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This is a collection of stats of things from the Legend of Zelda games. This is a community project, thus if you want to help out, feel free! With more input were sure to get through this faster!
Goblins
Moblin
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Moblin Medium Monstrous Humanoid (2nd level fighter) HD: 2d8+2d10+8 (30 hp) Init: -1 Speed: 30 ft AC: 14 (+4 Chain Shirt, -1 dex) BAB/Grapple: +4/+6 Attack: Glaive +6 (1d10+3 x3) or Longbow +3 (1d8) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Scent, Low Light Vision Saves: Fort +5, Ref +2, Will +3 Abilities: Str 14, Dex 8, Con 14, Int 7, Wis 10, Cha 8 Feats: Combat Expertise, Track, Power Attack, Cleave Skills: Listen +5, Survival +2
--------------------------------------------------------------- Climate/Terrain: Any Forest Organization: Mob (3-6), Band (6-12 with 8-16 bokoblins) Challenge Rating: 3 Treasure: Standard Alignment: Usually Neutral Evil Advancement: By character class or 3-5 HD (medium), 6+ HD (large)
This creature has a short porcine snout and grey skin. It wears a crude, brightly colored uniform and armor. It carries a halberd over one shoulder. It grunts and motions for it's friends, pointing your way.
Moblins are piggish creatures that inhabit forests. They are stupid and enjoy tormenting creatures weaker than themselves. They are greedy and self possessed creatures. Moblins are valued as mercenaries because they enjoy fighting and dont ask questions. Moblins are led by the largest moblin in the tribe, who assigns himself a big important sounding title such as King Moblin or The Great Moblin. When they have the chance Moblins will eat other sentient races.
Moblins average out at over 6'5" and weigh 200 pounds or more. Their favored class is fighter. Moblins speak Goblin and some of the smarter ones speak Hylian.
Great Moblin (advanced Moblin)
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Great Moblin Medium Monstrous Humanoid (5th level fighter) HD: 2d8+5d10+24 (64 hp) Init: +1 Speed: 30 ft AC: 16 ( +5 Chainmail, +1 dex) BAB/Grapple: +6/+10 Attack: Longspear +10 (1d8+6) or Javelin +7 (1d8+2) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Scent, Low Light Vision Saves: Fort +8, Ref +4, Will +3 Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 8, Cha 8 Feats: Combat Expertise, Track, Power Attack, Cleave, Improved Bull Rush, Improved Overrun Skills: Intimidate +9, Survival +9
--------------------------------------------------------------- Climate/Terrain: Any Forest Organization: Mob (1-2 and 3-6 Moblins) Challenge Rating: 7 Treasure: Standard Allignment: Usually Neutral Evil Advancement: 3-5 HD (medium), 6+ HD (large)
This creature has a short porcine snout and grey skin. It wears a crude, brightly colored uniform and armor. It makes loud grunting noises as it charges you, spear leveled.
Great Moblins are the leaders and elite of Moblins. They always take the best armor and other gear from the other goblins in their groups. Great Moblins prefer to use spears, charging and overrunning any enemies in their way. They are usually big stupid bullies that make the lesser moblins do all the hard work, which in turn pass it off the to Bokoblins.
Bokoblin
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Bokoblin Medium Monstrous Humanoid (1st level warrior) HD: 1d8+1 (6 hp) Init: +1 Speed: 30 ft AC: 13 (+2 Leather, +1 dex) BAB/Grapple: +2/+2 Attack: Club +2 (1d6+2) or Cutlass +2 (1d8+2) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Low Light Vision, Strongarm Saves: Fort +3, Ref +4, Will +0 Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 8 Feats: Alertness Skills: Spot +6
--------------------------------------------------------------- Climate/Terrain: Any Forest or plain Organization: Mob (3-6), Band (8-16 with 6-12 moblins) Challenge Rating: 1 Treasure: Standard Alignment: Usually Lawful Evil Advancement: By character class
A group of purple creatures wielding a motley collection of boards, swords, and telescopes approaches you. They look angry.
Bokoblins are smaller cousins of the Moblin. They are smarter but always get the worst loot due to their size. They often carry boko-sticks but can use any weapon they find due to their powerful arms. They use sheilds whenever they can.
Bokoblins stand a little less than 5 feet tall and weigh about as much as a human of the same size. They have batlike faces and come in a variety of colors, including blue, green, and pink.
Bokoblins speak Goblin, and sometimes common.
Strongarm: Bokoblins aren't amazingly strong, but something about the makeup of their arm muscles makes them able to lift giant weapons without strain. They can wield two handed weapons for a creature of their size in their dominant hand.
BAB/Grapple: +1/+2 Attack: Club +2 (1d6+1) or Shortbow +2 (1d6+1d3 flaming) Face/Reach:5ftx5ft/5ft Special Attacks: Flaming Arrows Special Qualities: Low Light Vision, Powerful Build Saves: Fort +3, Ref +4, Will +0 Abilities: Str 12, Dex 12, Con 12, Int 11, Wis 10, Cha 8 Feats: Improved Initiative Skills: Ride +5, Handle Animal +2, Spot +3
--------------------------------------------------------------- Climate/Terrain: Any land Organization: Patrol (4-6 with 1-3 Bulboes), or Camp (8-16 with 2-6 Bulboes) Challenge Rating: 1 Treasure: Standard Alignment: Usually Lawful Evil Advancement: By character class or 2-3 HD (medium), 4-6 HD (large)
A gigantic brown boar thunders toward you, with two creatures on it's back. They have long, muscular arms and covered faces. Large horns curve out the sides of their heads. The one riding in back stands and levels his bow at you, a flaming arrow nocked.
Bulblins are another distant relative to Moblins. They are by far the most militaristic of the goblin races, setting up large warcamps and riding huge boars into battle. Bulblins are rarely found alone and are if found away from their home or camp they will usually be riding on the back of a giant boar called a Bullboe. Traditionally two Bulblins ride a Bullboe, one driving it and attacking with his club while the other fires flaming arrows at their quarry.
