D&D Statistics for Several Night Land Monsters

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Humped Man (1st Level Warrior)

Medium Humanoid (Human)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 14 (+1 Dex, +3 hide), touch 11, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Club +4 melee (1d6+2)
Full Attack: Club +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 15, Dex 12, Con 11, Int 9, Wis 11, Cha 6
Skills: Spot +2, Survival +4
Feats: Weapon Focus (club)
Environment: Temperate forests
Organization: Solitary, pair, gang (3-5), or tribe (10-40 plus 25% noncombatants)
Challenge Rating: 1/2
Alignment: Often chaotic neutral
Advancement: By character class

The Humped Men resemble primitive humans, but have enormously broad shoulders and thick necks which give them the appearance of a humped back. Their teeth are enlarged, and they can be very violent and aggressive if they perceive a creature to be prey or an intruder.

Of all the part-human races, the Humped Men are the most truly human. They dwell in the forests of the Land of Seas and Volcanoes in a great basin.

Society

Humped Men are very primitive and savage, and their most complex society is a crude clan or tribe ruled by the strongest member.

Humped Man Traits:

* +2 Str, -2 Cha.
* Speed 30 ft.
* Low-light vision.
* +2 competence bonus to Survival checks.
* Favored Class: Barbarian.

Before racial adjustments, this Humped Man had ability scores of Str 13, Dex 12, Con 11, Int 9, Wis 11, Cha 8.


Grey Man

Medium Monstrous Humanoid
Hit Dice:
3d8+3 (16 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +7 melee (1d8+3)
Full Attack: Bite +7 melee (1d8+3), 2 claws +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6
Special Qualities: Darkvision 60 ft., evasion, low-light vision, scent, uncanny dodge
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 17, Dex 12, Con 13, Int 5, Wis 14, Cha 6
Skills: Search +7, Survival +3 (+5 following tracks)
Feats: Track, Weapon Focus (bite)
Environment: Cold plains or hills
Organization: Solitary or pack (2-5)
Challenge Rating: 3
Alignment: Often chaotic evil
Advancement: By character class

The Grey Men are only vaguely humanoid, going on four feet as often as two. Their heads are almost bulldog-like, with immensely powerful, protruding jaws. They are very unintelligent and very aggressive.

Combat

Grey Men prefer to attack from surprise.

Sneak Attack (Ex): A Grey Man can sneak attack as if it was a 3rd-level rogue, dealing 2d6 additional damage.

Evasion (Ex): If a Grey Man makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This is identical to the rogue ability.

Uncanny Dodge (Ex): A Grey Man retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.


Bloodsucker

Medium Monstrous Humanoid
Hit Dice:
5d8+10 (32 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Claw +9 melee (1d4+3)
Full Attack: 4 claws +9 melee (1d4+3), bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 12, Cha 6
Skills: Spot +5, Survival +7
Feats: Track, Weapon Focus (claw)
Environment: Cold plains or hills
Organization: Solitary or pack (2-5)
Challenge Rating: 4
Alignment: Often chaotic evil
Advancement: By character class

The Bloodsuckers are some of the vilest human-derived monsters, tall and four-armed with vampiric mouths.

Combat

Bloodsuckers grapple and drain their prey.

Blood Drain (Ex): When a bloodsucker makes a successful grapple check against a held foe, it deals 1d2 Constitution damage.

Improved Grab (Ex): To use this ability, a bloodsucker must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

(I don't think these things have an actual name, but they're the 4-armed abhuman things.)


Watcher

Size/Type: Colossal Aberration
Hit Dice: 50d8+763 (1,188 hp)
Initiative: -2
Speed: 5 ft. (1 square)
Armor Class: 32 (-8 size, -2 Dex, +8 profane, +24 natural), touch 8, flat-footed 32
Base Attack/Grapple: +37/+75
Attack: Claw +52 melee (6d8+228-?20)
Full Attack: 2 claws +52 melee (6d8+228-?20) and bite +50 melee (5d12+11)
Space/Reach: 30 ft./20 ft.
Special Attacks: Frightful presence, improved grab, spell-like abilities, swallow whole
Special Qualities: Damage reduction 20/epic, darkvision 180 ft., profane might, regeneration 12, spell resistance 33
Saves: Fort +40, Ref +24, Will +37
Abilities: Str 55, Dex 6, Con 39, Int 5, Wis 12, Cha 26
Skills: Listen +20, Spot +20, Survival +18
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Weapon Focus (bite, claw)
Epic Feats: Devastating Critical, Epic Toughness (3), Overwhelming Critical
Environment: Cold deserts
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral evil
Advancement: 51+ HD (Colossal)
Level Adjustment: -

A Watcher is a half-shapeless beast that is a mighty force of evil. They are gigantic in size, at least hundreds of feet in all dimensions. The larger ones are living mountains.

These creatures are also called Fixed Giants.

The Watchers either cannot or do not speak.

