Originally posted August 11, 2014:
I worked up the stat blocks for the Poison Dusk Lizardfolk. I have stat blocks for Rogue 1, Rogue 1/Monk 2, two different versions of Rogue 3/Monk 2 (using slightly different point-buy allocations), and the BBEG Sepulchral Thief Rogue 3/Monk 2.
My PC's for this campaign are 28 point-buy; I made these guys using 26 point buy.
Now that I think about it, I really should give these guys longspears... they have Combat Reflexes, and they would threaten at range and up close... though that would prevent the use of claws as secondary natural attacks...
Sepulchral Thief Poison Dusk Lizardfolk Rogue 3/Monk 2
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 10 (2), Int 12 (4), Wis 15 (8), Cha 8 (0)
Str 10, Dex 18, Con 12, Int 12, Wis 15, Cha 6
Poison Dusk Lizardfolk Invisible Fist Sepulchral Thief
Rogue 3/Monk 2
Small Undead (Augmented Humanoid, Reptilian)
Hit Dice: 5d12 (38 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 28 (+1 size, +6 Dex, +3 Wis, +8 natural), touch 20, flat-footed 22
Base Attack/Grapple: +3/–1
Attack: Negative energy touch +10 melee touch (1d8+5 / Will DC 11 half) or unarmed strike +10 melee (1d4) or
claw +10 melee (1d3) or short sword +10 melee (1d4/19-20) or shortbow +10 ranged (1d4/x3)
Full Attack: 2 claws +10 melee (1d3*) and bite +8 melee (1d3) or
+1 short sword +11 melee (1d4+1/19-20) and claw +8 melee (1d3*) and bite +8 melee (1d3) or
+1 short sword +11 melee (1d4+1/19-20) and negative energy touch +8 melee touch (1d8+5 / Will DC 11 half) or
unarmed strike +10 melee (1d4) and 2 claws +8 melee (1d3*) and bite +8 melee (1d3) or
shortbow +10 ranged (1d4/x3) and bite +8 melee (1d3)
*the first claw attack deals additional negative energy damage (1d8+5 / Will DC 11 half)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +3d6 Sneak Attack, flurry of blows, unarmed strike, draining touch, obscuring aura
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist, turn resistance +4, damage reduction 15/magic and either good or lawful, immune to cold, electricity, and mind-affecting attacks, reanimation, see in darkness, shadow jump 30 feet
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 10, Dex 22, Con –, Int 14, Wis 16, Cha 8
Skills: Balance +25 [5], Climb +13 [5], Disable Device +7 [5], Hide +30 [7], Jump +11 [5], Listen +8 [5], Move Silently +20 [6], Open Lock +11 [5], Search +4 [2], Sleight of Hand +19 [5], Spot +8 [5], Swim +6 [2], Tumble +15 [7]; [intelligence raised from 12 to 14 after gaining 5th level]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 7
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Draining Touch (Su): Any time the sepulchral thief deals damage with its touch attack, it gains a number of hit points equal to 1/4 the damage dealt (for this reason, the creature often attempts to begin combat with a sneak attack delivered with this method). If this raises its hit point total above its normal maximum, it gains the excess as temporary hit points that disappear after 1 hour. It can never have more temporary hit points than its total normal hit points.
Obscuring Aura (Su): Sepulchral thieves are shrouded in a mind- and senses-clouding aura of negative energy. Living creatures in a 30-foot radius must succeed on a DC 11 Will save or be affected by the aura. Creatures with fewer than one-half the sepulchral thief’s Hit Dice are blinded and deafened. For example, if the sepulchral thief has 9 HD, this applies to creatures of 4 HD or fewer. All other creatures take a –2 penalty on Listen, Search, and Spot checks. A creature that successfully saves cannot be affected again by the same thief’s aura for 24 hours.
Sneak Attack (Ex): The sepulchral thief deals 1d6 points of extra damage when flanking an opponent or at any time when a target would be denied its Dexterity bonus.
Damage Reduction (Su): A sepulchral thief’s undead body is powered by hatred and negative energies, giving the creature damage reduction 15/magic and either good or lawful (regardless of the thief’s actual alignment). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Reanimation (Su): The greed and malevolence that animate the sepulchral thief cannot be dispersed through mere physical destruction. When a sepulchral thief is destroyed, its life force immediately inhabits the single most valuable item it has on its possession (often but not always a weapon). Unless the item is destroyed or mystically cleansed, the sepulchral thief reappears 1d10 days after its apparent death. Casting dispel evil or hallow on the item destroys the thief’s essence if the caster makes a successful caster level check against a DC equal to 11 + the sepulchral thief’s HD. Destroying the item also destroys the inhabiting essence.
