Orvocorpse

Orvocorpse

An Orvocropse is not a sentient creature as it is a vehicle for fungal infection. Host creatures become infected with the fungus and if not treated, the fungus takes over the motor function of the creature. Often a hard wood like protrusion forms around and past the head and the hands/feet become enlarged and knotted with bark like protrusions. It is unknown if the host maintains consciousness, but the fungus controls the creature and the only focus seems to be the spread of the spores upon death or contact.

 

These creatures seem to have some sort of intelligence, as they migrate to populous areas. Stories of the Orvocorpse are most prevalent in the old kingdom of Uthgard, and anyone who sees a creature of this description will avoid it at all costs. Every city has orders to shoot anything with any symptom with flaming arrows, as fire seems to only sure way to stop the spread of the spores.

 

Orvocorpse

Challenge Rating: 4

Size: Medium

Type: Plant

Initiative: -2

 

Defense

Hit Points: 31

Armor Class: 17, touch 8, flat footed 17 (-2 Dex, +9 Natural)

Saves: Fort +8 Ref +1 Will +3

Weakness: Vulnerable to Fire

Offense

Speed: 10ft

Base Attack: +5

Melee: 2 Claws +7 (1d6+2)

Ranged: –

Special Attacks: Disease

 

Statistics

Abilities: STR 14, DEX 7, CON 15, INT 10, WIS 10, CHA 10

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

Talents:  Blind Fight

Special Qualities: Plant qualities

Ecology

Environment: Any

Organization: Solitary, Pair, Swarm

 

Treasure: N/A

 

Disease

Zombie spores: claw—injury; save Fortitude DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage, 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

After 1 week without a cure, the infected creature will begin to develop hardened patches of skin on the face and extremities. On the second week, every hour the infected must make a Will save, DC 20, or slump to the ground, unable to perform any actions, staring vacantly ahead as the fungus begins to take control of their mind. After 30 days without a cure, the victim’s hands, head, and feet are completely encased in a hard bark-like substance. Upon waking on the 30 day, they are compelled to find nearby living creatures and spread the fungus, without concern for their own life.

 

Death Throes

An Orvocorpse explodes when it is destroyed. All creatures within 10 feet of the creature must make a Reflex save of 20, or be covered by fungal spores. Anyone who fails the save is infected by the zombie spores disease. After 1 round, the spores become harmless due to their exposure to the air.

 

Otyugh

Otyugh

Challenge Rating: 4

Size: Large

Type: Aberration

Initiative: +0

 

Defense

Hit Points: 36 (6HD)

Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17

Saves: Fort +3 Ref +2 Will +6

Weaknesses: –

 

Offense

Speed: 20ft

Base Attack: +4

Melee: 2 tentacles +4 melee (1d6) and bite -2 melee (1d4)

Special Attacks: Constrict 1d6, disease, improved grab

Sanity Effects: –

 

Statistics

Abilities: STR 11, DEX 10, CON 13, INT 5, WIS 12, CHA 6

Skills: Acrobatics +0, Athletics +1,  Awareness +4, Endurance +3, Knowledge -7, Persuasion -2, Spellcraft +1, Survival +1, Thievery +0

Talents: Alertness, Weapon Focus (Tentacle)

Special Qualities: 15’ reach, Darkvision 60ft, Scent

 

Ecology

Environment: Underground

Organization: Solitary, Pair, or Cluster (3-4)

Treasure: Standard

 

Constrict

An otyugh deals automatic tentacle damage with a successful grapple.

 

Disease

Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con.

 

Improved Grab

To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

 

Phase Cat

Phase Cat

Challenge Rating: 4

Size: Large

Type: Magical Beast

Initiative: +2

 

Defense

Hit Points: 51 (6HD)

Armor Class: 16, touch 11, flat-footed 14 (-1 size, +2 dex, +5 natural)

Saves: Fort +8 Ref   +4 Will +3

Weaknesses: –

 

Offense

Speed: 40ft

Base Attack: +4

Melee: 4 Tentacles +9 1d6+4, bite +4 1d8+2

Special Attacks: –

Sanity Effects: 1/1d4

 

