Harold the White
The Dungeons And Dragons Archive
by Talanall
1y ago
Hunter of Fiends Male human clr 5 of Derena/rng 15:CR 20; Medium humanoid; Hit Dice 20d8+20; 113 hp; Init +6; Spd 30 ft. (6 squares); AC 24, touch 17, flat-footed 21; BAB/Grapple +17/+22; Atk +21 melee (1d8+6/19-20, +1 holy adamantine longsword), or +20 melee (1d6+5 plus disruption, +1 disruption ghost touch alchemical silver light mace), or +25 ranged (1d8+6/x3, +1 bane (dragon, outsider (evil)) holy composite longbow (+5 Str)); Full atk +19/+14/+9/+4 melee (1d8+6/19-20, +1 holy adamantine longsword) and +18/+13/+8/+3 melee (1d6+2 plus disruption, +1 disruption ghost ..read more
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Alvart Algartsson, Lord Wægmunding
The Dungeons And Dragons Archive
by Talanall
1y ago
Male human ari 3: CR 2; Medium humanoid (human); Hit Dice 3d6-3; 7 hp; Init +2; Spd 30 ft. (6 squares); AC 18 (13 touch, 16 flat-footed); BAB/Grapple +2/+3; Atk +5 melee (1d6+1/18-20, masterwork rapier), or +5 melee (1d4+1/19-20, masterwork dagger); Full atk +3 melee (1d6+1/18-20, masterwork rapier) and +3 melee (1d4/19-20, masterwork dagger); AL LE; SV Fort +0, Ref +3, Will +3; Str 12, Dex 15, Con 8, Int 13, Wis 10, Cha 14. Skills and Feats: Appraise +4, Bluff +7, Diplomacy +14, Gather Information +4, Knowledge (history) +6, Knowledge (nobility and royalty) +6, Ride +7, Sense Motive ..read more
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Star Wasp Swarm
The Dungeons And Dragons Archive
by Talanall
1y ago
Diminutive Magical Beast (Swarm) Hit Dice: 6d10 (33 hp) Initiative: +10 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14 Base Attack Bonus/Grapple: +6/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft. / 0 ft. Special Attacks: Distraction, poison Special Qualities: Darkvision 60 ft., hive mind, immune to negative energy, immune to weapon damage, low-light vision, swarm traits Saves: Fort +5, Reflex +11, Will +2 Abilities: Str 1, Dex 22, Con 1 ..read more
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Sluagh
The Dungeons And Dragons Archive
by Talanall
1y ago
Medium Fey (Spirit) Hit Dice: 5d6 (17 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 masterwork chain shirt), touch 11, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Masterwork lance +4 melee (1d8+1/x3), or masterwork rapier +4 melee (1d6+1/18-20), or masterwork composite shortbow (+1 Str) +4 ranged (1d6+1/x3) Full Attack: Masterwork lance +4 melee (1d8+1/x3), or masterwork rapier +4 melee (1d6+1/18-20), or masterwork composite shortbow (+1 Str) +4 ranged (1d6+1/x3) Space/Reach: 5 ft. / 5 ft. Special Attacks: Spell-like ..read more
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Prism-Finned Sturgeon
The Dungeons And Dragons Archive
by Talanall
1y ago
Prism-Finned Sturgeon Size/Type: Medium Magical Beast (Aquatic) Hit Dice: 3d10+3 (19 hp) Initiative: +1 Speed: Swim 60 ft. (12 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +3/+5 Attack: Tail slap +6 melee (1d6+2) Full Attack: Tail slap +6 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Enthralling shimmer (DC 10), hypnotic pattern (DC 13) Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +4, Ref +4, Will +2 Abilities: Str 15, Dex 13, Con 13, Int 3, Wis 12, Cha 8 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness ..read more
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Overseer Zombie
The Dungeons And Dragons Archive
by Talanall
1y ago
Overseer zombies are intelligent undead, reanimated from the corpses of humanoids, giants, or monstrous humanoids. They provide an additional layer of control between their creators and a number of mindless undead, allowing their masters to exercise indirect control over a much greater number of such creatures than would otherwise be the case. Like their mindless cousins, overseer zombies are usually somewhat decayed, surrounded by the stench of rotting flesh, and they move in fits and starts. But their sluggish demeanor belies their possession of a rudimentary intellect that makes them unsett ..read more
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Ondine
The Dungeons And Dragons Archive
by Talanall
1y ago
Medium Fey (Spirit, Water) Hit Dice: 4d6+4 (18 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 11 (+1 Dex), touch 11, flat-footed 10 Base Attack/Grapple: +2/+2 Attack: Dagger +2 melee (1d4/19-20), or javelin +3 ranged (1d6) Full Attack: Dagger +2 melee (1d4/19-20), or javelin +3 ranged (1d6) Space/Reach: 5 ft./ 5 ft. Special Attacks: Curse of labored breath, spell-like abilities, spells Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 15 Saves: Fort +2, Reflex +5, Will +5 Abilities ..read more
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Ilmuktan Charger
The Dungeons And Dragons Archive
by Talanall
1y ago
Large Animal Hit Dice: 4d8+16 (33 hp) Initiative: +2 Speed: 50 ft. (12 squares) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Hoof +8 melee (1d6+6) Full Attack: 2 hooves +8 melee (1d6+6) and bite +1 melee (1d4+3) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +8, Ref +6, Will +2 Abilities: Str 22, Dex 15, Con 19, Int 2, Wis 13, Cha 6 Skills: Listen +7, Spot +6 Feats: AlertnessB, Endurance, Run Environment:  ..read more
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Cu Sidhe, Unseelie
The Dungeons And Dragons Archive
by Talanall
1y ago
Large Outsider (Cold, Spirit) Hit Dice: 4d10+16 (38 hp) Initiative: +5 Speed: 50 ft. (10 squares), fly 50 ft. (good) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +4/+13 Attack: Bite +8 melee (2d6+7 plus 1d6 cold) Full Attack: Bite +8 melee (2d6+7 plus 1d6 cold) Space/Reach: 10 ft. / 5 ft. Special Attacks: Chilling bite, trip Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., immunity to cold, low-light vision, scent, weaknesses Saves: Fort +7, Ref +4, Will +4 Abilities:  ..read more
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Cu Sidhe, Seelie
The Dungeons And Dragons Archive
by Talanall
1y ago
Large Outsider (Air, Spirit) Hit Dice: 4d10+16 (38 hp) Initiative: +5 Speed: 60 ft. (10 squares), fly 60 ft. (perfect) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +4/+12 Attack: Bite +7 melee (2d6+6) Full Attack: Bite +7 melee (2d6+6) Space/Reach: 10 ft. / 5 ft. Special Attacks: Trip Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., low-light vision, scent, weaknesses Saves: Fort +7, Ref +4, Will +4 Abilities: Str 18, Dex 15, Con 19, Int 4, Wis 12, Cha 6 Skills:  ..read more
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