- Elvenkind once lived north of the Boundary Mountains, but were driven south almost 5,000 years ago by some tragedy known only as the Great Sorrow.
- The elves brought their goblin and gnome servants with them south of the Boundary Mountains.
- To this day elves are forbidden to venture north of the Mountains.
- The new lands were largely wild, inhabited only by stone giants, lizardfolk, merfolk, and primitive humans led by the Druids, a caste of shape-changing priests.
- The exiled elves founded the kingdom of Norumbega in these new lands.
- The stone giants laid the foundations of the five great elf halls: Norumbega the Shining, Wintervale, Highfalls, Deepwood, and the Fair Spires.
- The goblins mined and worked metals, while the gnomes mined for gems and worked with wood. Hobgoblins formed the core of the Elvish armies.
- Nearly 1,600 years ago Norumbega reached the height of its power. The hobgoblin armies guarded the land from all trespassers.
- The goblins and hobgoblins rose up in a bloody revolution against the elves some 500 years ago. Wintervale, Highfalls, and Deepwood were destroyed; Norumbega vanished from the earth.
- Today the Fair Spires, ruled by the Elf Queen, is the last standing citadel from old Norumbega. The Spires are home to high elves, and located on a island in the Sundering Sea.
- The survivors from Wintervale, Highfalls, and Deepwood are wood elves and have their own, much diminished kingdoms.
- Most living elves were born after Southrons began pushing into the north, and many were born before the Southrons destroyed the hobgoblin empire.
- The oldest elves in the North can remember Norumbega at its height. Most communities have at least one elf who remembers the goblin uprising.
Friday, March 24, 2017
What Every Elf Knows
Wednesday, March 22, 2017
Dungeon Random Monster Level Determination
In OD&D and AD&D, wandering monsters could appear on both lower and higher levels of the dungeon than their “normal” level. So you could roll an ogre on the First Dungeon Level, or kobolds on the Sixteenth Dungeon Level.
Appendix C of the 1e Dungeon Master’s Guide has a detailed matrix to determine which “Monster Level” to use for each encounter. The DMG’s use of the term monster level is roughly equivalent to the 3e term “Encounter Level.” The various Monster Level tables in Appendix C (labeled I through X) group encounters, rather than monsters, of roughly similar difficulty, so the “Monster Level III” table has 1d6+1 bugbears, 1 ochre jelly, or 1d3 ogres.
Appendix C’s Dungeon Random Monster Level Determination table allows for a fairly wide spread of results, though most will fall within plus or minus three levels. This range is workable with 3e, but because of the steeper power curve it would be harder to go beyond that. You just couldn‘t add enough kobolds to ever make a real EL 16 encounter.
| Dungeon Level | Encounter Level | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| 1 | 1–15 | 16–19 | 20 | – | – | – | – | – | – | – |
| 2 | 1–3 | 4–14 | 15–17 | 18–19 | 20 | – | – | – | – | – |
| 3 | 1–2 | 3–5 | 6–14 | 15–17 | 18–19 | 20 | – | – | – | – |
| 4 | 1 | 2–3 | 4–6 | 7–14 | 15–17 | 18–19 | 20 | – | – | – |
| 5 | – | 1 | 2–3 | 4–6 | 7–14 | 15–17 | 18–19 | 20 | – | – |
| 6 | – | – | 1 | 2–3 | 4–6 | 7–14 | 15–17 | 18–19 | 20 | – |
| 7 | – | – | – | 1 | 2–3 | 4–6 | 7–14 | 15–17 | 18–20 | – |
| 8 | – | – | – | – | 1 | 2–3 | 4–6 | 7–14 | 15–19 | 20 |
| 9 | – | – | – | – | – | 1 | 2–3 | 4–6 | 7–17 | 18–20 |
| 10 | – | – | – | – | – | – | – | 1 | 2–6 | 7–20 |
AD&D adds an interesting twist: if your monster result is from a higher or lower table than the dungeon level, the DM is expected to adjust the number appearing to make a balanced encounter appropriate for the dungeon level. Under “Monster Encounter Adjustment for Relative Dungeon Level”:
Lesser monsters on lower levels have their numbers augmented by a like number of the same sort of creatures for each level of the dungeon beneath that of the assigned level of the monster type encountered. . . . Greater monsters on higher levels will have their numbers reduced by 1 for each level of the dungeon above their assigned level, subject to a minimum number of 1.
