Devouring Ooze

Devouring Ooze

Challenge Rating: 3

Size: Medium

Type: Ooze

Initiative: -5

 

Defense

Hit Points: 37 (3d8+24)

Armor Class: 5 (-5 DEX) touch 5, flat footed 5

Saves: Fort 7 Ref -4 Will -4

Weaknesses: —

 

Offense

Speed: 10 Climb: 10

Base Attack: +2

Melee: slam +2 (1d6+4 plus 1d6 acid and engulf), or +6 (when dropping from ceiling)

Ranged: n/a

Special Attacks: engulf (1d6 bludgeoning plus 1d6 acid damage, AC 5, HP 6)

Sanity Effects: —

 

Statistics

Abilities: Str 18, Dex 2, Con 27, Int –, Wis 1, Cha 1

Skills: Thievery (Sneak) -6 (+5 in marshes, sewers, moist caverns)

Talents: —

Special Qualities: camouflage

 

Ecology

Environment: subterranean, sewers, swamps

Organization: Solitary

 

Treasure: Standard

 

Special Abilities

Camouflage

Devouring Oozes blend in perfectly in dark, moist environments. They are found in the wild in wet caves and in swamps. But as cities have sprung up, these oozes have made their way into the city sewers, and unfortunately are just as difficult to detect in this environment as well. Their appearance makes it difficult to discern them from a foul puddle of mud or water. Any creature within 10 feet of a devouring ooze must make a DC 20 Awareness or Survival check to determine the actual nature of the creature before it is too late.

Engulf

A Medium or smaller opponent that walks into a devouring ooze is automatically grappled and takes 1d6 acid damage each round as the devouring ooze’s small stingers begin injecting acid into the affected creature’s skin. Engulfed creatures are considered to be grappled and are trapped within the ooze’s body. This ability otherwise functions as swallow whole, save that a creature that successfully cuts its way out of a devouring ooze leaves no hole in the protoplasmic creature’s body. A devouring ooze that makes a slam attack must successfully grab its opponent in order to engulf it.

 

Dire Rat

Dire Rat

Challenge Rating: 1/3

Size: Small

Type: Animal

Initiative: +3

 

Defense

Hit Points: 5 hp (1d8+1)

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Saves: Fort +3 Ref +5 Will +3

 

Offense

Speed: 40’, 20’ climb

Base Attack: +0

Melee: Bite +4 melee (1d4 plus disease)

Ranged: –

Special Attacks: Disease

Sanity Effects: —

 

Statistics

Abilities: STR 10, DEX 17, CON 12, INT 1, WIS 12, CHA 4

Skills: Acrobatics, +4 Athletics,  +2 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +3 Thievery

Talents: Alertness, Weapon Finesse

Special Qualities: Low light vision, scent

 

Ecology

Environment: Any

Organization: Solitary, Pair, or Pack (7-12)

 

Treasure: None

 

Combat

Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.

 

Disease

Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

 

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

 

Dog

Dog

Challenge Rating: 1/3

Size: Small

Type: Animal

Initiative: +3

 

Defense

Hit Points: 6 (1d8+2)

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Saves: Fort +4 Ref +5 Will +1

 

Offense

Speed: 40’

Base Attack: +0

Melee: Bite +2 (1d4+1)

Ranged: None

Special Attacks: None

 

Statistics

Abilities: STR 13, DEX 17, CON 15, INT 2, WIS 12, CHA 6

Skills: +4 Acrobatics, +3 Athletics, +3 Awareness, +1 Endurance, 0 Knowledge, 0 Persuasion, 0 Spellcraft, +1 Survival, +1 Thievery

Talents: Alertness

Special Qualities: Low light vision, scent, track

 

Ecology

Environment: Any

Organization: Solitary or Pack (5-12)

 

Treasure: None

 

Drake

Drake

Challenge Rating: 5

Size: Large

Type: Draconian

Initiative: +5

 

Defense

Hit Points: 51 (6HD)

Armor Class: 16, touch 10, flat-footed 15  (+6 Natural armor, +1 dex, -1 size, )

Saves: Fort +8 Ref +6 Will +6

Offense

Speed: 40 ft. (8 squares), fly 90 ft. (good)

Base Attack: +7

Melee: Bite +9 melee (2d6 + 4) or claw +4 melee (1d8 + 2)

Special Attacks: Breath Weapon

 

Statistics

Abilities: STR 19, DEX 13, CON 17, INT 6, WIS 12, CHA 13

Skills: Acrobatics +1, Athletics +4,  Awareness +1, Endurance +3, Knowledge N/A, Persuasion +1, Spellcraft +4, Survival +1, Thievery +1