Despite their size Bulblins are very powerfully built, with long arms that almost drag on the ground when they walk. They can grow to a quite alarming size, as evidenced by King Bulblin, a particularly enormous example of the race. Bulblins usually stand 4 feet tall and weigh about 100 pounds. They have glowing red eyes and large horns. Bulblins speak Goblin in rasping voices, and some learn Hylian.
Powerful Build: Bulblins count as a creature one size larger whenever it would be beneficial, such as in a grapple. They can wield weapons designed for a creature one size larger with no penalty.
Flaming Arrows: Bulblins prefer to fire flaming arrows. They keep the tips of their arrows wrapped in oily rags. A Bulblin may light any arrow it draws as a free action as long as it is next to any type of open flame, such as a torch.
Bullboes: Bulblins almost always go to battle atop mighty Bullboes. Bullboes are Dire Boars trained to bear a pair of riders.
Miniblins
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Miniblin Small Monstrous Humanoid HD: 1d8-2 (3 hp) Init: +5 Speed: 20 ft, climb 20 ft AC: 11 (+1 dex) BAB/Grapple: +1/-4 Attack: Trident +0 (1d6-1) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Low Light Vision, Darkvision Saves: Fort -2, Ref +3, Will +2 Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 8, Cha 5 Feats: Improved Initiative Skills: Jump +1
--------------------------------------------------------------- Climate/Terrain: Any land Organization: Swarm (6+) Challenge Rating: 2/3rds Treasure: Standard Allignment: Usually Chaotic Evil Advancement: None
Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!
Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."
Miniblins resemble small humanoid mice with demonic horns and carry pitchforks. They only speak their annoying babble.
Grand Poe Large Undead HD: 16d12 (104 hp) Initiative: +13 Speed: Fly 50 ft. (good) (10 squares) Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16 Base Attack/Grapple: +8/— Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy blight, plus 2d6 sonic damage; Will half) Space/Reach: 10 ft./10 ft. Special Attacks: Lantern, scream Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura Saves: Fort +5, Ref +14, Will +14 Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24 Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack Environment: Any underground or place of death Organization: Solitary or family (4) Challenge Rating: 14 Treasure: None Alignment: Always neutral evil Advancement: 17–32 HD (Large) Level Adjustment: —
A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.
Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.
These are Grand Poes, the oldest and most dangerous.
Scream (Ex): Grand Poes have the ability to let out a bloodcurdling, unholy scream that has a tangible force of evil. It deals damage as the spell unholy blight, but to all in a 30-foot radius, and an additional 2d6 sonic damage.
Lantern (Ex): Grand Poes always carry a lantern with them. In addition to its use as a weapon, when they are defeated, there is a 25% chance that the lantern's flame remains and can be captured in a bottle; otherwise, it goes out immediately.
Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.
Daylight Powerlessness (Ex): Poes are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.
Floormaster
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Floormaster Large Undead HD: 6d12 (68 hp) Init: +3 Speed: 30 ft AC: 16 (-1 size, +4 natural, +3 dex) Attack: Slam +8 (2d8+5) Face/Reach:10ftx10ft/5ft Special Qualities: Split, Fast Healing 1, Undead Immunities, Hover, sunlight vulnerability, fire vulnerability Saves: Fort +2, Ref +5, Will +5 Abilities: Str 20, Dex 16, Con -, Int -, Wis 10, Cha 9
--------------------------------------------------------------- Climate/Terrain: Underground Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always Neutral Evil Advancement: 7-12 HD (Large)
This creature is a massive, dessicated, disembodied right hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.
The Floormaster is a bizarre undead creature, as it is essentially a giant hand. Few know the secrets of their creation. They inhabit dark dungeons and crypts, killing mindlessly.
Hover: Floormasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.
Split: When reduced to 0 hit points, a floormaster splits into 3 lesser floormaster (stats below), each with full hit points. They are placed in nearby squares randomly, following the rules for grenadelike weapons scatter. If the floormaster was destroyed by a turn undead check, it does not split into lesser floormasters.
Vulnerability: For every round spent in sunlight (inculding artificial sunlight, such as a daylight spell), a Floormaster takes 2d6 points of sunlight damage. If destroyed by sunlight, it does not split. Floormasters also take double damage from fire.
Spell like abilities:Improved invisibility 1/day. Caster level 7th.
Lesser Floormaster
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Floormaster, lesser Tiny Undead HD: 2d12 (12 hp) Init: +3 Speed: 30 ft AC: 23 (+2 size, +4 natural, +7 dex) Attack: Slam +4 (1d8+1) Face/Reach: 2.5x2.5/0 ft Special Qualities: Fast Healing 1, Undead Immunities, Meld, Hover Saves: Fort +2, Ref +9, Will +5 Abilities: Str 12, Dex 24, Con -, Int -, Wis 10, Cha 9
--------------------------------------------------------------- Climate/Terrain: Underground Organization: Floormaster (3 lesser floormasters) Challenge Rating: 2 Treasure: None Alignment: Always Neutral Evil Advancement: 3-8 HD (Tiny)
This creature is a small, dessicated, disembodied right hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.
Lesser Floormasters are spawned when a Floormaster is reduced to 0 hp.
Hover: Floormasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.
Meld: If a lesser floormasters can remain in a grapple with at least one other lesser floormaster for at least 1 full round, they will meld together and grow in size to become a Floormaster. The transformation takes no extra action. The spawned floormaster has half of its total possible hp. If both of the floormasters had used it's invisibility before splitting, they cannot use it after melding.
Vulnerability: For every round spent in sunlight (inculding artificial sunlight, such as a daylight spell), a floormaster takes 2d6 points of sunlight damage. If destroyed by sunlight, it does not split. Floormasters also take double damage from fire.
