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 Serrot's Beastiary

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Serrotordep
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A Beginner
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Number of posts : 154
Age : 30
Registration date : 2008-02-24

Player Info
Level: 1(ECL4)
Exp:
350/190000  (350/190000)
HP:
42/42  (42/42)

PostSubject: Serrot's Beastiary   Sun Mar 02, 2008 3:43 pm

Hill Giant
Size/Type: Large Giant
Hit Dice: 12d8+48 (144 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

Combat
Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.

Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.

Rock Throwing (Ex)
The range increment is 120 feet for a hill giant’s thrown rocks.

Orc, 1st-Level Warrior
Size/Type: Medium Humanoid (Orc)
Hit Dice: 1d8+1 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., light sensitivity
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Environment: Temperate hills
Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and
3 7th-level captains)
Challenge Rating:
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.

Combat
Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Light Sensitivity (Ex)
Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Ogre Mage
Size/Type: Large Giant
Hit Dice: 5d8+15 (55 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +3/+12
Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/3)
Full Attack: Greatsword +7 melee (3d6+7/19-20) or longbow +2 ranged (2d6/3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., low-light vision, regeneration 5, spell resistance 19
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative
Environment: Cold hills
Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.

Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

Spell-Like Abilities
At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.

Flight (Su)
An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Change Shape (Su)
An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Regeneration (Ex)
Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

And last but not least,

Ogre
Size/Type: Large Giant
Hit Dice: 4D8+11 (43 HP)
Initiative: -1
Speed: 30 ft in Hide Armor(6 squares), 40 ft normal
Armor Class: 16(-1 size, -1 Dex, +5 NA, +3 Hide Armor), touch 8, Flatfooted 16
Base Attack/Grapple:+3/+12
Attack: Greatclub +8 Melee (2D8+7) or javelin +1 ranged (1D8+5)
Full Attack: Same as Above
Space/Reach: 10 ft/10 ft
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Toughness, Weapon Focus (greatclub)
Environment: Temperate hills (Merrow: Temperate aquatic)
Organization: Solitary, pair, gang (3-4), or band (5-Cool
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
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