Talents: Ability Focus (Breath Weapon), Flyby Attack, Improved Initiative,

Special Qualities: Low-Light Vision, Darkvision 60 ft, Immunity to Magic Sleep effects and Paralysis, Scent

Ecology

Environment: Warm Mountains

Organization: Solitary, Pair or Family (1-2 and 2-5 offspring)

Treasure: Standard

 

Breath Weapon

A drake can breathe fourth a cone of fire. This fire when used spreads fourth in a 30 ft cone dealing 6d6 damage, and a character caught in the cone can make a DC 16 (10 + 1/2 its HD + con mod) reflex save for half (any creature held in the Drake’s mouth at the time the breath weapon is used, is not entitled to a reflex save for half damage). This attack is not used often by the Drake, but is most commonly seen when a creature attempts to threaten or provoke the Drake.

 

Drekava

A Drekava is a small malevolent spirit, or demon to some, who escape to our realm to possess and corrupt small creatures.

 

Drekava are small demons from the Navirim who cross into this realm. They take over the body of small animals, transforming them into mockeries of their original form. Once they have taken a form in this world, they revel in causing mischief and harm. They are spiteful and full of anger, some believe due to their entrapment within the Navirim.

 

When they take over a host, the host creature often grows in size, but its skin does not, causing it to often look skeletal and zombie like. They eyes turn black and shiny, filled with hatred. The elves believe that when creatures cross over, they can not be killed, only banished back to the other realm.

 

Etahn

Drekava

Challenge Rating: 2

Size: Small

Type: Fey Navirite

Initiative: +6

 

Defense

Hit Points: 20 (3HD)

Armor Class: 16, touch 12, flat footed 14 (+2 dex, +3 natural armor, +1 size)

Saves: Fort +5 Ref +5 Will +1

 

Offense

Speed:  40’

Base Attack: +3

Melee: Bite +4 (1d6+1), 2 claws +2 (1d4+1)

Ranged: –

Special Attacks: Revolting Smile

Sanity Effects: First encounter 0/1d3, Revolting Smile 1

 

Statistics

Abilities: STR 12, DEX 15, CON 13, INT 16, WIS 17, CHA 13

Skills: Acrobatics +2, Athletics +1,  Awareness +4, Endurance +1, Knowledge +4, Persuasion +1, Spellcraft –, Survival +3, Thievery +1

Talents: 1 point or recommended:Improved Initiative

Special Qualities: Darkvision 60’, low-light vision, scent.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Revolting Smile

 

In their natural state in the Navirim, the drekava constantly twist their faces in devilish grins, curling back their lips to reveal their sharp teeth and blackened gums. They attempt to make the same abhorrent faces when wearing the skins of various animals in this realm, but their new muscle and flesh refuse to obey, instead resulting in a hideous imitation of a grin.

 

As a standard action, a drekava can distort its face into this revolting smile. This counts as using Intimidate to demoralize an opponent, and is an extraordinary ability. The drekava also emits a maniacal laugh when grinning, causing potent fear to a single creature within 100 feet that can see the drekava. The targeted creature must make a DC 15 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 1d4 rounds. A creature that successfully saves cannot be affected again by the same drekava’s ability for 24 hours. This is a sonic, mind-affecting fear that does 1 Sanity damage if successful.

Dretch

Dretch

Challenge Rating: 2

Size: Small

Type: Navirite

Initiative: 0

 

Defense

Hit Points: 18 (2d10+7) DR 5/cold iron

Armor Class: 14, touch 11, flat-footed 14 (+3 natural, +1 size)  

Saves: Fort 5 Ref 0 Will 3

Weakness: Cold Iron

 

Offense

Speed: 20 ft.

Base Attack: +2

Melee: 2 claws +4 (1d4+1), bite +4 (1d4+1)

Ranged: none

Special Attacks: –

Sanity Effects: First encounter 0/1d3

 

Spell-Like Abilities

 

1/day—cause fear (DC 11), stinking cloud (DC 13),

 

Statistics

Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 7

Skills: Acrobatics +0, Athletics +1,  Awareness +2, Endurance +4, Knowledge 0, Persuasion -2, Spellcraft -, Survival +2, Thievery +0

Talents: 1 point or recommended: Tenacity

Special Qualities: DR 5/cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10, darkvision 60 ft.