Statistics

Abilities: STR 18, DEX 15, CON 16, INT 5, WIS 12, CHA 8

Skills: Acrobatics +5, Athletics +4,  Awareness +5, Endurance +3, Knowledge N/A, Persuasion -1, Spellcraft +1, Survival +1, Thievery +2

Talents: 2 points or recommended: Alertness, Dodge

Special Qualities: 10’ Reach with Tentacles. Phase, resistance to ranged attacks

 

Ecology

Environment: Temperate forest, hill, or mountains and underground

Organization: Solitary, pair, or pride (6-10)

 

Treasure: Standard

 

Phase

A light-bending glamer continually surrounds a phase cat, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than site. A true seeing affect allows the user to see the beast’s position, but see invisibility has no effect.


Resistance to Ranged Attacks

A phase cat gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks).


Skills

A phase cat receives a +8 racial bonus to Hide checks, thanks to its displacement power.

Pseudodragon

Pseudodragon

Challenge Rating: 1

Size: Tiny

Type: Dragon

Initiative: +2

 

Defense

Hit Points: 15 (2 HD)

Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Saves: Fort +4 Ref +5 Will +4

Weaknesses: –

 

Offense

Speed: 15ft, fly 60ft

Base Attack: +2

Melee: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)

Special Attacks: Poison

Sanity Effects: –

 

Statistics

Abilities: STR 6, DEX 15, CON 13, INT 10, WIS 12, CHA 10

Skills: Acrobatics +3, Athletics -2,  Awareness +3, Endurance +1, Knowledge +0, Persuasion +0, Spellcraft +2, Survival +2, Thievery +3

Talents: Alertness, Weapon Dexterity

Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision,  telepathy 60 ft.

 

Ecology

Environment: Temperate Forests

Organization: Solitary, pair, or clutch (3-5)

Treasure: none

 

Poison

Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

 

Blindsense

A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

 

Telepathy

Pseudodragons can communicate telepathically with creatures that speak Common or Fey, provided they are within 60 feet.

 

Pyrg

Pyrg

As magic has returned, so have creatures that take normal nuisances of our world and turn them into nightmarish pests. A pyrg is as if a mosquito grew 100 times it size, to about a foot and a half across, and could drain a human dry in a couple of minutes.

Pyrg

Challenge Rating: 1/2

Size: Tiny

Type: Magical Beast

Initiative: +4

 

Defense

Hit Points: 5 (1d10)

Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12

Saves: Fort +2 Ref +6 Will +1

Weakness: —

 

Offense

Speed: 10’, Fly 40’

Base Attack: +1

Melee: Touch +7 melee (attach)

Ranged: None

Special Attacks: Attach, blood drain

Sanity Effects: –

 

Statistics

Abilities: STR 3, DEX 19, CON 10, INT 3, WIS 12, CHA 6

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

Talents: Alertness, Weapon Finesse

Special Qualities: Darkvision 60 ft., low-light vision

 

Ecology

Environment: Any Damp

Organization: Single, Pair, Swarm (3-12)

 

Treasure: None

 

Combat

A pyrg attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

 

Attach

If a pyrg hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached pyrg is effectively grappling its prey. The pyrg loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Pyrgs have a +5 racial bonus on grapple heroic actions.

 

An attached pyrg can be struck with a weapon or grappled itself. To remove an attached pyrg through grappling, the opponent must achieve a pin against the pyrg.

 

Blood Drain

A pyrg drains blood, dealing 1d4 points of damage in any round when it begins its turn attached to a victim. Once it has dealt 10 points of damage, it detaches and flies off to digest the meal. If its victim dies before the pyrg’s appetite has been sated, the pyrg detaches and seeks a new target.

 

Ravenous Corpse

Ravenous Corpse (Daevar)

A Daevar (the elven name for a Ravenous Corpse) is a long dead corpse possessed by a spirit from the Between. These spirits have spent so long between worlds that their sole desire is to feed when they enter Uteria.

 

Often they inhabit long dead and skeletal bodies, the common feature being a long pointed tongue which seems to grow from whatever rotting flesh is left on the body.

 

They are fast moving, and have an ability to cause the area around them to seem darker, as if ink forms in the air around it. Its claws and bite cause paralysis in most victims, which allows it to begin to feast on the flesh. It is not particular, any living being is a suitable victim to this horrific unnatural hunter.