Combat

A Watcher will crush anything stupid enough to approach it. Creatures which remain out of reach are still likely to be daunted by its frightful presence, making them more vulnerable to its summoned creatures.

Frightful Presence (Su): A Watcher can inspire terror by its simple presence within 180 feet. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as theyremain within 180 feet of the Watcher. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a Watcher must hit a Gargantuan or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Spell-like Abilities: At will - bane, bestow curse, crushing despair, create greater undead, fear; 3/day - creeping doom, summon monster IX (evil only)

Swallow Whole (Ex): A Watcher can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 5d8+22 points of crushing damage plus 22 points of acid damage per round from the Watcher's digestive juices. A swallowed creature can cut its way out by dealing 60 points of damage to the Watcher's digestive tract (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Watcher's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller creatures.

Profane Might (Su): A Watcher gains a +8 profane bonus on Armor Class and saves. Only good weapons and spells with the [Good] descriptor deal normal damage to a Watcher.

Regeneration (Ex): If a Watcher loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally).

Advancement: As Colossal creatures, Watchers can no longer increase in size category. However, for every additional 25 HD, a Watcher's space increases by 15 feet and its reach by 10 feet.


Pneumavore

Gargantuan Aberration
Hit Dice: 50d8+823 (1,248 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 43 (-4 size, +2 Dex, +15 profane, +20 natural), touch 23, flat-footed 41
Base Attack/Grapple: +37/+72
Attack: Slam +52 melee (8d10+19 and 1d6 Charisma drain)
Full Attack: 2 slams +52 melee 8d10+19 and 1d6 Charisma drain)
Space/Reach: 20 ft./15 ft.
Special Attacks: Charisma drain, destroy, engulf, frightful presence, spell-like abilities
Special Qualities: Damage reduction 20/epic and good, darkvision 180 ft., profane might, regeneration 15, spell resistance 33
Saves: Fort +47, Ref +31, Will +44
Abilities: Str 49, Dex 14, Con 43, Int 11, Wis 12, Cha 40
Skills: Intimidate +49, Spot +37, Survival +35
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Empower Spell-like Ability (cone of cold, enervation, polar ray), Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical, Epic Toughness, Overwhelming Critical
Environment: Cold deserts
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always neutral evil
Advancement: 51+ HD (Colossal)
Level Adjustment: Please tell me you are joking

A Pneumavore is a gigantically powerful creature of dreadful energies. Its form varies wildly, anything from a terrible tree emitting a sickly, pallid light to a hill of flowing darkness.

Combat
A Pneumavore annihilates everything nearby, softening it up with spell-like abilities and then draining it dry.

Charisma Drain (Su): A Pneumavore deals 1d6 Charisma drain on a successful slam attack. It also deals 1d6 Charisma drain to an engulfed creature at the beginning of each round.

Destroy (Su): Any creature killed by a Pneumavore cannot be raised, resurrected, or reincarnated by any ordinary means. A very carefully worded miracle spell has a 25% chance of success, but can be attempted repeatedly.

Energy Drain (Ex): Any creature engulfed by a Pneumavore suffers four negative levels at the beginning of each round.

Engulf (Ex): To use this ability, a Pneumavore must hit an opponent of its own size or smaller with a slam attack. It can then make a grapple check; if it succeeds, the opponent is treated as entangled and is subject to the Pneumavore's Charisma drain and energy drain. A creature can escape engulfment with a successful grapple check or by means of a freedom of movement spell.

Frightful Presence (Su): A Pneumavore can inspire terror by its simple presence within 300 feet. Affected creatures must succeed on a DC 53 Will save or become panicked, remaining in that condition as long as they remain within 300 feet of the Pneumavore. The save DC is Charisma-based.

Spell-like Abilities: At will - bane, bestow curse, cause fear, doom, enervation, greater magic fang, ice storm; 3/day - creeping doom, limited wish, polar ray, summon monster IX (evil only)

Profane Might (Su): A Pneumavore gains a +15 profane bonus on Armor Class and saves. Only good weapons, Earth Current weapons, and spells with the [Good] or [Earth-Current] descriptor deal normal damage to a Pneumavore.

Regeneration (Ex): If a Pneumavore loses a limb or body part, the lost portion regrows in 1 round (the detached piece dies and decays normally).


Lesser Pneumavore

Large Aberration
Hit Dice: 15d8+75 (142 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +2 Dex, +3 profane, +8 natural), touch 14, flat-footed 20
Base Attack/Grapple: +11/+22
Attack: Slam +17 melee (1d10+7 and 1d2 Charisma damage)
Full Attack: 2 slams +17 melee (1d10+7 and 1d2 Charisma damage)
Space/Reach: 10 ft./5 ft.
Special Attacks: Charisma damage, engulf, frightful presence, spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., profane might, regeneration 2, spell resistance 20
Saves: Fort +15, Ref +9, Will +15
Abilities: Str 25, Dex 14, Con 21, Int 11, Wis 12, Cha 16
Skills: Intimidate +21, Survival +19
Feats: Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold deserts
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 15-25 HD (Large), 26-40 HD (Huge), 41-49 HD (Gargantuan)
Level Adjustment: -

A Lesser Pneumavore is a smaller and somewhat less fearsome Pneumavore, but still is terrifying.

