Monsters

Suggaz
Large Aberration

End Dice: 8d8+48 (84 Endurance)
Initiative: +0
Speed: 20 ft., swim 20 ft
Armor Class: 19 (-1 size, +10 natural)
Base Combat Skill: +6
Attack: Bite +11 melee (1d8+7)
Full Attack: Bite +11 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Blindsight
Saves: Fort +8, Ref +2, Will +8
Abilities: Str 20, Dex 10, Con 22, Int 5, Wis 14, Cha 2
Skills: Survival +13, Swim +13
Environment: Temperate and cold marsh
Organization: Solitary
Challenge Rating: 7
Allegiance: Always Unaligned
Advancement: 9-12 ED (Large); 13-16 ED (Huge)

The mud and slime is now up to your waist and movement is difficult. Whatever it is that keeps on brushing up agianst your leg has you worried, too. When you feel strong jaws clamp around your leg, you start to panic.

The Suggaz is a predatory monster that lives in the swamps of the world. It lives beneath the murky water, never having to surface for it can breath under water. It uses its strong, powerful jaws to drag its victims into the muddy depths, where it tears and rips at their flesh before devouring it.
 
Gybia
Huge Aberration

End Dice: 15d8+105 (172 Endurance)
Initiative: +0
Speed: Swim 40 ft.
Armor Class: 20 (-2 size , +12 natural)
Base Combat Skill: +11
Attack: Bite +18 melee (2d6+10)
Full Attack: Bite +18/+13/+8 melee (2d6+10)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft
Saves: Fort +12, Ref +5, Will +10
Abilities: Str 25, Dex 11, Con 25, Int 3, Wis 12, Cha 2
Skills: Perception +9, Swim +24
Environment: Cold aquatic
Organization: Solitary or pair
Challenge Rating: 13
Allegiance: Usually evil
Advancement: 16-24 ED (Colossal)

Your small boat is suddenly hit by something from beneath the surface of the water.

The Gybia, a native of the frigid realm of Ixia, is a huge aquatic creature much like a shark. It has powerful jaws that it uses to grab its victims and drag down to the watery depths, often at high speed.
 
barrangas said:
:shock: Wow, now if Eternalknight and Ordovician can bind it and get it to the printers We're all set! Rock on!

Not quite, there's still the question of the art. We need at least one drawing of every monster appearing in a supplement.
 
Zhengha
Gargantuan Dragon

End Dice: 27d12+189 (365 Endurance)
Initiative: +0
Speed: 30 ft., 70 ft. flying
Armor Class: 23 (-4 size, +17 natural)
Base Combat Skill: +27
Attack: Claw +35 melee (2d8+12)
Full Attack: 2 claws +35 (2d8+12) and bite +29 (4d6+12)
Space/Reach: 20 ft./20 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision, low-light vision
Saves: Fort +21, Ref +15, Will +16
Abilities: Str 35, Con 24, Dex 11, Int 10, Wis 12, Cha 6
Skills: Intimidation +28, Knowledge (arcana) +27, Knowledge (history) +12, Knowledge (the planes) +22, Perception +31, Stealth +28, Survival +31
Environment: Any (Daziarn)
Organization: Solitary
Challenge Rating: 29
Allegiance: Usually Unaligned
Advancement: 28-81 ED (Colossal)

Rising from the dusty plain is a huge creature resembling nothing so much as a dragon of legend. It is a washed-out red color. It unleashes a gout of flame in your direction.

Breath Weapon (Ex): The fiery breath of a Zhengha can be used only three times an hour. The weapon is a line of fire, 50 feet long and 5 feet wide. Any creature struck by the breath must make a Reflex saving throw (DC 29) or suffer 12d6 damage, otherwise take half damage.

The Zhengha are a race of dragons, believed to be descended from Nyxator himself, that inhabit the Daziarn, particularly the Guakor Plain. They are also often found in the company of Yoacor handlers. Zhengha have only two legs and wings.
 
The Ookor should be right now. Eternalknight and I were discussing things, and I think I'm going to skip over the creatures from #12 (and some from #14) until I see what's in Darklands. Next up, I'll be starting on some creatures from Plague Lords of Ruel.
 
Degradon
Large Aberration (Darkspawn)

End Dice: 8d8+24 (60 Endurance)
Initiative: +1
Speed: 20 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural)
Base Combat Skill: +6
Attack: Tentacle +10 melee (1d6+5)
Full Attack: 4 tentacles +10 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful presence
Special Qualities: Darkvision, psychic immunity
Saves: Fort +5, Ref +3, Will +6
Abilities: Str 19, Con 17, Dex 13, Int 8, Wis 11, Cha 10
Skills: Perception +7, Stealth +5
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 6
Allegiance: Usually Evil
Advancement: 9-16 ED (large)

You a hear a massive roar, and spin around to see a hideous creature. The size of a bear, ragged scales cover its body. Four horn-tipped tentacles wave in the air. Its bloated, raw-looking head lolls crazily on its neck, and it has glassy, dead-looking eyes.

