Post by Giades on Jun 13, 2005 9:40:20 GMT -5
the same as races of uinerth. following text coyped from Uinerth forum.
Post 1: By Giades
All user-made monster will be copyed and posted here, with the username of the one that created it included. this board also includes stuff that I have made. this post is primarily for reference, so the DM will know the stats for monsters, and it will also help, so people don't accidentally create a creature that already exists in Uinerth (or something similar). note: if this happens, and the newer one is superior, it may replace the older one. this post will also include things that some of you already know about. think the complete class compendium on wizards board.
Post 2: By Giades
Creator: Giades (me)
The Anifor
The Anifor are an elven race with the imbued power to control animals at will. pure evil, these elves kill without mercy or remorse. they look almost identical
to elves except for two differences. their skin color has a minor greenish color. they also have a wild and untamed look to them, like that of the goblin Shashyf.
( Dangerous Denizens) they claim to be friends of the forest, and many people
have come to believe this due to the fact that most are constantly followed by an animal of the forest, such as a Bear or an Elk. also leading to this belief
is the dark trees under the command of the Anifor. corrupting the seed of a Treant has led to these creatures, and your average person cannot tell the difference between
the two.
Anifor Medium Size Humanoid (elf)_____
Hit Dice: 1d8 (4)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 14 (+1 Dex, +2 Leather Armor +1 Buckler)
Attacks: Scimitar 1d20+1 melee
Damage: Scimitar 1d6
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Charm Animal
Special Qualities: Elven Qualities
Saves: Fort +0 Ref +2 Will +0
Abilities: Str. 10 Dex 12 Con 9 Int 12 Wis 11 Cha 11
Skills: Hide +2 Listen +3 Search +2 Spot +3
Feats: Improved Initiative
------------------------------------------------------
Climate/Terrain: Any land
Organization: DM decides( I hate doing organization)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Evil (usually chaotic)
Advancement: By character class
Combat:
The Anifor first orders its charmed animals to attack (if any).
if slain, the Anifor then attacks with its Scimitar to the
best of its capabilities. it does not hesitate to flee if the
battle seems to be going for the enemy, and it also doesn't
hesitate to leave injured companions if fleeing.
Charm Animal (sp):
at will, the Anifor may use Charm Animal at will, as the spell.
this allows the Anifor to control up to 2HD of animals at a time.
each time the Anifor increases a hit dice, this number also
increases.
Post 3: By Giades
Creator: Giades
The Deep Walker
The Deep walker is a subterranean spider of massive size. Its not recommended to attack the creature with a melee weapon, because it is capable of killing practically anything in reach of its bite. Fortunately only rare and only encountered in the lower levels of Dal Ur, it is still feared by all that tread the depths of the underground world. More then just a spider, full of infernal power and evil, the Deep Walker is said to have been corrupted by evil greater then the most powerful of Demons and Devils.
Deep Walker Gargantuan Size Vermin_(Infernal)_____
Hit Dice: 18d8+36
Initiative: +3
Speed: 40 ft climb 30 ft
AC: (-4 size, + 11 Natural,
Attacks: Bite +20 melee
Damage: Bite 2d8+8 +2d6 negative energy
Face/Reach: 20ft by 20ft/10ft
Special Attacks: Spell Like Abilities,
Special Qualities: Vermin, Darkvision 60ft.
Saves: Fort +16, Ref +12 Will +9
Abilities: Str. 26, Dex 16, Con 14, Int 6, Wis 11, Cha 6
Skills:
Feats: Blind Fight
Climate/Terrain: Lower Dal Ur
Organization: Solitary
Challenge Rating: 11
Treasure: None (however treasure collects in their lair from slain opponents.)
Alignment: Chaotic Evil
Advancement: 19-24 (Gargantuan) 25-36 (Collosal)
Combat:
The Deep Walker attacks by biting or using spell-like abilities to its advantage. If its opponents have torches, or some other light source, it uses its Darkness ability to gain the advantage with its Blind Fight feat.