So the Monster Level III encounter table lists 1d3 ogres. If encountered of the Second Level of the dungeon, they appear as 1d2 ogres. If on the First, only a single ogre. Going the other way, on the Fourth Level you would encounter 2d3 ogres, and 4d3 on the Fifth. And so on. The math for 3e encounter levels is somewhat similar. Halving the number encountered results in an EL of -2; doubling the number encountered results in an EL of +2. The following table adjusts number encountered based on relative EL:
| Three ELs Lower | Two ELs Lower | One EL Lower | Original Numbers Appearing | One EL Higher | Two ELs Higher | Three ELs Higher |
|---|---|---|---|---|---|---|
| 1 | 1 | 1 | 1 | 1d2 | 1d3 | 1d4 |
| 1 | 1 | 1 | 1d2 | 1d3 | 1d4 | 1d6 |
| 1 | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 |
| 1 | 1d2 | 1d2+1 | 1d3+1 | 1d4+1 | 1d6+2 | 2d4+3 |
| 1 | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 |
| 1d2 | 1d3 | 1d3+1 | 1d4+1 | 1d6+1 | 2d4+2 | 2d6+3 |
| 1d2 | 1d2+1 | 1d3+2 | 1d4+2 | 1d6+3 | 2d4+4 | 2d4+8 |
| 1d2 | 1d2+1 | 1d3+2 | 1d4+3 | 1d6+4 | 2d4+6 | 1d4+12 |
| 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 2d8 |
| 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 1d4+12 |
| 1d3 | 1d4 | 1d6 | 2d4 | 2d6 | 2d8 | 1d4+12 |
DMG‘s Appendix C clearly makes an effort to create encounter results that are of appropriate difficulty. Sometimes more recent editions of D&D get knocked for only providing “balanced” encounters to entitled PCs, but the truth is Challenge Rating or Encounter Level are not all that different from the guidelines in Appendix C.
The old Monsters & Treasures Assortment supplement (1977–1980) had an interesting bit of advice:
The assortments . . . have been randomly selected, but they are carefully balanced nonetheless. While it is possible to use high level monsters on the first level of a dungeon about to be entered by experienced players, it would be certain death to use even second level monsters against a party of first level players. In a similar vein, it is not good practice to assign higher level treasures to lower level monsters, as this will allow players to gain experience too rapidly.
Monday, March 20, 2017
The Ferocious White Apes
The girallon is notable as a third edition monster that seems to have gained real traction in the evil hearts of DMs everywhere. No doubt part of its appeal is its classic lineage, being derived straight from Edgar Rice Burroughs’ Great White Apes of Barsoom. With such a heritage, girallons deserve wider distribution.
The following text is Open Game Content.
Girallon
This four-armed, gorilla-like creature, covered with matted white fur, roars in rage as it rears up to its full, towering height.
Apelike Terrors. Girallons are enormous magical creatures covered in thick, pure white fur. An adult girallon is 8 feet tall, broad-chested, and weighs roughly 800 pounds. When moving on the ground, a girallon walks on its legs and lower arms.
Highly Territorial. Girallons are aggressive and carnivorous. They tend to attack intruders without warning, including strangers of their own kind.
Most Savage and Fearsome. Girallons possess great strength and ferocity, and use their four arms to tear opponents to bits.
0e
Girallon CL 9 (1,100 XP)
A girallon that hits an opponent with 2 or more claws in one round will rend the flesh for an additional 1d6 damage.
HD 7; AC 5 [14]; Atk 4 claws (1d6), 1 bite (1d8); Save 9; Move 15; Al N; Special rend.
3.5e
Girallon CR 6
Always N Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +6
AC 16, touch 12, flat-footed 13
(+3 Dex, +4 natural, -1 size)
hp 58 (7d10+20 HD)
Fort +7, Ref +8, Will +5
Spd 40 ft., climb 40 ft.
Melee 4 claws +12 (1d4+6), bite +7 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks rend 2d4+9
Before Combat A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack.
During Combat A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Base Atk +7; Grp +17
Feats Iron Will, Toughness (2)
Skills Climb +14, Move Silently +8, Spot +6
Environment warm forests
Organization solitary or company (5–8)
Treasure none
Advancement 8–10 HD (Large); 11–21 HD (Huge)
Rend (Ex) A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage.
Skills A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Advanced Girallons
Fiendish girallons are chaotic evil horrors called forth by summon monster VII spell.