If the thief has two or more items of equal value as its “most valuable” possessions, it inhabits a weapon in favor of any other item; otherwise, choose randomly. So long as the sepulchral thief inhabits an item, that item radiates moderate necromancy and evil, in addition to its normal auras.
See in Darkness (Sp): Moreso even than other undead, the sepulchral thief is fully comfortable in the black of night. They can see perfectly in darkness—retaining the ability to distinguish color and texture—to a distance of 60 feet. This applies even to magical darkness.
Shadow Jump (Sp): A sepulchral thief gains the ability to travel between shadows as if by means of a dimension door spell, just as a shadow dancer can (DMG 195). The thief can jump a total of 30 feet each day in this manner. If the sepulchral thief has the shadow jump ability from some other source, such as levels in the shadow dancer prestige class, these total daily distances stack.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. Sepulchral thieves have a +8 racial bonus on Balance, Climb, Hide, Move Silently, and Sleight of Hand checks. Note, PHB p. 171 states, “With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works…”
Poison Dusk Lizardfolk Rogue 3/Monk 2
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 10 (2), Int 12 (4), Wis 15 (8), Cha 8 (0)
Str 10, Dex 18, Con 12, Int 12, Wis 15, Cha 6
Poison Dusk Lizardfolk
Rogue 3/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 3d6 + 2d8 + 5 (27 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 21 (+1 size, +4 Dex, +3 Wis, +3 natural), touch 18, flat-footed 17
Base Attack/Grapple: +3/–1
Attack: Unarmed strike +8 melee (1d4) or claw +8 melee (1d3) or short sword +8 melee (1d4/19-20) or shortbow +8 ranged (1d4/x3)
Full Attack: 2 claws +8 melee (1d3) and bite +6 melee (1d3) or
short sword +8 melee (1d4/19-20) and claw +6 melee (1d3) and bite +6 melee (1d3) or
unarmed strike +8 melee (1d4) and 2 claws +6 melee (1d3) and bite +6 melee (1d3) or
shortbow +8 ranged (1d4/x3) and bite +6 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +2d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist
Saves: Fort +5, Ref +10, Will +7
Abilities: Str 10, Dex 18, Con 12, Int 12, Wis 16, Cha 6
Skills: Balance +15 [5], Climb +5 [5], Disable Device +6 [5], Hide +20 [7], Jump +11 [5], Listen +8 [5], Move Silently +10 [6], Open Lock +9 [5], Search +3 [2], Sleight of Hand +9 [5], Spot +8 [5], Swim +6 [2], Tumble +13 [7]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 5
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 3/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 3d6 + 2d8 + 15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +2 Wis, +3 natural), touch 17, flat-footed 16
Base Attack/Grapple: +3/–1
Attack: Unarmed strike +8 melee (1d4) or claw +8 melee (1d3) or short sword +8 melee (1d4/19-20) or shortbow +8 ranged (1d4/x3)
Full Attack: 2 claws +8 melee (1d3) and bite +6 melee (1d3) or
short sword +8 melee (1d4/19-20) and claw +6 melee (1d3) and bite +6 melee (1d3) or
unarmed strike +8 melee (1d4) and 2 claws +6 melee (1d3) and bite +6 melee (1d3) or
shortbow +8 ranged (1d4/x3) and bite +6 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +2d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 10, Dex 19, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +15 [5], Climb +5 [5], Disable Device +5 [5], Hide +18 [5], Jump +11 [5], Listen +6 [4], Move Silently +9 [5], Open Lock +9 [5], Search +2 [2], Sleight of Hand +9 [5], Spot +6 [4], Swim +5 [1], Tumble +11 [5]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 5
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Poison Dusk Lizardfolk Rogue 1/Monk 2
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 1/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 1d6 + 2d8 + 9 (24 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +2 Wis, +3 natural), touch 17, flat-footed 16
Base Attack/Grapple: +1/–3
Attack: Unarmed strike +6 melee (1d4) or claw +6 melee (1d3) or short sword +6 melee (1d4/19-20) or shortbow +6 ranged (1d4/x3)
Full Attack: 2 claws +6 melee (1d3) and bite +4 melee (1d3) or
short sword +6 melee (1d4/19-20) and claw +4 melee (1d3) and bite +4 melee (1d3) or