Spell Like Abilites (su): At Will: Darkness, Detect Good, Detect Magic, 3/day: Grease, Summon Swarm (spiders only).
Post 6: By Giades
Creator: Giades
The Virtheran
The Virtheran is a creature similar to the Yuan-ti Abomination,. (well, sometimes. not all abominations bare the same appendages). With a snake-like tail for legs, and two strong arms. slightly resembling a cobra with arms, the Virtheran has no venom, and does not even use its bite for combat purposes. it almost always levels as a character, and makes a good PC. Fighting with spears and scimitars, the more elite are each armed with their choice of Pole arm. this tradition of awarding Virtherans with a pole arm upon promotion to General started with Korin Marulik, the Virtherans greatest king, was so skilled with the Halberd, he was almost legendary. Virtherans speak both Common and their own language, Virtheran. Virtherans live primarily underground, with their main enemies
the Dwarves, although some have established bases above ground.
Virtheran Medium Size Humanoid (Reptillianoid)____
Hit Dice: 1d8+1 (5)
Initiative: +0
Speed: 20 Ft.
AC: 14 (+1 natural, +3 studded leather armor)
Attacks: Short Spear d20+1 melee
Damage: Short Spear 1d8+1
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Virtheran Qualities
Saves: Fort +2 Ref +0 Will +0
Abilities: Str 12, Dex 9, Con 12, Int 10 Wis 9 Cha 11
Skills: Spot +2 Listen +4
Feats: Improved Initiative
----------------------------------------------------------------------------
Climated/Terrain: Any land and underground
Organization: Solitary, Pair, Squad (3-8) or anything else
that the DM decides. (in other words, I hate doing organizations tongue.gif)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Combat:
The Virtheran attacks by stabbing with its Short Spear, and
never throws its spear due to the lack of a backup weapon.
Usually Archers fire a round of arrows and then the foot soldiers
rush forward and finish off the survivors.
Virtheran Qualities (Su):
The Virtheran has a natural Armor bonus of +1. in addition, the
Virtheran has Darkvision, 60 ft.
Post 5: By Giades
Creator: Giades
Hand of Flame:
An elemental being of fire, the Hand of Flame bursts out of the ground and grappling opponents or using its magical abilities against enemies out of range.
Hand of Flame Large Elemental (fire)_______
Hit Dice: 7d8+7
Initiative: +6
Speed: 10ft. Burrow 30ft.
AC: 16 (+2 dex, -1 size, +5 natural)
Attacks: Slam 1d20+7 melee
Damage: Slam 2d6+4
Face/Reach: 10ft by 10ft/5ft.
Special Attacks: Crush 2d6+4 Improved Grab, Spell Like Abilites
Special Qualities: Elemental, Fire Subtype, DR 10/+1
Saves: Fort +5 Ref +0 Will +0
Abilities: Str. 19 Dex 14, Con 12, Int. 4, Wis 11 Cha 11
Skills:
Feats: Power Attack, Improve Initiative,
Crush (sp): a Hand of Flame that makes a successful grappel automatically may start crushing the opponent on the next round. This attack deals 2d6+4 +2d6 fire damage. A succesful escape artist check (DC 18) or a strength check (DC 20) must be made to escape.
Spell Like Abilities: Once every three rounds, the Hand of Flame may cast Pyro Torch from each of its fingers, each of which may be targeted at different opponents. In addition, rather then Pyro Torch, the Hand of Flame may focus all of its fingers to create a Fireball, or Delayed Fire Ball spell like ability.
Note: (Not in actual post) statistics for Pyro Torch spell:
Pyro Torch
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One opponent
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
Pyro Torch causes a small ball of flame
To fling from the casters hand. A successful
Ranged touch attack is required to hit.
Success deals 1d4+2/2 levels fire damage.
Upon reaching level 6, a caster may cause
Two Pyro Torches to be cast simultaneously
At one target, one from each of the casters
Hand. Note: if the caster has more then two
Hands, then more then two Pyro Torches
May be used, however for each additional
Torch, the caster must be two levels higher
Then 6. Each additional torch uses up a one
Cast of that spell per day.