Fiendish Girallon CR 7
CE Large magical beast (extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +1, Spot +6
Languages Abyssal
AC 16, touch 12, flat-footed 13
(+3 Dex, +4 natural, -1 size)
hp 58 (7 HD)
Fort +7, Ref +8, Will +5
Resist cold 5, fire 5; DR 5/magic; SR 12
Spd 40 ft., climb 40 ft.
Melee 4 claws +12 (1d4+6), bite +7 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks magic strike, rend 2d4+9, smite good 1/day (+7 damage)
Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Base Atk +7; Grp +17
Feats Iron Will, Toughness (2)
Skills Climb +14, Move Silently +8, Spot +6
Girallons can grow to truly enormous sizes, with some towering well over 20 feet or more.
King Girallon CR 10
Always N Huge magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Listen +3, Spot +10
AC 19, touch 12, flat-footed 15
(+4 Dex, +7 natural, -2 size)
hp 152 (16 HD)
Fort +14, Ref +14, Will +8
Spd 40 ft., climb 40 ft.
Melee 4 claws +24 (1d8+10), bite +22 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks rend 2d6+15
Str 30, Dex 18, Con 18, Int 2, Wis 12, Cha 7
Base Atk +16; Grp +34
Feats Alertness, Improved Bull Rush, Iron Will, Improved Natural Weapon (claws), Multiattack, Power Attack
Skills Climb +24, Listen +3, Move Silently +10, Spot +10
5e
| Large monstrosity, unaligned | |||||
|---|---|---|---|---|---|
| Armor Class 15 (natural armor) | |||||
| Hit Points 138 (12d10 + 60 | |||||
| Speed 40 ft., climb 40 ft. | |||||
| Str | Dex | Con | Int | Wis | Cha |
| 21 (+5) | 17 (+3) | 20 (+5) | 2 (-4) | 12 (+1) | 7 (-2) |
| Skills Athletics +8, Perception +4 | |||||
| Senses darkvision 60 ft.; passive Perception 11 | |||||
| Languages – | |||||
| Challenge 5 (1,800 XP) | |||||
| Actions | |||||
| Multiattack. A girallon attacks with 4 claws and 1 bite. | |||||
| Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) slashing damage. | |||||
| Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage. | |||||
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- The Ferocious White Apes, Copyright 2017, R. Dorman.
Friday, March 17, 2017
The Maw and Environs
This is from the second level and encompasses four separate zones.
Wednesday, March 15, 2017
Wandering Encounter Tables [Take I]
One of the first things I did in developing the Great Dungeon was to work out wandering monster charts for the first few levels. I wanted to begin with something immediately gameable that would also help flesh out what was going on with each level. Simply laying out typical encounters for each level began to suggest possible factions, and along with that potential alliances and rivalries in the Dungeon. It also began adding flavor to the levels and suggesting themes for new zones.
The resulting tables were intentionally generic: I wanted them to reflect typical representatives of various monster types; creatures that could be encountered almost anywhere in the Dungeon. So the “goblin” entry is just a vanilla 1st-level warrior goblin. Special areas or zones would get specialized encounter tables to match. So Dungmarket would have goblin guards with fighter levels, and the Statuary would have goblins with rogue levels.
Another goal was to have the average number appearing for each entry result in a 3.5e Encounter Level that matched the Dungeon Level. So 2d6+2 Tiny monstrous centipedes, Challenge Rating 1/8 each, results in an average of 9 CR 1/8 monsters, which is an EL 1 encounter. Suitable for the First Level.
Although the first iteration was built for 3.5, I looked to the Wandering Monster tables from Moldvay and Holmes, the Monster & Treasure Assortment, and Appendix C: Random Monster Encounters from the AD&D Dungeon Master’s Guide. The composition of the upper levels, therefore, reflects Gygaxian Naturalism with plenty of mundane (but nonetheless dangerous) giant vermin. But it also reflects, as pointed out by Planet Algol, a surprisingly large number of human encounters.
Human NPC encounters immediately posed an interesting problem. Moldvay and the Monsters & Treasures Assortment have numerous encounters that consist of one or more NPCs of the same class and level. So you might run into “1 footpad” or “3 cutpurses.” This is easy to replicate in 3.5e and reflected in my tables.
The AD&D tables instead had NPC parties, that is to say mixed groups of different races and classes, along with their henchmen. In 3.5e, an NPC with levels in a PC class has a Challenge Rating equal to its character level. So a 1st-level fighter has a CR of 1. Two CR 1 monsters make for an EL 3 encounter; four make for an EL 5 encounter. Add in some henchmen with NPC classes, and a typical NPC party made up solely of 1st level characters is almost too tough to place on the First Level of the Dungeon. I do want NPC parties to represent some of the toughest encounters the PCs might face, but within reason.
