Gorgalug

Gorgalug

Gorgalugs, often called “tank slugs” by adventurers, are large creatures who live within the dark caverns and deep recesses of the earth. They burrow through solid stone by two means of acid production: some from a gland under its mouth which it can spit precisely up to 30 feet, and the other secreted from pores all over the Gorgalug’s body. They will normally make a lair in a giant cavern and attract prey by using a scented oil secreted from their bodies.

 

Gorgalugs enjoy hitting their prey with their acid split and watching as the victim squirms in pain before devouring it.

Gorgalug

Challenge Rating: 6

Size: Large

Type: Aberration

Initiative: +1

 

Defense

Hit Points: 90 (HD)

Armor Class: 18, touch 10, flat footed 16 (+1 dex, +8 natural armor, -1 size)

Saves: Fort +10 Ref +3 Will +9

Weaknesses: —

 

Offense

Speed: 30’, burrow 10’

Base Attack: +7

Melee: 2 Slams +12 (1d6+4)

Ranged: Acid Spit +8 (2d4+2 Acid Damage for 2 rounds)

Special Attacks: Acid Spit

Sanity Effects: –

 

Statistics

Abilities: STR 20, DEX 13, CON 21, INT 10, WIS 10, CHA 6

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

Talents: 4 points or recommended: Alertness, Blind Fight, Great Fortitude, Toughness

Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell

 

Ecology

Environment: Underground

Organization: Solitary

 

Treasure: None

 

Acid Immunity

Gorgalugs are immune to all forms of acid, both mundane and magical.

 

Acid Spit  

Every 2 rounds a Gorgalug can shoot a glob of acid from a gland under its mouth towards a victim. This acid is the same as what the Gorgalug uses to burrow through the ground. It does 2d4+2 damage for two rounds. The acid is solid enough to not splash, so creatures nearby are at no risk of splash damage. Reflex DC 20 no damage.

 

Pungent Scent  

Gorgalugs secrete an oil which smells of rotting meat. This is used to draw prey, but can also warn adventurers of the Gorgalug.

 

Dissolve Stone

A Gorgalug can use its powerful acid to burrow through solid rock. It first makes small openings for it to begin burrowing, typically by spitting acid from a special gland under its mouth, which it also uses to attack unsuspecting adventurers.

 

It then secretes an acid similar to its spit (but much more concentrated) from various pores all over its body. As it squeezes its body into those small cracks and crevices, the acid dissolves the surrounded stone, creating larger paths and tunnels through the earth.  In this manner, a Gorgalug can burrow through the ground at a speed of 5 feet per hour.

 

Armor Shell

A Gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and increase its AC by 25. The shell itself has the following stats: hardness 10, hit points 80, Break DC of 27. A Gorgalug can stay in this state for up to 2 weeks without need of food or water.

 

Gorgalug, Adolescent

 

Gorgalug, Adolescent

Challenge Rating: 3

Size: Large

Type: Animal

Initiative: +1

 

Defense

Hit Points: 30 (3d8 +12)

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

Saves: Fort +7 Ref +3 Will +5

Weaknesses: –

 

Offense

Speed: 20 ft’

Base Attack: +3

Melee: Slam +6 (1d6+3)

Ranged: Acid Spit +1 (Acid 1d4-1 for 2 rounds)

Special Attacks: Space 10’, Reach 10’

Sanity Effects: –

 

Statistics

Abilities: STR 16, DEX 12, CON 18, INT 10, WIS 10, CHA 6

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

Talents: Two points or recommended: Alertness, Blind Fight

Special Qualities: +3 Thievery for stealth in lair, Pungent Scent, Acid Immunity, Dissolve Stone, Armor Shell

Ecology

Environment: Underground

Organization: Single or pair

 

Treasure: None

 

Special Abilities

Acid Immunity: Gorgalugs are immune to all forms of acid, both mundane and magical.

 

Acid Spit: Every 2 rounds a gorgalug can shoot a glob of acid from a gland under its mouth

towards a victim. This acid is the same as what the gorgalug uses to burrow through the ground. It does

1d4+1 damage for two rounds. The acid is viscous enough that it does not splash, so creatures nearby

are at no risk of splash damage. Reflex DC 12 no damage.

 

Dissolve Stone: A gorgalug can use its powerful acid, which it spits from a special gland under its mouth, to burrow through solid rock.

 

Armor Shell: A gorgalug can curl into a tight ball, shielding itself from attacks with its armored plating along its backside. These armored plates are stronger than most metals found in the world, and while in a ball, increase its AC by 12. The shell itself has the following stats: hardness 10, hit points 40, Break DC of 27. An adolescent gorgalug can stay in this state for up to 1 week without need of food or water.

