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0.

0 Introduction
Welcome to the Barbaric Frontier an old-schoolish, sword & sorcery campaign. The aim of this book is to provide a wide frames for a campaign set In a fantasy world In vain of R. E. Howards Hyboria, J. R. R. Tolkiens Middleearth, C. A. Smiths Averoigne and H. P. Lovecrafts Cthulhu Mythos.

1.0 Character creation house rules


1.1 Alignment
The main theme of Barbaric Frontier is the struggle between barbarism, civilisation and cosmic horror. To make it even more visible I've changed the typical dndish alignment system so that it will even more emphesize that theme. Civilised People with civilised alignment are more or less law-abiding, with internalised values and schemes of conduct and hierarchies. They operate social roles, code of within their societal

niches well and are quite adaptative to their changes. The example of person with extreme attachment to this alignment could be considered conformist. Barbaric People with barbaric alignment are value freedom the most. In civilised areas they feel uncomfortable, constrained by societal code of conduct. They are considered "free spirits". The most attached to this alignment are considered total nonconformists. Alien Entities with alien alignment are incalculable in their deeds and behavior. Their goals and cultivated values seem so otherworldly and alien that they cannot morality be compared or to any human or demihuman ethics.

None of these alignments is good or evil, naming them I've wanted


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to avoid this since Barbaric Frontier is all about shades of grey in terms of morality

1.2 New and variant classes


1.2.1 Barbarian Prime attributes: Strength 13+(+5% experience bonus) Hit Dice: 1d8/level(gains 3 hp/level after 9th) Armor/shield permitted: up to chainmail, shields Weapons permitted: Barbarian is proficient with one and two handed swords, one and two-handed axes, mauls, maces and Sears

Barbarians are a hardy folk of north, the eponymous people of the so called "Barbaric Frontier". They usually live in tribes. Those found in adventuring parties are outcasts from their tribe for various reasons.

Level Experience

Base to hit bonus

Hit Dice(d8) 1 2 3 4 5 6 7 8 9 9+3

Savin g Throw 15 14 13 12 11 10 9 8 7 6

1 2 3 4 5 6 7 8 9 10

0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 350.000

+0 +0 +1 +2 +2 +3 +4 +5 +6 +7
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Acute senses: Barbarian can be suprised by Animals Only on 1 on d6.

Barbaric

Fury:

If

barbarian

loses

half

of

his

hit

points

barbarian goes berserk achieving +2 to attack roll in a melee attack, and -2 to AC for rest of the encounter. He cannot use distance weapons, nor do anything else except engaging in melee with closest enemy in that encounter.

Superstitious: Barbarians are a superstitious folk, frightened of all things magical or unnatural; they receive a -2 penalty when making a saving throw vs. magical effects.

Mortal enemies: Barbarians have a long history of struggle between damage Saving tough poison. them roll Throw: folk and beastmen, in are so that, theyre with experienced the in fighting them. This grants them a +1 bonus in an attack roll or while combat very while beastmen.

Barbarians +1

and get

bonus

making a saving throw vs. death and

1.2.2 Dwarf Prime attributes: Strength 13+(+5% experience bonus) Hit Dice: 1d8/level(gains 3 hp/level after 9th) Armor/shield permitted: any Weapons permitted: any Dwarfs are a race of small but stout race of mountain dwellers brought on to the edge of extinction. They try to avoid contact with any other races except for exiles from their society who live among humans. Dwarven adventurers are usually exiles, who either settled in the Groe Reich or roam the Barbaric Frontier. Level 1 2 3 4 5 6 7 8 9 10 Tunnel fighter: Experience 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 350,000 Dwarves Base to hit bonus +0 +0 +1 +2 +2 +3 +4 +5 +6 +7 gain an Hit Dice(d8) 1 2 3 4 5 6 7 8 9 9+3 extra +1 Saving Throw 14 13 12 11 10 9 8 7 6 5 when fighting

underground. Keen Detection: Dwarves have 2 in 6 chances to succeed when rolling 1d6 attempting to spot traps, slanting passages, and new construction while underground.