Pathfinder lowers the CR of NPCs by 1, so an NPC with levels in PC classes has a CR of character level -1, while an NPC with levels in weaker NPC classes has a CR of character level -2. This is probably a more accurate rating; in 3.5e NPCs seem notoriously fragile compared with monsters of the same Challenge Rating. This helps the problem a little, but not much. My initial cut used 3.5e challenge ratings, so NPC parties didn’t appear until the Fifth Level. Subsequent playtesting has pushed them down.
In developing the monster tables, I used the Moldvay convention of applying specific species names for the various vermin and animals rather than bland descriptions. So we have “deathback spiders,” which I find more flavorful than “Tiny monstrous spider.”
As I went deeper, I first ran into the problem of having too many choices around Level Four or Five, but above Level Seven soon ran into the problem of not enough options. I initially planned to create a full 20 levels of encounter tables. But in the deeper levels most of the monsters are solitary, powerful individuals, with demons and devils being a notable exception. Maybe you could have a bunch of bone devils running around, but multiple pit fiends or balor demons? And it just seems crazy to have multiple liches on a wandering monster chart. So I ended up compressing the lowest levels to reflect a range of Challenge Ratings.
So the following illustrates one of my first attempts at developing encounter tables for the Great Dungeon of the North. In addition to the number and type of monster, I’ve also included the source. “TOH” is the great Tome of Horrors, one of my favorite 3.5e books and invaluable for developing old-school adventures.
The First Level is a largely played-out area overrun by goblins, humans, animals, and vermin. Although it is the most mundane level, it does see its share of inexplicable Dungeon weirdness.
| Roll (%) | Encounter | Source |
|---|---|---|
| 01–02 | 1 acolyte of chaos | human cleric 1 |
| 03–04 | 1 apprentice magic-user | human wizard 1 |
| 05–06 | 1 apprentice thief | human rogue 1 |
| 07–09 | 1d3 bandits | human expert 1 |
| 10–18 | 2d6+2 birdkiller centipedes | SRD, Tiny monstrous centipede |
| 19–21 | 1d3 brigands | human warrior 1 |
| 22–30 | 1d4+1 catkiller centipedes | SRD, Small monstrous centipede |
| 31–39 | 1d4 cave crickets | ToH |
| 40–48 | 1d4+1 deathback spiders | SRD, Tiny monstrous spider |
| 49–52 | 1d4+3 dire rats | SRD |
| 53–55 | 1d3 dwarves | SRD, dwarf warrior 1 |
| 56–65 | 1d4+1 giant fire beetles | SRD |
| 66–69 | 1d4+2 goblins | SRD, goblin warrior 1 |
| 70–73 | 1d4+3 kobolds | SRD, kobold warrior 1 |
| 74–75 | 1d4+3 mites | PGRD |
| 76–79 | 1 mountain adder | SRD, Medium viper snake |
| 80–83 | 1d3 piercers [hazard] | ToH |
| 84–86 | 1d3 pledged | human adept 1 |
| 87–88 | 1 recruit | human fighter 1 |
| 89–91 | 1d4 skeletons | SRD, human warrior skeleton |
| 92–95 | 1 swarm of blackfang spiders | SRD, spider swarm |
| 96 | 1d3 tieflings | SRD, tiefling warrior 1 |
| 97 | 1d4 vulchings | ToH |
| 98–100 | 1d3 zombies | SRD, human commoner zombie |
The Second Level is full of strife, as two separate orc tribes and the hobgoblins battle for control. Fewer humans are found here, but many horrid types of vermin and animals abound.