Frightful Presence (Ex): The Will save to resist the frightful presence of the Degradon is DC 14. Activation of the ability requires no action; sight of the Degradon is enough. The save is Charisma-based.

Degradons are creatures bred deep in the bowels of Ruel for some unknown purpose by the Cener Druids. They give off an unwholesome aura. A Degradon is a truly horrible opponent, for it is strong-minded and is merciless when attacking.
 
Giganite
Huge Aberration (Darkspawn)

End Dice: 13d8+65 (124 Endurance)
Initiative: +1
Speed: 10 ft.
Armor Class: 19 (-2 size, +1 Dex, +10 natural)
Base Combat Skill: +9
Attack: Bite +15 melee (2d8+7)
Full Attack: Bite +15 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psychic attack
Special Qualities: Darkvision
Willpower: 24
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 27, Con 20, Dex 13, Int 14, Wis 11, Cha 10
Skills: Concentration +8, Intimidate +14, Knowledge (arcana) +15, Perception +16, Stealth +17
Environment: Temperate forests
Organization: Retinue (2-4 giganite + 2-12 ghouls)
Challenge Rating: 10
Allegiance: Usually Evil
Advancement: 14-26 ED (Huge), 27-35 ED (Gargantuan)

Shooting up out of the earth are noxious serpentine creatures, their long necks topped with catlike heads. They have disgusting manes of greenish hair.

Giganite are some sort of holdover from the days of Agarash that inhabits burrows hidden in the forests of Magnamund. They are doubly dangerous, for not only are they highly psionic, but they often are encountered along with a group of servitor ghouls.
 
Ruel War-dog
Small Animal (Darkspawn)

End Dice: 5d8+15 (38 Endurance)
Initiative: +2
Speed: 40 ft.
Armor Class: 18 (+1 size, +2 Dex, +5 natural)
Base Combat Skill: +3
Attack: Bite +4 melee (1d4+1)
Full Attack: Bite +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 13, Con 17, Dex 15, Int 2, Wis 12, Cha 6
Skills: Athletics +4*, Perception +5, Survival +3*
Environment: Temperate plains
Organization: Solitary or pack (5-12)
Challenge Rating: 2
Allegiance: Always Unaligned
Advancement: 6-10 ED (Small), 11-15 ED (Medium)

Ruel War-dogs are different from normal dogs only in that they are bred to be stockier, and have a scaly hide. Ruel War-dogs have a +4 bonus on Athletics checks involving jumping, and a +4 on Survival checks when tracking by scent.
 
Ziog
Large Undead

End Dice: 11d12 (71 Endurance)
Initiative: +2
Speed: 30 ft
Armour Class: 17 (-1 size, +2 Dex, +6 natural)
Base Combat Skill: +5
Attack: Claw +7 melee (1d6+3) or cold-fire rod +6 ranged (3d6 cold)
Full Attack: 2 claws +8 melee (1d6+3) or cold-fire rod +6 ranged (3d6 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cold-fire rod
Special Qualities: Magic absorbtion, magic resistance 18psychic immunity, undead traits
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 16, Dex 14, Con --, Int 10, Wis 10, Cha 5
Skills: Athletics +17, Concentration +11, Intimidate +11, Knowledge (arcana) +14
Environment: Any, native to Ixia
Organization: Solitary or pait
Challenge Rating: 7
Allegiance: Always Evil
Advancement: 12-16 ED (Large)

A stench of death and decay emanates from this ghastly creature. You ready your weapon as it advances towards you.

Magic Absorbtion (su): Whenever a spell that targets a Ziog doesn't beat its magic resistance, the Ziog absorbs the energy of the spell into iself, gaining 5 temporary Endurance points for each spell absorbed this way. These temporary Endurance points last for ten minutes.

A Ziog is a foul undead creature native to Ixia. Their ghoulish forms are taller than a human by more than an arms length and it's skull-head is set with three milky-white eyes and a mouth full of wicked, sharp fangs. Its arms, body and legs are covered with grey fur, and the ends of its fingers are tipped with razor sharp claws.
 