Wallmaster
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Large Undead HD: 9d12 (100 hp) Init: +3 Speed: 40 ft AC: 18 (-1 size, +6 natural, +3 dex) Attack: Slam +10 (2d8+7) Face/Reach:10ftx10ft/5ft Special Attacks: Improved grab, Ethereal grab Special Qualities: Fast Healing 1, Undead Immunities, Hover, sunlight vulnerability, fire vulnerability Saves: Fort +3, Ref +6, Will +6 Abilities: Str 25, Dex 16, Con -, Int -, Wis 10, Cha 9
--------------------------------------------------------------- Climate/Terrain: Underground Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always Neutral Evil Advancement: 10-18 HD (Large)
This creature is a massive, dessicated, disembodied left hand. It is wrapped in tattered wrappings in the manner of a mummy, and it hovers toward you with a mindless intent.
The Wallmaster is a bizarre undead creature, as it is essentially a giant hand. Few know the secrets of their creation. They inhabit dark dungeons and crypts, killing mindlessly. They spend most of their time in the ethereal plane, waiting for prey.
Hover: Wallmasters can hover about a foot above the ground at will, but it cannot go higher than 1 foot.
Vulnerability: For every round spent in sunlight (including artificial sunlight, such as a daylight spell), a Wallmaster takes 2d6 points of sunlight damage. Wallmasters also take double damage from fire.
Improved Grab: To use this ability, a Wallmaster must hit with it's slam attack.
Ethereal Jaunt: A Wallmaster can shift from the ethereal plane to the material plane as a free action, and shift back as a move action. This ability is otherwise identical to the spell as cast by a 15th level sorceror.
Ethereal Grab: A Wallmaster that is in a grapple with a creature of large size or smaller can shift back to the ethereal plane as a move action, taking the grappled creature with it, or shift from ethereal to material as a free action, taking the grappled creature with it.
Twilit Subtype: “Twilit” is a template which is either inherited or can be applied to any creature except Oozes, Fey and Outsiders (which they automatically become). A creature to which it is applied also immediately gains the Augmented subtype. At one point, it affected Humanoids as well, but the nature of the Twilight has since changed.
Twilit beings are creatures that were born in the Twilight Realm, touched by either the natural magic of the plane or its corrupted form, transformed directly by magic or by the contact of Twilight on the Material Plane. They can be found both there and in Twilit areas on the Material Plane, but none can withstand the light of the sun.
Traits: A twilit creature possesses the following traits (unless otherwise noted in a creature’s entry):
--Immunity to cold and acid.
--Resistance to electricity 10.
--Shadow dependence: Twilit beings can only exist physically in areas of Twilight (that is, the permanent form as found in the Twilight Realm). Exposed to the pure light of the Material Plane, a Twilit creature is immediately drained to 1 Constitution and knocked unconscious but stable at -1 hit point. Hit points may be restored as normal, but are subject to the new Constitution score; Constitution may only be restored by the willing sacrifice of an equal amount by an intelligent being.
--See in Darkness (Su):Twilit creatures can see perfectly well in darkness of any type, even magical.
--Twilit creatures created by dark magic (i.e., not native to the plane), and the artifacts associated with them, emit auras of evil.
Shadow Insect
Diminutive Vermin (Twilit)
1d8 +2 (6 hp)
Initiative: +9
Speed: 60 ft. (12 squares); Fly 50 ft. (good); Climb 40 ft.
Armor Class: 19 (+4 size, +5 Dex); touch AC 19; flat-footed 14
Base Attack/Grapple: +2/-
Attack: Pincers +2 melee (1d4 + poison)
Full Attack: Pincers +2 melee (1d4 + poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison; corruption
Special Qualities: Darkvision 60 ft., vermin traits, twilit traits, invisibility*
Saves: Fort +3, Ref + 3, Will +2
Abilities: Str 9, Dex 20, Con 14, Int --, Wis 12, Cha 9
Skills: Hide +6, Spot +4, Survival +1
Environment: Twilit areas
Organization: Solitary or buzz (2-5)
Challenge Rating: 1
Treasure: None or Tears of Light
Alignment: Always neutral evil
Advancement: 2 HD (Tiny); 2-3 HD (Small); 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: --
You hear a buzzing noise from behind a crate; moving it aside, an angry buzz whirs past your head, with just a hint of a gleam.
Shadow Insects, also called Twilit Parasites, are the form taken by evil when it latches onto some of the world's pure light. They are disgusting, parasitic flea-like insects which tend to flee if provoked.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con.
Special: A Shadow Insect can survive in the World of Light at no penalty, but only for 1d2 hours, after which it immediately dies with no save allowed. They use this time to steal the source of light and blanket the world in Twilight. In a Twilit area, including the Twilight Realm, they gain invisibility (Su) to all except those who are also affected by the twilight. They may still be detected via a Spot check (DC 15) by the gleam of the Tears of Light if they are carrying any.
Shadow Beast Size/Type: Large Outsider (Extraplanar, Twilit) Hit Dice: 12d8+24+3 (Toughness) (81 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 21, touch 11, flat-footed 19 (-1 size, +2 dex, +10 natural) Base Attack/Grapple: +12/+21 Attack: Claw +17 melee (2d6+7) Full Attack: Claw +17 melee (2d6+5) and 2 tentacles +17 melee (2d8+5/19–20 and bite +12 melee (2d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, constrict 1d6+3 Special Qualities: Fast healing 3, howl of dark resurrection, spell-like abilities, Twilit traits Saves: Fort +10, Ref +10, Will +5 Abilities: Str 20, Dex 15, Con 14, Int 8, Wis 5, Cha 4 Skills: Climb +20; Hide +13 (+15 in areas of dim light); Intimidate +12; Jump +20; Listen +12; Spot +12; Survival +12 Feats: Power Attack; Cleave; Great Cleave; Improved Bull Rush; Awesome Blow (B); Toughness Enviroment: Any (usually Twilight) Organization: Solitary, pack (3-5) Challange Rating: ??? Treasure: None Alignment: Always chaotic evil Advancement: 13-21 HD (Huge) Level Adjustment: —
This vile creature stands about as tall as a horse, its humanoid form hunched over and covered with a pattern. Whatever face it has is hidden behind a heavy mask, from above and below which tentacles project.