unarmed strike +6 melee (1d4) and 2 claws +4 melee (1d3) and bite +4 melee (1d3) or
shortbow +6 ranged (1d4/x3) and bite +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +1d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, invisible fist
Saves: Fort +6, Ref +9, Will +5
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +15 [5], Hide +18 [5], Jump +11 [5], Listen +7 [5], Move Silently +10 [6], Search +2 [2], Spot +7 [5], Swim +6 [2], Tumble +11 [5]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 3
Treasure: 50% coins, 50% goods
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Poison Dusk Lizardfolk Rogue 1
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 1
Small Humanoid (Reptilian)
Hit Dice: 1d6+3 (9 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–4
Attack: Claw +1 melee (1d3) or short sword +1 melee (1d4/19-20) or shortbow +5 ranged (1d4/x3)
Full Attack: 2 claws +1 melee (1d3) and bite –1 melee (1d3) or
short sword +1 melee (1d4/19-20) and claw –1 melee (1d3) and bite –1 melee (1d3) or
shortbow +5 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +1d6 Sneak Attack
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +12 [4], Hide +17 [4], Jump +8 [4], Listen +6 [4], Move Silently +8 [4], Search +2 [2], Spot +6 [4], Swim +6 [2], Tumble +8 [4]
Feats: Multiattack
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1
Treasure: 50% coins, 50% goods
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Originally posted March 17, 2015:
Here are the stat blocks I'll be using tonight:
Drow Swordsage 5
Drow Swordsage CR 6
hp 30 each (5d8+5 HD)
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Male drow Swordsage 5
CE Medium humanoid (elf)
Init +6; Senses darkvision 120 ft; Listen +11, Spot +11
Languages Common, Drow Sign Language, Elven, Undercommon
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AC 20, touch 16, flat-footed 16
(+4 mithral chain shirt, +2 Wis, +4 Dex)
Immune magic sleep effects
SR 16
Fort +2, Ref +8, Will +6 (+8 against spells, spell-like abilities, and enchantments)
Weakness light blindness
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Speed 30 ft. (6 squares)
Melee mwk short sword +8 (1d6+1/19–20 plus poison)
Ranged mwk hand crossbow +8 (1d4/19–20 plus poison)
Base Atk +3; Grp +4
Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4
hours), maneuvers
Combat Gear 4 doses of drow poison, potion of cure light wounds, potion of jump,
potion of hide from undead
Spell-Like Abilities (CL 5th):
1/day—dancing lights, darkness, faerie fire
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Abilities Str 13, Dex 18, Con 12, Int 12, Wis 14, Cha 10
SQ able to notice secret or concealed doors, poison use
Feats Adaptive Style, Weapon Finesse, Weapon Focus (shadow hand weapons)*
Skills Balance +14 [8], Climb +7 [6], Hide +11 [7], Jump +8 [5], Listen +11 [7],
Move Silently +11 [7], *Search +4 [ø], *Spot +8 [4 cc], Tumble +14 [8]
Possessions combat gear plus mithral shirt, masterwork short sword,
masterwork hand crossbow with 20 bolts, 14 sp
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Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds a drow for 1 round. In addition, she takes a –1 circumstance penalty on
attack rolls, saves, and checks while operating in bright light.
Discipline Focus (Ex) Gains the benefit of Weapon Focus for shadow hand weapons.
Wisdom bonus (+2) to damage rolls when executing a shadow hand strike.
Quick to Act (Ex) +2 bonus on initiative checks
Maneuvers (Ex and Su) Initiator level 5th.
Maneuvers Known: 10
Maneuvers Readied: 6
Stances Known: 3
Desert, Diam, Set, Shadow, Stone, Tiger
6/1 Burning Blade, Sapphire Nightmare Blade, Counter Charge?, Clinging Shadow Strike, Shadow Blade Technique, Stone Bones / Hunter's Sense
7/2 Blistering Flourish / Island of Blades
8/2 Emerald Razor
9/2 Cloak of Deception; Stone Bones -> Shadow Jaunt
10/3 Shadow Garrote / Assassin's Stance
Readied:
Burning Blade (B): melee attacks deal +1d6+5 fire damage until the end of your turn.
Emerald Razor (S): a single melee attack is a touch attack instead of a standard melee attack.
Cloak of Deception (B): you turn invisible, as greater invisibility, until the end of your turn.
