Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts
Friday, 12 April 2013
Kobolds
Kobold: (NE Draconic)
HD: 6-1
Armour: 14
Move: 30''
Attack: Weapon (-1 dmg for melee attacks)
Saving Throw: (fort/reflex/will) 16/12/16
Special Abilities: Fire Resistance 10
Intelligence: Average
Treasure: Basic
The lowly kobold is often neglected in comparison to more powerful and dangerous opponents, but this is a serious error, as kobolds are surprisingly clever foes who rarely face an opponent in direct combat, but use ambushes, ranged weapons and traps to wear down much stronger foes. Interestingly, as distant cousins of dragons, kobolds have an extremely high resistance to fire and can move through fire without any danger to themselves and as a consequence, they are extremely, some say, unnaturally fond of the most dangerous of the elements.
Kobolds are commonly found in abandoned dragon dens, and worship any relics of dragons as religious fetishes. Kobolds are also commonly found in occupied dragon dens as well, serving as menial labour and devoted cultists to dragons.
Imagine ravenous little dragon creeps crawling through the flames, steel stoked red hot, ready to tear you to pieces. That is pretty metal.
Monday, 18 March 2013
A Sample Monster (That Is Totally Fucking Metal)
Erinyes: (LE Evil Outsider)
HD: 9+9
Armour: 19
Move: 30', fly 90'
Attack: 2x Weapon +4 (poison, paralysis for 1d4 hours)
Saving Throw: (Fort/Reflex/Will) 10/6/8
Special Abilities: Covenant of Destruction, Hair Rope, Immunity (charm, fear, fire, poison), Shape Weapon
Spells: (at will) Fear, Hold Monster, Teleport Without Error, (once a day) Summon (50%, 1 erinyes)
Intelligence: Superior
Treasure: +1 magical weapon
The Erinyes are the enforcers of Hell's will, fallen angels sent screaming back into the world to track down those who attempt to renege on oaths sworn in the name of their fell masters, of those who pledge their souls but attempt to win them back. They are strong, possessing the equivalent of 18 Strength. They take the form of beautiful but terrible men and women and usually forgo all clothing , save for elaborate scars marking their previous victims as well as the inevitable gore that accompanies their dark deeds.
They have the ability to mark one soul as their chosen quarry, invoking a Covenent of Destruction, being able to track that soul across planes if need be, gaining the ability to plane shift as needed to reach their target. They wield ropes made out of their own hair which entangle foes, either to simply bind them or lift them aloft to their deaths. An erinyes can transform any enchanted weapon into any other variety of enchanted weapon, but generally favor bows and longswords. Their paralytic poison stops movement, but does not prevent sensation, allowing them to draw out the deaths of their charges as they please.
An Erinyes is vicious but cunning as well and can occasionally be bargained with, particularly if there is the promise of more slaughter to be had.
HD: 9+9
Armour: 19
Move: 30', fly 90'
Attack: 2x Weapon +4 (poison, paralysis for 1d4 hours)
Saving Throw: (Fort/Reflex/Will) 10/6/8
Special Abilities: Covenant of Destruction, Hair Rope, Immunity (charm, fear, fire, poison), Shape Weapon
Spells: (at will) Fear, Hold Monster, Teleport Without Error, (once a day) Summon (50%, 1 erinyes)
Intelligence: Superior
Treasure: +1 magical weapon
The Erinyes are the enforcers of Hell's will, fallen angels sent screaming back into the world to track down those who attempt to renege on oaths sworn in the name of their fell masters, of those who pledge their souls but attempt to win them back. They are strong, possessing the equivalent of 18 Strength. They take the form of beautiful but terrible men and women and usually forgo all clothing , save for elaborate scars marking their previous victims as well as the inevitable gore that accompanies their dark deeds.
They have the ability to mark one soul as their chosen quarry, invoking a Covenent of Destruction, being able to track that soul across planes if need be, gaining the ability to plane shift as needed to reach their target. They wield ropes made out of their own hair which entangle foes, either to simply bind them or lift them aloft to their deaths. An erinyes can transform any enchanted weapon into any other variety of enchanted weapon, but generally favor bows and longswords. Their paralytic poison stops movement, but does not prevent sensation, allowing them to draw out the deaths of their charges as they please.
An Erinyes is vicious but cunning as well and can occasionally be bargained with, particularly if there is the promise of more slaughter to be had.
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