Shadow Beasts are dark beings created by the tainted magic of the Shadow Crystals, transformed by the false king Zant from the peaceful Twili people. As long as the power that created them exists, they cannot be changed back.
COMBAT
Shadow Beasts hunt in packs, to ensure a swift and easy kill, and almost always ambush; their default method is to wait for potential victims to enter a narrow area, trap them in walls of force, and drop on them through a portal. Occasionally, one of them can be found in the Twilight as a guard. Though not especially bright as a result of the transformation, they make up for it in sheer ferocity.
Improved grab (Ex): To use this ability, the Shadow Beast must hit with an arm or tentacle 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 constrict.
Constrict (Ex): A creature caught in a grapple by a Shadow Beast's Improved Grab takes half bludgeoning damage and half constriction damage.
Howl of dark resurrection (Su): If more than one Shadow Beast is present in an encounter, and all of them are killed but one, the remaining Beast may use a full-round action that provokes attacks of opportunity to revive its packmates (those that were with it when the encounter began) as if they had received true resurrection spells, but with half hit points.
Spell-like abilities: Wall of force 2/day, caster level 12th; Plane Shift 1/day.
Special: A Shadow Beast is not subject to the Twilit type’s Shadow dependence; it can exist freely in natural light, but does suffer a -2 penalty to attack rolls and saving throws as long as it remains there.
Constructs
Iron Knuckle
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Iron Knuckle Large Construct HD: 14d10 (97 hp) Init: +0 Speed: 20 ft AC: 17 (-1 size, -2 dex, +10 Natural) BAB/Grapple: +10/+25 Attack: Large Keen Greataxe +2 +23 (2d6+16 19-20x2) Full Attack Large Keen Greataxe +2 +23/18 (2d6+16 19-20x2) Face/Reach:10ftx10ft/10ft Special Attacks: Wallbreaker Special Qualities: Construct Immunities, Fortified Armor, SR 17, DR 10/- Saves: Fort +4, Ref +4, Will +2 Feats: Power Attack, Cleave, Great Cleave (mindless constructs do not normally have feats, but the Iron Knuckle does) Abilities: Str 33, Dex 6, Con -, Int -, Wis 6, Cha 1
--------------------------------------------------------------- Climate/Terrain: Underground Organization: Solitary, Pair, or Guard (1-2 and Gold Knuckle) Challenge Rating: 9 Treasure: Double Coins Alignment: Always Neutral Advancement: 15-17 HD (Large), 18-24 HD (Huge)
A massive suit of armor sits atop the throne before you. As you approach it stands and hefts its gigantic axe. It lumbers toward you, its armor clinking.
Iron Knuckles are massive guardian constructs. They are usually set to kill all creatures that approach unless they are their creators. They smash through walls and pillars to destroy the intruders. If an Iron Knuckle is not given orders to remain in an area it will pursue its target until one of them is destroyed. Iron Knuckles do not speak but they understand the languages of their creators.
Fortified Armor: Iron Knuckles are several layers of animated armor. They are incredibly heavy but as they are damaged they shed their armor and become faster. When it has over half of it's HP the Iron Knuckle has DR 35/Flank (it can only be hurt normally when flanked). It also has resistance to fire, acid, cold, electricity, and sonic 25. If the Iron Knuckle is ever reduced to half of it's maximum HP or less it sheds its armor. This reduces its DR to 15/flank, natural armor to +5, and resistances to 10. However it is now under a permanent haste effect. Remember that Knuckles always have a DR of 10/-.
Wallbreaker: Iron Knuckles power through any obstacles in their way with their mighty axes. They ignore the hardness of any unattended object they attack with their axe. In addition, if they destroy the object they are attacking they are allowed an attack exactly as if they had just cleaved an enemy. Their axes don't stop!
Gold Knuckle
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Gold Knuckle Large Construct HD: 17d10 (114 hp) Init: +0 Speed: 20 ft AC: 22 (-1 size, -2 dex, +15 Natural) BAB/Grapple: +12/+29 Attack: Large Vorpal Greataxe +4 +33 (2d6+16) Full Attack Large Vorpal Greataxe +4 +33/28/23 (2d6+16) Face/Reach:10ftx10ft/10ft Special Attacks: Wallbreaker Special Qualities: Construct Immunities, Fortified Armor, SR 21, DR 10/- Saves: Fort +5, Ref +5, Will +5 Feats: Power Attack, Cleave, Great Cleave, Leap Attack, Alertness Skills: Spot +22, Intimidate +20, Jump +31 Abilities: Str 37, Dex 6, Con -, Int 12, Wis 10, Cha 10
--------------------------------------------------------------- Climate/Terrain: Underground Organization: Solitary or Guard (Gold Knuckle and 1-2 Iron Knuckles) Challenge Rating: 14 Treasure: Double Coins Alignment: Usually Neutral Evil Advancement: 18-20 HD (Large), 21-30 HD (Huge)
A massive suit of golden armor sits on the throne before you, flanked by two smaller suits of armor. As you approach the guards block your way with their axes as the golden armor stands, chuckling.
A Gold Knuckle is similar in appearance to an Iron Knuckle, but its armor is more ornate. It differs from an Iron Knuckle in that it has a mind controlled person as it's guiding force, usually one that is good aligned. Gold Knuckles are usually created to lead Iron Knuckles. Gold Knuckles fight in a similar fashion to Iron Knuckles, but they also use powerful leap attacks that dominate everything before them. Gold Knuckles do not speak but they understand the same languages as the person within them.
