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Re: Wandering Monsters

Posted: Fri Jun 26, 2015 6:47 pm
by Dimirag
Thanks Solo!

How about this for a Special monsters?

Dungeons Encounter - Level 1 - 81
1 Lizard Man Skeleton (AC 13, HD 2*+2, #At 1 weapon, Dam by weapon +1, Mv 40', Sv F1, Ml 12). HP: 9. It has an extra +1 to attack and damage bonus thanks to its strength.
Dungeons Encounter - Level 1 - 82
1 Lizard Man Skeleton (AC 13, HD 2*+2, #At 1 weapon, Dam by weapon +1, Mv 40', Sv F1, Ml 12). HP: 10. It has an extra +1 to attack and damage bonus thanks to its strength.
Dungeons Encounter - Level 1 - 83
1 Lizard Man Skeleton (AC 13, HD 2*+2, #At 1 weapon, Dam by weapon +1, Mv 40', Sv F1, Ml 12). HP: 12. It has an extra +1 to attack and damage bonus thanks to its strength.

Dungeons Encounter - Level 1 - 84
1 Giant Infectious Bat (AC 14, HD 2*, #At 1 bite, Dam 1d4 + disease, Mv 10'/fly 60' (10'), Sv F2, Ml 10). HP: 11. A giant bat infected with a disease, if bitten a character must save vs poison or get the same disease as with rats.
Dungeons Encounter - Level 1 - 85
1 Giant Infectious Bat (AC 14, HD 2*, #At 1 bite, Dam 1d4 + disease, Mv 10'/fly 60' (10'), Sv F2, Ml 10). HP: 10. A giant bat infected with a disease, if bitten a character must save vs poison or get the same disease as with rats.

Re: Wandering Monsters

Posted: Fri Jun 26, 2015 8:02 pm
by Solomoriah
Instead of a "big" skeleton, let's go with something specific that normally has 2 hit dice.

Otherwise, yeah, you're going where I was going.

Re: Wandering Monsters

Posted: Fri Jun 26, 2015 8:09 pm
by Dimirag
The "big" skeleton is just the normal skeleton with an extra HD and the attack and damage bonus, do I better drop the extra HD?

Re: Wandering Monsters

Posted: Fri Jun 26, 2015 8:14 pm
by Solomoriah
No, I want the extra hit die... I just want a reason for it.

Remember that the Animate Dead spell can animate things other than humans, and the skeleton thus created has the same hit dice. Zombies made that way get an extra hit die... I once had a player animate two dead hill giants, which are about the biggest things you can cast the spell on. Wow.

Anyway, I'm assuming a "big" skeleton would be something like a gnoll or caveman. You could also do bugbears (3 HD) or ogres (4 HD) for something really tough.

So instead of big skeleton you'd say "Gnoll Skeleton."

Ogre Zombies would be fun...

Re: Wandering Monsters

Posted: Fri Jun 26, 2015 8:25 pm
by Dimirag
My original take was a Lizard Man Skeleton (based on the Golden Axe games) so I will go back to that idea.

Re: Wandering Monsters

Posted: Fri Jun 26, 2015 10:10 pm
by Solomoriah
Sounds good!

Re: Wandering Monsters

Posted: Sun Jun 28, 2015 7:35 am
by chiisu81
Solomoriah wrote:I'm good with it if Chi is.
Yep! R10 uploaded, with Dimirag's initial contributions and credit.

Re: Wandering Monsters

Posted: Sun Jun 28, 2015 2:37 pm
by Dimirag
67 - Drat with Rats
1 Drat (AC 11, HD 1d4, #At special, Dam special, Mv 30', Sv F1, Ml 7). HP 4.
20 Normal Rats (AC 11, HD 1HP, #At 1 bite per pack, Dam 1d6 + disease, Mv 20'/swim 10', Sv NM, Ml 5). HP: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1.
68 - Drat with Rats
1 Drat (AC 11, HD 1d4, #At special, Dam special, Mv 30'), Sv F1, Ml 7). HP 1.
20 Normal Rats (AC 11, HD 1HP, #At 1 bite per pack, Dam 1d6 + disease, Mv 20'/swim 10', Sv NM, Ml 5). HP: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1/1.

69 - 2 Crypt Dweller (AC 13‡, HD 2*, #At 2 claws or 1 weapon, Dam 1d4/1d4, Mv 60', Sv F2, Ml 12). HP 9/4.
70 - 1 Crypt Dweller (AC 13‡, HD 2*, #At 2 claws or 1 weapon, Dam 1d4/1d4, Mv 60', Sv F2, Ml 12). HP 11.
71 - 2 Crypt Dweller (AC 13‡, HD 2*, #At 2 claws or 1 weapon, Dam 1d4/1d4, Mv 60', Sv F2, Ml 12). HP 7/8.

72 - 1 Grimlock (AC 15, HD 2, #At 1 battleaxe, Dam 1d8, Mv 30', Sv F2, Ml 7). HP 13/7.
73 - 4 Grimlock (AC 15, HD 2, #At 1 battleaxe, Dam 1d8, Mv 30', Sv F2, Ml 7). HP 9/10/4/13.
74 - 2 Grimlock (AC 15, HD 2, #At 1 battleaxe, Dam 1d8, Mv 30', Sv F2, Ml 7). HP 13/3.
75 - 3 Grimlock (AC 15, HD 2, #At 1 battleaxe, Dam 1d8, Mv 30', Sv F2, Ml 7). HP 11/15/9.