 

Green Hag

Green Hag

Challenge Rating: 5

Size: Medium

Type: Humanoid (Monstrous)

Initiative: +1

 

Defense

Hit Points: 49 (9HD)

Armor Class: 22, touch 11, flat-footed 21 (+1 Dex, +11 natural)

Saves: Fort +6 Ref +7 Will +7

Weaknesses: –

 

Offense

Speed: 30ft, swim 30ft

Base Attack: +9

Melee: 2 claws +13 melee (1d4+4)

Special Attacks: Spell-like abilities, weakness, mimicry

 

Statistics

Abilities: STR 19, DEX 12, CON 12, INT 13, WIS 13, CHA 14

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

Talents: Three points or recommended:  Alertness, Blind-fight, Great Fortitude

Special Qualities:Darkvision 90 ft., spell resistance 18

Ecology

Environment: Temperate Marshes

Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)

Treasure: Standard

 

Spell-Like Abilities

At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing.

 

Weakness

A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage.

 

Mimicry

A green hag can imitate the sounds of almost any animal found near its lair.

 

Grelm

Grelm  

This aquatic creature is covered in an armored shell, has four giant claws, and a horrible visage – two small black eyes and a mass of tentacles hanging down from its mouth. It can be up to 8 feet long and weigh around 700lbs.

 

This giant monstrosity stays near areas with water. It moves quickly when in the water, and slows on land. It is a hunter, living only to feed and sleep. It has four claws it uses to attack and grapple opponents.

Grelm

Challenge Rating: 6

Size: Large

Type: Navirite Aberration

Initiative: 0

 

Defense

Hit Points: 89

Armor Class: 19 ( +9 natural)

Saves: Fort +10 Ref +5 Will +5

Weakness: –

 

Offense

Speed: 45 submerged, or in water ( on land 20)

Base Attack: +7

Melee: (4) Claws +12  (1d6+5), Bite (if grappled) (1d6+5 plus poison)

Ranged: Throw boulder +7 (1d8+5)

Special Attacks: Reach 5’, grab, poison

Sanity Effects: First Encounter 1/1d8, if grappled by the Grelm 1/1d8

 

Statistics

Abilities: STR 21, DEX 11, CON 15, INT 6, WIS 10, CHA 7

Skills: +2 Acrobatics, +5 Athletics, +7 Awareness, +3 Endurance, +0 Knowledge, -2 Persuasion, – Spellcraft, +0 Survival, +3 Thievery

Talents: Alertness, Cleave, Run

Special Qualities: +3 Awareness, low light vision, fearless

 

Ecology

Environment: Temperate marshes, water filled caverns

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

Treasure: Standard

Poison

Grelm Saliva – DC 14 Injury, 1 CON, 1 minute later 2 CON

 

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.

Griffon

Griffon

Challenge Rating: 4

Size: Large

Type: Magical Beast

Initiative: +2

 

Defense

Hit Points: 59 ( 7HD)

Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15

Saves: Fort +8 Ref +7 Will +5

Weaknesses: –

 

Offense

Speed: 30ft, fly 80ft

Base Attack: +7

Melee: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)

Special Attacks: Pounce, rake 1d6+2

Sanity Effects: –

 

Statistics

Abilities: STR 18, DEX 15, CON 16, INT 5, WIS 13, CHA 8

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

Talents: 3 points or recommended: Unbreakable Will, Multiattack, Weapon Focus (bite)

Special Qualities: 5ft Reach, Darkvision 60ft, low-light Vision, scent

Ecology

Environment: Temperate Hills

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

Treasure: None

 

Pounce

If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

 

Rake

Attack bonus +8 melee, damage 1d6+2.

 

Hell Hound

Hellhound

Challenge Rating: 3

Size: Medium (8’)

Type: Fey (Aberration)

Initiative: +5

 

Defense

Hit Points: 25 (4d8+4)

Armor Class: 16, touch 11, flat-footed 15,  (+1 Dex, +5 natural)

Saves: Fort +5 Ref +5 Will +4

Weaknesses: Vulnerability to cold

 

Offense

Speed: 40’

Base Attack: +4

Melee: Bite +5 melee (1d8+1 plus 1d6 fire)

Ranged: —

Special Attacks: Breath weapon, fiery bite

Sanity effects: –

 

Statistics

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

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

Talents: 3 points or recommended: Improved Initiative, Run, Track

Special Qualities: Darkvision 60 ft., immunity to fire, scent,

 

Ecology

Environment: Any warm land

Organization: Solitary, pair, pack (5-12)

 

Treasure: None

 

Breath Weapon

A hell hound can breath a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half.

 

Fiery Bite

A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent.

 

Hezrou

Hezrou

A large creature whose heads seems to be part of its massive chest, opens a wide fang filled mouth. Massive, thick arms drape to the ground, sharp black claws grow out of all three digits on each hand.