Fortified Armor: Gold Knuckles are several layers of animated armor. They are incredibly heavy but as they are damaged they shed their armor and become faster. When it has over half of it's HP the Iron Knuckle has DR 40/Flank (it can only be hurt normally when flanked). It also has resistance to fire, acid, cold, electricity, and sonic 30. If the Gold Knuckle is ever reduced to half of it's maximum HP or less it sheds its armor. This reduces its DR to 20/flank, natural armor to +10, and resistances to 15. However it is now under a permanent haste effect. Remember that Knuckles always have a DR of 10/-.
Wallbreaker: Iron Knuckles power through any obstacles in their way with their mighty axes. They ignore the hardness of any unattended object they attack with their axe. In addition, if they destroy the object they are attacking they are allowed an attack exactly as if they had just cleaved an enemy. Their axes don't stop!
Deku
Deku Scrub
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Deku Scrub Small Plant HD: 1d8 (5 hp) Init: +1 Speed: 30 ft AC: 12 (+1 Dex, +1 Size) BAB/Grapple: +0/-5 Attack: Nut +2 (1d4-1) Face/Reach:5ftx5ft/5ft Special Attacks: Deku Nut Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers Saves: Fort +2, Ref +1, Will +0 Abilities: Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha 10 Feats: Alertness Skills: Gather Information +2, Hide +9, Listen +2
--------------------------------------------------------------- Climate/Terrain: Any Forest Organization: Single, Duo, Patch (3-6) Challenge Rating: 1 Treasure: Standard Alignment: Usually Neutral Advancement: By character class
As you approach the large flower, a small, sad looking creature emerges from it with the sound of dry leaves brushing together. It squawks and shoots a nut in your general direction before ducking back into it's flower.
Deku scrubs are intelligent plants that inhabit the deepest parts of shadowy forests. They are isolationist and distrust strangers, attacking interlopers by firing painful deku nuts out of their mouths. They live in Deku Flowers. Deku Scrubs don't tolerate other scrubs using their flowers without permission. When strangers draw near the deku retreat into the flower and are almost invulnerable to attack. Deku society is a monarchy, led by King Deku, a hereditary position. They build heavily fortified and hidden palaces out of dead logs and cover them with decorative leaves. Some Deku are not part of the deku kingdom though, and live in the woods as savages.
Deku are very short and light, most being around 3 feet tall and 20 pounds. Their bodies are made out of wood and are thus vulnerable to fire. Deku often grow leaves around their snouts and faces that resemble facial hair. Deku leaves range from green to orange.
Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).
Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.
Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.
Business Scrub
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Business Scrub (5th level rogue) Small Plant HD: 5d6 (20 hp) Init: +6 Speed: 30 ft, fly 30 ft AC: 13 (+2 Dex, +1 Size) BAB/Grapple: +3/-2 Attack: Nut +6 (1d6-1) Face/Reach:5ftx5ft/5ft Special Attacks: Deku Nut, Sneak Attack +3d6 Special Qualities: Low Light Vision, Plant Traits, Fire Vulnerability, Deku Flowers, Uncanny Dodge, Evasion, Trap Sense +1 Saves: Fort +1, Ref +6, Will +2 Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 15 Feats: Improved Initiative, Negotiator Skills: Gather Information +12, Hide +16, Listen +11, Diplomacy +14, Move Silently +12, Sense Motive +13, Bluff +12, Escape Artist +12, Appraise +12, Decipher Script +12
--------------------------------------------------------------- Climate/Terrain: Any Forest Organization: Single, Duo, Cartel (3-5) Challenge Rating: 3 Treasure: Double Standard Alignment: Usually Neutral Advancement: By character class
Business Scrubs are the merchants of Deku society. They prefer to ambush and steal loot from travellers but if they meet any kind of resistance they offer to sell rare goods instead... but its always overpriced.
Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).
Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.
Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out. In addition to what a normal scrub can do with a flower, business scrubs can use them as a takeoff point to fly. They may not take off from anything that is not a deku flower.
Player Races
Twili (by Kagehime)
The Twili are humanoids native to the Twilight Realm. Their ancestors were a powerful tribe of sorcerous humans who sought to invade the Light Realm and steal the power of the Triforce; when it failed, they were banished to this world. Yet they did not die. The twisting shadows of eternal Twilight slowly changed the race of men over the years, and each new generation was born of more of the stuff of the plane itself than the flesh and blood of light. Eventually, their descendants came to become known as the Twili, a largely peaceful race with its own distinctive nature.
Due to their shadowy nature, Twili can vary greatly in appearance of height and weight (an average puts them at about 5’9” and 100 lbs.) but they always seem to be elongated, with elegant curves on both genders and long limbs. Their skin is largely midnight black, but along the chest, neck and face the skin tone is a contrasting pale, and can range from gray or green to blue. Their eyes and hair usually match, in bright reds, yellows and oranges. Facial features, too, appear to be stretched, and slightly tilted up, creating a striking appearance that many other races (would) find attractive.
Spoiler
•+2 Int, +2 Cha; -2 Dex, -2 Con
•Humanoid (Twilit, Extraplanar [if outside of Twilight Realm])
••Note that although they are composed of part of the essence of the Twilight Realm, Twili are not outsiders.
•Medium: As Medium creatures, Twili have no special bonus or penalties due to their size.
•Immunity to darkness and shadow effects and a +2 bonus against Illusion spells or effects.
•Darkvision: Twili can see an unlimited range with no light at all, even in an area of magical darkness.
•Being of Shadows: Though Twili can exist in the World of Light, they are vulnerable to light magic effects. If exposed to magical light of above CL 6, they suffer a -2 penalty to attack rolls and saves. If exposed to magical light from a source with a divine rank (i.e., at least a demigod), the Twili’s Constitution immediately drops to 1 and is knocked unconscious but stable at -1 HP. HP may be restored, but subject to the new Constitution. The only way to restore Constitution to full is the willing sacrifice of an equal amount from an equally powerful denizen of the World of Light.