*Shadow Blade Technique (S): Roll 2d20 for your attack. If you choose to use the higher die, resolve the attack as normal. If you use the lower die result and hit, you deal an extra 1d6 cold damage.
Shadow Jaunt [Teleport]: standard action; you teleport 50 feet through shadows. You must have line of sight and line of effect to the destination.
*Shadow Garrote (S): ranged touch attack with 60-foot range, dealing 5d6+2 damage. Struck target must also make a Fort save (DC 15) or become flat-footed until the start of its next turn.
Drow Scout 4
Drow Scout CR 5
hp 21 each (4 HD)
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Male drow Scout 4
CE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft; Listen +11, Spot +11
Languages Common, Drow Sign Language, Elven, Undercommon
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AC 19, touch 14, flat-footed 15; Dodge, Mobility, uncanny dodge
Immune magic sleep effects
SR 15
Fort +2, Ref +8, Will +3 (+5 against spells, spell-like abilities, and enchantments)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 40 ft. (8 squares)
Melee mwk rapier +5 (1d6+1/18–20 plus poison)
Ranged mwk hand crossbow +8 (1d4/19–20 plus poison)
Base Atk +3; Grp +4
Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4
hours), skirmish (+1d6, +1 AC)
Combat Gear 4 doses of drow poison, potion of cure light wounds, potion of jump,
potion of hide from undead
Spell-Like Abilities (CL 4th):
1/day—dancing lights, darkness, faerie fire
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 13, Dex 18, Con 10, Int 12, Wis 14, Cha 10
SQ able to notice secret or concealed doors, battle fortitude +1,
poison use, trackless step, trapfinding
Feats Dodge, Mobility, Track(B)
Skills Balance +11, Climb +8, Hide +11, Jump +3, Listen +11, Move Silently +11,
Search +10, Spot +11, Survival +9 (+11 follow tracks, +13 follow tracks
underground), Tumble +10
Possessions combat gear plus +1 mithral shirt, masterwork rapier,
masterwork hand crossbow with 20 bolts, 14 sp
–––––––––––––––––––––––––––––––––––––––––––
Battle Fortitude (Ex) Bonus on initiative checks and Fortitude saves while wearing
light or no armor and carrying a light load. Included above.
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds a drow for 1 round. In addition, she takes a –1 circumstance penalty on
attack rolls, saves, and checks while operating in bright light.
Skirmish (Ex) +1d6 bonus on damage rolls and +1 bonus to AC in any round
in which a scout moves at least 10 feet.
Drow Fighter 1
DROW FIGHTER CR 1
hp 5 (1 HD)
–––––––––––––––––––––––––––––––––––––––––––
Male or female drow fighter 1
CE Medium humanoid (elf)
Init +1; Senses darkvision 120 ft.; Listen +1, Spot +3
Languages Common, Elf, Undercommon
–––––––––––––––––––––––––––––––––––––––––––
AC 15, touch 11, flat-footed 14
hp 5 (1 HD)
Immune sleep;
SR 12
Fort +2, Ref +1, Will +0 (+2 against spells or spell-like abilities)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares)
Melee mwk rapier +4 (1d6+2/18–20)
Ranged mwk light crossbow +4 (1d8/19–20)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Combat Gear potion of invisibility
Spell-Like Abilities (CL 1st):
1/day—dancing lights, darkness, faerie fire
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 14, Dex 13, Con 10, Int 12, Wis 10, Cha 10
SQ drow traits (MM 103)
Feats Blind-Fight(B), Stealthy, Weapon Focus (light crossbow)
Skills Hide +5, Listen +2, Move Silently +5, Search +3, Spot +4
Possessions combat gear plus masterwork studded leather,
masterwork buckler, masterwork rapier, masterwork
light crossbow, 25 gp
–––––––––––––––––––––––––––––––––––––––––––
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight
or a daylight spell) blinds a drow for 1 round. In addition, he takes
a –1 circumstance penalty on attack rolls, saves, and checks
while operating in bright light.