Hard to Hit: Being small, Dwarves typically are awarded some defensive bonus in combat because they are hard to hit(+2 against men-folk and +4 against giants). Saving Throw: Dwarves dont use magic and as such are somewhat immune to it; Dwarves get +4 on saving throws vs. magic. Since they are such hardy folk, dwarves also get +1 on saving throws against death, poisons and insanity.

1.2.3 Elf Prime attributes: Strength 13+(+5% experience bonus), Intellect 15+(+5% experience bonus) Hit Dice: 1d6/level(gains 1 hp/level after 9th) Armor/shield permitted: up to chain mail unless casting a spell when using shields is forbidden Weapons permitted: any unless casting a spell when using twohanded weapons is forbidden Elves are a mystery in the known world, they seem to embody each and every aspect of nature itself, both graceful and wild, of untamed passion and secretiveness. They seem so human, yet, their culture and mentality seems very alien to other races, which cause many conflicts in the relations with other races. Because of this only exiles from elven society seem to be appropriate as a member of adventuring party. Level Experience Base to hit bonus 1 2 3 4 5 6 7 8 9 10 0 5,000 10,000 20,000 40,000 80,000 160,00 320,000 640,000 1,280,000 +0 +0 +1 +2 +2 +3 +4 +5 +6 +7 Hit Dice(d6) 1+1 2 2+1 3 3+1 4 4+1 5 5+1 5+2 Saving Throw 1 14 13 12 11 10 9 8 7 6 5 0 1 2 2 3 3 4 4 5 5 2 1 2 2 3 3 4 4 3 1 2 2 3 3 Spells

Hereditary foes: Elves gain +1 bonus to hit or damage while fighting beastmen. Spell Casting: Elf can cast spells if he has at least Intellect score of 13. Elf owns which on a book of spells, doesnt necessarily lists. book,

include all of the spells the standard from this Reading

Elves force selected spell formulae into their minds, preparing as many spells as the character sustain. can (Note: mentally

Elves are usually allowed to prepare the same spell multiple times if desired, up to the available slots in the Elfs memory and mental capability.) Once a prepared spell is cast, it disappears from the Elfs ability to cast, until it is prepared again. If an Elf finds scrolls of spells while adventuring, these spells can be added to the Elfs spell book. Keen Detection: Elves have 2 in 6 chances to succeed when rolling 1d6 attempting to spot hidden or concealed doors. Saving throw: Elves get +2 when making saving throws vs. magic and insanity.
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1.2.4 Fighting-man Prime attributes: Strength 12+; Dexterity 12+ Hit Dice: d10/ level; +1 hp after 9th level Armor/shield permitted: any Weapons permitted: any Level Experience Base to hit bonus Hit Dice (d10) 1 2 3 4 5 6 7 8 9 10 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 384,000 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 1 2 3 4 5 6 7 8 9 9+1 15 14 13 12 11 10 9 8 7 6 Saving Throw

Weapon Training: at the character creation player chooses one weapon of choice in which PC will be very proficient, which will grant a +1 bonus to hit and damage roll.

1.2.5 Halfling Prime attributes: Dexterity 15+(+5% experience bonus) Hit Dice: 1d6/level(gains 1 hp/level after 9th) Armor/shield permitted: any Weapons permitted: any The most human race of demi-humans, short very often fat with furry feet. Peaceful and jovial people living in small enclaves on the outskirts of the human civilization.

Level Experience 1 2 3 4 5 6 7 8 9 10 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 350.000

Base to hit bonus +0 +0 +1 +2 +2 +3 +4 +5 +6 +7

Hit Dice(d6) 1+1 2 2+1 3 3+1 4 4+1 5 5+1 5+2

Saving Throw 14 13 12 11 10 9 8 7 6 5

Deadly accuracy with missiles: Halflings receive a +2 bonus to attack roll when firing missile weapons in combat.