Post 1: By Giades
All user-made monster will be copyed and posted here, with the username of the one that created it included. this board also includes stuff that I have made. this post is primarily for reference, so the DM will know the stats for monsters, and it will also help, so people don't accidentally create a creature that already exists in Uinerth (or something similar). note: if this happens, and the newer one is superior, it may replace the older one. this post will also include things that some of you already know about. think the complete class compendium on wizards board.
Post 2: By Giades
Creator: Giades (me)
The Anifor
The Anifor are an elven race with the imbued power to control animals at will. pure evil, these elves kill without mercy or remorse. they look almost identical
to elves except for two differences. their skin color has a minor greenish color. they also have a wild and untamed look to them, like that of the goblin Shashyf.
( Dangerous Denizens) they claim to be friends of the forest, and many people
have come to believe this due to the fact that most are constantly followed by an animal of the forest, such as a Bear or an Elk. also leading to this belief
is the dark trees under the command of the Anifor. corrupting the seed of a Treant has led to these creatures, and your average person cannot tell the difference between
the two.
Anifor Medium Size Humanoid (elf)_____
Hit Dice: 1d8 (4)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft.
AC: 14 (+1 Dex, +2 Leather Armor +1 Buckler)
Attacks: Scimitar 1d20+1 melee
Damage: Scimitar 1d6
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Charm Animal
Special Qualities: Elven Qualities
Saves: Fort +0 Ref +2 Will +0
Abilities: Str. 10 Dex 12 Con 9 Int 12 Wis 11 Cha 11
Skills: Hide +2 Listen +3 Search +2 Spot +3
Feats: Improved Initiative
------------------------------------------------------
Climate/Terrain: Any land
Organization: DM decides( I hate doing organization)
Challenge Rating: 1
Treasure: Standard
Alignment: Any Evil (usually chaotic)
Advancement: By character class
Combat:
The Anifor first orders its charmed animals to attack (if any).
if slain, the Anifor then attacks with its Scimitar to the
best of its capabilities. it does not hesitate to flee if the
battle seems to be going for the enemy, and it also doesn't
hesitate to leave injured companions if fleeing.
Charm Animal (sp):
at will, the Anifor may use Charm Animal at will, as the spell.
this allows the Anifor to control up to 2HD of animals at a time.
each time the Anifor increases a hit dice, this number also
increases.
Post 3: By Giades
Creator: Giades
The Deep Walker
The Deep walker is a subterranean spider of massive size. Its not recommended to attack the creature with a melee weapon, because it is capable of killing practically anything in reach of its bite. Fortunately only rare and only encountered in the lower levels of Dal Ur, it is still feared by all that tread the depths of the underground world. More then just a spider, full of infernal power and evil, the Deep Walker is said to have been corrupted by evil greater then the most powerful of Demons and Devils.
Deep Walker Gargantuan Size Vermin_(Infernal)_____
Hit Dice: 18d8+36
Initiative: +3
Speed: 40 ft climb 30 ft
AC: (-4 size, + 11 Natural,
Attacks: Bite +20 melee
Damage: Bite 2d8+8 +2d6 negative energy
Face/Reach: 20ft by 20ft/10ft
Special Attacks: Spell Like Abilities,
Special Qualities: Vermin, Darkvision 60ft.
Saves: Fort +16, Ref +12 Will +9
Abilities: Str. 26, Dex 16, Con 14, Int 6, Wis 11, Cha 6
Skills:
Feats: Blind Fight
Climate/Terrain: Lower Dal Ur
Organization: Solitary
Challenge Rating: 11
Treasure: None (however treasure collects in their lair from slain opponents.)
Alignment: Chaotic Evil
Advancement: 19-24 (Gargantuan) 25-36 (Collosal)
Combat:
The Deep Walker attacks by biting or using spell-like abilities to its advantage. If its opponents have torches, or some other light source, it uses its Darkness ability to gain the advantage with its Blind Fight feat.
Spell Like Abilites (su): At Will: Darkness, Detect Good, Detect Magic, 3/day: Grease, Summon Swarm (spiders only).