Drow Sorcerer 6
Duag Seerear CR 7
hp 16 (6 HD)
–––––––––––––––––––––––––––––––––––––––––––
Male drow sorcerer 6
CE Medium humanoid (elf)
Init +7; Senses darkvision 120 ft; Listen +2, Spot +2
Languages Common, Draconic, Drow Sign Language, Elven,
Undercommon; empathic link
–––––––––––––––––––––––––––––––––––––––––––
AC 17, touch 13, flat-footed 14
Immune magic sleep effects
SR 17
Fort +2, Ref +5, Will +5 (+7 against spells, spell-like abilities, and enchantments)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares)
Melee mwk rapier +3 (1d6–1/18–20 plus poison)
Ranged mwk hand crossbow +7 (1d4/19–20 plus poison)
Base Atk +3; Grp +2
Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours)
Combat Gear 4 doses of drow poison, scroll of fireball (CL 5th), scroll ray of exhaustion (CL 5th)
wand of mage armor (CL 1st, 10 charges)
Sorcerer Spells Known (CL 6th):
3rd (4/day)—lightning bolt (DC 17)
2nd (6/day)—glitterdust, web (DC 16)
1st (7/day)—alarm†, grease, magic missile,
ray of enfeeblement (+6 ranged touch),
0 (6/day)—acid splash (+6 ranged touch), detect magic, detect poison,
mage hand, message, ray of frost (+6 ranged touch), read magic
† already cast
Spell-Like Abilities (CL 6th):
1/day—dancing lights, detect good, detect magic, darkness, faerie fire, levitate
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 8, Dex 16, Con 10, Int 15, Wis 10, Cha 18
SQ able to notice secret or concealed doors, familiar (hairy spider), poison use, share spells
Feats AlertnessB (if familiar within 5 ft.), Combat Casting, Highborn Drow*, Improved Initiative
* see page 150
Skills Bluff +13, Concentration +9 (+13 casting defensively), Diplomacy +6, Disguise +4 (+6 to act in character), Intimidate +6, Knowledge (arcana) +11, Listen +2, Search +4, Spellcraft +13, Spot +2
Possessions combat gear plus masterwork rapier, masterwork hand crossbow with 20 bolts, 53 gp, 24 sp
–––––––––––––––––––––––––––––––––––––––––––
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Daug for 1 round. In addition, he takes a –1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.
Drow Sorcerer 4
Duag Seerear CR 5
hp 12 (4 HD)
–––––––––––––––––––––––––––––––––––––––––––
Male drow sorcerer 4
CE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft; Listen +2, Spot +2
Languages Common, Draconic, Drow Sign Language, Elven,
Undercommon; empathic link
–––––––––––––––––––––––––––––––––––––––––––
AC 17, touch 13, flat-footed 14
Immune magic sleep effects
SR 15
Fort +1, Ref +4, Will +4 (+6 against spells, spell-like abilities, and enchantments)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares)
Melee mwk rapier +2 (1d6–1/18–20 plus poison)
Ranged mwk hand crossbow +6 (1d4/19–20 plus poison)
Base Atk +2; Grp +1
Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours)
Combat Gear 4 doses of drow poison, scroll of X (CL 3rd)
Sorcerer Spells Known (CL 4th):
2nd (4/day)—web (DC 16)
1st (7/day)—grease, magic missile, mage armor†
0 (6/day)—acid splash (+6 ranged touch), detect magic, detect poison,
mage hand, message, read magic
† already cast
Spell-Like Abilities (CL 4th):
1/day—dancing lights, detect good, detect magic, darkness, faerie fire, levitate
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 8, Dex 16, Con 10, Int 15, Wis 10, Cha 18
SQ able to notice secret or concealed doors, familiar (hairy spider), poison use, share spells
Feats AlertnessB (if familiar within 5 ft.), Combat Casting, Highborn Drow*
* see page 150
Skills Bluff +11, Concentration +7 (+11 casting defensively), Diplomacy +6, Disguise +4 (+6 to act in character), Intimidate +6, Knowledge (arcana) +9, Listen +2, Search +4, Spellcraft +11, Spot +2
Possessions combat gear plus masterwork rapier, masterwork hand crossbow with 20 bolts, 33 gp, 14 sp
–––––––––––––––––––––––––––––––––––––––––––
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Daug for 1 round. In addition, he takes a –1 circumstance penalty on attack rolls, saves, and checks while operating in bright light.
Drow Rogue 1
DROW ROGUE 1 CR 1
hp 3 (1 HD)
–––––––––––––––––––––––––––––––––––––––––––
Male or female drow rogue 1
CE Medium humanoid (elf)
Init +5; Senses darkvision 120 ft.; Listen +5, Spot +5
Languages Common, Elven, Undercommon
–––––––––––––––––––––––––––––––––––––––––––
AC 15, touch 11, flat-footed 14
hp 3 (1 HD)
Immune sleep;
SR 17
Fort +0, Ref +3, Will +0 (+2 against spells or spell-like abilities)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares)
Melee mwk rapier +2 (1d6+1/18–20)
Ranged mwk light crossbow +2 (1d8/19–20)
Space 5 ft.; Reach 5 ft.
