Yunauth:GMNotes
Ledgers
Date | Description | Debit | Credit |
---|---|---|---|
Satori, for whatever | 50k | ||
Satori, for town improvement | 50k | ||
Jack, for whatever | 50k | ||
Jack, for town improvement | 50k | ||
Scram, for whatever | 50k | ||
Scram, for town improvement | 50k |
Creatures
Creeper
A strange green-skinned creature scuttles forward on four short legs. It wears what appears to be a horrified expression.
Creeper CR 4 |
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XP 1200 |
N Medium Aberration |
Init +2; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural) |
hp 37 (5d8+15) |
Fort +4, Ref +4, Will +5 |
Defensive Abilities none; DR none; Immune electricity |
OFFENSE |
Speed 30 ft. |
Melee slam +2 (1d4-1 bashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks explosion |
Spell-Like Abilities none |
STATISTICS |
Str 8, Dex 16, Con 16, Int 4, Wis 12, Cha 8 |
Base Atk +3; CMB +2; CMD 15 |
Feats Skill Focus (Stealth), Run, Step Up |
Skills Stealth +12, Perception +1 |
ECOLOGY |
Environment any |
Organization solitary or hatchlings (1d4 young creepers) |
Treasure special |
SPECIAL ABILITIES |
Immunity to Electricity (Ex) A creeper struck by electricity takes no damage and instead adds 1 point of damage to its explosion attack for each 3 points of damage that would have been done.
Explosion (Ex) A creeper can cause itself to explode like a fireball. This attack does 5d6 damage plus any extra from electricity to everyone within 30 ft. (DC 15 Ref for half) and destroys the creeper. To use this attack, the creeper must take a standard action one round, and a full round action the next. Creatures nearby can hear a hissing sound once the creeper starts its attack (DC 10 Perception). It can choose to discontinue its attack at any point. Any creature killed by a creeper's explosion must make a DC 15 Fort save. If they fail, 1d4 new creepers will grow out of the corpse over the next 48 hours. A remove disease spell can prevent this. |
Creepers are fortunately rare aberrations that reproduce by planting spores in fresh corpses. Rather than wait for a corpse like most such creatures, creepers make their own by detonating themselves near other creatures. They prefer to sneak up on their targets, although they are capable runners if their target tries to flee.
Creepers have no arms and are incapable of manipulating their environment besides the craters left from their explosions. They feed off of plants and minerals, building up a reserve of volatile chemicals. If a creeper is killed before it can explode, these chemicals can be extracted (DC 14 Dungeoneering or Survival check to not ruin half). This provides a kegs-worth of compounds that are very similar to gunpowder once dried.
Dungeoneering | Lore |
---|---|
DC 14 | This is a creeper, an aberration that kills its victims by detonating itself. |
DC 19 | Creepers reproduce by spores implanted in the corpses of their victims. It takes about 48 hours for new creepers to grow. A remove disease spell can stop this. |
DC 24 | The volatile chemicals a creeper uses can be extracted if it can be killed before it explodes. These chemicals react with electricity while the creeper is still alive though, making the resulting explosion even stronger. |
Goblin Chief - Toechopper
'
Toechopper, goblin fighter 2 CR 1 |
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XP 400 |
CE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 19, touch 15, flat-footed 14 (+3 dex, +3 armor, +1 size, +1 dodge, +1 shield) |
hp 19 (2d10+4) |
Fort +4, Ref +3, Will +1 (+2 vs fear) |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee MW longsword +6 (1d6+1, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks none |
Spell-Like Abilities none |
STATISTICS |
Str 12, Dex 17, Con 12, Int 10, Wis 12, Cha 6 |
Base Atk +2; CMB +2; CMD 16 |
Feats Weapon Focus (longsword), Dodge, Combat Reflexes |
Skills Acrobatics +3, Climb +3, Intimidate +2, Survival +5, Perception +1 |
ECOLOGY |
Environment |
Organization |
Treasure mw longsword, token of acrobatics |
SPECIAL ABILITIES |
none |
Goblin Cleric - Dogkicker
'
Dogkicker, goblin cleric 1 CR 1/2 |
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XP 200 |
NE small Humanoid (Goblinoid) |
Init +3; Senses Darkvision 60 ft.; Perception +1 |
DEFENSE |
AC 16, touch 14, flat-footed 12 (+3 dex, +1 armor, +1 size, +1 shield) |
hp 10 (1d8+2) |
Fort +3, Ref +3, Will +3 |
Defensive Abilities none; DR none; Immune none |
OFFENSE |
Speed 30 ft. |
Melee longsword +0 (1d6-2, 19-20/x2 slashing) |
Space 5 ft.; Reach 5 ft. |
Special Attacks bleeding touch 4/day, channel energy 6/day |
Spell-Like Abilities Bleed at-will, Cure Light Wounds 2/day, Battle Rage 4/day, Savage Maw 1/day |
STATISTICS |
Str 6, Dex 16, Con 13, Int 10, Wis 12, Cha 12 |
Base Atk +0; CMB -3; CMD 10 |
Feats Extra Channel |
Skills Heal +5, Spellcraft +4, Perception +1 |
ECOLOGY |
Environment |
Organization |
Treasure |
SPECIAL ABILITIES |
Aura (Ex) Detects as lawful evil.
Channel Energy (Su) Standard action for 30 foot burst of negative energy dealing 1d6 damage. Will save DC 11 for half. Battle Rage (Sp) Standard action touch grants +1 damage for 1 round. Bleeding Touch (Sp) Melee touch attack for 1d6 damage. Cure Light Wounds (Spell) Touch heals 1d8+1, can be exchanged for inflict and deal 1d8+1 negative energy damage. Savage Maw (Spell) Gain a bite attack for 1 minute (-6 to hit, 1d4-2 damage). |
Deities
Ignost
Ignost is the goblin deity of life, death and war. Though worshiped by many goblin tribes, Ignost would be considered a demon lord, or minor deity at best, by most civilized societies. Many civilized goblins have abandoned worship of Ignost, but many still recognize the name (DC 10 Religion).
Domains: Tyranny (Law), Evil, Death, War, Healing
Favored weapon: Longsword
Favored spell: Savage Maw (L 1)
Poisons
Prices
Multiply all price factors.
Frequency | Price |
---|---|
each round | 1 |
each minute | 1.8 |
each hour | ? |
each day | ? |
Onset | Price |
---|---|
immediate | 1 |
delay 1 frequency | 0.8 |
delay 10 frequency | ? |
Save DC | Price |
---|---|
11 | 4 |
12 | ? |
13 | 10 |
14+ | DC |
Cure Count | Price |
---|---|
1 | 1 |
2 | 2 |
3 | 2.5 |
4 | 2.8 |
5 | 3.1 |
6 | 3.3 |
Max Failures | Price |
---|---|
1 | ? |
2 | 4 |
4 | 5 |
6 | 6 |
Damage Type | Price |
---|---|
Dex or Str | 1 |
Unconsciousness | 2 |
Con or HP | 2.5 |
Int, Wis, Cha | ? |
Drain | ? |
Damage Amount | Price |
---|---|
Unconsciousness | 1 |
1 to ability score | 1 |
d2 to ability score | 2 |
d3 to ability score | 3 |
d4 to ability score | 6 |
d6 to ability score | 8 |
2d12 to HP | 0.87 |