Another Monster Post! ;0
A trio of nasty little animals to make your day a little more adventurous!
Embergama
Embergama
Armor Class: 13
Hit Dice: 3+1*
Attacks: 1× bite (1-6) or breath
To Hit: +3
Movement: 60’ (20’)
Save As: Fighter 3
Morale: 7
Alignment: Neutral
XP Value: 75
Number Appearing: 1-6 (1-12)
Treasure Type: U
- Breath: Usable three times per day, it is a cone of flame that is 15' long and 10' wide at the widest end. It deals damage equal to the endergama's current hit points.
- Cling: The embergama can climb walls, trees, etc. and drop on victims.
4’ long, carnivorous, lizards. Tough brown scales with a bright red head. It dwells on volcanic mountainsides, it screams to intimidate predators, and it breaths fire.
Mist Raven
Armor Class: 14
Hit Dice: 2*
Attacks: 1× peck (1-4)
To Hit: +1
Movement: 15' (5'), 450’ (150’) flying
Save As: Fighter 1
Morale: 6
Alignment: Neutral
XP Value: 25
Number Appearing: 1 (1-3)
Treasure Type: None
- Misty Breath: Mist ravens can exhale a 20’ long, 20’ wide, 10’ high cloud of mist 3/day. This cloud lasts for 1d6 rounds and blocks all vision (including infravision).
Giant ravens with a connection to elemental air and are able to breath out a cloud of obscuring mist. They use this mist to escape when threatened.
Plague Stinger
Armor Class: 12
Hit Dice: 2*
Attacks: 1× sting (1-6 + disease)
To Hit: +1
Movement: 30’ (10’), Flying 150' (50')
Save As: Fighter 1
Morale: 6
Alignment: Chaotic
XP Value: 25
Number Appearing: 1-8 (3-12)
Treasure Type: None
- Disease: The sting of a plague stinger has a 1-in-6 chance of infecting the target with a poison. The infected creature must make a save vs. poison. On a failed save the creature, for the next 3-12 days, suffers a -2 penalty to attacks and saves and cannot recover hit points.
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