 

Ravenous Corpse

Challenge Rating: 2

Size: M

Type: Undead

Initiative: +2

 

Defense

Hit Points: 16 (2HD)

Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

Saves: Fort +2 Ref +2 Will +5

Weaknesses: Silver, amarnium

 

Offense

Speed: 45

Base Attack: +1

Melee: 2 claws +3 (1d6+1), tongue +1 (1d6 plus disease and paralysis.)

Ranged: –

Special Attacks: Disease, paralysis

Sanity Effects: First Encounter 0/1d2

 

Statistics

Abilities: STR 13, DEX 15, CON 0, INT 13, WIS 14, CHA 9

Skills: Acrobatics +2, Athletics +1,  Awareness +5, Endurance 0, Knowledge -, Persuasion -, Spellcraft -, Survival 0, Thievery +3

Talents: Alertness

Special Qualities: DR 1 silver/amarnium; darkness

 

Ecology

Environment: Any

Organization: Single, pair, or gathering (4-7)

 

Treasure: Standard

 

Disease

Fever: Bite-injury; save Fort DC 13; onset 1/day; frequency 1 day; effect 1d3 CON and 1d3 STR damage; cure 2 consecutive saves.

 

Darkness

The ravenous corpse can extend the shadows around them once per day. This acts as a Darkness spell.

 

Paralysis

Those hit by a ravenous corpse’s tongue attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.

 

Reaver

Reaver (Baak Mor)

A large cloaked creature drifts from the night sky, its leathery wings so thin the moonlight passes through it. A head that resembled a vulture stares out from under the tattered hood. Its skin is marked with runes or tattoos, and its blank white eyes glow with a pallid life. Long fingered hands hang low to the ground, its talons lazily scrapping symbols in the ground as it watches you.

 

Created by Daigon(maybe) the creator. He was the dreadlord who loved to try and create. He twisted many different creatures into the Reavers.

 

Reaver

Challenge Rating: 7

Size: Medium

Type: Fey

Initiative: +3

 

Defense

Hit Points: 59 (7d10+21) regeneration 5/round

Armor Class: 18, touch 18, flat-footed 14 (+5 natural AC, +3 DEX)

Saves: Fort 6 Ref 12 Will 11

 

Offense

Speed: 30’ (Fly 50’)

Base Attack: +7

Melee: (2) Claws +12 (1d8+2)

Ranged: –

Special Attacks: Mage Fire, Fear

Mana: 30

Sanity Effects: First Encounter 1/1d8, Fear

 

Statistics

Abilities: STR 15, DEX 16, CON 16, INT 17, WIS 12, CHA 8

Skills: Acrobatics +4 , Athletics +2 , Awareness +5, Endurance +2 , Knowledge +4 , Persuasion +1, Spellcraft +3 , Survival +1 , Thievery +3

Talents: 5 points or recommended: Advantage, Cleave, Enlarge Spell, Stunning Strike

Special Qualities:  Darkvision 60’, Fly,

Mana: 35

 

Ecology

Environment: Any

Organization: Single, or Council

 

Treasure: Standard

 

Spell-Like abilities

Mage Fire

Once per round the Reaver can cast Mage Fire and a green blast of flames erupts from their hands doing 2d8+4 fire damage to those within the cone of flame. DC 14 save to take half damage.

 

Fear

Any within 30’ of the Reaver are struck as if with the Fear spell. DC 17 Will save to resist.

 

Standard Spells

0 – Arcane Mark, Detect Magic, Open/Close

1 – Alarm, Comprehend Languages, Doom, Summon Creature

3 – Darkness, Hold Creature, Whispering Wind

5 – Glyph of Warding, Haste, Lightning Bolt

7 – Dreamwalk

 

Red Howler

Red Howler

A large four legged creature stalks out from the shadows. Its yellow cat like eyes glow in the dim light. Red barbs create a deadly mane and run down its slender back. The moth parts in a growl, its white teeth stark against the black gums.

 

Red Howlers find their way into Atheles through breaks in the veil. They prowl the dark forests and wastes near where they came through. They are 8’ in length and weight in around 800 pounds. They have no language besides the growls of hunting and mating.

