Dnd 3.5 monster manual


















Development sections. The entrance guards tend to stay at their posts no matter what else happens in the outpost. The hobgoblins pile all their refuse here. When These areas serve as backup guardposts for the this chamber gets full, the hobgoblins force their slaves entrances. The guards here have a table, chairs, and a to haul the waste to the surface, where they dump it far few provisions, so their duty is somewhat easier than from the outpost.

Each hour, one of them switches places with The hobgoblins eat, sleep, and relax here. Read or para- a guard at the nearest entrance. This arrangement helps phrase the following when the characters enter this area. D Hobgoblin Warriors 2 : hp 6 each; see page Light from two charcoal firepits bathes this long in the Monster Manual.

The air in here smells Tactics: These hobgoblins are charged with pre- strongly of smoke, seared meat, and sweaty venting unauthorized entry to or exit from the outpost. If couple of tables and perhaps a dozen stools, also they hear fighting at the entrance, however, one goes made of logs. Two deeply scarred wooden dum- to help defend the warrior there, while the second mies, roughly humanoid in shape, stand against takes 1 round to dash to area 4, raise the alarm, and the short east wall.

Someone has added big, dash back here. Once that task is completed, the pointed ears made of leather to both dummies, which makes them look pretty ridiculous. At the west end of the north wall is a small, Noise of combat inside the outpost alerts the guards dark alcove. They do not react immedi- the south wall appears to be made of fitted stone, ately because martial noises of various kinds occur fre- not packed earth, like the walls in the rest of this quently in the outpost.

Off-duty hobgoblins hold spar- complex. Some of the hobgoblins are obliged to share eight are out on patrols or raids at any given time. The beds are very low, and Three goblin slaves are here at all times here as well, their mattresses are made from canvas ticks stuffed with doing domestic chores for their hobgoblin masters. Each bed has a few personal items see the Trea- D Hobgoblin Warriors 6 : hp 6 each; see page sure section, below stored near it or under it.

Also under in the Monster Manual. The system 10, Wis 11, Cha 9. The two wooden dummies serve as targets for Tactics: Three of the six hobgoblins in this cham- weapon practice. The leather ears have been added to ber are awake, and the other three are asleep.

They make the figures look more like elves. The sleepers tend to snooze through any Creatures: This chamber is home to twenty-three disturbance except other hobgoblins shouting for help. A few barrels of hardtack, a crate of dried ons. Once armed, the sleepers tend to use the tactics fruit, and several casks of ale and wine round out the described below.

The three hobgoblins that are awake lose no time Area 4b: Well responding to an intruder in this area. They form a This area features a stone-lined shaft about feet battle line, and one of them orders one slave to area 6, deep. Very cold water fills the shaft to a height of 30 one to area 7, and the third to area 8 a free action. A big wooden bucket is attached to a ring on the Then the warriors hurl javelins at whichever targets west wall with an foot rope.

The slaves use this they think they have they best chance of hitting. They assembly to draw water from the well. Their general strategy is This alcove contains a crude forge built out of rocks to eliminate weaker foes first. If they have difficulty collected from the surface. A pile of charcoal, a big, flat hurting a foe, they either switch to easier targets or use stone that serves as an anvil, and two stone troughs full the aid another action to improve their attack bonuses.

The slaves obey their orders with alacrity because Hooks on the walls hold a couple of bellows, plus some they know the price of disobedience only too well. See hammers and a few sets of tongs. A barrel next to the forge holds miscellaneous bits Development: The hobgoblins here react quickly of steel and iron—mostly old horseshoes, nails, and if one of their comrades brings a warning.

They imme- pieces of chain, but also arrowheads, notched axe diately wake their companions and send their slaves off blades, bent daggers, broken swords, and smashed hel- to areas 6,7, and 8, as described in the Tactics section.

The symbol is worth 10 gp as is, or 25 gp Fighting in area 1 or 2 draws the attention of the if cleaned up and repaired.

Once they notice The hobgoblin adept from area 7 occasionally plies something amiss, they react as noted above. An airshaft about 6 inches wide tions for those areas. It also brings the sergeant from leads from above the forge directly to the surface. The south door to this chamber is barred from the Treasure: A small bag or box of valuables is south side, but not locked.

The container The hobgoblins keep a pair of dire apes in this room. Read or paraphrase the following when the characters If the PCs search all the beds, they can collect the fol- enter. By the light of a single touch set in the north wall, two gaunt, dice with gold and amber pips worth 8 gp each , 2 feral apes, both well equipped with claws and silver cups worth 12 gp each, 3 gold armbands worth teeth, are visible.

In the northeast corner beyond 25 gp each , and a serpentine statuette of an erinyes the apes stands a massive-looking wooden ladder. Its top is out of sight in a vertical shaft that is easily wide enough to accommodate the apes.

