

Khozinda are another type of draconian beast native to the Daziarn. Khozinda often take up residence in abandoned cities, crypts, or caverns. Here they hunt animals and travellers with equal relish.
 
Ookor
Medium Humanoid

End Dice: 1d8 (5 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 scalemail)
Base Combat Skill: +1
Attack: Sword +2 (1d8+1)
Full Attack: Sword +2 (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane of chaos, weapon of choice (sword)
Special Qualities: Scent
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 11, Con 10, Dex 14, Int 10, Wis 10, Cha 11
Skills: Perception +5, Stealth +3
Environment: Any (Daziarn)
Organization: Solitary, pair or squad (2-11)
Challenge Rating: 1/2
Allegiance: Usually Good
Advancement: By character class

Out of the chariots jump a number of apish creatures, clad in armor and wielding swords. Their faces resemble those of an ape or monkey, their bodies covered in fur.

Bane of Chaos (Ex): Ookor are accustomed to battling the forces of chaos, and gain a +2 bonus to attack and damage rolls against the forces of the Chaos-master. They also gain a +2 bonus to Perception checks made to detect creatures of chaos.

Ookor villages can be found all across the many realms of Daziarn, particularly in the Abaxial of Czenos. They get along especially well with the Yoacor who share their homeland, and are usually generally indifferent towards humans. They often ride in war-chariots.

The statistics above represent a 1st-level Ookor warrior.
 
Shadow Reaver
Medium Undead (Darkspawn, Incorporeal)

End Dice: 12d12 (78 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 deflection)
Base Combat Skill: +3
Attack: Hel-lance +4 melee (1d8+1 plus 2d6 bale-fire) or hoof +4 melee (1d6+4)
Full Attack: Hel-lance +4 melee (1d8+1 plus 2d6 bale-fire) and 2 hooves +2 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bale-fire
Special Qualities: Damage reduction 12/magic, magical combat, psychic combat, undead traits
Willpower: 24
Saves: Fort +2, Ref +2, Will +9
Abilities: Str 13, Con --, Dex 11, Int 14, Wis 18, Cha 15
Skills: Handle Animal +6, Knowledge (arcana) +9, Knowledge (the planes) +10, Occult +11, Perception +13, Ride +9, Stealth +8
Environment: Any
Organization: Solitary, pair or patrol (3-8)
Challenge Rating: 10
Allegiance: Always Evil
Advancement: --

A dreadful shrieking fills your ears, and in the mists before you you see a number of riders on ghostly horses. They are skeletal and cloaked in dark robes. They hold spears of blue fire above their heads and charge towards you.

Bale-fire (Ex): The lance of a Shadow Reaver is covered in blue flames. A successful attack from the lance deals additional fire damage, which bypasses any fire resistance the target may have.

Shadow Reavers are deadly creatures from the Plane of Darkness, though they can be found on the Daziarn with alarming frequency. They can be found on Magnamund, but only if summoned. Both the rider and horse fight as one.
 
Chaos-rats
Tiny Magical Beast (Swarm)

End Dice: 10d10 (55 Endurance)
Initiative: +2
Speed: 30 ft.
Armor Class: 14 (+2 Dex, +2 size)
Base Combat Skill: +10/+5
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 20 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision, low-light vision, scent, swarm traits
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 4, Con 10, Dex 15, Int 2, Wis 18, Cha 2
Skills: Intimidate +5, Perception +11, Stealth +12
Environment: Any (Daziarn)
Organization: Solitary, brood (2-4 swarms) or horde (7-12 swarms)
Challenge Rating: 5
Allegiance: Always Evil
Advancement: --

Surging towards you is a mass of chaos. Rats, hundreds of them, with disturbingly random features. Some have two mouths, some multiple eyes, some multiple tails. In an instant, they are upon you.

Distraction (Ex): The DC to resist distraction from the swarm’s presence is 16.

While infused with the power of the Chaos-master, a swarm of Chaos-rats is not a deliberate creation. Rather, they are merely normal rats which were warped and mutated by the proximity of chaos into things of horror.
 
Tazgar Worm
Huge Aberration

End Dice: 4d8+20 (38 Endurance)
Initiative: +1
Speed: 20 ft., flying 40 ft.
Armor Class: 16 (-2 size, +1 Dex, +7 natural)
Base Combat Skill: +3
Attack: Bite +11
Full Attack: Bite +11
Space/Reach: 15 ft./10 ft.
Special Attacks: Swallow whole
Special Qualities: --
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 27, Con 20, Dex 12, Int 6, Wis 11, Cha 6
Skills: Perception +4, Stealth +4
Environment: Any (Daziarn)
Organization: Solitary, pair, or pack (2-5)
Challenge Rating: 4
Allegiance: Always Unaligned
Advancement: 5-12 ED (Huge)

Hurtling through the sky is a lamprey-like creature, segmented like an earthworm. It has four furiously-working gossamer wings like those of a fly or bee.

