Tag: monster

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  • sapphireshrine

    *Paths in and out* Tunnels from here lead to [[housecenter|House Center]] and to the [[orcs|Trillimac Groves]]. *Description* The Sapphire shrine is in a cavern that also holds a large pool, extremely deep and perhaps 200 feet across. Emerging from …

  • kobolds

    Small, draconic humanoids, kobolds are nasty things that prefer to attack en masse. Despite their pipsqueak nature (considerably smaller and weaker than a dwarf, they come in huge numbers and are just as much a threat as the orcs to the north. Kobolds …

  • kobold

    Small Humanoid ([[kobolds]]) Armor Class 11 Hit Points 2 (1d6 – 1) Speed 30 ft. Senses darkvision 60 ft. Str 7 (–2) Dex 12 (+1) Con 8 (–1) Int 8 (–1) Wis 7 (–2) Cha 8 (–1) Alignment neutral evil Languages Common, Draconic TRAITS Light …

  • dskobolds

    *Dragonshield Kobold* Small Humanoid ([[kobolds]]) Armor Class 16 (ring mail, shield) Hit Points 7 (2d6) Speed 25 ft. Senses darkvision 60 ft. Str 10 (+0) Dex 13 (+1) Con 11 (+0) Int 10 (+0) Wis 9 (–1) Cha 10 (+0) Alignment neutral …

  • gcentipede

    *Centipede, Giant* Small Beast Armor Class 12 Hit Points 3 (1d6) Speed 40 ft., climb 20 ft. Senses darkvision 60 ft. Str 7 (–2) Dex 14 (+2) Con 11 (+0) Int 3 (–4) Wis 8 (–1) Cha 6 (–2) TRAITS Pack Tactics: The centipede gains a …

  • koboldogre

    *Kobold Ogre Gang* The kobolds came upon an ogre while it slept, and they blinded it with hot knives. They keep the ogre as a special weapon for use against the most dangerous predators. A group of six [[kobold|kobolds]] drives the blind ogre into the …

  • purpleworm

    *Purple Worm* The tunnel shakes violently, and DC 11 Intelligence or Wisdom check is enough for a character to discern the approach of a purple worm. Each character who fails to flee the area must make a DC 11 Dexterity saving throw. A purple worm …

  • stirges

    A stirge resembles a giant mosquito about the size of a housecat, being one foot long and half a foot wide and tall. It has a set of four leathery, bat-like wings with a span of two feet. It has a long, sharp proboscis, a short tail, barbed legs, and a …

  • cube

    *Gelatinous Cube* Large Ooze Armor Class 6 Hit Points 73 (7d10 + 35) Speed 15 ft. Senses blindsight 60 ft. Str 10 (+0) Dex 3 (–4) Con 20 (+5) Int 1 (–5) Wis 10 (+0) Cha 1 (–5) TRAITS Immunities: The cube cannot be charmed or …

  • firebeetles

    Giant fire beetles are about 2 feet long. *Fire Beetle* Small Beast Armor Class 13 Hit Points 3 (1d6) Speed 30 ft. Str 10 (+0) Dex 10 (+0) Con 11 (+0) Int 3 (–4) Wis 8 (–1) Cha 7 (–2) TRAITS Glowing Glands: The fire beetle has …

  • orcs

    The Trillimac Groves were once a house of worship dedicated to Baervan Wildwanderer, the Dwarven god of travel and nature. The temple is fashioned from a tightly packed grove of edible trillimac mushrooms around a clear pool full of blind cave fish. …

  • orc

    *Orc* Medium Humanoid (Orc) Armor Class 13 (studded leather) Hit Points 11 (2d8 + 2) Speed 30 ft. Senses darkvision 60 ft. Str 14 (+2) Dex 10 (+0) Con 12 (+1) Int 7 (–2) Wis 11 (+0) Cha 10 (+0) Alignment chaotic evil Languages …

  • earthminion

    Medium Elemental (Earth) Armor Class 12 Hit Points 30 (3d8+7) Speed 10 ft. Str 18 (+4) Dex 5 (–3) Con 16 (+3) Int 5 (–3) Wis 7 (–2) Cha 5 (–3) Languages Terran TRAITS Immunities: The elemental is immune to disease and poison, and cannot be …

  • rubblestorm

    *Rubblestorm* Medium Elemental (Earth) Armor Class 13 Hit Points 30 Speed: Fly 25 ft Str 10 Dex 17 (+3) Con 10 Int 5 (-3) Wis 7 (-2) Cha 5 (-3) Languages Terran TRAITS Immunities: The elemental is immune to disease and poison, and cannot be …

  • Stoneshaper

    The elemental swims through stone and earth, and only takes form by inhabiting those substances, which is warps as if a semisolid. The disadvantage here is that it makes itself fundamentally material, meaning it can take normal (nonmagical) damage. …

  • stoneshaper

    The elemental swims through stone and earth, and only takes form by inhabiting those substances, which is warps as if a semisolid. The disadvantage here is that it makes itself fundamentally material, meaning it can take normal (nonmagical) damage. …

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