 

Ecology

Environment: Any

Organization:

 

Treasure: None

 

Drogga

Drogga

Challenge Rating: 1/4

Size: Small

Type: Humanoid (goblinoid)

Initiative: +1

 

Defense

Hit Points: 4 (1d8)

Armor Class: 16 (+1 Dex, +3 Natural, +1 size, +1 Dodge) touch 12, Flat footed 13

Saves: Fort +2 Ref +1 Will -1

 

Offense

Speed: 20

Base Attack: +1

Melee: 2 claws +1 (1d3) or Rusty Dagger +1 (1d4)

Ranged: Sling +2 (1d3)

Special Attacks:

 

Statistics

Abilities: Str 10, Dex 13, Con 10, Int 9, Wis 9, Cha 7

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: Dodge

Special Qualities: light sensitivity, darkvision 80’

 

Ecology

Environment: Any underground, deep forest.

Organization: Single Scout, Hunting Party 2-6, Tribe 6-18

 

Treasure: Personal gear, shiny objects.

 

Drueglem

A short squat creature that is muscled and covered in a rough textured skin. It’s dark eyes catch the torchlight as it turns is block like head in your direction, an unnatural deadness reflected in the dim light. It’s thick arms reach the ground where massive hands slowly flex.

 

Only once have I faced a Drueglem, deep in an underground lair where an ancient wizard had tasked one to guard a room. They are just that, a single minded creation meant to follow simple orders. They are not particularly powerful, though they have a tough hide and seems to absorb most damage. They can be taken down, with mundane weapons, so if you face one, fear not, just keep hacking.

 

Etahn

Drueglem

Challenge Rating: 3

Size: Small

Type: Construct

Initiative: 0

 

Defense

Hit Points: 52 (5d10+22)

Armor Class: 14 ( +4 Natural)

Saves: Fort +6 Ref +0 Will +2

Weaknesses: –

 

Offense

Speed: 20

Base Attack: +3

Melee: +5 pummel (1d4+2)

Ranged: –

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 15, DEX 11, CON 15, INT 3, WIS 8, CHA 5

Skills: Acrobatics +0, Athletics +2, Awareness -1, Endurance +4, Knowledge -, Persuasion -, Spellcraft -, Survival -1, Thievery 0

Talents: 1 point or recommended: Toughness

Special Qualities: DR1 , immune to fire

 

Ecology

Environment: Any

Organization: Singular

 

Treasure: None

 

Dryad

Dryad

 

Dryad

Challenge Rating: 3

Size: Medium

Type: Fey, Athelesian

Initiative: +4

 

Defense

Hit Points: 14 (4d6 HD)

Armor Class: 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

Saves: Fort +5, Ref +8, Will +6

Weaknesses: Cold iron, Aradan steel, tree dependant

 

Offense

Speed: 30?

Base Attack: +2

Melee: Dagger +6 melee (1d4)

Ranged: Masterwork longbow +7 ranged (1d8)

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 10, DEX 19, CON 11, INT 14, WIS 15, CHA 18

Skills: Acrobatics +4, Athletics +0, Awareness +3, Endurance +0, Knowledge +2, Persuasion +4, Spellcraft -, Survival +3, Thievery +5

Talents: 3 points or recommended: Animal Affinity, Great Fortitude, Weapon Dexterity

Special Qualities: Damage reduction 5/ cold iron or Aradan steel, speak with plants, tree stride, tree dependent, wild empathy; Spell-like abilities – daze, snare, charm person, suggestion

 

Ecology

Environment: Forests

Organization: Single

 

Treasure: Standard

 

Spell-Like Abilities

At will—daze, snare (DC 13); 3/day— charm person (DC 13); 1/day—suggestion (DC 15). The save DCs are vs. Will.

 

Speak with Plants

A dryad can speak with plants and understand their answers. Plants are very limited in their sense, so they will only be able to give general answers.

 

Tree Dependent

Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

 

Tree Shape

Dryads are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests they are are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.

 

Tree Stride

Dryads have the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. They others trees must be within sight of each other.

 

Wild Empathy

This power works like the Talent, except that the dryad has a +6 racial bonus on the check.

 

Dwarf

Dwarf: +1 con, -1cha, low light vision 60’

The Dwarves were the first sentient race on Uteria, though they were put into a long magical sleep and only awoke 4000 years ago. The dwarves of Uteria are a very industrious race, believing that the only time your hands should be still is when you have passed from this world. While several dwarven cultures exist, the one that is best known in Uteria is the dwarves of Greyhelm. They live in a grouping of cities at the base of the Swordspyne Mountains in the East.

Dwarves stand a little over four feet tall and are almost as wide. The have large eyes, though in the daylight their heavy lids often give the impression they are squinting. Since they work throughout their entire lives, often reaching a venerable age of 180, they are typically muscular and deft of hands. They have a great mechanical sense, and can figure out most mechanical devices with deductive reasoning.