Demonlord Tagazin
Huge Outsider (Evil)

End Dice: 22d8+286 (385 Endurance)
Initiative: +3
Speed: 50 ft
Armour Class: 24 (-2 size, +3 Dex, +13 natural)
Base Combat Skill: +22
Attack: Bite +31 (2d6+11 plus poison)
Full Attack: Bite 31 (2d6+11 plus poison) and 2 claws (1d8+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Poison
Special Qualities: Darkvision 60ft, damage reduction 15/magic, psychic combat, scent
Willpower: 37
Saves: Fort +21, Ref +16, Will +15
Abilities: Str 33, Dex 17, Con 26, Int 16, Wis 15, Cha 16
Skills: Acrobatics +28, Athletics +36, Bluff +28, Concentration +33, Diplomacy +28, Intimidate +28, Knowledge (the planes) +28, Perception +27, Sense Motive +28, Stealth +28, Survival +27
Environment: Ixia
Organization: Solitary (unique)
Challenge Rating: 22
Allegiance: Always Evil
Advancement: --

A huge, cream-coloured jackal-like beast stands in your way. It growls and then, startingly, speaks: “Prepare to meet your doom!”

Poison (ex): Demonlord Tagazin's bite is venomous. Anyone bitten by him must make a Fortitude save (DC 29) or suffer 1d3 initial and secondary Strength and Dexterity damage.

Tagazin is a creature of pure evil who serves Deathlord Ixiataaga, who treats him as nothing more than a pet. In his own right, however, the Demonlord is a powerful being. He appears as a massive sabre-toothed jackal, with creamy skin that covers a muscular body. Venom drips from his fangs and black smoke curls from his nostrils. Looking into his black eyes is like watching your worst nightmare unfold in front of you.
 
Ordovician said:
Question: is the Stragnah (in PLoR) the same as the Plaghatar? I'm going to skip statting it for now...

No idea...

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Mhagani
Huge Aberration

End Dice: 15d8+120 (187 Endurance)
Initiative: -1
Speed: 20 ft.
Armour Class: 19 (-2 size, -1 Dex, +12 natural)
Base Combat Skill: +11
Attack: Claw +16 melee (1d8+7)
Full Attack: 8 claws +16 melee (1d8+7), bite +11 melee (2d6+3) and horn +11 melee (2d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft
Saves: Fort +13, Ref +4, Will +9
Abilities: Str 24, Dex 9, Con 27, Int 5, Wis 10, Cha 2
Skills: Perception +9, Survival +9
Environment: Ixia
Organization: Solitary or mated pair
Challenge Rating: 13
Allegiance: Always Unaligned
Advancement: 16-18 ED (Huge)

You thought you would be safe from the blizzard within the cave. You thought wrong. The cave is the home to a huge monstrosity, and by entering its lair you have angered it!

The Mhagani are a hideous breed of creature native to Ixia. To look upon it is to see a creature that seems to be made up of many different beasts. Its shaggy body is bear-like, but in place of foreclaws it has a mass of writhing tentacles, each one tipped with a vicious claw. Its head is reptilian, and its mouth is full of wickedly sharp fangs. A twisted horn protrudes from its forehead. When angered, it howls, much like the sound of a wolf baying at the moon.
 
Lavas
Large Outsider (Evil)

End Dice: 5d8+10 (32 Endurance)
Initiative: +4
Speed: 30 ft, fly 60 ft (good)
Armour Class: 23 (-1 size, +4 Dex, +10 natural)
Base Combat Skill: +5
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 claws +7 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, detect good
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 19, Con 14, Int 10, Wis 12, Cha 7
Skills: Athletics +11, Concentration +10, Intimidate +6, Knowledge (the planes) +8, Knowledge (warfare) +8, Perception +9, Stealth +12, Survival +9
Environment: Plane of Darkness
Organization: Solitary, pair or host (3-18)
Challenge Rating: 2
Allegiance: Always Evil
Advancement: 6-9 ED (Large)

From above you see a host of golden, winged horrors descending towards you, cackling with glee at the thought of tearing you to shreds.

Detect Good (sp): A Lavas is able to detect the presence of any good creatures within 60 feet of themselves.

The Lavas are a race of winged beings aligned with the forces of Darkness. They have horny, sclay hides of a gold colour, their arms ending in sharp claws. Their heads are crowned with bony protrusions and their mouths are beaked.

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

And that's it for The Deathlord of Ixia
 
Not having any other Grand Master books (except Captives of Kaag which I believe Ordovican is working on) I have started on the Grey Star series.