Combat

A Lesser Pneumavore annihilates everything nearby, softening it up with spell-like abilities and then draining it dry.

Charisma Damage (Su): A Lesser Pneumavore deals 1d2 Charisma damage on a successful slam attack. It also deals this Charisma damage to an engulfed creature at the beginning of each round.

Energy Drain (Ex): Any creature engulfed by a Lesser Pneumavore suffers one negative level at the beginning of each round. The save to remove the negative level is DC 20 (Charisma-based).

Engulf (Ex): To use this ability, a Lesser Pneumavore must hit an opponent of its own size or smaller with a slam attack. It can then make a grapple check; if it succeeds, the opponent is treated as entangled and is subject to the Lesser Pneumavore's Charisma damage and energy drain. A creature can escape engulfment with a successful grapple check or by means of a freedom of movement spell.

Frightful Presence (Su): A Lesser Pneumavore can inspire terror by its simple presence within 60 feet. Affected creatures must succeed on a DC 20 Will save or become shaken, remaining in that condition as long as they remain within 60 feet of the Lesser Pneumavore. The save DC is Charisma-based.

Spell-like Abilities: At will - bane, bestow curse, cause fear, doom; 3/day - greater magic fang, ice storm.


Silent One

Medium Monstrous Humanoid
Hit Dice:
10d8+30 (75 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+3); or beam +15 ranged touch (4d6)
Full Attack: 2 slams +14 melee (1d6+3); or beam +15 ranged touch (4d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, SR 17
Saves: Fort +8, Ref +11, Will +11
Abilities: Str 17, Dex 12, Con 15, Int 7, Wis 19, Cha 21
Skills: Spot +5, Survival +7
Feats: Dodge, Great Fortitude, Quicken Spell-like Ability (ray of enfeeblement), Weapon Focus (beam)
Environment: Cold plains or hills
Organization: Solitary or patrol (2-5)
Challenge Rating: 7 (not sure)
Alignment: Often chaotic evil
Advancement: By character class

The Silent Ones are mysterious and ominous humanoids. Practically nothing is known about them.

Combat

Silent Ones avoid melee. If angered, they kill from afar.

Spell-like Abilities: At will- call lightning (DC 18), ray of enfeeblement (DC 16). 3/day - enervation (DC 19). 1/day - chain lightning (DC 21). Caster level 10th, save DC 15 + spell level.

Beam: A strange technological weapon, it can be used only by Silent Ones. It fires a ray of force with a range of 120 ft. (no increment) and inflicts 4d6 bludgeoning damage. It is a force effect.

OK, so the abilities are never shown in the book; I just thought it looked good for D&D, and appropriately freaky.


Kiln Giant

Size/Type: Huge giant
Hit Dice: 10d8+40+3 (88 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 16 (+8 natural, -2 size), touch 8, flat-footed 16
Base Attack/Grapple: +9/+30
Attack: Slam +17 melee (2d6+9)
Full Attack: 2 slams +17 melee (2d6+9)
Space/Reach 15 ft./15 ft.
Special Qualities Low-light vision
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 28, Dex 11, Con 18, Int 7, Wis 10, Cha 9
Skills: Climb +22, Listen +13, Spot +2, Survival +13, Swim +22
Feats: Alertness, Improved Grapple, Toughness, Weapon Focus (slam)
Environment: Temperate hills
Organization: Solitary, gang (2-6, or band (5-30)
Challenge Rating: 7
Treasure: Half standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Huge)
Level Adjustment: -


Equipment

Diskos: When uncharged, is treated as a battleaxe, except that it weighs only 4 lb.
When charged, its critical threat range is increased to 19-20 and it can be used to produce light equivalent to torchlight. A diskos's charge lasts for one month. It can be charged at charging stations found throughout the Great Redoubt.

Night Land Armor: Light armor, armor bonus +6, maximum Dex bonus 4, armor check penalty -2, no speed reduction, arcane spell failure chance 20%, weight 25 lb.

(No, these are not balanced against normal D&D armor and weapons, but they're not meant to be: they're the products of a far more advanced technology.)


Humans

In case a game allows people from other settings to show up in the Night Land, and thus comparison with 'normal' or 'modern' humans becomes necessary, the following stat adjustments are suggested to show the increased adaptation of humans of this era to long-term stable social environments and low light levels.

    • +2 racial bonuses to Diplomacy and Sense Motive.
    • Low-light vision.

Humans of the Great Redoubt, and those of the Lesser Redoubt in eras before its diminishment, would also receive a +2 to any one ability score to represent the vitality and spirit granted by the Earth-Current.


© 2008 by Banks Miller.