Lord Nomic's Nautical Compendium: Resources for Seaborne Adventures in DnD 5th Edition
|
|
- Dennis Skinner
- 5 years ago
- Views:
Transcription
1 Lord Nomic's Nautical Compendium: Resources for Seaborne Adventures in DnD 5th Edition
2 Foreword Fighting Style: Aquatic Fighting Feat: Mariner Spells Black Smoke Casting time: Range: Components: Duration: Mucus Film Casting Time: Range: Components: Duration: The Bends Casting Time: Range: Components: Duration: Water Glide Cast Time: Range: Components: Duration: At Higher Levels: Water Shield Casting Time: Range: Components: Duration: At Higher Levels:
3 Equipment Diving Bell Armor Class: Hit Points: Damage Immunities: Diving Suit Armored Diving Suit Under Pressure In the real world, water pressure becomes a major issue when attempting deep dives. Water pressure increases by one atmosphere for roughly every 33 feet of depth. If the GM wishes to impose more realism, here are some useful figures: 100 feet: Maximum depth an unprotected human can safely descend before the pressure becomes too great. 200 to 500 feet: Early 20th century armored diving suits could descend this deep. 2,300 feet: Modern armored diving suits (atmospheric diving suits) can descend this deep. A magic armored diving suit might be able to do the same. Beebe's Brilliant Bathysphere Wondrous item, legendary Armor Class: Hit Points: Speed: Damage Immunities:
4 Aquatic Races Merfolk Merfolk Traits Ability Score Increase. Age. Alignment. Size. Speed. Languages. Amphibious. Subrace. Oceanic Merfolk Ability Score Increase. Merfolk Weapon Training. Siren Song. Freshwater Merfolk Ability Score Increase. Darkvision. Strong Tail. Deep Sea Merfolk Ability Score Increase. Bite. Superior Darkvision. Light Sensitivity Bioluminescence. Swallow. Aquatic Elves
5 Aquatic Elf Subrace Traits Ability Score Increase. Sea Elf Weapon Training. Amphibious. Swimming Speed. Class Variants Druid Circle: Circle of the Sea Aquatic Wild Shape Natural Recovery Circle Spells Circle of the Sea Spells Druid Level Circle Spells 3rd 5th 7th 9th mirror image, misty step water breathing, water walk control water, freedom of movement conjure elemental, scrying Sea Stride Nature's Ward Nature's Sanctuary Cleric Divine Domain: Water Water Domain Spells Cleric Level Spells 1st 3rd 5th 7th 9th create or destroy water, fog cloud, gust of wind, misty step water breathing, water walk control water, freedom of movement destructive wave, conjure elemental Bonus Proficiency Ocean Guide Channel Divinity: Tidal Surge
6 Bounty of the Ocean Divine Strike Command Aquatic Creatures Warlock Patron: The Depths Below Depths Below Expanded Spells Spell Level Spells 1st 2nd 3rd 4th 5th Hunter of the Seas create or destroy water, fog cloud darkvision, gust of wind water walk, water breathing control water, ice storm cone of cold, destructive wave Ghostly Fog Chill of the Depths The Depths' Own
7 Sea Monsters O Shallow Water M Miscellaneous Creatures Barracuda Small beast, unaligned Armor Class 12 Hit Points 7 (2d6) Speed 0 ft., swim 60 ft. 7 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Senses blindsight 30 ft., darkvision 60 ft., passive Perception 10 Challenge 1/8 (25 XP) Water Breathing. The barracuda can breathe only underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Barracuda Giant Cone Snail Large beast, unaligned Armor Class 16 (natural armor) Hit Points 54(6d ) Speed 5 ft., climb 5 ft. 12 (+1) 14 (+2) 16 (+3) 1 (-5) 8 (-1) 1 (-5) Skills Stealth +4 Condition Immunities blinded, deafened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge 2 (450 XP) Spider Climb. The cone snail can climb difficult surfaces, including upside down on ceilings, without needing to make ability checks, Water Breathing. The cone snail can breathe only underwater. Sting. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 5 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.
8 Cone snails Giant Mantis Shrimp Large beast, unaligned Armor Class 15 (natural armor) Hit Points 78 (12d ) Speed 30 ft., swim 30 ft. 16 (+3) 15 (+2) 13 (+1) 2 (-4) 16 (+3) 3 (-4) Skills Perception +7 Senses blindsight 30 ft., truesight 120 ft., passive Perception 17 Challenge 3 (700 XP) Keen Sight. The mantis shrimp has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The mantis shrimp can breathe only underwater. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone and stunned for 1 round. Variant: Spearing Mantis Shrimp Some mantis shrimp are armed with spiny appendages topped with barbed tips. Their melee weapon attacks deal piercing damage instead of bludgeoning. Giant Moray Eel Medium beast, unaligned Armor Class 12 Hit Points 13(3d8) Speed 0 ft., swim 40 ft. 14 (+2) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 3 (-4) Skills Stealth +4 Senses passive Perception 10 Challenge 1/4 (50 XP) Keen Smell. The moray eel has advantage on Wisdom (Perception) checks that rely on smell. Water Breathing. The moray eel can breathe only underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (Escape DC 13). Until this grapple ends the moray eel can't use its bite on another target. Moray eels Mantis shrimp
9 Giant Stingray Large beast, unaligned Armor Class 12 Hit Points 39 (6d10 + 6) Speed 0 ft. swim 30 ft. Sea Snake Small beast, unaligned Armor Class 13 Hit Points 7(2d6) Speed 5 ft., swim 40 ft. 12 (+1) 15 (+2) 13 (+1) 2 (-4) 10 (+0) 2 (-4) Skills Stealth +4 Senses blindsight 60 ft., passive Perception 5 Challenge 1 (200 XP) Sand Camouflage. The stingray has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Water Breathing. The stingray can breathe only underwater. String. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one. Stingrays 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Senses blindsight 10 ft., passive Perception 10 Challenge 1/4 (50 XP) Hold Breaths. The sea snake can hold its breath for 1 hour. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way. Sea snakes
10 Scrag Scrag Large giant, chaotic evil Armor Class 16 (natural armor) Hit Points 84 (8d ) Speed 20 ft., swim 40 ft. 18 (+4) 14 (+2) 20 (+5) 6 (-2) 9 (-1) 6 (-2) Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 5 (1,800 XP) Amphibious. The scrag can breathe air and water. Keen Smell. The scrag has advantage on Wisdom (Perception) checks that rely on smell. Aquatic Regeneration. The scrag regains 10 hit points at the start of its turn if it is mostly immersed in water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hit points and doesn't regenerate. Rend. Once per turn, if the scrag hits a target with two claw attacks, the target takes extra 11 (2d6 + 4) slashing damage. Multiattack. The scrag makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage damage. Triton Elemental Beings. Reclusive Undersea Dwellers. Triton Medium elemental, neutral good Armor Class 16 (natural armor) Hit Points 33(6d8 + 6) Speed 20 ft., swim 40 ft. 12 (+1) 10 (+0) 12 (+1) 13 (+1) 13 (+1) 11 (+0) Damage Resistances acid Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Aquan Challenge 2 (450 XP) Amphibious. The triton can breathe air and water. Conch Horn. The triton blows a horn made from a conch shell, the sound of which frightens aquatic animals. Any beast with the Amphibious or Water Breathing special trait within 60 feet of the triton that can hear the horn must succeed on a Wisdom saving throw (DC 13), or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the triton's Conch Horn for the next 24 hours. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft., or range 20/60 ft., one target. Hit 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