Near invisibility: When not engaged in combat, Halflings are hard to see and move with almost total silence

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Hard to Hit: Being small, Halflings typically are awarded some defensive bonus in combat because they are hard to hit(+2 against men-folk and +4 against giants).

Saving Throw: Halflings dont use magic and as such are somewhat immune to it; Halflings get +4 on saving throws vs. magic. Since they are such hardy folk, Halflings also get +1 on saving throws against death, poisons and insanity.

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1.2.6 Witch-hunter Prime attributes: Wisdom 15+(+5% experience bonus) Hit Dice: 1d6/level(gains 1 hp/level after 9th) Armor/shield permitted: up to chainmail armor Weapons permitted: sword, dagger, crossbow Witch-hunters are appointed sword arm of the Sanctum Officium of the Church of the One. Their sole goal is to fight heresy, paganism and cabals of sorcerers. Some of them were sent to the Barbaric Frontier definitely a sign of fall from the grace of Officium, since its the most dangerous territory to operate. Level 1 2 3 4 5 6 7 8 9 10 Experience 0 1,500 3,000 6,000 12,000 24,000 48,000 96,000 192,000 384,000 Base to hit Bonus +0 +0 +0 +1 +1 +2 +2 +3 +4 +5 Hit Dice(d6) 1 2 3 4 5 6 7 8 9 9+1 Saving Throw 15 14 13 12 11 10 9 8 7 6

Righteous Fury: at 1st level once per day Witch-hunter go into Righteous Fury, which grants +1 to attack roll and damage to a normal adversary, and +2 to both rolls in combat with the Devil and his minions. This ability can be used twice at 5th level and three times at 10th level.

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Evil Banishment: Witch-hunter is a Will of the One against the Devil and its minions. Feared by a mere exposure to the sign of the One and his zealous follower, can be casted away into the darkest pits of the Hell. This ability works the same as clerics turning undead ability. Witch-hunter can add his WIS modifier to the banishment roll. Witch-hunter Level HD 1 2 3 4 5 6 7 8 9-11 12-18 19- 1 10 13 15 17 2 7 10 13 15 17 3 4 7 10 13 15 17 4 D 4 7 10 13 15 17 5 D D 4 7 10 13 15 17 6 D D D 4 7 10 13 15 17 7 D D D D 4 7 10 13 15 17 8 D D D D D 4 7 10 13 15 17 9 D D D D D D 4 7 10 13 15 10 D D D D D D D 4 7 10 13

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Priest
Prime attributes: Wisdom 13+, Charisma 13+(+5% experience bonus) Hit Dice: 1d6/level(gains 1 hp/level after 9th) Armor/shield permitted: leather armor Weapons permitted: sword, mace, staff, dagger Priesthood is the main body of the Church of the One. They teach the wisdom of the one to the peoples of the Known World

Level Experience

Base to hit bonus +0 +0 +0 +0 +1 +1 +2 +2 +3 +3

Saving Throw

HD(d6)

1 2 3 4 5 6 7 8 9 10

0 2000 4000 8000 16000 32000 64000 128000 256000 350000

14 14 13 12 11 10 9 8 7 6

1 1+1 2 2+1 3 3+1 4 4+1 5 5+1

Sermons: Priest can sermonize once a day. To do so he has to spend whole round preaching and make a succesful saving throw with bonus to the roll equal to his level.

Sermon of courage: grants +2 on saving throw vs. fear for companions for number of rounds equal to the level of the priest.

all

Sermon of Gods will: grants +2 on saving throw vs. mind-controling spells for all companions for number of rounds equal to the level of the priest. 14

Sermon of the divine righteousness: grants +2 on attack rolls against enemies of the faith for number of rounds equal to the level of the priest.

Sermon of the Fear of the One: causes -2 on attack rolls of enemies of the faith for number of rounds equal to the level of the priest.