Special Atk sneak attack +1d6
Base Atk +0; Grp +1
Combat Gear potion of invisibility
Spell-Like Abilities (CL 1st):
1/day—dancing lights, darkness, faerie fire
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 13, Dex 13, Con 10, Int 12, Wis 10, Cha 10
SQ drow traits (MM 103)
Feats Improved Initiative, At Home in the Deep
Skills Climb +5, Heal +2, Hide +7, Jump +5, Listen +6, Move Silently +7,
Search +7, Spot +6, Tumble +5
Possessions combat gear plus masterwork studded leather, masterwork
buckler, masterwork rapier, masterwork light crossbow, 25 gp
–––––––––––––––––––––––––––––––––––––––––––
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight
or a daylight spell) blinds a drow for 1 round. In addition, he takes
a –1 circumstance penalty on attack rolls, saves, and checks
while operating in bright light.
Drow Chain Fighter 4
Drow Chain Fighter
Medium Humanoid (Elf)
Hit Dice: 4d10+4 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 chain shirt)
BAB/Grapple: +4/+7
Attack: MW Spiked Chain +8 melee (2d4+3) or Dagger +7 melee/ranged (1d4+3 [19-20])
Full Attack: Trip: +7 opposed Str/Dex (prone); Spiked Chain +8 (effective +12) melee (2d4+3)
Space/Reach: 5 ft./5 ft. (10 ft. w/ spiked chain)
Special Attacks: Poison, spell-like abilities
Special Qualities: Darkvision 120 ft., immune to sleep, spell resistance 15
Saves: Fort +4, Ref +4, Will +2 (+4 vs. spells & SLA’s; +6 vs enchantment spells & SLA’s)
Abilities: Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 10
Skills: Climb +8 [7], Hide +1 [ø], Intimidate +7 [7], Jump +8 [7], Listen +3 [ø], Move Silently +1 [ø], Search +4* [ø], Spot +3 [ø], Swim +6 [7];
*automatically gains a search check as if looking when passing within 5 feet of a secret door
Feats: Combat Expertise, EWP (Spiked Chain), Improved Trip, Combat Reflexes (4 AoO’s), At Home in the Deep
Environment: Underground
Organization: Patrol (one, plus 5–8 warriors and 2 2nd-level sergeants)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By class
Level Adjustment: +2
Languages: Common, Draconic, Drow Sign Language, Elven, Undercommon
Spell-Like Abilities (Sp): CL 4th, 1/day: dancing lights, darkness, faerie fire.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled (–1 on attacks, Search & Spot checks) as long as they remain in the affected area.
Poison (Ex): An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Quaggoth Bull-Rusher
Quaggoth (Raging) CR 3
hp 34 (4 HD); Diehard
–––––––––––––––––––––––––––––––––––––––––––
Usually NE Medium monstrous humanoid
Init +0; Senses darkvision 120 ft., scent; Listen +3, Spot +2
Languages Undercommon
–––––––––––––––––––––––––––––––––––––––––––
AC 13, touch 8, flat-footed 13 (+5 natural, –2 rage)
hp 34 (4 HD); Diehard
Immune fear, poison
Fort +5, Ref +4, Will +7
Weakness light sensitivity
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares), climb 30 ft.
Melee 2 claws +10 each (1d4+6) and bite +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +10
Atk Options Power Attack, rage 1/day (7 rounds); Bull Rush +10 (+12 charge) opposed Str
Win = foe pushed back 5 ft.; +5 ft for every 5 points above foe's roll
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 22, Dex 11, Con 19, Int 7, Wis 12, Cha 10
Feats Diehard(B), Improved Bull Rush, Power Attack
Skills Climb +14, Hide +0 (+4 shadows), Listen +3, Spot +2
Advancement by character class; Favored Class barbarian; see text
–––––––––––––––––––––––––––––––––––––––––––
Light Sensitivity (Ex) A quaggoth is dazzled in bright sunlight or within the radius of a daylight spell.
Rage (Ex) Once per day, a quaggoth can fly into a screaming blood frenzy. This ability functions like a barbarian’s rage (PH 25), except that the quaggoth suffers no ill effects after the rage ends.