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Yaku
Large Plant

End Dice: 4d8+12 (30 Endurance)
Initiative: -1
Speed: 0 ft.
Armour Class: 15 (-1 size, +6 natural)
Base Combat Skill: +3
Attack: Tendril +7 melee (0, grab)
Full Attack: 6 tendrils +7 melee (0, grab)
Space/Reach: 10 ft./10 ft.
Special Attacks: Grab, poison
Special Qualities: Tremorsense 30ft, plant traits
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 18, Dex 8, Con 17, Int --, Wis 12, Cha 6
Skills: --
Environment: Temperate and warm swamps
Organization: Solitary, pair or cluster (3-10)
Challenge Rating: 3
Allegiance: Always Unaligned
Advancement: 5-8 ED (Large); 9-10 ED (huge)

Close to the murky swamp is a mass of rope-like vines, which are attached to a cluster of sharp spikes. As you watch, you see some of the vines twitch, as if they were alive.

Grab (ex): A Yaku's tendrils do not deal any damage in combat. Instead, if they hit, they grab hold of the victim and begin dragging towards the core of the plant. Players have two rounds in which to escape or be hit by the spines. An Escape Artist check (DC 22), Strength check (DC 25), or dealing 10 points of damage to the tendril with a slashing weapon allows the victim to escape.

Poison (ex): Anyone who comes into contact with the poisonous spines of a Yaku plant must succeed at a Fortitude save (DC 15) or suffer initial damage of paralysis for 2d6 minutes and secondary damage of 2d6 Constitution.

The Yaku plant of Southern Magnamund is a danger to anyone travelling in the wilds. The vines are able to sense movement, and they lash out at any creature they detect, grabbing them and pulling them towards their poisonous spines.
 
Shoot...if you don't have any other Grandmasters...well, I'll be able to do Legacy of Vashna but it'll be going off the US version, so it'll be the edited one. Some monsters may still be missing, not sure.

Do you have all the Grey Star books?
 
Mantiz

Cave Mantiz
Medium Vermin

End Dice: 2d8+4 (13 Endurance)
Initiative: +0
Speed: 30 ft.
Armour Class: 15 (+5 natural)
Base Combat Skill: +1
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft / 5 ft
Special Attacks: Acid jet
Special Qualities: Blindsight
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 15, Dex 11, Con 14, Int 6, Wis 10, Cha 5
Skills: Athletics +7
Environment: Any underground
Organization: Solitary, pair, or hunting group (3-12) or colony (16-100)
Challenge Rating: 1
Allegiance: Always Unaligned
Advancement: 3-4 ED (Medium)



Soldier Mantiz
Large Vermin

End Dice: 5d8+20 (42 Endurance)
Initiative: +1
Speed: 40 ft.
Armour Class: 17 (-1 size, +1 Dex, +7 natural)
Base Combat Skill: +3
Attack: Claw +6 melee (1d8+4)
Full Attack: 2 claws +6 melee (1d8+4) and bite +1 melee (1d6+2)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Blindsight
Saves: Fort +8, Ref +2, Will +1
Abilities: Str 19, Dex 12, Con 18, Int 6, Wis 10, Cha 5
Skills: Athletics +12
Environment: Any underground
Organization: Solitary, pair, or hunting group (3-12) or colony (16-100)
Challenge Rating: 3
Allegiance: Always Unaligned
Advancement: 6-10 ED (Large)

The tunnel you have been following emerges into a large cavern. Here you see many large insects working away. A scuttling noise behind you alerts you to the presence of some of them – they have snuck up behind you!

Acid Jet (su): Cave Mantiz are able to shoots globs of acid at an opponent. They may do this once every 1d4 rounds. The target must make a Reflex save (DC 11) or suffer 1d6 acid damage.

Looking like a giant praying mantis, the Mantiz are over-sized insectoids that live in caverns and tunnels beneath the surface of Magnamund. They come in two forms; the Cave Mantiz, who are workers, and the Soldier Mantiz, who are larger, stronger, faster and more ferocious.
 
Vazhag
Medium Humanoid

End Dice: 2d8 (9 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 12 (+2 natural)
Base Combat Skill: +1
Attack: Spear +3 melee (1d8+2)
Full Attack: Spear +3 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +0, *Ref +3, Will +0
Abilities: Str 15, Con 11, Dex 10, Int 10, Wis 11, Cha 9
Skills: Athletics +5, Perception +4, Stealth +3
Environment: Temperate forests
Organization: Patrol (2-5), pack (5-20), or tribe (10-100)
Challenge Rating: 1
Allegiance: Usually Evil
Advancement: 3-6 ED (Medium)

Surrounding you and chattering away excitedly are a dozen stinking humanoids. They have ratlike features, and thrust spears in your direction menacingly. Prodding you, they take you into the depths of the fortress.

The Vazhag are ratlike humanoids, possibly a much larger and more noxious relative of the Noodnic, native to the land of Ruel and the surrounding banks of the River Storn. They are often used as servants by the Cener Druids, and serve as animal handlers, manual laborers and guardsmen.
 
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