Post 6: By Giades
Creator: Giades
The Virtheran
The Virtheran is a creature similar to the Yuan-ti Abomination,. (well, sometimes. not all abominations bare the same appendages). With a snake-like tail for legs, and two strong arms. slightly resembling a cobra with arms, the Virtheran has no venom, and does not even use its bite for combat purposes. it almost always levels as a character, and makes a good PC. Fighting with spears and scimitars, the more elite are each armed with their choice of Pole arm. this tradition of awarding Virtherans with a pole arm upon promotion to General started with Korin Marulik, the Virtherans greatest king, was so skilled with the Halberd, he was almost legendary. Virtherans speak both Common and their own language, Virtheran. Virtherans live primarily underground, with their main enemies
the Dwarves, although some have established bases above ground.
Virtheran Medium Size Humanoid (Reptillianoid)____
Hit Dice: 1d8+1 (5)
Initiative: +0
Speed: 20 Ft.
AC: 14 (+1 natural, +3 studded leather armor)
Attacks: Short Spear d20+1 melee
Damage: Short Spear 1d8+1
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Virtheran Qualities
Saves: Fort +2 Ref +0 Will +0
Abilities: Str 12, Dex 9, Con 12, Int 10 Wis 9 Cha 11
Skills: Spot +2 Listen +4
Feats: Improved Initiative
----------------------------------------------------------------------------
Climated/Terrain: Any land and underground
Organization: Solitary, Pair, Squad (3-8) or anything else
that the DM decides. (in other words, I hate doing organizations tongue.gif)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class
Combat:
The Virtheran attacks by stabbing with its Short Spear, and
never throws its spear due to the lack of a backup weapon.
Usually Archers fire a round of arrows and then the foot soldiers
rush forward and finish off the survivors.
Virtheran Qualities (Su):
The Virtheran has a natural Armor bonus of +1. in addition, the
Virtheran has Darkvision, 60 ft.
Post 5: By Giades
Creator: Giades
Hand of Flame:
An elemental being of fire, the Hand of Flame bursts out of the ground and grappling opponents or using its magical abilities against enemies out of range.
Hand of Flame Large Elemental (fire)_______
Hit Dice: 7d8+7
Initiative: +6
Speed: 10ft. Burrow 30ft.
AC: 16 (+2 dex, -1 size, +5 natural)
Attacks: Slam 1d20+7 melee
Damage: Slam 2d6+4
Face/Reach: 10ft by 10ft/5ft.
Special Attacks: Crush 2d6+4 Improved Grab, Spell Like Abilites
Special Qualities: Elemental, Fire Subtype, DR 10/+1
Saves: Fort +5 Ref +0 Will +0
Abilities: Str. 19 Dex 14, Con 12, Int. 4, Wis 11 Cha 11
Skills:
Feats: Power Attack, Improve Initiative,
Crush (sp): a Hand of Flame that makes a successful grappel automatically may start crushing the opponent on the next round. This attack deals 2d6+4 +2d6 fire damage. A succesful escape artist check (DC 18) or a strength check (DC 20) must be made to escape.
Spell Like Abilities: Once every three rounds, the Hand of Flame may cast Pyro Torch from each of its fingers, each of which may be targeted at different opponents. In addition, rather then Pyro Torch, the Hand of Flame may focus all of its fingers to create a Fireball, or Delayed Fire Ball spell like ability.
Note: (Not in actual post) statistics for Pyro Torch spell:
Pyro Torch
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One opponent
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
Pyro Torch causes a small ball of flame
To fling from the casters hand. A successful
Ranged touch attack is required to hit.
Success deals 1d4+2/2 levels fire damage.
Upon reaching level 6, a caster may cause
Two Pyro Torches to be cast simultaneously
At one target, one from each of the casters
Hand. Note: if the caster has more then two
Hands, then more then two Pyro Torches
May be used, however for each additional
Torch, the caster must be two levels higher
Then 6. Each additional torch uses up a one
Cast of that spell per day.