| Roll (%) | Encounter | Source |
|---|---|---|
| 01–05 | 1 bat swarm | SRD |
| 06–07 | 1d2 berserkers | human barbarian 1 |
| 08–09 | 1 brown mold [hazard] | SRD |
| 10 | 1 cave python | SRD, constrictor snake |
| 11 | 1 choker | SRD |
| 12–26 | 1d4+1 crab spiders | SRD, Small monstrous spiders |
| 27 | 1 dire weasel | SRD |
| 28–42 | 1d4+1 dogkiller centipedes | SRD, Medium monstrous centipede |
| 43–44 | 1 footpad | human rogue 2 |
| 45–49 | 1d4+2 hobgoblins | SRD, hobgoblin warrior 1 |
| 50 | 1d3 lemure devils | SRD |
| 51 | 1 living statue | SRD, Medium animated object |
| 52–53 | 1 medium | human wizard 2 |
| 54–55 | 1 mountain rattler | SRD, Large viper snake |
| 56–57 | 1 novitiate | human cleric 2 |
| 58–62 | 1d3+1 orcs | SRD, orc warior 1 |
| 63 | 1 quasit demon | SRD |
| 64–68 | 1 rat swarm | SRD |
| 69–83 | 1d3 shriekers | SRD |
| 84–98 | 1d3+1 stirges | SRD |
| 99–100 | 1 veteran | human fighter 2 |
The hobgoblins maintain a redoubt on the Third Level, which is also home to ghouls and gnolls. On this level the Dungeon weirdness really begins to ramp up, as the waking world begins to give way to the Mythic Underworld.
| Roll (%) | Encounter | Source |
|---|---|---|
| 01 | 1 allip | SRD |
| 02 | 1 ethereal filcher | SRD |
| 03 | 1 ethereal marauder | SRD |
| 04–09 | 1 gelatinous cube | SRD |
| 10–15 | 1d3+1 ghouls | SRD |
| 16–21 | 1 giant cave rattler | SRD, Huge viper snake |
| 22 | 1 giant living statue | SRD, Large animated object |
| 23–28 | 1d2 giant lizards | SRD, monitor lizard |
| 29–34 | 1d3+1 giant ticks | ToH |
| 35–49 | 1d4+1 giant trapdoor spiders | SRD, Medium monstrous spider |
| 50–55 | 1d4+1 giant worker ants | SRD |
| 56–61 | 1d4+1 gnolls | SRD |
| 62 | 1d2 imp devils | SRD |
| 63–77 | 1d4+1 mulekiller centipedes | SRD, Large monstrous centipede |
| 78 | 1 phantom fungus | SRD |
| 79–80 | 1 robber | human rogue 3 |
| 81–82 | 1 seer | human wizard 3 |
| 83–84 | 1d6 skulks | ToH |
| 85–86 | 1 slithering tracker | ToH |
| 87–88 | 1 stunjelly | ToH |
| 89–90 | 1 swordsmaster | human fighter 3 |
| 91–96 | 1d4+1 troglodytes | SRD |
| 97–98 | 1 underpriest of chaos | human cleric 3 |
| 99–100 | 1d4 wolf skeletons | SRD |
Monday, March 13, 2017
A Toad is So
Inexplicably, 3e neglected a monster utterly ubiquitous to early versions of D&D: the giant toad. As Zenopus Archives carefully detailed, there were no less than five or six different versions of these critters kicking around OD&D, Holmes, B/X, and AD&D.
The retro clones were careful to correct this omission. And happily 5e gave us an open version that could be ported back to 3.5e. I dropped the 5e poison attack, which does nothing more than damage, and reduced the size for the base creature to Medium—but included a Large advanced version to complete the set.
The following text is Open Game Content.
Monstrous Toad
This pale, warty amphibian is larger than a mastiff dog, with a stout body, stubby but powerful limbs, and an enormous, gaping mouth.
0e
Giant Toad CL 3 (60 XP)
Giant toads are predators, willing to attack creatures as large as men. Giant toads can attack at the end of a hop, which is in addition to the toad’s normal move.
HD 3; AC 6 [13]; Atk 1 bite (1d8); Move 6 (hop 50 ft); Save 14; AL N; Special: Hop3.5e
Monstrous Toad CR 1
Always N Medium animal (aquatic)
Init +1; Senses darkvision 30 ft., low-light vision; Listen +2, Spot +2
AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)
hp 11 (2d8+2 HD)
Fort +3, Ref +3, Will +2
Speed 20 ft., swim 40 ft.
Melee bite +2 (1d8)
Space 5 ft.; Reach 5 ft.
Special Attacks improved grab, swallow whole
During Combat Monstrous toads are voracious and will leap toward the smallest creatures first, attempting to swallow them whole.
Morale Monstrous toads will leap away if reduced to half their normal hit points or less.
Str 10, Dex 12, Con 12, Int 1, Wis 14, Cha 4
Base Atk +1; Grp +1
Feats Weapon Finesse
Skills Jump +8, Hide +8, Swim +8
SQ amphibious
Environment temperate or warm aquatic, forests, marshes, and underground
Organization solitary, pair, or knot (3–12)
Treasure none
Advancement 3 HD (Medium), 4–6 HD (Large)
Amphibious (Ex) Although monstrous toads are aquatic, they can survive indefinitely on land.