11 Merfolk Noble Medium humanoid (merfolk), neutral Armor Class 13 Hit Points 52 (8d8 + 16) Speed 10 ft., swim 40 ft. 14 (+2) 16 (+3) 15 (+2) 11 (+0) 13 (+1) 14 (+2) Skills Perception +3 Senses passive Perception 13 Languages Aquan, Common Challenge 1 (200 XP) Amphibious. The merfolk can breathe air and water. Multiattack. The merfolk makes two melee attacks. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. Merfolk Tidecaller Medium humanoid (merfolk), neutral Armor Class 11 Hit Points 27 (5d8 + 5) Speed 10 ft., swim 40 ft. 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 15 (+2) Skills Perception +3, Performance +4 Senses passive Perception 13 Languages Aquan, Common Challenge 2 (450 XP) Amphibious. The merfolk can breathe air and water. Spellcasting. The merfolk is a 5th level spellcasters. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The merfolk has the following bard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion 1st level (4 slots): charm person, healing word 2nd level (3 slots): calm emotions, enthrall 3rd level (2 slots): bestow curse, hypnotic pattern Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Change Shape (Recharges after a Short or Long Rest). The merfolk magically polymorphs into a human, remaining in that form for up to 24 hours. It can revert to its true form as a bonus action. Its statistics are the same in each form, except the human form has movement speed of 30 feet. It reverts to its true form if it dies or gets wet.
12 Open Ocean T Miscellaneous Creatures Baleen Whale Gargantuan beast, unaligned Armor Class 16 (natural armor) Hit Points 205 (10d ) Speed 0 ft., swim 40 ft. 30 (+10) 13 (+1) 30 (+10) 3 (-4) 12 (+1) 7 (-2) Skills Perception +4 Senses blindsight 120 ft., passive Perception 14 Challenge 6 (2,600 XP) Echolocation. The whale can't use its blindsight while deafened. Hold Breath. The whale can hold its breath for 1 hour. Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. Tail Slap. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d ) bludgeoning damage. Dolphin Large beast, unaligned Armor Class 13 Hit Points 26(4d10 + 4) Speed 0 ft., swim 60 ft. 11 (+0) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 8 (-1) Skills Perception +3 Senses blindsight 120 ft., passive Perception 13 Challenge 1/2 (100 XP) Echolocation. The dolphin can't use its blindsight while deafened. Hold Breath. The dolphin can hold its breath for 30 minutes. Keen Hearing. The dolphin has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The dolphin has advantage on attack rolls against a creature if at least one of the dolphin's allies is within 5 feet of the creature and the ally isn't incapacitated. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage. Dolphins Baleen Whales
13 Sailfish Large beast, unaligned Armor Class 12 Hit Points 45(6d ) Speed 0 ft., swim 100 ft. Squid Small beast, unaligned Armor Class 12 Hit Points 5 (2d4) Speed 0 ft., swim 40 ft. 14 (+2) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 4 (-3) Skills Perception +3 Senses passive Perception 13 Challenge 2 (450 XP) Standing Leap. The sailfish's long jump is 20 feet and its high jump is up to 10 feet, with or without running (or swimming, as it may be) start. Impale. If the sailfish moves 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes extra 4 (1d8) piercing damage. The extra damage increases to 9 (2d8) if the sailfish moves 40 feet, 13 (3d8) if it moves 60 feet, 18 (4d8) if it moves 80 feet, and 22 (5d8) if it moves 100 feet. Water Breathing. The sailfish can breathe only in water. Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Sailfish 10 (+0) 14 (+2) 10 (+0) 2 (-4) 14 (+2) 4 (-3) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Challenge 1/8 (25 XP) Pack Tactics. The squid has advantage on attack rolls against a creature if at least one of the squid's allies is within 5 feet of the creature and the ally isn't incapacitated. Water Breathing. The squid can breathe only underwater Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, and the target is grappled (Escape check DC 10) if it is a Medium or smaller creature. Until the grapple ends, the squid can't use its tentacles on another target. Ink Cloud (Recharge after a Short or Long Rest). A 5-footradius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action. Squids
14 Mosasaurus Mosasaurus Gargantuan beast, unaligned Armor Class 13 (natural armor) Hit Points 247(15d ) Speed 0 ft., swim 50 ft. 28 (+9) 10 (+0) 22 (+6) 2 (-4) 10 (+0) 9 (-1) Skills Stealth +5 Senses passive Perception 10 Challenge 15 (13,000 XP) Hold Breath. The mosasaurus can hold its breath for 1 hour. Ramming Charge. If the mosasaurus moves at least 20 feet straight towards a creature and then hits it with a ram attack on the same turn, the target must succeed on a DC 19 Strength saving throw or be stunned for 1 round. Multiattack. The mosasaurus makes two attacks: one with its ram and one with its bite. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the mosasaurus. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mosasaurus, and it takes 21 (6d6) acid damage at the start of each of the mosasaurus's turn. If the mosasaurus takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 21 Constitution save at the end of that turn or regurgitate all swallowed creatures, which falls prone within 10 feet of the mosasaurus. If the mosasaurus dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 20 feet of movement, exiting prone. Ram. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
15 The Deep Sea O Deep Sea Fish Anglerfish Black Swallower Gulper Eel Viperfish
16 Giant Anglerfish Medium beast, unaligned Armor Class 11 Hit Points 45(10d8) Speed 0 ft., swim 20 ft. 10 (+0) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 3 (-4) Skills Stealth +5, Perception +3 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 13 Challenge 1 (200 XP) Darkness Camouflage. The Anglerfish has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The anglerfish can breathe only underwater. Hypnotic Lure. The anglerfish's lure emits pulses of light with hypnotic effect. Creatures within 60 feet of the anglerfish that can see the light it emits must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature must move toward the anglerfish, if possible. If the anglerfish attacks the creature, the charm effect ends immediately Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and ff the target is Large or smaller, and the anglerfish does not have another target swallowed, the target must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the anglerfish, and it takes 10 (3d6) acid damage at the start of each of the anglerfish's turns. If the anglerfish dies, a swallowed creature is no longer restrained and can escape from the corpse using 5 feet of movement, exiting prone. Giant Black Swallower Small beast, unaligned Armor Class 12 Hit Points 10 (3d6) Speed 0 ft., swim 30 ft. 7 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Skills Stealth +6, Perception +2 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12 Challenge 1/4 (50 XP) Darkness Camouflage. The black swallower has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The black swallower can breathe only underwater. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is grappled (escape DC 13) if the black swallower doesn't already have a creature grappled. Swallow. The black swallower makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed and the grapple ends. If the target is Large, the black swallower must immediately make a DC 20 Constitution saving throw. If the save is failed, the black swallower takes 7 (2d6) slashing damage and regurgitates the target, which falls prone in a space within 5 foot of the black swallower. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the black swallower, and it takes 7 (2d6) acid damage at the start of each of the black swallower's turn. The black swallower can only have one target swallowed at a time. If the black swallower dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 1 foot of movement, exiting prone.