The Tazgar Worm is a bizarre flying creature native to the chaotic zones known as Neverness. The worm is an omnivore in the truest sense of the word, feeding on whatever crosses its path.
 
Yoacor
Large Giant

End Dice: 2d8+4 (13 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 11 (-1 size, +2 natural)
Base Combat Skill: +1
Attack: Spear +6 melee (1d8+5) or silver rod +1 ranged magical attack
Full Attack: Spear +6 melee (1d8+5), silver rod +1 ranged magical attack
Space/Reach: 5 ft./10 ft.
Special Attacks: Magical attack, psychic attack
Special Qualities: Low-light vision
Willpower: 14
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 20, Con 15, Dex 10, Int 10, Wis 13, Cha 8
Skills: Ride +4, Stealth +4
Environment: Any (Daziarn)
Organization: Solitary, pair, or squad (5-20)
Challenge Rating: 2
Allegiance: Usually Balance
Advancement: By character class

Before you is a massive, hairless giant. He has golden skin and a blank, unblinking look. His eyes glow yellow.

Silver Rod: All Yoacor carry one of these. A plain rod of unadorned silver, at a Yoacor’s telepathic command it unleashes a bolt of blue energy, which does 3d6 damage at a range of 75 feet. It has a Counterspell DC of 15.

Yoacor are a race of gigantic humanoids native to the Daziarn. The biggest Yoacor settlement on the plane is Yanis, the Shining City. They occasionally domesticate Zhengha, and are proficient at riding those dragonlike creatures
 
Wow, monster posting frenzy!

There are problems with the Ookor. As a 1st level warrior, it has a +1 Base Combat Skill, a +2 Base Fort save (not Reflex), and a Weapon of Choice. Also, it's CR should be 1/2.
 
Hound of Vikkak
Medium Magical Beast

End Dice: 4d10+12 (34 Endurance)
Initiative: +2
Speed: 50 ft
Armour Class: 16 (+2 Dex, +4 natural)
Base Combat Skill: +4
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft / 5 ft
Special Attacks: Feral rage
Special Qualities: Low-light vision, scent, psychic immunity
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 7
Skills: Perception +5, Survival +4
Environment: Temperate plains and forest
Organization: Solitary, mated pair, or pack (3-18 )
Challenge Rating: 3
Allegiance: Always Evil
Advancement: 5-6 ED (Medium); 7-10 ED (large)

The sound of the wolves draws closer. Risking a glimpse over your shoulder, you see their large forms coming towards you and at once you realize these are not normal wolves.

Feral rage (ex): When on the hunt (which is nearly always), Hounds of Vikkak gain a +4 bonus to Strength and Constitution and a +2 bonus to Will saves. However, they suffer a -2 penalty to Armour Class as well as all skill checks.

Born from the forces of dark sorcery, the Hounds of Vikkak are feral creatures who take pleasure from the hunt and the kill. They appear to be wolves, though they are slightly larger, and their unnatural yellow eyes hint at their supernatural origin.
 
Kajarda
Medium Undead

End Dice: 4d12 (26 Endurance)
Initiative: +1
Speed: 30 ft
Armour Class: 11 (+1 Dex)
Base Combat Skill: +2
Attack: Trident +3 melee (1d8+1)
Full Attack: Trident +3 melee (1d8+1)
Space/Reach: 5 ft / 5 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft, immnity to cold, damage reduction 5/magic, psychic immunity, undead traits
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 13, Dex 12, Con --, Int 5, Wis 10, Cha 1
Skills: Perception +7
Environment: Any, usually Ixia
Organization: Solitary, pair, or troupe (3-8)
Challenge Rating: 3
Allegiance: Always Evil
Advancement: 5-8 ED (Medium)

Standing guard at the doorway is a zombie-creature with a wicked barbed trident. It focuses its rotted eyes on you, and moves to attack.

The Kajarda are a form of undead that were created when Deathlord Ixiataaga called upon the dark powers the destroyed all life in his kingdom. They are zombie-like, though not as slow as a true zombie, and have sickly green skin. What is worse is that they are hard to kill except by magic. If they are managed to be killed, their bodies quickly crumble into a foul-smelling dust as the magic that keeps them in their present state vanishes from their bodies.
 
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