They bare their bloodstained teeth and stone. The hobgoblins keep their food and drink here. About half the parchments are feet to a dead end. Three feet of packed earth separate blank; the rest contain notes that form a sort of per- the end of the shaft from the surface. The hobgoblins sonal journal see the Creatures section, below, for created this feature to serve as an emergency exit for details. With about 1 minute of digging, a charac- In a niche in the north wall is a pile of humanoid ter working with a shovel or a sword can clear away the skulls mostly human and elf.

Set into the wall above dirt and open a path to the surface. An artful combination of black and red torch, set here to give the apes some light. It can easily enamel makes the blades appear to be dripping blood. The axe is the symbol of the deity Maglubiyet, patron Creatures: As noted above, this chamber serves as of goblins and hobgoblins.

Though useless as a tool or the lair of two dire apes. He spends most of his time here Tactics: The adept in area 7 has reared and trained considering plans for future raids, composing sermons these apes to serve as fighting creatures.

They attack to deliver to the rest of the outpost, and scribbling in any creature they see, except goblins or hobgoblins. If a his journal in Goblin. He also fills many pages with theolog- one charges in while the other tries to burst through ical musings, and these notes form the basis of his ser- the south door and attack the foe through area 7. The mons. Most of the missing treasure and of the apes serve as an effective alarm.

If Hoortchuc, slaves have been passed on to the local tribal chieftain. Upon arriv- training of the apes in area 6. He also spends a fair 10 bolts, scroll of dispel magic, scroll of cure critical amount of time keeping records and writing reports for wounds, potion of cure moderate wounds, wand of burning his chieftain.

Dex 18, Con 13, Int 10, Wis 12, Cha When informed of trouble, Favored Enemy: Vuroosk has selected elves as a Hoortchuc goes to area 6 and sends the apes to area 4, favored enemy. Listen, Sense Motive, Spot, and Survival checks when Once the trio reaches area 4, all three attack any ene- using these skills against elves. He gets the same bonus mies they find, using the tactics described in the on weapon damage rolls against elves. Tactics: Vuroosk prefers to fight behind a wall of If the alarm is raised, the goblin sent to summon his own troops, using his bow to harass enemy spell- Hoortchuc to area 4 tags along behind when the adept casters when possible or to help defeat fighter-types takes the apes to fight but slips away to area 10 as soon when necessary.

The sergeant is equally skilled in as possible. Should the goblin find Hoortchuc absent melee combat. Like the warriors in area 4, Vuroosk or dead, she immediately heads for area A neatly kept ledger on the writing desk details cap- Treasure: Vuroosk keeps a locked strongbox tives and loot the hobgoblins have taken. The ser- under his bed. He has the only key. All the records and a cloak of elvenkind. The gold coins represent here are written in Goblin. He accepts suggestions Development: When foes try to enter the out- from the adept and from his troops, incorporating the post, word of the assault eventually reaches Vuroosk.

He sends defeated the hobgoblins, such information does them a few warriors off to delay the attackers but holds back little good. The goblins know nothing about the hob- at least half of his troops for the main battle in area 4.

South of the firepit stand two rows of benches They pretend to be utterly cowed, and they usually made of split logs, and north of it lies a big chopping reply to questions by cringing and whining.

Both axe and block are well spattered with bloodstains. The pit covers are pad- The door leading to this room is barred from the out- locked from the top; otherwise, they are just like the side but is not locked. Creatures: Seven goblin slaves see area 4 for sta- Four 1st-level elf warriors are presently incarcerated tistics live here in squalid conditions, but only four of here.

Use the statistics from page in the Monster them are here at any given time, and they are asleep Manual, except that these elves have no equipment and unless the PCs have been very noisy. They are starved nearly to death and mind the filth. The slaves also have their own cooking pit and utensils, If the PCs release these captives, the local elf lord plus a small cache of supplies. He soon got an after- goblin slaves from area 4 carry out their assignments school job at TSR, Inc.

Skip is fellow goblins. Skip keeps busy with freelance proj- of cooperation they get depends on what has happened ects for several different game companies and has to the hobgoblins in the outpost thus far.

When not believe or know that their hobgoblin masters have devising swift and cruel deaths for player characters, been defeated, they fawn on the PCs and truthfully Skip putters in his kitchen or garden his borscht gets answer any questions put to them. The goblins know rave reviews. Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd? Explore Ebooks. Bestsellers Editors' Picks All Ebooks.

Explore Audiobooks. Terrzani leads a group of abeil scouts seeking a site for a new abeil city, much to the consternation of the local Credits tribes of orcs and hill giants. Any reproduction or unauthorized use of the material or artwork ft.