76 - 9 Rat Dogs (AC 15, HD 3, #At 1 bite, Dam 1d6, Mv 40', Sv F3, Ml 9). HP 12/8/12/10/15/14/12/8/12.
77 - 6 Rat Dogs (AC 15, HD 3, #At 1 bite, Dam 1d6, Mv 40', Sv F3, Ml 9). HP 15/19/14/11/18/14
78 - 4 Rat Dogs (AC 15, HD 3, #At 1 bite, Dam 1d6, Mv 40', Sv F3, Ml 9). HP 22/15/16/6
79 - 4 Rat Dogs (AC 15, HD 3, #At 1 bite, Dam 1d6, Mv 40', Sv F3, Ml 9). HP 16/14/13/17
80 - 9 Rat Dogs (AC 15, HD 3, #At 1 bite, Dam 1d6, Mv 40', Sv F3, Ml 9). HP 7/14/13/11/16/10/12/17/12

86 - 8 Evil Caster Ibix (AC 11, HD 1, #At 1, Dam 1d6 or by weapon, Mv 40', Sv Dwarf C1, Ml 9). HP 3/3/7/1/1/8/6/3. Can cast 1 spell per day among Cure Light Wounds, Sleep, Magic Missile and Darkness
87 - 4 Evil Caster Ibix (AC 11, HD 1, #At 1, Dam 1d6 or by weapon, Mv 40', Sv Dwarf C1, Ml 9). HP 8/2/5/7. Can cast 1 spell per day among Cure Light Wounds, Sleep, Magic Missile and Darkness

88 - 12 Nixies (AC 16, HD 19, #At 1 dagger, Dam 1d4 or by weapon, Mv 40' swim 40', Sv F2, Ml 6). HP 5/1/1/2/1/1/4/5/7/3/8/6.
89 - 16 Nixies (AC 16, HD 19, #At 1 dagger, Dam 1d4 or by weapon, Mv 40' swim 40', Sv F2, Ml 6). HP 6/7/1/6/8/1/3/7/8/1/7/4/8/8/8/6.

90 - Dragonblooded Kobold with Kobolds
1 Dragonblooded Kobold (AC 15, HD 1*, #At 1 weapon or 1 breath, Dam by weapon or 1d8, Mv 40', Sv F1, Ml 10). HP 7. Immune to fire damage, half damage from magical fire, save at +4 against magic, gives +2 moral and +1 attack to kobolds.
1 Kobold warriorb(AC 14, HD 2, #At 1 weapon, Dam 1d4+1 or by weapon +1, Mv 20', Sv NM, Ml 6). HP 5.
11 Kobolds (AC 13, HD 1d4, #At 1 weapon, Dam 1d4 or by weapon, Mv 20', Sv NM, Ml 6). HP 3/4/1/3/1/3/1/3/2/4/4.

Re: Wandering Monsters

Posted: Mon Jun 29, 2015 2:50 pm
by chiisu81
R11 uploaded.

Re: Wandering Monsters

Posted: Mon Jun 29, 2015 5:23 pm
by Dimirag
Great!

Minor thing: On 1st level encounters mixed monsters are given directly by their stats and on 2nd level forward they are given with a headline and then the creatures and stats.
Example:
Level 1
# No of appearing Creature A (stats)
No of appearing Creature B (stats)

Level 2
#Creature A and Creature B
No of appearing Creature A (stats)
No of appearing Creature B (stats)

Now to the creatures:
Level 2
88 - 1 Octogrick (AC 16, HD 2*, #At 8 tentacles or bite, Dam 1d3 per tentacle/1d4 bite, Mv30', Sv F2, Ml12). HP 8. Can use an ink cloud of 50-foot cubic area once per hour that blinds opponents for 4+1d4 rounds.
89 - 4 Octogrick (AC 16, HD 2*, #At 8 tentacles or bite, Dam 1d3 per tentacle/1d4 bite, Mv30', Sv F2, Ml12). HP 11/13/9/6. Can use an ink cloud of 50-foot cubic area once per hour that blinds opponents for 4+1d4 rounds.
90 - 2 Octogrick (AC 16, HD 2*, #At 8 tentacles or bite, Dam 1d3 per tentacle/1d4 bite, Mv30', Sv F2, Ml12). HP 15. Can use an ink cloud of 50-foot cubic area once per hour that blinds opponents for 4+1d4 rounds.

91 - 5 Elven Ghouls (AC 14, HD 2*, #At 2 claws/1bite, Dam 1d4/1d4/1d4/, all plus paralysis, Mv 30', Sv Elven F2, Ml 9). HP 8/4/12/8/11. Can paralyze elves.
92 - 3 Elven Ghouls (AC 14, HD 2*, #At 2 claws/1bite, Dam 1d4/1d4/1d4/, all plus paralysis, Mv 30', Sv Elven F2, Ml 9). HP 7/10/4. Can paralyze elves.

93 - 10 Bloodsucking Stalags (AC 17, HD 1*, #At 1 stab, Dam 1d6 + 1d4/round blood drain, Mv 10' fly 40', Sv F1, Ml 12). HP 3/6/2/8/1/3/3/1/5/8. Drain bloods as a Stirge.
94 - 12 Bloodsucking Stalags (AC 17, HD 1*, #At 1 stab, Dam 1d6 + 1d4/round blood drain, Mv 10' fly 40', Sv F1, Ml 12). HP 6/1/1/8/8/4/3/6/1/1/6/7. Drain bloods as a Stirge.
95 - 9 Bloodsucking Stalags (AC 17, HD 1*, #At 1 stab, Dam 1d6 + 1d4/round blood drain, Mv 10' fly 40', Sv F1, Ml 12). HP 2/4/8/4/3/3/5/3/1. Drain bloods as a Stirge.