 

It stands 9 feet tall and weighs about 800lbs.

Hezrou

Challenge Rating: 11

Size: Large

Type: Outsider

Initiative: +4

 

Defense

Hit Points: 145 (10HD)

Armor Class: 25, touch 9, flat-footed 25 (+16 natural, –1 size)

Saves: Fort +16 Ref +3 Will +9

Weaknesses: Silver

 

Offense

Speed: 30 ft., swim 30 ft.

Base Attack: +10

Melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)

Special Attacks: nausea

 

Statistics

Abilities: STR 27, DEX 11, CON 29, INT 14, WIS 14, CHA 18

Skills: Acrobatics +0, Athletics +10,  Awareness +5, Endurance +10, Knowledge +2, Persuasion +4, Spellcraft +6, Survival +2, Thievery +0

Talents: 5 points or recommended: Blind-Fight, Great Cleave,  Improved Initiative, Power Attack

Special Qualities: Space 10 ft.; Reach 10 ft.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Nausea

The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.


Great Cleave

If a hezrou deals a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), it gets an immediate, extra melee attack against another creature within reach. As long as a creature is left Disabled after each attack, the Hezrou gets another melee attack to another creature.

Power Attack

The Herzou, before making attack rolls for a round,  may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed +10. The penalty on attacks and bonus on damage apply until its next turn.

 

Horse

Horse

Challenge Rating: 1

Size: Large

Type: Animal

Initiative: +1

 

Defense

Hit Points: 19 (3d8+6)

Armor Class: 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)

Saves: Fort +5 Ref +4 Will +2

Weaknesses:

 

Offense

Speed: 50’

Base Attack: +2

Melee: 2 hooves -1 (1d6+1)

Ranged: —

Special Attacks: —

Sanity Effects: —

 

Statistics

Abilities: STR 16, DEX 13, CON 15, INT 2, WIS 12, CHA 6

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

Talents: Run

Special Qualities: Low light vision, scent

 

Ecology

Environment: Temperate Plains

Organization: Domesticated

 

Treasure: None

 

Hulking Horror

Hulking Horror

Challenge Rating: 7

Size: Large

Type: Aberration

Initiative: +1

 

Defense

Hit Points: 71 (8HD)

Armor Class: Armor Class:18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17

Saves: Fort +8 Ref +3 Will +6

Weaknesses:

 

Offense

Speed: 20ft, burrow 20ft

Base Attack: +6

Melee:  2 claws +11 melee (2d4+6) and bite +9 melee (2d8+3)

Special Attacks: Pinsir Grapple

Sanity Effects: First encounter 1/1d8

 

Statistics

Abilities: STR 23, DEX 13, CON 19, INT 11, WIS 11, CHA 13

Skills: Acrobatics +1, Athletics +10,  Awareness +1, Endurance +8, Knowledge +0, Persuasion +1, Spellcraft +1, Survival +0, Thievery +1

Talents: Great fortitude, Multiattack

Special Qualities:Darkvision 60 ft., tremorsense 60 ft.

 

Ecology

Environment: Underground

Organization: Solitary or Cluster (2-4)

 

Treasure: Standard

 

Pinsir Grapple

Hulking Horrors can grapple with their large pinsirs as well as their hands, as such they may make two heroic actions a round to grapple two different opponents or the same opponent twice. Grapples made at a 10ft range are always with the pinsir.

Imp

Imp, Fire

Challenge Rating: 3

Size: Small

Type: Navirite Fey

Initiative: +5

 

Defense

Hit Points: 13 (3HD)

Armor Class: 16 , touch 12, flat-footed 15  (+1 size, +1 Dex, +4 natural)

Saves: Fort +3, Ref +4, Will +3

Weaknesses: Magic or legacy weapons, cold

 

Offense

Speed: 30’, fly 50’

Base Attack: +3

Melee: 2 claws +4 melee (1d3 plus 1d4 fire)

Ranged: –

Special Attacks: Breath weapon, spell-like abilities

Sanity Effects: First Encounter 1/1d4

 

Statistics

Abilities: STR 10, DEX 13, CON 10, INT 6, WIS 11, CHA 15

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

Talents: 2 points or recommended: Dodge, Improved Initiative

Special Qualities: DR 5/magic or legacy, dark vision 60’, immune to fire, fast healing 2, cold does double damage

 

Ecology

Environment: Any

Organization: Any

 

Treasure: Standard

 

Combat

Breath Weapon

15-foot cone, damage 1d8 fire, Reflex half DC 12.

 

Spell-Like Abilities

1/hour—mage fire (DC 14); 1/day—heat metal (DC 15)

 

Fast Healing

A fire imp heals only if it is touching a flame at least as large as a torch.