Skills Quaggoths have a +8 racial bonus on Climb checks. A quaggoth can always choose to take 10 on a Climb check, even if rushed or threatened.
*In areas of shadow, a quaggoth has a +4 circumstance bonus on Hide checks.
When not raging, a quaggoth has the following changed statistics:
AC 15, touch 10, flat-footed 15
hp 26 (4 HD)
Fort +3, Will +5
Melee 2 claws +8 each (1d4+4) and bite +3 (1d6+2)
Grp +8
Abilities Str 18, Con 15
Skills Climb +12, Hide +1*, Search +0, Survival +2
Drow Cleric 6
Lirdnolu Dhuurniv CR 7
hp 30 (6 HD)
–––––––––––––––––––––––––––––––––––––––––––
Female drow cleric 6 of Lolth
CE Medium humanoid (elf )
Init +3; Senses darkvision 120 ft; Listen +5, Spot +5
Languages Common, Drow Sign Language, Elven, Undercommon
–––––––––––––––––––––––––––––––––––––––––––
AC 21, touch 13, flat-footed 18
Immune magic sleep effects
SR 17
Fort +5, Ref +5, Will +8 (+10 against spells, spell-like abilities, and enchantments)
Weakness light blindness
–––––––––––––––––––––––––––––––––––––––––––
Speed 20 ft. (4 squares) in breastplate, base speed 30 ft.
Melee mwk dagger +6 (1d4+1/19–20 plus poison) or
Melee mwk light mace +6 (1d6+1)
Ranged mwk dagger +8 (1d4+1/19–20 plus poison)
Base Atk +4; Grp +5
Atk Options poison (drow poison, DC 13, unconscious 1 minute/unconscious 2d4 hours)
Special Actions rebuke undead 3/day (+2, 2d6+6, 6th), smite 1/day (+4 attack, +6 damage),
spontaneous casting (inflict spells) (+5 melee touch)
Combat Gear 2 doses of drow poison
Cleric Spells Prepared (CL 6th) (save DC's 13 + spell level; Owl's Wisdom DC's 15 + level):
3rd—tremor (SpC 223), magic circle against good(D) (CL 7th, DC 16),
blindness/deafness, unholy storm (CL 7th, DC 16; SpC 227)
2nd—cure moderate wounds, curse of ill fortune (SpC 56) (DC 15), owl’s wisdom,
silence (DC 15), shatter(D)
1st—bless, faith healing, inhibit (SpC) (DC 14), sanctuary (DC 14),
inflict light wounds(D)
0—create water, detect magic (2), detect poison, purify food and drink
D: Domain spell. Deity Lolth. Domains: Evil, Destruction
Spell-Like Abilities (CL 6th):
1/day—clairaudience/clairvoyance, dancing lights, darkness, detect good, discern lies (DC 14),
detect magic, dispel magic, faerie fire, levitate, suggestion (DC 13)
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 13, Dex 16, Con 10, Int 12, Wis 16, Cha 10
SQ able to notice secret or concealed doors, poison use
Feats Combat Casting, Highborn Drow*, Lolth’s Blessing*
* see page 150 of Shadowdale: The Tearing of the Weave
Skills Concentration +7 (+11 casting defensively),
Diplomacy +7, Knowledge (religion) +7, Listen +5,
Search +3, Spellcraft +8, Spot +5
Possessions combat gear plus +1 breastplate, +1 light steel
shield, masterwork dagger, masterwork light mace, 23 gp, 1 sp
–––––––––––––––––––––––––––––––––––––––––––
Light Blindness (Ex) Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds Lirdnolu for 1 round. In addition, she takes a –1 circumstance penalty on
attack rolls, saves, and checks while operating in bright light.
Kobold Flask-Throwers
KOBOLD
Kobold, 1st-Level Warrior
Small Humanoid (Reptilian)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Spear +1 melee (1d6–1/×3) or alchemist's fire +3 ranged touch (1d6; DC 15 Ref)
Full Attack: Spear +1 melee (1d6–1/×3) or acid flask +3 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +2, Ref +1, Will –1
Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: Alertness
Environment: Temperate forests
Organization: Gang (4–9), band ...
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0
Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
3 flasks alchemist's fire, 3 flasks acid.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Goblin Flask-Throwers
GOBLIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Morningstar +2 melee (1d6) or alchemist's fire +3 ranged touch (1d6; Ref DC 15)
Full Attack: Morningstar +2 melee (1d6) or acid flask +3 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
Environment: Temperate plains
Organization: Gang (4–9), band ...