•Weapon proficiency: Twili receive the Martial Weapons Proficiency feat for the longsword. Although they have not been used commonly in a long time, the Twili continue to train with the ceremonial sword.
•+2 racial bonus to Hide checks in areas of dim light; +4 bonus in darkness.
•Automatic languages: Common and Twili* Bonus languages: Any non-secret.
•Favored class: Wizard. A multiclass Twili’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
•LA: +1
* The Twili language is almost impossible for other races to speak, as it consists of a series of tonal moans; it can, however, be read and written in, using its own alphabet.
The Zora are a proud race of amphibious warriors and fishers who live in Zora’s Domain, near Lake Hylia. They are exceptionally skilled swimmers, and gifted at fighting as well. Though the Zora freely welcome visitors to their lands in most circumstances, and often allow them to take part in contests and celebrations, they may close off their realm entirely to outsiders in times of crisis. Zoras speak Common and their own language, and their clerics revere an ancient, living water deity, though only royalty are allowed to approach their Lord in person.
The Zora appear like nothing so much as humanoid fish. They have sleek scales ranging in color from silvery-blue to deep red, and so fine as to be invisible individually on their bodies, and fins project from their arms, with females having more graceful, rippled than males. Females also may have either an extended skull in back or a pattern of larger scales like hair; males uniformly have dolphin-like tails projecting from the back of their skulls. Adults typically stand at roughly 6 feet tall, and weigh 120 pounds, largely muscle.
Spoiler
•+2 Dex, -2 Con, +2 Cha
•Humanoid (Aquatic)
•Medium: As Medium creatures, Zoras have no special bonus or penalties due to their size.
•Base land speed is 30 feet; swim speed 50 feet.*
•Amphibious (Ex): Zoras can breathe both water and air.
•Weapon Proficiency: Zoras automatically receive the Martial Weapons Proficiency feat for the trident, as it is a traditional weapon of the Zora and every youth knows how to use it.
•Darkvision: Zoras can see perfectly in the darkness of underwater caves; however, this only applies underwater. On land they still need a light source.
•+4 racial bonus to Swim checks, and Zoras can always choose to take 10 on a Swim check, even if rushed or threatened.
•Automatic languages: Common and Zora. Bonus languages: Any non-secret.
•Favored class: Druid or Bard
•LA: 0
* Zoras may run while underwater.
Deku Scrubs
Deku scrubs are intelligent plants that inhabit the deepest parts of shadowy forests. They are isolationist and distrust strangers, attacking interlopers by firing painful deku nuts out of their mouths. They live in Deku Flowers. Deku Scrubs don't tolerate other scrubs using their flowers without permission. When strangers draw near the deku retreat into the flower and are almost invulnerable to attack. Deku society is a monarchy, led by King Deku, a hereditary position. They build heavily fortified and hidden palaces out of dead logs and cover them with decorative leaves. Some Deku are not part of the deku kingdom though, and live in the woods as savages.
Deku are very short and light, most being around 3 feet tall and 20 pounds. Their bodies are made out of wood and are thus vulnerable to fire. Deku often grow leaves around their snouts and faces that resemble facial hair. Deku leaves range from green to orange.
Spoiler
-2 str, +2 dex. Deku scrubs are not physically imposing, but they are quick.
Plant Type
Small Size
30 foot movement. Deku are fast on their feet.
Low Light vision. Deku hail from dim forests.
Deku Nuts: Deku Scrubs can fire deku nuts out of their tube shaped mouth like a cannon. These are treated as a thrown weapon that does 1d4 damage and has a range of 20 ft. A deku scrub can produce an amount of nuts equal to 3x their con score per day. After that they can use dried deku nuts as ammo. A Deku Scrubs nut damage die increases by one for every five hit dice they gain (d6 to d8 to d10 to d12).
Fire Vulnerability: Deku Scrubs are made of wood and take double (2x) damage from fire.
Deku Flowers: When a Deku Scrub hides in a Deku Flower they gain a +4 circumstance bonus to their hide check. Removing the scrub is a difficult task as they know the best ways to hang on inside! To pull the scrub out of its flower requires an opposed strength check. If the attacker beats the Scrub's roll the scrub is ripped out of the flower, taking 1d6 damage in the process. However, the Deku Scrub may always take 20 on its test to oppose being ripped out.
These devices consist of a metal cylinder or bracer with a handle on one end and a mechanical claw or metal spike on the other. When a trigger is activated on the handle, the claw or spike shoots out at great speed in a straight line, trailing a connecting length of chain back to the rest of the device. When it reaches it's limit or hits a target, the chain retracts: depending on the target one or more creatures or items may move with it, but in any case the claw or spike returns to the firing position at the start of it's wielder's next turn. The claw or spike always moves in a straight line, seemingly in defiance of gravity, even though it does not travel fast enough to normally escape the arcing that effects normal arrows.
A Clawshot or Hookshot acts as projectile weapon with a range increment and maximum range of 30'. It can be used as both a weapon and a tool. If used as a weapon against a creature, make a normal ranged attack: against a tiny or smaller creature with 8 or less hp it deals 1d8 piercing damage and dazes with no save. Against tiny creatures with more than 8hp and creatures of small size or larger with less than 6HD it dazes for 1 round with no save. Against creatures with more than 6HD it does nothing, though you may make disarm attempts as follows. You may also make a disarm attempt against an enemy's shield as if you were wielding a one handed weapon: if you succeed, the shield is depsosited in your off hand or at your feet at the start of your next turn. Against an object it deals 1d8 piercing damage.
