Classes/Levels |
AC 16; Fort +5, Ref +7, Will +4; HP 20/20 |
About Cwethanstein's Monster
Giant Skunk
Creature 1
N Large Animal
Source Bestiary 3 pg. 246
Perception +6; low-light vision, scent (imprecise) 40 feet
Skills Acrobatics +7, Athletics +6, Stealth +7
Str +3, Dex +4, Con +3, Int -4, Wis +1, Cha +0
AC 16; Fort +8, Ref +9, Will +4
HP 21
Speed 25 feet
Melee [one-action] jaws +8 [+3/-2], Damage 1d6+3 piercing
Melee [one-action] claw +8 [+4/+0] (agile), Damage 1d4+3 slashing
Spray Blinding Musk [two-actions] (poison) The giant skunk propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 17 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 3. Critical Failure The target is blinded for 1 round, becomes sickened 3, and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
***
Pine Brute
Creature 1
N Medium Plant
Perception +7, low-light vision
Languages Arboreal, Senzar, Sylvan, Tien
Skills Athletics +7, Stealth +4 (+8 in forests)
Str +4, Dex +1, Con +3, Int –1, Wis +2, Cha +0
AC 16; Fort +10, Ref +4, Will +7
HP 25; Weaknesses axe vulnerability, fire 5; Resistances
bludgeoning 5, piercing 5
Axe Vulnerability A pine brute takes 5 additional damage
from axes.
Sap A pine brute’s bark secretes sticky sap. Any creature that
hits the pine brute with a melee attack, is hit by the pine
brute, or otherwise touches the pine brute must succeed
at a DC 17 Reflex save or suffer the effects of a lesser
tanglefoot bag (Core Rulebook 545), also becoming clumsy
1 until the sticky substance is removed. A creature striking
the pine brute with a weapon or object can automatically
succeed at this Reflex save by leaving the object stuck
to the pine brute. The object can then be removed with a
successful DC 17 Athletics check (made as a single action).
A pine brute can have any number of objects stuck to it at
a time. The pine brute can release a stuck object by using a
single action, and the sap dissolves 1 minute after the pine
brute dies, releasing all stuck objects.
Speed 25 feet
Melee [one-action] branch +8, Damage 1d6+3 piercing plus sap
***
Rabid Squirrel Swarm
Creature 1
N Large Animal Swarm
Perception +5; low-light vision
Skills Acrobatics +8, Athletics +4 (+6 to Climb)
Str –3, Dex +3, Con +1, Int –4, Wis +1, Cha –2
AC 14; Fort +2, Ref +7, Will +4
HP 12; Immunities precision, swarm mind; Weaknesses area
damage 3, splash damage 3; Resistances physical 6
Speed 30 feet, climb 20 feet
Swarming Claws and Teeth [two-actions] Each enemy in the swarm’s
space takes 1d4 piercing damage and must attempt a DC 17
Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage, is clumsy 2, and is
exposed to rabies.
Critical Failure The creature takes double damage, is clumsy
2, falls prone, and is exposed to rabies.
A creature affected by this attack can spend 2 actions on its
turn to attempt another DC 17 Reflex save to remove the
clumsy condition.
Rabies (disease) Saving Throw DC 14 Fortitude; Stage 1
sickened 1 and stupefied 1 (1 day), Stage 2 sickened 2
and stupefied 2 (1 day), Stage 3 confused (1 day), Stage 4
unconscious (1 day), Stage 5 dead
***
Cave Scorpion
Creature 1
N Medium Animal
Source Bestiary 2 pg. 234 2.0
Perception +7; darkvision, tremorsense (imprecise) 30 feet
Skills Athletics +7, Stealth +7
Str +2, Dex +4, Con +3, Int -5, Wis +2, Cha -4
AC 16; Fort +6, Ref +9, Will +5
HP 20
Speed 30 feet, climb 15 feet
Melee [one-action] pincer +9 [+5/+1] (agile, finesse), Damage 1d8+2 slashing plus Grab
Melee [one-action] stinger +9 [+4/-1] (finesse), Damage 1d6+2 piercing plus cave scorpion venom
Cave Scorpion Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and enfeebled 1 (1 round); Stage 3 1d8 poison damage and enfeebled 2 (1 round)
***
Cinder Wolf
Creature 1
N Medium Animal
Perception +7; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +7, Athletics +5, Stealth +7, Survival +7
Str +2, Dex +4, Con +1, Int –2, Wis +2, Cha –2
AC 15; Fort +6, Ref +9, Will +5
HP 24
Speed 35 feet
Melee [one-action] jaws +9, Damage 1d6+3 piercing plus 1 fire and
Knockdown
Pack Attack The cinder wolf’s Strikes deal 1d4 extra precision damage to creatures within reach of at least two of the wolf’s allies.
***
Reef Octopus
Creature 1
N Small Animal Aquatic
Source Bestiary 2 pg. 187 2.0
Perception +7; low-light vision
Skills Athletics +6, Stealth +9
Str +1, Dex +4, Con +1, Int -4, Wis +1, Cha +0
AC 17; Fort +6, Ref +9, Will +7
HP 20; Resistances cold 3
Speed 10 feet, swim 30 feet
Melee [one-action] beak +9 [+4/-1] (finesse), Damage 1d10+1 piercing plus reef octopus venom
Melee [one-action] arm +9 [+5/+1] (agile, finesse), Damage 1d6+1 bludgeoning plus Grab
Camouflage The reef octopus can change the color of its skin to Hide even if it doesn't have cover.
Ink Cloud [one-action] The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are hidden and can't use their sense of smell. The cloud dissipates after 1 minute. The octopus can't use Ink Cloud again for 2d6 rounds.
Jet [two-actions] The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions.
Reef Octopus Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and flat-footed (1 round); Stage 2 1d6 poison damage and flat-footed (1 round); Stage 3 1d8 poison damage and flat-footed (1 round)
Writhing Arms [two-actions] The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks.
Ghoul
Creature 1
CE Medium Ghoul Undead
Source Bestiary pg. 169
Perception +7; darkvision
Languages Common, Necril
Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5
Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
AC 16; Fort +4, Ref +9, Will +5
HP 20 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet
Melee [one-action] jaws +9 [+4/-1] (finesse), Damage 1d6+1 piercing plus ghoul fever and paralysis
Melee [one-action] claw +9 [+5/+1] (agile, finesse), Damage 1d4+1 slashing plus paralysis
Consume Flesh [one-action] (manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ghoul Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.
Skeletal Soldier
Creature 1
NE Medium Mindless Skeleton Undead
Perception +5; darkvision
Skills Acrobatics +5, Athletics +7, Stealth +5
Str +2, Dex +2, Con +3, Int -5, Wis +0, Cha +0
Items chain shirt, glaive, longbow (20 arrows)
AC 17; Fort +6, Ref +7, Will +5
HP 16 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Speed 25 feet
Melee [one-action] glaive +9 [+4/-1] (deadly d8, forceful, reach 10 feet), Damage 1d8+2 slashing
Melee [one-action] claw +9 [+5/+1] (agile, finesse), Damage 1d4+2 slashing
Ranged [one-action] longbow +9 [+4/-1] (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8 piercing