Improved Grab (Ex) To use this ability, a monstrous toad must hit 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 in the following round.
Swallow Whole (Ex) A monstrous toad can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 1d6 points of bludgeoning damage plus 1d4 points of acid damage per round from the monstrous toad’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 10 points of damage to the monstrous toad’s digestive tract (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Medium monstrous toad’s gullet can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.
Skills A monstrous toad’s coloration gives it a +4 racial bonus on Hide checks. A giant toad has a +12 racial bonus on Jump checks. A monstrous toad has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Advanced Monstrous Toad
Giant Monstrous Toad CR 2
Always N Large animal (aquatic)
Init +0; Senses darkvision 30 ft., low-light vision; Listen +2, Spot +2
AC 13, touch 9, flat-footed 9
(+4 natural, -1 size)
hp 30 (4d8+12 HD)
Fort +7, Ref +6, Will +3
Speed 20 ft., swim 40 ft.
Melee bite +6 (2d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks improved grab, swallow whole
Str 18, Dex 11, Con 17, Int 1, Wis 14, Cha 4
Base Atk +3; Grp +11
Feats Improved Natural Attack (bite), Lightning Reflexes
Skills Jump +10, Hide +7, Swim +12
SQ amphibious
Swallow Whole (Ex) A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 15 points of damage to the monstrous toad’s digestive tract (AC 12). A Large monstrous toad’s gullet can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
5e
Giant Toad Challenge 1 (200 XP)
Unaligned Large beast
Init +1; Senses darkvision 30 ft., passive Perception 10
Armor Class 11
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Bite. +4 melee weapon attack, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Str 15 (+2), Dex 13 (+1), Con 13 (+1), Int 2 (-4), Wis 10 (+0), Cha 3 (-4)
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
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- Monster Compendium: 0e, Copyright 2008, Matthew J. Finch.
- Monstrosities, Copyright 2012, Frog God Games LLC; Authors Andrew Trent (“the Venomous Pao”), Trent Foster, Salvatore Macri (“Skathros”), Scott Wylie Roberts (“Myrystyr”), Sean Stone (“Stonegiant”), Sean Wills (“Geordie Racer”), Cameron DuBeers, Matt Hoover (“Random”), Mike Davison, Russell Cone (“Grim”), Mudguard, Old Crawler, Michael Shorten (“Chgowiz”), Mark Ahmed, Scott Casper (“Scottenkainen”), The Lizard of Oz, James Malizsewski, Michael Kotschi, J.D. Jarvis, John Turcotte, Guy Fullerton, Michael Coté, Thomas Clark, Tanner Adams, and Matt Finch (“Mythmere”).
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Friday, March 10, 2017
Races of the Distant West
Beyond the Majestic Mountains are the Western Steppes, the Endless Desert, and the Great Inland Sea. Exotic kingdoms are said to ring the shores of the Sea. These lands boast some of the most ancient and wondrous human cities in the world. The people there worship strange gods and have mastered many secret lines of magic: elementalism, the binding of genies and demons, and necromancy. In the last couple of decades new trade routes across the Majestics have brought caravans bearing goods and marvels out of the West and into the North.
AMAZONS are female humans from the steppelands, fearsome warriors and renowned riders.
NOMADS are also humans, merchants and traffickers in genies. Their caravans crisscross the Distant West and occasionally reach the North in search of new trade goods. Among the nomads are the DERVISHES, fanatical worshippers of a Sun God.
GHOULS are intelligent, deathless creatures that worship some strange, dark god of the Distant West. The ghouls are almost never seen themselves, but they command many loyal servants who conduct trade far and wide in the name of their horrid masters.
CENTAURS live in various tribes throughout the Distant West, though occasional wanderers will travel to the North in search of adventure.
KOBOLDS are small creatures, though they claim to be descended from dragons. Kobolds live in their own warren-like cities in the Majestic Mountains and in strange enclaves in the human cities of the West. Insatiable traders, they have ventured across the North.
HAWKMEN are humans who hail from a fabled floating city, high in the Majestics. Fierce warriors, they wear beaked helmets and wondrous armor with wings allowing them to fly through the air.
GNOLLS are hyena-headed creatures, corrupt man-eaters and worshippers of demons. They are often found in service to the ghouls. Though rare in the North, they are greatly feared for their wanton love of destruction and abominable appetites.