Faith in Providence: once per day for 1d6 turns each round priest can re-roll single saving throw or attack roll. Saving throws: Priest has +2 on saving throw vs. spells

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1.2.7 Shaman Prime attributes: Wisdom 13+(+5% experience bonus) Hit Dice: 1d6/level(gains 1 hp/level after 9th) Armor/shield permitted: up to leather Weapons permitted: Shaman is proficient with spears, staffs, mauls and daggers. Shamen are those members of tribe who Deal with the supernatural world, spirits, ghosts and other otherworldly entities either for blessings or curses. They hail from a various peoples elves of the woods, skraelings or barbaric tribes. Level Experience Base bonus 1 2 3 4 5 6 7 8 9 10 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 512,000 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 1 1+1 2 2+1 3 3+1 4 4+1 5 5+1 15 14 13 12 11 10 9 8 7 6 Hit Saving Throw

to hit Dice(d6)

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Spell Casting: Clerics cast divine spells from a specific list, as per the Cleric Advancement table. Clerics of specific gods might have entirely different sets of spells as designed by the Referee. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Once a spell is cast, it cannot be cast again until the next day, unless the Cleric can prepare the spell more than once.

Spells 1 1 2 2 2 2 2 2 3 3 2 1 2 2 2 2 3 3 3 1 1 2 2 3 3 4 1 1 2 2 3 5 1 2 2 3 6 7

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Animal totem: Every shaman Turing his rites of initiation chooses animal which Best reflects his nanture the totem animal. By doing so, shaman gains some ablilities which reflects those of his totem. Totem animal Effect Bear Wolf Snake +1 to damage roll in close combat Speed(Dark vision 18ft., Claws 1d4) Venom- an succesful unarmed attack delivers venom to the oponents body, unless he succeedes In the saving throw he will recieve 1d4 damage every turn. Raven Caribou Dragon Kraken Frog Spider Lizard Flying(can fly at double speed) Awareness(suprised only on 1 on d6) Fire resistance Breathe underwater, fast swim(swims at triple speed) Jump(triple jump distance) Climb sheer surface(+3 on ST vs. climbing) Regeneration(every round restores 1d3 hits)

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2.0 New Equipment


Kriegsmesser Longsword Verezzian sword Bastard sword flail dagger Axe Horsemans Hammer Lance Spear Hammer Pitchfork Pole-arm mace Elven blade 1d6 1d8 1d6 1d8 1d8 1d4 1d6 1d6 2d4+1 1d6 1d6 1d6 1d8+1 1d6 1d6 rp RM RM Rm RP RP RP RM RM RP RP RP RP RP -

Name

Damage Range Rate of fire d6 d8 d6 d8 d8 d4 19

Cost

Short bow Long bow Spear Crossbow Heavy crossbow Sling

Throwing axe Throwing knife Javelin

D6 D4 D

3.0 Combat House Rules


3.1 Two-weapon fighting Fighting simultaneously with two weapons grants the character a bonus +1 either to the Armor Class, melee attack roll or melee damage roll. 3.2 Unarmed attacks Brawling attacks, such as those conducted with fist, foot or dagger pommel, will normally inflict 1d2 points of damage, plus the attackers Strength bonus to damage. If the damage from the attack inflicts more than half of the defenders remaining hit points, the defender is stunned. Anyone who is already stunned will be knocked unconscious by the next successful attack for 1d4 rounds.

4.0 Adventuring House Rules


4.1 Hit Dice everyday rolls

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Few days ago I was thinking about gritty nature of the Barbaric Frontier. Since not everyday we wake up in a perfect condition I thought It would be aproprieate to cover this in the rules. Every day adventurers roll their HD. 0 Hours of rest - all HD must be rolled 3 Hours of rest - 1 HD is full, the rest must be rolled 6 Hours of rest - 2 HD are full, the rest must be rolled 9 Hours of rest - All HD are full Of course all wounds achieved must be substracted from the daily amount of HPs.