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0
3 flasks alchemist's fire, 3 flasks acid.
Combat
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Human Skeleton
HUMAN SKELETON WARRIOR
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1 [18-20/x2]) or Claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1 [18-20/x2]) or 2 Claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: DR 5/Bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con –, Int –, Wis 10, Cha 1
Skills: –
Feats: Improved Initiative
Environment: Temperate plains
Organization: Any
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil
Advancement: –
Level Adjustment: —
Goblin Skeleton
GOBLIN SKELETON WARRIOR
Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Short sword +1 melee (1d4 [19-20/x2]) or Claw +1 melee (1d3)
Full Attack: Short sword +1 melee (1d4 [19-20/x2]) or 2 Claws +1 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: DR 5/Bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 11, Dex 15, Con –, Int –, Wis 10, Cha 1
Skills: –
Feats: Improved Initiative
Environment: Temperate plains
Organization: Any
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral evil
Advancement: –
Level Adjustment: —
Lolth-Touched Monstrous Hunting Spider
Lolth-Touched Monstrous Hunting Spider CR 3
Always CE Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +8
Languages —
–––––––––––––––––––––––––––––––––––––––––––
AC 14, touch 12, flat-footed 11 (–1 size, +3 Dex, +2 natural)
hp 34 (4 HD)
Immune vermin immunities
Fort +8, Ref +4, Will +1
–––––––––––––––––––––––––––––––––––––––––––
Speed 40 ft. (6 squares), climb 20 ft.
Melee bite +7 (1d8+7 plus poison)
Ranged web +5 touch (entangle)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +12
Atk Options poison (DC 16, 1d6 Str/1d6 Str)
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 21, Dex 17, Con 18, Int —, Wis 10, Cha 2
Feats —
Skills Climb +13, Hide +7, Jump +19, Listen +0, Move Silently +7, Spot +8
Advancement 5–7 HD (Large)
–––––––––––––––––––––––––––––––––––––––––––
Web (Ex) A Lolth-touched monstrous spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement.
An entangled creature can escape the web with a successful DC 21 Escape Artist check or burst it with a DC 21 Strength check. The check DCs are Strength-based and include a +4 racial bonus. The web has 12 hit points and hardness 0, and takes double damage from fire.
Skills Lolth-touched monstrous hunting spiders have a +10 racial bonus on Jump checks; a +8 racial bonus on Climb, Hide, and Spot checks; and a +4 racial bonus on Move Silently checks. A Lolth-touched monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened.
Lolth-Touched Monstrous Web-Spinning Spider
Lolth-Touched Monstrous Hunting Spider CR 3
Always CE Large vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +8
Languages —
–––––––––––––––––––––––––––––––––––––––––––
AC 14, touch 12, flat-footed 11 (–1 size, +3 Dex, +2 natural)
hp 34 (4 HD)
Immune vermin immunities
Fort +8, Ref +4, Will +1
–––––––––––––––––––––––––––––––––––––––––––
Speed 30 ft. (6 squares), climb 20 ft.
Melee bite +7 (1d8+7 plus poison)
Ranged web +5 touch (entangle)
Space 10 ft.; Reach 5 ft.
Base Atk +3; Grp +12
Atk Options poison (DC 16, 1d6 Str/1d6 Str)
–––––––––––––––––––––––––––––––––––––––––––
Abilities Str 21, Dex 17, Con 18, Int —, Wis 10, Cha 2
Feats —
Skills Climb +13, Hide +7 (+15 in web), Jump +5, Listen +0, Move Silently +7 (+15 in web), Spot +4
Advancement 5–7 HD (Large)
–––––––––––––––––––––––––––––––––––––––––––
Web (Ex) A Lolth-touched monstrous spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement.
An entangled creature can escape the web with a successful DC 21 Escape Artist check or burst it with a DC 21 Strength check; either is a standard action. The check DCs are Strength-based and include a +4 racial bonus. The web has 12 hit points and hardness 0, and takes double damage from fire.
Web-spinners often create sheets of sticky webbing 30 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills Lolth-touched monstrous web-spinning spiders have a +8 racial bonus on Climb and Hide checks; and a +4 racial bonus on Move Silently and Spot checks. They have an additional +8 bonus to Hide and Move Silently when in their webs. A Lolth-touched monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened.