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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.
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Did you find this document useful? Is this content inappropriate? Report this Document. Flag for inappropriate content. Download now. If insulted or provoked, she and her comrades attack. Her companions use their tanglefoot bags to immobilize the most dangerous looking foes, then loose their razor storms. Once in combat, she 6 uses spiritual weapon which takes the form of a bastard sword on an enemy spellcaster while she joins any melee that develops. Razor Storm Ex : Once per day, a bladeling can expel shrapnel-like bits of its skin in a foot cone, dealing 2d6 points of piercing damage to any creature in the area.
A Reflex save DC 10 halves the damage. Immunities: A bladeling is immune to acid, and it takes no damage from rust attacks despite its metallic hide. Outsider Traits: Darkvision 60 ft. Possessions: Tanglefoot bag, two flasks of acid. They torture and eventually eat their captives. Mascinawi leads a particularly vicious gang of braxat hunters. Breath Weapon Su : Mascinawi can breathe a 30foot-long cone of cold for 3d8 points of cold damage Reflex save, DC 21 for half. Once she has used her breath weapon, she must wait 1d4 rounds before she can do so again.
Mind Blast Sp : This mind-numbing blast extends from Mascinawi in a foot-long cone. Anyone caught in the area must succeed at a Will save DC 14 or be stunned for 3d4 rounds. When using the Psionics Handbook, replace this ability with the mind blast attack mode. Psionics Sp : At will—dimension door, mind blank. Favored Enemy: Mascinawi has selected humans as a favored enemy. She gets the same bonus to weapon damage rolls against creatures of this type.
She also gets the damage bonus with ranged weapons if the target is within 30 feet. Telepathy Su : Mascinawi can communicate telepathically with any creature within 1 mile that has a language.
Encounters Mascinawi always travels with a gang of three to six braxats including herself. She does most of the scouting for the group, using her tracking and stealth skills to stalk prey unseen until her companions can get into position for an attack.
She does not deign to speak with inferior beings. If seen, she usually retreats right away, unless she thinks she can defeat the foe quickly. Tactics Mascinawi typically stalks her prey for two or three days and nights. During the day, she shadows their footsteps, leaving behind trail signs for her companions to find and follow. Once she has learned all she can, Mascinawi directs her gang to attack, usually in the dead of night.
The braxats prepare my using mind blank on themselves, then using dimension door to surround the foe and get close enough for their initial attacks. During the initial attack, one braxat uses a mind blast, one uses confusion, and one uses feeblemind on a previously identified spellcaster.
Any additional braxats use their breath weapons. Thereafter, they quickly try to eliminate anyone not incapacitated in the initial attack. Breath Weapon Su : A braxat can breathe a footlong cone of cold for 3d8 points of cold damage Reflex save, DC 20 for half. Once it has used its breath weapon, the creature must wait 1d4 rounds before it can do so again.
Mind Blast Sp : This mind-numbing blast extends from the braxat in a foot-long cone. Anyone caught in the area must succeed at a Will save DC 15 or be stunned for 3d4 rounds. Telepathy Su : A braxat can communicate telepathically with any creature within 1 mile that has a language. Phalac is a typical example of the species, if a little more experienced than most.
These temporary hit points fade 1d6 rounds after the creature ceases physical contact with Phalac. However, this benefit has an unfortunate side effect. For each round that its hit points including temporary ones exceed its normal hit point total, the target creature must make a successful Fortitude save DC 18 or explode in a foot burst of radiant energy.
A Reflex save DC 18 reduces the damage by half. Phalac rarely informs his hosts of this side effect. Heroic Bond Su : Phalac can envelop and bond to a host. In exchange for these benefits, the host shares half of any earned experience points with the glimmerskin.
Spells that protect against Positive Energy Plane effects prevent Phalac from bonding to a host. Phalac can pass through solid objects, but not force effects, at will. Plane Shift Sp : Phalac can use plane shift at will. Caster level 12th; Will save DC Telepathy Su : Phalac can communicate telepathically with any creature within feet that has a language.
Encounters Phalac is a loner. He tirelessly explores dungeons, cities, nations at war, and other places where he thinks fights or battles might develop. He makes good use of his incorporeality to scout out the local terrain and learn the location of potential foes. Tactics Once Phalac determines that a fight might be at hand, he selects a physically powerful being to serve as a host and approaches, offering to lead the host to a potential foe.
If the selected host takes the bait, Phalac insists on bonding with the host. Though always eager to fight. Phalac never forces a bond on a host. If refused, Phalac leaves and goes directly to the enemy camp, Once in battle, Phalac prefers to challenge the toughest melee opponent on the opposing side. Frashrei is a herd wizard.
He provides magical protection for his people and performs sundry magical services, such as finding lost objects. Berserk Rage Ex : If Frashrei sees a herd member killed or incapacitated, he flies into a berserk rage. Trample Ex : As a standard action during his turn each round, Frashrei can trample opponents at least one size category smaller than himself. A trampled opponent can attempt either an attack of opportunity at a —4 penalty or a Reflex save DC 15 for half damage.
Familiar Benefits: Frashrei has an empathic link with his familiar to a distance of 1 mile. He can share spells with familiar and use his familiar to deliver touch spells. Improved Evasion Ex : When Tonam is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a 9 successful saving throw, and half damage even if the saving throw fails.
Empathic Link Su : Frashrei can communicate telepathically with Tonam at a distance of up to 1 mile. Frashrei has the same connection to an item or a place that Tonam does. Share Spells: Frashrei may have any spell he casts on himself also affect Tonam if the latter is within 5 ft.
At the time. Touch: Tonam can deliver touch spells for her master. Encounters Frashrei takes long walks through the countryside, enjoying nature and gathering his own food.
He most often travels alone, by may take younger loxos along with him as students, or perhaps as guards in times of danger. He casts expeditious retreat to stay out of melee contact, and uses magic missiles from his wand and his summon swarm spell to deter pursuit.
If a foe proves persistent, he might send Tonam, his hawk familiar, to bring help. Skip is fond of old movies, old airplanes, and old books, but not necessarily in that order. He lives with his wife Penny in the Puget Sound area with their Siamese cat and several birds. More Half-Golems! Visit our website at Half-golems are the results of good-intentioned actions taken too far. While the application of a poultice infused with curative herbs or the casting of a spell can save the life of an injured or diseased person, only powerful magic can replace a missing limb.
Such magic is often beyond the reach of the ordinary person working in a quarry or a mill, or scything a field of grain, who suffers the loss of one or more limbs. Arcane artisans applied their knowledge of golem construction to come up with a way to restore such a person to wholeness. While the initial results seemed promising, there was a limit to the effectiveness of the technique—many people who received one or more new limbs through this process proved unable to withstand the trauma of the transformation and became permanently evil as a result.
Individuals of evil intent now exploit this limitation, purposely creating ravening, unholy crosses between living beings and golems. The first is constructing the limbs, and the second is attaching the limbs. Molding a limb from brass, preparing one made of dragonflesh, or shaping it from stained glass requires an appropriate skill see the specific half-golem descriptions that follow for details and can be done by anyone. It takes one month to complete the magical rituals.
The creator must labor for at least eight hours each day in a specially prepared laboratory or workroom. When not working on the rituals, the creator must rest and can perform no other activities, just as if he or she were creating a golem.
Once created, the limbs are treated as spell completion items. Any character capable of casting the appropriate level of spell see specific descriptions can attach a limb.
Any such attempt automatically fails, leaving the second type of limb unattached. The Danger Each time a limb is attached to his or her body, the character makes a Will save. As soon as the character fails one of these required saves, he or she becomes a half-golem of neutral evil alignment. A neutral evil half-golem retains the memories and knowledge of its former life, but its personality becomes murderous and cruel. It demonstrates the hatred of flesh creatures common to elementals, and it seeks methods appropriate to its class to slaughter as many flesh creatures as possible.
Upon failing the Will save, the character has no Constitution score and gains construct traits. There is no minimum level or Hit Dice requirement to become a half-golem.
Each half-golem takes on the characteristics of a particular type of golem dragonflesh, stained glass, or brass as described later in this enhancement. Hit Dice: Same as character. Speed: Same as character, but a half-golem cannot run.
AC: A half-golem replaces any natural armor bonus it may have had with a new natural armor bonus that varies according to its type see the table above. Attacks: Same as character. Damage: Same as character. Special Attacks: Same as character and see the table above. Special Qualities: Same as character; plus construct traits with a failed Will save , damage resistance see table above , and others by type see table above. Except for Constitution, all ability scores have a minimum of 1, regardless of penalties.
Strength varies by type see the table above. Skills: Same as character, modified by new Intelligence score. Feats: Same as character. Organization: Solitary, pair, or squad 5— Treasure: Standard. Alignment: Same as character if all Will saves succeed or always neutral evil if any Will save fails. Advancement: By character class. Straightforward, unsubtle combatants, halfgolems usually rely on their great strength to win the day.
They rarely use teamwork or cooperation, even when banded together. All half golems have magic immunity, and one that has failed a Will save also has construct traits. Construct Traits: A half-golem is immune to mindaffecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.
It cannot heal itself but can be healed through repair. It cannot be raised or resurrected. A half-golem has darkvision foot range. Magic Immunity Ex : Half-golems completely resist most magical and supernatural effects, except as noted in the individual half-golem descriptions below. Those who seek revenge generally become fighters or rogues. Those who retreat from it 3 become barbarians, rangers, or druids.
A rare few become, or remain, evil clerics. A half-golem looks like a bizarre and horrifying melding of a golem and the character it once was.
The materials of its golem limbs twine and crawl across its flesh, like ivy growing across a building or tree. Half-golems speak whatever languages they spoke before their transformation, but their voices sound harsh and strangled.
Each of the three half-golems presented here uses a 1st-level half-orc fighter who has failed a Will save as the character. Stained Glass Half-Golem Stained glass half-golems seem weirdly attractive.
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