As a tool, you may use a Clawshot or Hookshot to get to places and retrieve items you couldn't normally reach: this is in fact what they were initially created for. With a Clawshot, treat this as a use rope check to seat a grappling hook, using your ranged attack bonus instead of your use rope bonus (seating a grappling hook 30' away is DC16), or a ranged attack against an object for a loose item. For a Hookshot, treat it as a ranged attack against an object (AC 5+size modifier): the Hookshot may attach properly to any object with hardness 5 or less. In either case, if the target can support your weight, you are pulled in a straight line to the attachment point without provoking attacks of opportunity, arriving at the start of your next turn. The claw or spike remains attached until you release it as a free action, until then it holds with a climb check result of 10. You may lower or raise yourself by letting out or retracting the chain after you reach the target point as a move action. If the object cannot support your weight or is loose, it is pulled to you and deposited in your off hand or at your feet at the start of your next turn.
Moderate transmutation; CL6th; Mage Hand, Daze Monster, Dimension Hop; Price: 20,000gp.
This item is identical to a Hookshot, except it's range is 60' instead of 30'.
Moderate transmutation; CL12th; Mage Hand, Daze Monster, Dimension Hop; Price: 40,000gp.
Pricing: 2nd level spell at will: 12,000gp, + another spell: 30,000gp. It has a longer range for movement than Dimension Hop, but a shorter range for Daze Monster. It also requires successful ranged attacks and checks, and wouldn't be very useful by the time you could buy it, so I dropped the price by 1/3rd to 20,000gp, which seemed more reasonable.
Images copyright Nintendo
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Moblins have glaives, Bokoblins are small, possibly with powerful build, and you might want to stat out a boar rider. The armor is more chain shirt or in some cases hide, not chain mail on Moblins.
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Moblins have glaives, Bokoblins are small, possibly with powerful build, and you might want to stat out a boar rider.
I honestly couldn't remember how big Bokoblins were, but I changed them to small with powerful build. I considered giving moblins glaives originally, but since they look like spears and call them spears I went with spears. I changed it to glaives with your comment though. As for boar riders... these are boar riders. I don't really see them as having different stats.
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Originally Posted by Knaight
The armor is more chain shirt or in some cases hide, not chain mail on Moblins.
Noted. I gave them Chainmail to make them a little more formidable. I based these Moblins off of a mix of WW Moblins and OoT Moblins. I still might change it though.
Quote:
Originally Posted by Kagehime
Nicely done, at least! I guess we'll get stats for King Bulblin, too?
Thanks! I originally wasn't going to do any named characters but if theres any demand for King Bulblin and the Great Moblin I'll do them too.
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Uhh... Bokoblins are definately not small. They're as tall as Link in Twilight Princess, and, I believe, taller in Wind Waker. Remember, in WW they use those big swords one-handed, while they require both of Link's hands.
I believe that you may be confusing them with Miniblins, which are the very small, swarmy types that stab you with sticks.
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Uhh... Bokoblins are definately not small. They're as tall as Link in Twilight Princess, and, I believe, taller in Wind Waker. Remember, in WW they use those big swords one-handed, while they require both of Link's hands.
I believe that you may be confusing them with Miniblins, which are the very small, swarmy types that stab you with sticks.
See I just need to play Wind Waker again. Zelda Wiki describes them as short but capable of great feats of strength, capable of lifting a pike or a darknut sword in one hand with seemingly no exertion. I'm putting them back up to medium but adding that they can wield two handed weapons in one hand.
EDIT: I'm thinking no dual wielding large weapons though, just in case a player wants to be a Bokoblin.
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Lets try a picture where they aren't standing close to the camera, on higher ground, given that Link has a good foot on them, and is of a much heavier build. Small, powerful build.
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No no, that's about right for Bokoblins. They stand about the same height as link, taller than him in Wind Waker because he's a kid. They are also capable of lifting and using a moblin's glaive and a darknut's sword one handed.
By the way is it pronounced Bo-ko-blin, or is it more like boh-kahblin?
EDIT: I'm gonna go kill one in TP and see for myself.
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Lets try a picture where they aren't standing close to the camera, on higher ground, given that Link has a good foot on them, and is of a much heavier build. Small, powerful build.
I believe that you're thinking of Bulblins, which are indeed about the height you describe (I tried to find a picture).
Note also that in D&D, dwarves, described as about just over 4' on average, are still of Medium size. I know Link's a bit on the short side, but even if any enemy's a full foot shorter than him, when you consider that most of his foes hunch over, they almost all probably qualify as Medium.
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Makes sense, especially since I now remember mostly killing them from the saddle.
EDIT: Probably small.
Hey me too.
Okay I was thinking small as well. Gonna start on miniblins soon and maybe Great Moblins. I'm giving normal Moblins chain shirt armor and great moblins (the sort found in OoT) will have chainmail.
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Miniblins are small creatures, about the same size as the children in Wind Waker, and we all know that medium-sized humanoid's children are generally small creatures themselves.
To clarify the bit about how they're able to wield a two-handed weapon and yet forbid them from say, dual-wielding great swords, specify that it's only their dominant hand that can do so.
To clarify the bit about how they're able to wield a two-handed weapon and yet forbid them from say, dual-wielding great swords, specify that it's only their dominant hand that can do so.
Fantastic.
I've started work on miniblins, but I'm not so sure on their stats.
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I do avatars on request, but due to computer issues I can't right now. Sorry.
I've started work on miniblins, but I'm not so sure on their stats.
Well, I think they're wielding half-spears sized for their builds... Maybe they're like kobolds with low mental scores but higher dexes, like, +4 dex, -2 wis, -2int, probably low strengths due to their low damage (or maybe that's because a small-sized half-spear is horrible). Unable to speak any language but their own allip-like babble?