Red Howler

Challenge Rating: 3

Size: Large (8’)

Type: Navirite

Initiative: +7

 

Defense

Hit Points: 39 (6HD)

Armor Class: 17, touch 12, flat-footed 14 (-1 size, +3 Dex, +5 natural)

Saves: Fort +7, Ref +8, Will +7

 

Offense

Speed: 60’

Base Attack: +6

Melee: Bite +10 melee (2d8+5  Crit 19-20)

Ranged: –

Special Attacks: Quills, howl, trip

 

Statistics

Abilities: STR 21, DEX 17, CON 15, INT 6, WIS 14, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +5, Endurance +2, Knowledge -3, Persuasion -1, Spellcraft -, Survival +2, Thievery +4

Talents: (3) Suggested: Alertness, Expanded Critical, Improved Initiative

Special Qualities: Darkvision 60’

 

Ecology

Environment: Any close to ley lines or crossings.

Organization: Solitary, Pair, Pack (3-8)

 

Treasure: None

Combat

A red howler will attack from surprise, catching its prey off guard and immediately howling to try and daze them.

 

Quills

The quills that cover the howler damage anyone who they attack or attacks them with a non reach weapon, natural weapon, or unarmed strike. The quills do 1d4 damage. If the howler is attacking, the defender only suffers the quills if the howlers attack is successful.  If someone attacks with a close weapon, they automatically get struck by the quills. Anyone struck by the quills will find them lodged into their skin. To remove the quills, it takes a DC18 survival check or another 1d4 damage will be done to the wounded.

 

Howl

 

The howler may howl as an action, which dazes any within a 15’ radius. A DC 12 Will Save will negate.

 

Trip

 

A howler often tries to trip its opponent, pulling them to the ground. They receive a +2 bonus to a trip action, and is treated as a Heroic Action using the Howlers DEX bonus. If a defender fails, they become prone that round. A howler may attack after a trip attempt, but only if it has an extra action left.

Redcap

Redcap Redcap

Challenge Rating: 1

Size: S

Type: Navirite Fey

Initiative: 3

 

Defense

Hit Points: 5 (1d6+2)

Armor Class: 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)

Saves: Fort 1 Ref 6 Will 2

Weaknesses: Cold iron

Offense

Speed: 20’

Base Attack: 0

Melee: Tiny Sword +5 (1d3 + poison)

Ranged: Tiny Spear +5 (1d3 + poison)

Special Attacks:

Sanity Effects: On First Encounter 1/1d3

Statistics

Abilities: Str 10, Dex 17, Con 12, Int 11, Wis 12, Cha 11

Skills: Athletics 3 , Awareness 2, Endurance 1, Knowledge 0, Persuasion 3, Power 1, Survival 0, Thievery 4

Talents: Weapon Dexterity

Special Qualities: Damage Reduction 3/cold iron, Darkvision 60’

Ecology

Environment: Any forest, cave, dungeon

Organization: Single, Pair, Band (3-6), Clan (8-16)

Treasure: Standard

 

Poison

Feyroot —injury; save Fort DC 11; frequency 1/round for 2 rounds; effect -1 CON damage; cure 1 save

 

Root Golem

Root Golem

Challenge Rating: 3

Size: Medium

Type: Construct

Initiative: +3

 

Defense

Hit Points: 25 (3d10+10)

Armor Class: 17, flat-footed 14 (3 DEX, 4 Natural)

Saves: Fort +2 Ref +3 Will +1

Weaknesses: Slashing weapons, fire

 

Offense

Speed: 30’

Base Attack: +4

Melee: 2 Slams +7 (1d6+3 plus grab)

Ranged: –

Special Attacks: Grab, strangle (1d4+3)

Sanity Effects: –

 

Statistics

Abilities: STR 16, DEX 16, CON -, INT -, WIS 10, CHA 1

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

Talents: –

Special Qualities: DR 1 / slashing, Immune: construct traits, fire does x2 damage

 

Ecology

Environment: Any

Organization: Any

 

Treasure: None

 

Grab

When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.

 

Strangle

 

If an opponent is being grappled by the root golem it may golem deal 1d4+3 points of damage with a successful Heroic Action, as a free action. Heroic action to escape.