17 Giant Gulper Eel Huge beast, unaligned Armor Class 12 Hit Points 95 (10d ) Speed 0 ft., swim 20 ft. 13 (+1) 14 (+2) 16 (+3) 1 (-5) 13 (+1) 3 (-4) Skills Stealth +8, Perception +4 Senses blindsight 120 ft., passive Perception 14 Challenge 5 (1,800 XP) Darkness Camouflage. The gulper eel has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The gulper eel can breathe only underwater. Gulp. A Huge or smaller target within 5 feet of the gulper eel that it can see must succeed on a DC 15 Dexterity saving throw or be swallowed by the gulper eel. A swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the gulper eel, and it takes 21 (6d6) acid damage at the start of each of the gulper eel's turn. If the gulper eel takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 15 Constitution save at the end of that turn or regurgitate all swallowed creatures, which falls prone within 10 feet of the gulper eel. If the gulper eel dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone. Giant Viperfish Large beast, unaligned Armor Class 13 Hit Points 39(6d10 + 6) Speed 0 ft., swim 40 ft. 13 (+1) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 4 (-3) Skills Stealth +7, Perception +4 Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14 Challenge 2 (450 XP) Darkness Camouflage. The viperfish has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Water Breathing. The viperfish can breathe only underwater. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the viperfish can't bite another target. Swallow. The viperfish makes one bite attack against a Large 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 viperfish, and it takes 10 (3d6) acid damage at the start of each of the viperfish's turn. The viperfish can only have one target swallowed at a time. If the viperfish dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 10 feet of movement, exiting prone.
18 Deep Sea Merfolk Adapted to the Depths. Extreme dimorphism. Deep Sea Merfolk (female) Medium humanoid (merfolk), neutral Armor Class 11 Hit Points 65 (10d8 + 20) Speed 10 ft. swim 40 ft. 10 (+0) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 9 (-1) Skills Perception +3, Stealth +5 Senses darkvision 120 ft., passive Perception 13 Languages Aquan Challenge 1 (200 XP) Amphibious. The deep sea merfolk can breathe air and water. Deep Sea Merfolk Society. Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the deep sea merfolk can't bite another target. Swallow. The deep sea merfolk makes one bite attack against a Large 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 deep sea merfolk, and it takes 10 (3d6) acid damage at the start of each of the deep sea merfolk's turn. The deep sea merfolk can only have one target swallowed at a time. If the deep sea merfolk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.
19 Deep Sea Merfolk (Male) Tiny humanoid (merfolks), neutral Armor Class 13 Hit Points 1 (1d4-1) Speed 0 ft., swim 50 ft. 1 (-5) 16 (+3) 8 (-1) 8 (-1) 18 (+4) 8 (-1) Skills Perception +8, Stealth +5 Senses blindsight 120 ft., darkvision 120 ft., passive Perception 18 Languages understands Aquan but can't speak, telepathy 120 ft. Challenge 0 (10 XP) Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness Keen Senses. The deep sea merfolk has advantage on Wisdom (perception checks) Water Breathing. The deep sea merfolk can breathe only underwater. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a female deep sea merfolk, the male deep sea merfolk fuses with her body, and she can benefit from his senses, Perception bonus and telepathy. Variant: Psionic Male Deep Sea Merfolk Some male deep sea merfolk manifest psionic abilities beyond telepathy. Their CR increase to 1/4 (50 XP) and they gain the following trait: Innate Spellcaster (Psionics). The deep sea merfolk's innate spellcasting ability is Intelligence (spell save DC 9). It can innately cast the following spells, requiring no components: At will: detect thoughts, mage hand, message 1/day each: charm person, dissonant whispers Deep Sea Merfolk Shaman Medium humanoid (merfolk), neutral Armor Class 12 Hit Points 97 (13d8 + 39) Speed 10 ft. swim 40 ft. 12 (+2) 15 (+2) 16 (+3) 10 (+0) 16 (+3) 10 (+0) Skills Perception +6, Stealth +5 Senses darkvision 120 ft., passive Perception 16 Languages Aquan Challenge 6 (2,300 XP) Amphibious. Deep sea merfolk can breathe air and water. Darkness Camouflage. The deep sea merfolk has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Spellcasting. The deep sea merfolk is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It does not require material components to cast its spells (or the component listed in the PHB are replaced with ones that could be found in the deep sea) It has the following druid spells prepared: Cantrips (at will) druidcraft, guidance, poison spray 1st level (4 slots): animal friendship, faerie fire, goodberry 2nd level (3 slots): locate animals or plants, pass without trace 3rd level (3 slots): daylight, protection from energy 4th level (3 slots): control water, dominate beast 5th level (2 slots): antilife shell, mass cure wounds Multiattack. The deep sea merfolk makes two attacks: one with its spear and one with its bite. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the deep sea merfolk can't bite another target. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack. Swallow. The deep sea merfolk makes one bite attack against a Large 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 deep sea merfolk, and it takes 14 (4d6) acid damage at the start of each of the deep sea merfolk's turn. The deep sea merfolk can only have one target swallowed at a time. If the deep sea merfolk takes 30 damage or more on a single turn from the swallowed creature, it must succeed on a DC 15 Constitution save at the end of that turn or regurgitate the swallowed creature, which falls prone within 10 feet of the deep sea merfolk. If the deep sea merfolk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 5 feet of movement, exiting prone.
20 Eye of the Deep Eye of the Deep Large aberration, lawful evil Armor Class 16 (natural armor) Hit Points 90 (12d ) Speed 0 ft., swim 20 ft., fly 10 ft. (hover) 15 (+2) 14 (+2) 14 (+2) 14 (+2) 11 (+1) 14 (+2) Saving Throws Int +5, Wis +4, Cha +5 Skills Perception +4 Condition Immunities prone Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech, Undercommon Challenge 8 (3,900 XP) Water Breathing. The eye of the deep can breathe only underwater. Multiattack. The eye of the deep makes two pincer attacks. If the eye of the deep is grappling a creature, it can also use its bit once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6+2) piercing damage. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the eye of the deep doesn't already have two other creatures grappled. Central Eye Flash (Recharge 5-6). The eye of the deep's central eye emits bright light in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, or be stunned for 1 round and blinded for 1 minute. Creatures that are immune to being blinded or have total cover from the eye of the deep are unaffected. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Eye Rays. The eye of the deep shoots up to two of the following magical rays at one or two targets it can see within 120 feet of it. It can use each ray only once on a turn. Left Eye: Paralyzing Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Right Eye: Cold Ray. The targeted creature must make a Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed save, or half as much on a successful one. Both Eyes: Illusion Ray. The eye of the deep creates an illusion of a Medium or smaller object or creature in an occupied space. The illusion can be animate, bu can't produce noise. The illusion lasts until the end of the eye of the deep's next turn. A creature that succeeds in a DC 16 Wisdom (Insight) check can see through the illusion. The eye of the deep can't use this eye ray and the other two during the same turn.
21 Giant Squid Giant Squid Large beast, unaligned Armor Class 14 Hit Points 105 (14d ) Speed 0 ft., swim 40 ft. 15 (+2) 17 (+4) 14 (+2) 2 (-4) 14 (+2) 4 (-3) Skills Perception +8 Senses darkvision 120 ft., passive Perception 18 Challenge 5 (1,800 XP) Keen Sight. The giant squid has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The giant squid can breathe only underwater Multiattack. The giant squid makes two attacks with its tentacles. Tentacles. Melee Weapon Attack: +7 to hit, reach 25 ft., one target. Hit: 16 (2d6 + 2) bludgeoning damage, and the target is grappled (Escape check DC 15) if the giant squid doesn't already have two other targets grappled. Until this grapple ends, the target is restrained. Ink Cloud (Recharge after a Short or Long Rest). A 40- foot-radius cloud of ink extends all around the giant squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant squid can use the Dash action as a bonus action. Giant Giant Squid* Huge beast, unaligned Armor Class 15 Hit Points 147 (14d ) Speed 0 ft., swim 40 ft. 17 (+3) 20 (+5) 18 (+4) 2 (-4) 16 (+3) 4 (-3) Skills Perception +11 Senses darkvision 120 ft., passive Perception 21 Challenge 9 (5,000 XP) Keen Sight. The giant squid has advantage on Wisdom (Perception) checks that rely on sight. Water Breathing. The giant squid can breathe only underwater Multiattack. The giant squid makes two attacks with its tentacles. Tentacles. Melee Weapon Attack: +9 to hit, reach 50 ft., one target. Hit: 17 (2d6 + 3) bludgeoning damage, and the target is grappled (Escape check DC 16) if the giant squid doesn't already have two other targets grappled. Until this grapple ends, the target is restrained. Ink Cloud (Recharge after a Short or Long Rest). A 60- foot-radius cloud of ink extends all around the giant squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the giant squid can use the Dash action as a bonus action. *That is to say, it's a giant version of the animal known as the giant squid.
22 Naval Combat T Ship Sizes The Pilot Sailing Check: Moving a Ship in Combat Movement per Round Ship Movement Speed table Ship Top Speed( ft./round) Rowboat 75 Keelboat 50 Longship 150 Sailing Ship 100 Galley 200 Warship 125 Moving and Maneuvering Collisions Variant: Playing on a Grid Because ships are rather large and fast, using the standard 5-foot square size on a grid is not very practical. Instead, assume that each square represents 25 feet. Special Maneuvers Full Ahead/Heave To
23 Turn to Port or Starboard Full Astern Ramming Ramming Damage Table Ship Type Damage Rowboat Keelboat Sailing ship Longboat Galley Warship 2d4 2d10 2d20 2d20 4d20 5d20 Attacking a Ship Attacking the Sails Fire is Bad Grapple
DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
Baaz Draconian Medium dragon (draconian), usually chaotic evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1)
More informationLord Nomic's Nautical Compendium. Resources for Seaborne Adventures in DnD 5th Edition
Lord Nomic's Nautical Compendium Resources for Seaborne Adventures in DnD 5th Edition Foreword I've always been fascinated with the ocean and marine life, probably due to having lived my whole life near
More informationby Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with
by Cindy Moore 1 2 by Cindy Moore A Dungeon Master's Guild Adepts Adventure for use with DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
More informationMONSTERS OF THE SCARRED LANDS VOLUME 3. SEA MONSTERS. Alain Giorla
MONSTERS OF THE SCARRED LANDS VOLUME 3. SEA MONSTERS Alain Giorla Disclaimer This document provides game statistics for monsters for the Dungeons & Dragons 5th Edition roleplaying game and the Scarred
More informationGOBLIN AMBUSH. Goblin Small Humanoid (Goblinoid), Neutral-Evil. Goblin Small Humanoid (Goblinoid), Neutral-Evil
GOBLIN AMBUSH Abilities & Abilities & Abilities & Abilities & Leads to trail with 2 traps Snare (DC 12 perception to notice, dc 10 dex to save) Pit (Passive Perception 15, DC 15 Wis/percep to notice, DC
More informationThe Sunless Citadel Combat Reference Document
The Sunless Citadel Combat Reference Document Monster Statistics and Reinforcement Information Introduction: This reference document was created for DMs planning to run The Sunless Citadel from Tales from
More informationUNEARTHED ARCANA Sidekicks
UNEARTHED ARCANA Sidekicks This article gives you a straightforward way to play and level up a sidekick in DUNGEONS & DRAGONS. The rules presented here take a creature with a low challenge rating and give
More informationD&D Denizens: Goblins
D&D Denizens: Goblins A Glut of Goblins Introduction: The Monster Manual lists only two options for goblins: the basic goblin (CR 1/4) and the goblin boss (CR 1). This document provides a range of other
More informationDeath Pit of Moloch. 5E Adventure for Beginner Dungeon Masters & Players.
Death Pit of Moloch 5E Adventure for Beginner Dungeon Masters & Players. The Fall T 1. Sink Cavern "Help me, Help me," A raspy, low pitched voice called out. I have been trapped here for days, My leg is
More informationB9 Castle Caldwell and Beyond. Dungeons & Dragons 5th Edition Conversion by Kentti
B9 Castle Caldwell and Beyond Dungeons & Dragons 5th Edition Conversion by Kentti The Clearing of Castle Caldwell You can find this chapter on page 3 of the B9 Castle Caldwell and Beyond Module from TSR,
More informationLevel 1 Skirmisher Medium natural beast XP 100. Initiative +4 Senses Perception +7
Wolf Medium natural beast 100 Senses Perception +6; low-light vision 31; Bloodied 15 15; Fortitude 13, Reflex 13, Will 12 Speed 8 Bite (standard; at-will) 39 47 55 63 71 Spider Medium natural beast (spider)
More informationOnline Supplement Version 0.2
Online Supplement Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Designers: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce
More informationGaping Maw, Young Large aberraton, unaligned. Gaping Maw, Adult Huge aberraton, unaligned. Actons. Actons
Gaping Maw, Young Large aberraton, unaligned Armor Class 13 (natural armor) Hit Points 95 (10d10 + 40) Speed 0 f. Gaping Maw, Adult Huge aberraton, unaligned Armor Class 14 (natural armor) Hit Points 195
More informationRace. In D&D, race refers to any intelligent humanoid species
Race Race In D&D, race refers to any intelligent humanoid species Dwarf Elf Halfling Human Gnome Half-Elf Half-Orc Tiefling Race Select a race now and record it near the top of your character sheet Common:
More informationHuman (Star*Drive) Racial Traits. Average Height: 1.8 meters Average Weight: 80 kilograms
Star*Drive Races Part of the 4lternity Project By Caoimhe Ora Snow These are racial traits for the core Star*Drive races, expressed in (modified) 4th edition Dungeons & Dragons
More informationLovecraftian Bestiary. Fifth Edition Lovecraftian Monstrosities
Lovecraftian Bestiary Fifth Edition Lovecraftian Monstrosities Lovecraftian Bestiary Fifth Edition Lovecraftian Monstrosities Leonaru 2014 Ape, Devil 2 Ape, White 2 Being from Beyond 3 Blupe 3 Cat, Saturnial
More informationRide - Sense Motive 1 Spellcraft 1 Stealth 4 Survival - Swim - Damage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, P/S
Male fetchling rogue 1/summoner (shadow caller) 7 - CL8 - CR 7 True Neutral Outsider (Native) STR STRENGTH 13 +1 DEX DEXTERITY 17 +3 CON CONSTITUTION 14 +2 INT INTELLIGENCE 8-1 WIS WISDOM 8-1 CHA CHARISMA
More informationSKIN WEIGHT ARMOR CLASS. Other. ARMOR Hide armor ARMOR. proficient, Don: 5min, Doff: 1min. SHIELD Shield OTHER. LANGUAGES Common Elvish Druidic Sylvan
Gardener Wiki Wiki Haunted One 2,000 CHARACTER NAME BACKGROUND EXPERIENCE NEXT LEVEL Druid 7 Moon Neutral Good 7 Wood Elf LEVEL RACE 1 +2 STRENGTH 12 ABILITIES +2 +2 SAVING THROWS Athletics 0 lb Carried
More informationAll Subtiers BARON BOMANDE RUDYAHM CR 3
All Subtiers BARON BOMANDE RUDYAHM CR 3 Middle-aged male human aristocrat 2/ranger (trophy hunter) 2 LG Medium humanoid (human) Init +3; Senses Perception +7 AC 17, touch 13, flat-footed 14 (+4 armor,
More informationTorrent s Last Will Subtier 7-8
Torrent s Last Will Subtier 7-8 These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or
More informationTheTomeShow 15 Swordmage 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP
TheTomeShow Page Character Sheet Player Name TheTomeShow 5 57,000 Character Name Level Class Paragon Path Epic Destiny Total XP Shadar-kai Medium Race Size Age Gender Height Weight Alignment Deity Adventuring
More informationEN World War of the Burning Sky
NPC ALLIES This is a free accompaniment to WotBS 4E #8: O, Wintry Song of Agony. The heroes may decide to bring allies along on their travels, especially if they're underpowered or lacking in certain specialities.
More informationForce Power Cards (front)
Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the
More informationGoblin Dog CR 1 Init Senses Defense AC Fort Ref Will Immune Offense Speed Melee Statistics Str Dex Con Int Wis Cha Base Atk CMB
Goblin Dog CR 1 N Medium animal Init +2; Senses low light vision, scent; Perception +1 AC 13, touch 12, flat footed 11 (+2 Dex, +1 natural) hp 9 (1d8+5) Fort +4, Ref +4, Will +1 Immune disease Speed 50
More informationSCARRED LANDS CREATURE CONVERSION
SCARRED LANDS CREATURE CONVERSION Alain Giorla version 1.1.0 This document contains unofficial D&D 5E compatible stat blocks for monsters from the Scarred Lands campaign setting, originally published by
More informationAidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP
Aidan Uth Twynam Page Roy Verweij Character Sheet Player Name Roy Verweij Aidan Uth Twynam 8.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 2 Male.78m 85kg Lawful Good Kiri-Jolith
More informationESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB
ESCAPE FROM CERANIR A TRUE20 CONVERSION ROBERT J. SCHWALB This web enhancement provides monster, trap, and pre-generated character conversions for Bleeding Edge #6: Escape from Ceranir. As with any other
More informationHeight. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws.
Character name Height Alignment Player name Status Race Age Mental: Physical: Encumbrance Class Level STR DEX CON INT WIS CHA Hit Prob. Reaction HP of Lang. Magical Defense Max. of Henchmen Dmg. System
More informationATTACK WORKSPACE DEATH SAVING THROW FAILURES CURRENT CONDITIONS AND EFFECTS. RESISTANCES Resist 13 Fire
Character Sheet Player Name Archibald Nemecix 6 Wild Mage 69,000 Character Name Level Class Paragon Path Epic Destiny Total XP Tiefling Medium Male Unaligned Race Size Age Gender Height Weight Alignment
More informationCompiled by Carlos Robledo GA PFS Any errors please me
Prep Checklist Area Minis Base Size # of minis 1-2 4-5 A2 Humanoid Barbarians Medium 6 8 B3 Leeches (giant) Medium 1 2 B3 Leeches (swarm) Large - 1 B4 Ghouls Medium 4 8 B4 Festrogs Medium 2 5 B5 Ghoul
More informationDamage / Current HP. Crit: 4 Rng: 40' 2-hand, B/P. Crit: 2 Light, P
Bloodfang Lv1 Male clockwork pony (leather wing) gunslinger 1 - CR 1/2 Chaotic Good Fey (Half-Constuct, Ponykind); Deity: The Moon Princess; Age: 17; Height: 4' 2"; Weight: 295lb. Ability Score Modifier
More informationExpanded Mount Options
Expanded Mount Options A dwarf cavalry regiment riding upon the backs of raging grizzly bears. The frost giant astride a massive mammoth. The drow assassin stalking the Underdark on his stealthy lizard.
More informationTorrent s Last Will Subtier 10-11
Torrent s Last Will Subtier 10-11 These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or
More informationLogo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
CLASS & LEVEL BACKGROUND PLAYER NAME CHARACTER NAME RACE SPEED ALIGNMENT EXPERIENCE POINTS SAVING THROWS HIT DICE Strength Dexterity Constitution Intelligence Wisdom Charisma CLASS CURRENT / TOTAL Athletics
More informationDEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
Rork Page Character Sheet Player Name Rork 4 Pit 5,900 Character Name Level Class Paragon Path Epic Destiny Total XP Dwarf Medium 75 Male 4'7" 0 Good Moradin Race Size Age Gender Height Weight Alignment
More informationContents Supplement Overview... 2 Using the Supplement... 2 Janshai (Lore Bard)... 3 Roget the Merciful (Life Cleric)... 7.
1 Contents Supplement Overview... 2 Using the Supplement... 2 (Lore Bard)... 3 Roget the Merciful (Life Cleric)... 7 Supplement Overview is an aid for DMs. It requires the Player s Handbook, Monster Manual
More informationDEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
Grax Nephilim Page Character Sheet Player Name Grax Nephilim 4 Infernal Strategist 48,0 Character Name Level Class Paragon Path Epic Destiny Total XP Genasi Medium 30 Male 6'" lbs. Good Kord Race Size
More informationViking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom
Viking Class D&D 5e Created by Luke Nicholson and Tom Viking Class D&D 5e A daring mountain dwarf stares coldly into a horde of lifeless undead, he wipes the sweat of his forehead and yells a war cry before
More informationOriginal concept from:
Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT
More informationAlignment: Any. Hit Die: d8.
Archer Of history s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as
More informationMartial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd
Black Belt Deadly even with nothing in her hands, a black belt eschews using the fighter's heavy armor and the monk's mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile,
More informationMutants & Masterminds Combat Cheat Sheet (PL 6)
Actions Mutants & Masterminds Combat Cheat Sheet (PL 6) Adapted from Mutants & Masterminds, Second Edition Brandon Blackmoor, 2009-07-12 The types of actions your hero can perform during a round are standard
More informationBioluminescence. Copyright 2012 LessonSnips
Bioluminescence Bioluminescence is a fascinating capability of some creatures to create their own light from within the body. Bio is the root of biology and biography and refers to life; luminescence means
More informationDEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
Calixto Page Character Sheet Calixto 2 Commando Captain.77 Character Name Level Class Paragon Path Epic Destiny Total XP Eladrin Medium Female Unaligned Tempus Race Size Age Gender Height Weight Alignment
More informationAvailable for download at DungeonsandDragons.com. Dungeon Master s Basic Rules Version 0.4. Credits
Dungeon Master s Basic Rules Version 0.4 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend,
More informationDamage / Current HP. Crit: 19-20/ 2 Rng: 10' Light, B, Blocking,
Reader, Skylar Evans Player: Scott Gray Male human (Chelaxian) brawler 3 - CR 2 Neutral Good Humanoid (Human); Deity: Desna; Age: 21; Height: 5' 8"; Weight: 170lb. Ability Score Modifier Temporary STR
More informationUNEARTHED ARCANA Of Ships and the Sea
UNEARTHED ARCANA Of Ships and the Sea This document provides optional rules for using ships in play, managing the officers and crew needed to run a ship, and owning a ship. The sea offers rewards and risks
More informationRune Giant, Samurai DR ACID 30 SKILL NAMES ACROBATICS 2 =DEX APPRAISE 4 =INT BLUFF 9 =CHA = +3 + DEX MODIFIER MISC.
Rune Giant, Samurai LE CHARACTER NAME ALIGNMENT PLAYER Samurai 4 CHARACTER LEVEL DEITY HOMELAND Giant, Rune Gargantuan Male 124 41' 8" 3000 lbs. Black RACE SIZE GENDER AGE HEIGHT WEIGHT HAIR EYES Ice-
More informationSinister Secret of Saltmarsh 5 th Edition D&D
Sinister Secret of Saltmarsh 5 th Edition D&D Notes: Treasure from the original module has not been directly converted over. The treasure in this conversion document was based on suggested guidelines found
More informationPlayer s Handbook. Burning Hands Page 159: The power now deals half damage on a miss.
Player s Handbook Dwarf Page 36: When adding up your ability score bonuses, you now gain a +2 bonus to Constitution and your choice of Strength or Wisdom. Eladrin Page 38: When adding up your ability score
More informationAttacks of Opportunity (Part Two) By Skip Williams
Rules of the Game: All About Attacks of Opportunit... 1 of 5 Rules of the Game Home > Games > D&D > Articles Attacks of Opportunity (Part Two) By Skip Williams 11/02/2004 Printer Friendly Email A Friend
More informationInvoker Sometimes it's not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself!
Invoker Sometimes it's not enough to summon a rampaging engine of destruction to the battlefield. Sometimes, you have to become one yourself! The invoker is an archetype of the summoner class. Diminished
More informationSiege of Serpents Tier 5-6. A2 Menagerie Run Amok!
A2 Menagerie Run Amok! WOOLLY RHINOCEROS CR 6 N Large animal Init +0; Senses scent; Perception +15 AC 19, touch 9, flat-footed 19 (+10 natural, 1 size) hp 76 (8d8+40) Fort +13, Ref +6, Will +3 Melee gore
More informationDEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC
Character Sheet Player Name Azarius Venger 4 Ranger Giantslayer 52,000 Character Name Level Class Paragon Path Epic Destiny Total XP Elf Medium 00 Male 5'9" 55 Unaligned Ilmater Race Size Age Gender Height
More informationPATHFINDER SOCIETY SPECIAL 6-00: LEGACY OF THE STONELORDS SUBTIER 5-6: CREATURE STAT BLOCKS
PATHFINDER SOCIETY SPECIAL 6-00: LEGACY OF THE STONELORDS SUBTIER 5-6: CREATURE STAT BLOCKS ACT 2: AN UNFRIENDLY WELCOME - WAVES 1 AND WAVE 2 DUERGAR CLERIC CR 3 Duergar cleric of Droskar 4 LE Medium humanoid
More information14,000 23,000 BACKGROUND EXPERIENCE NEXT LEVEL. Neutral Good. Tan RACE SIZE GENDER AGE HEIGHT WEIGHT SKIN EYES HAIR PROFICIENCY BONUS SKILL NAME
Brother Osho RACTER 6 6 Human Medium Male 0 5'5" 40 lb LEVEL ENGTH TERITY CON CONSTITUTION ELLIGENCE DOM HP HIT POS 4 0 0 RISMA SCORE ACROBATICS = 0 3 0 ARCANA = 4 3 4 INSIGHT = 7 INVESTIGATION = 3 0 4
More informationD&D 5TH BASE CLASSES AND PATHS
D&D 5TH BASE CLASSES AND PATHS Style Specialisation Weapon Source 1 Barbarian Path of the Berserker D12 2 of (Animal Handling, Athletics, Intimidation, Nature, Perception, Survival) ne STR, CON Shield
More informationSoldier-4. Traits (see back for details)
Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3
More informationNUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander
NUMENERA SYSTEM CHEAT SHEET Collated by Justin Alexander http://www.thealexandrian.net BASIC MECHANICS Abilities: Might, Speed, Intellect Task: 1d20 vs. target number DIFFICULTY/ NPC LEVEL DESCRIPTION
More informationSamurai. Special Ability
Samurai Level Base Resist Reflex Will Defense Special Ability Attack Save Save Save Bonus 01 1 2 0 0 1 Code of Honor, Stance 1, Sword Style 1 02 2 3 0 0 1 03 3 3 1 1 2 Sword Style 2 04 4 4 1 1 2 05 5 4
More informationTRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values
TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2
More informationCharacter Classes (draft 10)
Character Classes (draft 10) Part of the 4lternity Project (this page intentionally left blank. draw a sesheyan!) By Caoimhe Ora Snow These are character classes based on Alternity
More informationShip to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5
Introduction Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 This is a paired down version of my full ship to ship combat rules. The main difference is that we are not
More informationBENTHRE. Magnetic Emitter (Level 6): Projects ray of destructive energy up to 200 feet. 6 damage.
BENTHRE Magnetic Emitter (Level 6): Projects ray of destructive energy up to 200 feet. 6 damage. Force Screen Projector (Level 5): Creates immobile plane of solid force 20 feet by 20 feet. Conforms to
More informationAlignment: Any. Hit Die: d10.
Fighter As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge
More informationKn Spell Description School Time Range Comp Duration B Pg. Character Name:
Spells Known Character Name: Spellcasting Class: Arcane Trickster Spell Level 1 2 3 4 5 6 7 8 9 Spell Slots 4 3 3 1 0 0 0 0 0 Used Class1_Header Arcane Trickster Cantrips Subheader_Cantrips Spell attack
More informationKingdoms of Kalamar Player s Guide v.3.5 adaptation
(Adapted by Tilmann Berger, Edited by Brian Jelke and Joe Selby) Kingdoms of Kalamar is a registered trademark of Kenzer & Company. Kingdoms of Kalamar Player s Guide is a trademark of Kenzer & Company.
More informationThe mesmerist is an archetype of the illusionist class.
Mesmerist Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. Illusions give mesmerists the tools they need to manipulate others usually for their own personal
More informationTelengard Fighter s Handbook
Telengard Fighter s Handbook 2/11/2011 Fighter Level Progression Experience Level Hit Dice Attack bonus (d8) 0 1 1 +1 2,000 2 2 +1 4,000 3 3 +2 8,000 4 4 +3 16,000 5 5 +4 32,000 6 6 +5 64,000 7 7 +6 120,000
More informationReference Revised Combat Rules
Revised Combat Round Reference Revised Combat Rules I. Check for Surprise a. Roll 1d10 (see Surprise Modifiers) with a 1, 2, or 3 meaning surprise. Determine Initiative (once for given encounter) a. Each
More informationSome Minor Corrections for the 2nd Edition Palladium RPG
Some Minor Corrections for the 2nd Edition Palladium RPG There were two missing WPs in the 2nd edition, they are as follows: W.P. Battle Axe: +1D6 damage at level two, +1 to strike at levels, 1, 3, 5,
More informationArlyn Varss. Medium Human jedi 4 Force 7 Init +8; Senses Perception +10 Languages Basic, Sullustese
Arlyn Varss Medium Human jedi 4 Init +8; Senses Perception +10 Languages Basic, Sullustese Defenses Ref 16 (15 flat footed), Fort 15, Will 18 hp 60; Threshold 15 Melee lightsaber +6 (2d8+4) Ranged by weapon
More information"With the power of the Astral Sea flowing through me, and my faith as powerful as a weapon, I fight as my god wills." Prerequisite: Paladin class
Astral Weapon http://www.wizards.com/dndinsider/compendium/paragonpath.aspx?id=43 1 sur 1 04/04/2013 21:53 Astral Weapon "With the power of the Astral Sea flowing through me, and my faith as powerful as
More informationA Druid s Grove. A Web Enhancement for Masters of the Wild. Credits
A Druid s Grove A Web Enhancement for Masters of the Wild No self-respecting druid would ever live in a city. The wide-open expanse of nature is her only dwelling place. But although she is at ease anywhere
More informationFIGHTER. quick reference D &D 5 E
FIGHTER quick reference D &D 5 E Level Prof. Bonus 1st + Fighting Style, Second Wind nd + Action Surge (one use) rd + Martial Archetype th + 5th + Extra Attack Features 6th + 7th + Martial Archetype feature
More informationDamage / Current HP. Crit: 3 2-hand, S, Reach. Crit: 19-20/ 2 1-hand, S. Crit: 2 Light, P. Crit: 3 Rng: 110' 2-hand, P
Male human fighter 11 - CR 10 True Neutral Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 16/18 +3/+4 DEX DEXTERITY 14 CON CONSTITUTION 12 INT INTELLIGENCE 14 WIS WISDOM CHA CHARISMA
More information7-00 The Sky Key Solution Subtier 1-2
7-00 The Sky Key Solution Subtier 1-2 These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or
More informationName: Caste: Motivation: Archery Athletics Awareness Dodge Integrity. Melee Resistance Thrown War. Bureaucracy Investigation Lore Occult Medicine
ANIMA BANNER : Caste: Motivation: Spirit Shape: Tell: Gender: ATTRIBUTES PHYSICAL Dexterity Stamina SOCIAL Charisma Manipulation Appearance MENTAL Perception Intelligence Wits EXPERIENCE SPENT TOTAL _
More informationBATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION
Prerequisites: Force Rating 2 + BATTLE MEDITATION BATTLE MEDITATION BASIC POWER The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend to add one
More informationTHE MARTIAL PROFESSIONS
THE MARTIAL PROFESSIONS Knowledge Name Build word KNOWLEDGE SKILLS Knowledge Description Duration Prerequisites Bladed Weaponry 3 This skill allows a person to use any bladed weapon including small weapons,
More informationYenneck Grumman, Human (Chelaxian) Ranger 9/Warblade 2
Yenneck Grumman, Human (Chelaxian) Ranger 9/Warblade 2 Attributes STR 16 (20) +5 CON 18 +4 DEX 16 +3 INT 13 +1 WIS 16 +3 CHA 10 +0 HP 116 AP 10 AC 22 (+1 Dodge) (+2 Abs Steel if move) BAB +11 XP 59,450
More informationThird Grade Animal Adaptation Reports. By: Ms. Ainsworth s class
Third Grade Animal Adaptation Reports By: Ms. Ainsworth s class Great White Shark The great white shark has some adaptations. One is it could blend in the bottom of the ocean because its back helps it
More informationAbility to spontaneously cast cure spells. cure spell still does full damage to undead. magical abilities.
Flaws for D&D Characters NAME DESCRIPTION PREREQUISITE EFFECT Aligned Devotion Your healing powers are only as effective for those whose alignment closely matches yours. Ability to spontaneously cast cure
More informationNight Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.
- Night Goblins v.1.5 Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take. Animosity At the start of each of your own turns (i.e. not opponent s), roll a D6: On (2-6) nothing
More informationArmor Class 16. Fortitude 15. Reflex 11. Will 14. Initiative -1. Speed 6. Action Point. Hit Points (bloodied at 16) Healing Surges (regain 8 HP)
Level 1 Earthbender Roleplaying Notes: Earth is the element of substance, making earthbenders and their people diverse, strong, persistent, and enduring. The key to earthbending is utilizing neutral jing,
More information(filler page to properly pair the other pages for online viewing, doesn't exist in printed version, front cover is to the right)
(filler page to properly pair the other pages for online viewing, doesn't exist in printed version, front cover is to the right) Combat Modifiers Attack Roll Modifiers Attacker is... Melee Range Dazzled
More informationSage Advice Compendium
Sage Advice Compendium The Sage Advice Compendium collects questions and answers about the rules of Dungeons & Dragons (fifth edition). The document s version number changes when substantive additions
More informationANIMA BANNER ATTRIBUTES ABILITIES VIRTUES ESSENCE INFERNAL LIMIT MOTES ANIMA TORMENT. Name: Caste: Motivation: Player: Concept: Circle: Yozi: Gender:
ANIMA BANNER : Caste: Motivation: Yozi: Gender: ATTRIBUTES PHYSICAL Strength Dexterity Stamina SOCIAL Charisma Manipulation Appearance MENTAL Perception Intelligence Wits _ Player: Concept: _ Circle: EXPERIENCE
More informationCustomized Magical Weapons, Armor, and Shields
Customized Magical Weapons, Armor, and Shields While we present a fairly robust collection of magic items, you can never have too many implements for driving your enemies before you. To this end, the system
More informationP12. Soldat Drow Fighter 6
P12. Soldat Drow Fighter 6 CHARACTER LEVEL (favored class = Fighter) ABILITY NAME STR Strength DEX Dexterity CON Constitution INT Intelligence WIS Wisdom CHA Charisma INITIATIVE +5 TOTAL = 5 DEX MOD. Chaotic
More informationCritical Bullet and Melee Hit Chart 2
Critical Bullet and Melee Hit Chart 2 Expect to be injured in our line of work. Bullet wounds can be most serious, but blade weapons can sometimes be just as deadly. This chart expands upon the previous
More informationThe Pacifist Invented by Edward Couch
The Pacifist Invented by Edward Couch The Pacifist is a character who went out into the world much like any other adventurer, seeking fame, fortune, adventure, or a multitude of other goals. However, in
More informationTEACHER BACKGROUND - Creatures of the Deep Sea FOR SEA Institute of Marine Science 2001 J. A. Kolb
Pacific Viperfish The Pacific viperfish feeds on lanternfish and squid. It has a very large mouth and fang-like teeth. Once the viperfish catches something, it won't get away. Its size ranges from 22-30
More informationCombat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.
Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward
More information3 NPCs These are not monsters but rather generic NPCs that you can use as goons. Most of these are not of exceptional skill but focus
Oriental Bestiary An Oriental Adventures Netbook by Pythagoras (http://www.hardpoints.de) 1 Introduction This document is a bestiary of oriental creatures useable for a Wuxia campaign or some other Asian
More informationAmazons v.1.0. Special Equipment. Warband Special Rules. Special Equipment
Amazons v.1.0 Warband Special Rules Warriors with this rule add +3 to the maximum distance charged when charging fleeing enemies, up to a maximum of 12. Stubborn Warriors with this rule may re-roll failed
More informationAttack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10
Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Dazzle Reflex DC 10 Notice DC 15 Notice DC 20 Notice Drain Fortitude -5 power points -10 power
More informationby Skip Williams
Need Some Help With Your Game? IN THE U.S. Sage Advice, DRAGON Magazine 1801 Lind Avenue S.W. Renton, WA 98055 IN EUROPE Sage Advice, DRAGON Magazine Wizards of the Coast, Belgium P.B. 2031, 2600 Berchem,
More informationChildren of Mordheim. Warband Special Equipment. Warband Special Rules
Children of Mordheim Warband Special Rules Born and raised The children of Mordheim end each battle with the Streetwise skill regardless of who survived. Streetwise (+1/-1) If this warrior was deployed
More informationYou, the players, are our best source of feedback, so we encourage you to direct questions and concerns to the following
Dungeons & Dragons 4th Edition Rules Updates March 2, 2010 This document provides updates to various D&D game products, including core rulebooks, game supplements, and accessory products, such as the Dungeon
More information