This product is a work of fiction. Any similarity to actual people, SQ darkvision 60 ft. No portion of this work may be reproduced in any form without written per- Cha Made in the U. There is no Hit Dice limit for this effect. Terrzani is immune to her Encounters own drone attacks as well as those of other abeils. Terrzani already has identified several possible sites Improved Grab Ex : If Terrzani hits a single target for the new city, and PCs are most likely to meet her as that is at least one size category smaller than herself she scouts the area that encompasses the sites, trying to with both claws, she deals normal damage and attempts decide which one will prove best in the long run.

If she gets a Terrzani on her patrols. The group already has had sev- hold, she automatically hits with her sting. Thereafter, eral battles with orcs and hill giants determined to she has the option to conduct the grapple normally or drive the abeils away. In either case, each successful grapple check she relates good information about the local surface geogra- makes during successive rounds automatically deals phy, such as the best travel routes, campsites, and places damage from both claws and the sting.

The ini- Though not aggressive, Terrzani never runs from a tial and secondary damage is the same 2d4 points of fight. She and her subordinates avoid melee, staying in Strength damage.

The attack deals 6d6 points of and other opponents who can make effective attacks at damage to all except other abeils within a foot range, but they move off when faced with any foe with burst Reflex DC 16 half. Once Terrzani uses this abil- powerful melee attacks.

As a ft. Each creature in the area must make a Will save Avolakias prefer stealth to open conflict, and mount DC 14 or fall asleep as with the sleep spell. There is no long-term infiltration missions against their neighbors. Hit Dice limit for this effect. Abeils are immune to Haiatunc leads just such a mission. He and his com- their own drone attacks as well as those of other abeils. There- Spd 20 ft. In either case, each successful grap- gestion; SQ darkvision 60 ft.

Once the soldier uses this 0—cure minor wounds, detect magic 3 , read magic, virtue; ability, it must wait 1d4 rounds before using it again. Deity: Kyuss Kyuss cannot grant against orcs and half-orcs. If one is Disguise, and Hide are class skills. If one in a par- Poison Ex : Haiatunc delivers his poison Fortitude ticular group is not flat-footed, none of them are.

No save DC 17 with each successful bite attack. The initial abeil in such a group is considered flanked unless they damage is 1d6 points of Wisdom damage, and the sec- all are. Caster level 14th; save erence for undead as servants, soldiers, and food. Caster level 14th; save bonus to Armor Class. This ability is always in effect. It also has a melodious and hypnotic voice. By speaking sooth- helps him escape more easily. Will save DC An opponent in eye contact with Regeneration Ex : Haiatunc takes normal damage Haiatunc while he makes his suggestion takes a —2 from acid, fire, and electricity.

Fire Resistance Ex : The slime that Haiatunc con- d Haiatunc: Male avolakia Clr9 human form ; stantly exudes grants him fire resistance Scribe Scroll, Spell Penetration. Deity: Kyuss Kyuss cannot grant commences, Haiatunc calls for his allies and bolsters spells, so Haiatunc functions as a cleric with no deity.

He withholds his death Disguise, and Hide are class skills. Dodge, Multiattack, Quicken Spell-like Ability. Suggestion Sp : When in humanoid form, an avolakia Poison Ex : An avolakia delivers its poison Forti- has a melodious and hypnotic voice.

By speaking sooth- tude save DC 18 with each successful bite attack. The ingly to any one creature in range that understands his initial damage is 1d6 points of Wisdom damage, and spoken words, the creature can create an effect identi- the secondary damage is 2d6 points of Wisdom cal to that of a quickened suggestion spell caster level damage.

An opponent in eye contact Spell-Like Abilities: At will—chill touch, cause fear, with the avolakia while it makes its suggestion takes a detect magic, disrupt undead, gentle repose, ghoul touch, halt —2 penalty on his or her saving throw.

The avolakia can undead, mage hand, polymorph self humanoid form only , use this ability six times per day. Fire Resistance Ex : The slime that an avolakia con- Suggestion Sp : An avolakia does not use its sugges- stantly exudes grants it fire resistance The slime also tion ability in its normal form, since it cannot then helps it escape more easily.

The slime also voyance. Accustomed to brutality and Possessions: Ring of mind shielding, potion of Charisma, aggression, they tend to regard strangers as enemies.

Alkeone is part of a wandering band of bladelings who travel the planes peddling weapons and armor to d Avolakia human form : CR 10; Medium-size any and all buyers. Wis 14, Cha Deity: None. A Reflex save DC 12 halves the damage. Alkeone cannot use this abil- dealing 2d6 points of piercing damage to any creature ity while wearing armor. A Reflex save DC 10 halves the damage. Immunities: A bladeling is immune to acid, and it Outsider Traits: Alkeone has darkvision foot takes no damage from rust attacks despite its metallic radius.