Miniblin Small Monstrous Humanoid HD: 1d8-2 (3 hp) Init: +5 Speed: 20 ft, climb 20 ft AC: 11 (+1 dex) BAB/Grapple: +1/-4 Attack: Trident +0 (1d6-1) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Low Light Vision, Darkvision Saves: Fort -2, Ref +3, Will +2 Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 8, Cha 5 Feats: Improved Initiative Skills: Jump +1
--------------------------------------------------------------- Climate/Terrain: Any land Organization: Swarm (6+) Challenge Rating: 2/3rds Treasure: Standard Allignment: Usually Chaotic Evil Advancement: None
Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!
Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."
Miniblins resemble small humanoid mice with demonic horns and carry pitchforks. They only speak their annoying babble.
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Miniblin Small Monstrous Humanoid HD: 1d8-2 (3 hp) Init: +5 Speed: 20 ft, climb 20 ft AC: 11 (+1 dex) BAB/Grapple: +1/-4 Attack: Trident +0 (1d6-1) Face/Reach:5ftx5ft/5ft Special Attacks: Special Qualities: Low Light Vision Saves: Fort -2, Ref +3, Will +2 Abilities: Str 8, Dex 12, Con 6, Int 8, Wis 10, Cha 5 Feats: Improved Initiative Skills: Jump +1
--------------------------------------------------------------- Climate/Terrain: Any land Organization: Swarm (6+) Challenge Rating: Treasure: Standard Allignment: Usually Chaotic Evil Advancement: None
Deh Dank, Dank! Deh Dank! Deh Dank! Deh Dank...DANK!
Miniblins are the smallest type of Goblin, as well as the weakest. They aren't a threat unless there are large numbers of them... and theres always large numbers of them. They rarely flee from fights and will usually keep coming until they are all dead. Not even walls or drops will stop them. They move along the ground in short hops, chanting "Deh Dank!" and "Nyeh Na..."
Miniblins resemble small humanoid mice with demonic horns and carry pitchforks.
Say, do these guys ever attack you in pitch-darkness like keese do? if so, darkvision as well?
Oh yeah... and flaming keese need some ability to use darkvision despite the fact that they radiate some measure of light....
See I just need to play Wind Waker again. Zelda Wiki describes them as short but capable of great feats of strength, capable of lifting a pike or a darknut sword in one hand with seemingly no exertion. I'm putting them back up to medium but adding that they can wield two handed weapons in one hand.
EDIT: I'm thinking no dual wielding large weapons though, just in case a player wants to be a Bokoblin.
Grand Poes: those ones in Arbiter's Grounds in TP.
...This is really fun; I want to do some of the races, so I call Zora and Goron!
Spoiler
Grand Poe
Large Undead
16d12 (104 hp)
Initiative: +13
Speed: Fly 50 ft. (good) (10 squares)
Armor Class: 25 (–1 size, +9 Dex, +7 deflection),, touch 25, flat-footed 16
Base Attack/Grapple: +8/—
Attack: Lantern +16 melee (3d6 plus 1d8 fire damage)
Full Attack: Lantern +16 melee (3d6 plus 1d8 fire damage) and scream (as unholy word, plus 2d6 sonic damage; Will negates unholy word)
Space/Reach: 10 ft./10 ft.
Special Attacks: Lantern, scream
Special Qualities: Darkvision 60 ft., daylight powerlessness, Invisibility, lifesense 60 ft., undead traits, unnatural aura
Saves: Fort +5, Ref +14, Will +14
Abilities: Str 16, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: Alertness B, Blind Fight, Combat Reflexes, Dodge, Improved Initiative B, Chill of the Grave, Mobility, Spring Attack
Environment: Any underground or place of death
Organization: Solitary or family (4)
Challenge Rating: ???
Treasure: None
Alignment: Always neutral evil
Advancement: 17–32 HD (Large)
Level Adjustment: —
A bone-chilling scream rings out, and focusing your senses, you see a huge, gaunt robed figure lurching toward you, a lantern glowing an infernal blue clutched in its hand.
Poes are ghosts formed from the spirits of those who died with hatred for the world in their hearts, and though intelligent, they are utterly without compassion or mercy, hungering to destroy all warm and living things. They always carry a lantern; according to folktales this is to light the way to Hell for the unfortunate traveler who follows them.
These are Grand Poes, the oldest and most dangerous.
Invisibility (Su): Grand Poes are invisible to the naked eye; however, they can be detected by the Scent Ability, by the use of a sunrod or by psionics.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a Daylight spell) and flee from it.
Is that finished? Some of its abilities and qualities don't have explanations right now. As it stands its CR is 14 or so.
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Originally Posted by The Vorpal Tribble
1. Divide its average HP by 4.5 to 6,
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD.
2. Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
3. Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
4. Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity.
5. Add 1 for every two bonus feats it has.
6. Divide by 3.
Would you mind if I did OoT/MM poes?
I changed the name of the thread to reflect what were doing more accurately. I also grabbed my stats for the Iron Knuckle and the Wall/Floormasters for y'all to peruse. Enjoy.
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I do avatars on request, but due to computer issues I can't right now. Sorry.
Hmm... I'd suggest making the -blins Humanoid (Goblinoid) instead of Mounstrous Humanoid. Otherwise, keep up the good work! And don't forget the bosses. *Waits for Ganon stats*
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Hmm... I'd suggest making the -blins Humanoid (Goblinoid) instead of Mounstrous Humanoid.
Hmm, think so? I was thinking that they are a lot more like monsters than people.
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Otherwise, keep up the good work! And don't forget the bosses. *Waits for Ganon stats*
My next batch of stuff is either going to be deku things or gohma, I haven't decided.
My theory is that link is a gestalt bard/paladin of about 15th level, so Ganon is probably a gestalt fighter/sorceror a little higher than that. We'll cross that bride when we come to it.
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I do avatars on request, but due to computer issues I can't right now. Sorry.
Hmm, think so? I was thinking that they are a lot more like monsters than people.
Perhaps moblins, but bokoblins and bulblins are humanoid enough. Remember that such "monstrous" species as lizardmen also count as humanoid. And Link should at least have some levels in ranger, he's quite proficient with the bow.
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