Toiminnot
Sivusto
Modifioitu augment summonilla ja diabolic dabblerilla. Summoneille on kaikille annettu fiendish template kun mahdollista, koska diabolic dabbler.
(Flanker, Climber, Swimmer)
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft., swim 20ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/CMB/CMD +0/+1/14(18 vs trip)
Attack: Bite +3 melee (1d4+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Skills: Climb +11, Perception +4, Stealth +11, Swim +11
Feats: Skill focus(perception)
Alignment: Always Evil
Languages: Abyssal/Infernal
Disease (Ex) Filth fever:
Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.
(Aerieal, Scout)
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 80 ft (average, 16 squares)
Armor Class: 14 (+1 Size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Talon +3 melee (1d4+2)
Full Attack: 2 Talons +3 melee (1d4+2) and bite -2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Low-light vision, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 6
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Evil
Languages: Abyssal/Infernal
Skills
Eagles have a +8 racial bonus on Spot(perception?) checks.
(detector, Win)
Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+10 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/CMB/CMD: +1/+5/17(21 vs trip)
Attack: Bite +5 melee (1d6+6 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+2 damage)
Special Qualities: Low-light vision, Scent, darkvision 60ft., resistance to fire 5,
cold 5 spell resistance 7
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1
(+5 scent tracking)
Feats: Skill Focus(perception)
Alignment: Always Evil
Languages: Celestial
Skills
Riing Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
(Tank)
Small Magical Beast (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, resistance to fire 5,
cold 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: -
Feats: -
Alignment: Always Evil
Languages: Infernal or Abyssal
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
(Lolwut, mount)
Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+10 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/CMB/CMD: +1/+4/15(19 vs trip)
Melee: 2 Hooves -1(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Docile, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 7
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Perception +5
Feats: Endurance, run(B)
Alignment: Always Evil
Languages: Abyssal/Infernal
A light load for a pony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A pony can drag 1,500 pounds.
(Poison, fail)
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Climb 20ft., Swim 20 ft.
Armor Class: 16 (+3 Dex, +1 natural, +2 size), touch 15, flat-footed 13
Base Attack/CMB/CMD: +0/+3/10(can't be tripped)
Melee: Bite +5 (1d2 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Low-light vision, Scent, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 7
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2
Skills: Climb +11, Perception +9, Stealth +15, Swim +11
Feats: Weapon Finesse
Alignment: Always Evil
Languages: Abyssal/Infernal
Poison (Ex): Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
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