She cannot be raised or resurrected though a hide. Outsider Traits: Darkvision 60 ft. They tor- general. Alternatively, she and her companions may ture and eventually eat their captives. Mascinawi leads come forward when the PCs seek skilled smiths or a particularly vicious gang of braxat hunters. Once in combat, she Wis 12, Cha 9. Mascinawi typically stalks her prey for two or three Breath Weapon Su : Mascinawi can breathe a days and nights.

During the day, she shadows their foot- foot-long cone of cold for 3d8 points of cold damage steps, leaving behind trail signs for her companions to Reflex save, DC 21 for half. Once she has used her find and follow. Once she has learned all she can, Mascinawi directs Mind Blast Sp : This mind-numbing blast extends her gang to attack, usually in the dead of night.

The from Mascinawi in a foot-long cone. Anyone caught braxats prepare my using mind blank on themselves, in the area must succeed at a Will save DC 14 or be then using dimension door to surround the foe and get stunned for 3d4 rounds. When using the Psionics Hand- close enough for their initial attacks. During the initial book, replace this ability with the mind blast attack attack, one braxat uses a mind blast, one uses confusion, mode.

Any additional braxats use their breath weapons. She gets the same bonus to weapon damage rolls SQ darkvision 60 ft. Anyone caught protection. When using the Psionics Encounters Handbook, replace this ability with the mind blast Mascinawi always travels with a gang of three to six attack mode.

She does most of the scout- Psionics Sp : At will—dimension door, mind blank. Phalac rarely spell level. Telepathy Su : A braxat can communicate tele- Heroic Bond Su : Phalac can envelop and bond to a pathically with any creature within 1 mile that has a host. In of cure moderate wounds, potion of alter self, potion of invisi- exchange for these benefits, the host shares half of any bility, potion of sneaking , two potions of haste.

Phalac is a a corporeal source, except for force effects or attacks typical example of the species, if a little more experi- made with ghost touch weapons. Phalac can pass through enced than most.

He tirelessly explores dungeons, touch heals a target of 5 points of damage per round or cities, nations at war, and other places where he thinks grants 5 additional temporary hit points per round to a fights or battles might develop.

He makes good use of creature already at full hit points. These temporary hit his incorporeality to scout out the local terrain and points fade 1d6 rounds after the creature ceases physi- learn the location of potential foes. However, this benefit has an unfortunate side effect. For each round that its hit Tactics points including temporary ones exceed its normal Once Phalac determines that a fight might be at hit point total, the target creature must make a success- hand, he selects a physically powerful being to serve ful Fortitude save DC 18 or explode in a foot burst as a host and approaches, offering to lead the host to a of radiant energy.

Each creature caught in the blast potential foe. If the selected host time. A Reflex save DC 18 reduces the damage by half. Phalac never forces a. If refused, Phalac leaves and goes one size category smaller than himself.

A tram- Once in battle, Phalac prefers to challenge the tough- pled opponent can attempt either an attack of oppor- est melee opponent on the opposing side. Familiar Benefits: Frashrei has an empathic link with his familiar to a distance of 1 mile. Int 13, Wis 11, Cha 8. Improved Evasion Ex : When Tonam is subjected Trample Ex : As a standard action during his turn to an attack that normally allows a Reflex saving throw each round, Frashrei can trample opponents at least for half damage, she takes no damage if she makes a.

Tactics Frashrei prefers to keep his foes at a distance, particu- Empathic Link Su : Frashrei can communicate tele- larly when fighting alone. He casts expeditious retreat to pathically with Tonam at a distance of up to 1 mile. If a foe proves persistent, he might send Tonam, his Share Spells: Frashrei may have any spell he casts on hawk familiar, to bring help.

At the time. Skip is fond of old movies, danger. He lives with his wife Penny in the Puget Sound demands an apology and some sort of recompense area with their Siamese cat and several birds. While the application of a poul- challenging player characters PCs who have gotten a tice infused with curative herbs or the casting of a spell little too big for their britches. In this web enhance- can save the life of an injured or diseased person, only ment, developer Skip Williams offers an expansion of powerful magic can replace a missing limb.

Individuals of evil intent now exploit this limitation, purposely creating raven- Design: Skip Williams ing, unholy crosses between living beings and golems. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission Special Attacks: Frightful presence of Wizards of the Coast, Inc.

Special Qualities: Blindsight 60 ft. Any similarity to actual people, organizations, places, or events is purely coincidental. No portion of this work may be reproduced in any form without written per- magic immunity mission.

Made in Wis 11, Cha 1 the U. Organization: Solitary, pair, or squad 5—20 Once created, the limbs are treated as spell comple- Challenge Rating: 5 brass , 3 stained glass , 4 drag- tion items. Any character capable of casting the appro- onflesh priate level of spell see specific descriptions can Treasure: Standard the sample creatures all have attach a limb.



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