4.2 Encumberance rules


A characters movement rate is determined by how much gear he is carrying, or how much he is encumbered. In the strictest sense, this should be determined by adding up the weight of all the gear a character is carrying. Realistically, no one keeps track of such things during a game. However, the Referee has the authority to call an audit of a characters inventory at any time, so players should make sure that
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their character is carrying a reasonable amount of equipment and that all of the equipment fits somewhere on the character or in a pack. Worn items, such as cloaks, jewelry, backpacks, etc, do not themselves count as items for encumbrance purposes. Carried sacks full of stuff count as an oversized item. 100 coins count as one item. To determine a characters encumbrance level, simply use the following guide and consult the chart: Character wearing chain armor* 1 Point Character wearing plate armor* 2 Points 25 Character is carrying 6 or more different items** overall 1 Point Character is carrying 11 or more different items** overall 1 Point Character is carrying 16 or more different items** overall 1 Point Character is carrying 21 or more different items** overall 1 Point Character is carrying an oversized item +1 Point per Item * Worn clothing and armor only counts towards this question ** Multiple small items of the same type (spikes, arrows, etc) count as one item for this purpose. Worn clothing/armor/jewelry do not count for encumbrance purposes. All weapons count as separate items. Very small single items do not count for encumbrance purposes. Oversized items are counted separately. Oversized items include two handed weapons, any item that requires two hands to carry or is as tall as the carrying character.

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Encumberance points 0-1 2 3 4 5+

encumberanc e Unencumbere d Lightly encumbered Heavily encumbered Severly encumbered overencumbe red

Movment Per Running per Per day rate per combat round exploration round turn

For mounts, use the following: For Every Person Riding the Animal 1 Point If the Person is Heavily Encumbered or greater 1 Point Animal is wearing barding 1 Point Animal is pulling a vehicle 1 Point per Axle Per 15 Items the Animal is Carrying 1 Point A Teamster has packed the animals load -1 Point

Encumberance points 0-1 2 3 4 5+

encumberanc e Unencumbere d Lightly encumbered Heavily encumbered Severly encumbered overencumbe red

Movment Per Running per Per day rate per combat round exploration round turn

Mules subtract one point from their encumbrance load but move at half the listed speeds. Ponies move at the listed speeds but automatically start with 1 point of Encumbrance. All per-day travel distances include periodic rests. Characters apply their Constitution modifier to their perday travel distance on foot.
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The movement rates shown on the table above are figured based on an 8 hour day of travel on open road.

5.0 Magic house rules


5.1 Casting spells
Magic in the world of the Barbaric Frontier is not your common vanilla fantasy thing. It's danegerous to cast spells - if someone fail at casting, he will at least become partially insane . To reflect this I've made a small addition to the typical vancian magic. Every time magic-user attempts to cast a spell, he must make a saving throw with the negative modifier as the level of the cast spell. If he fails, player must consult the table below:

saving throw effect result 1 spellcaster must immediately make a saving throw vs. death failed sanity loss: 1-3rd level spell 1d4 sanity loss; 4-6th level spell 1d6 sanity loss; 7-9th level spell 1d8 sanity loss passed target: -1 to ST vs. spell 20 target: no ST vs. spell

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5.2 New spells


Snake arrow Level : 3 Duration: instantaneous Range: as used bow The spell transforms a 1d4 wooden sticks into snakes, which can be used as arrows. If caster makes a succesful attack roll with a bow, his/her enemy must make a saving throw vs. poison. If he makes a succesful roll, he only recieves damage as per bow, If not he also gets 1d3 damage from venom during next 1d4 turns unless he do pass saving throw every next turn.

5.3 Magic items


One of the iconic features of all D&D-derived games are magic items. So it seems apropriate to say something about them in the context of my campaign. So as you my gentle readers may have noticed Barbaric Frontier is quite low-magic setting, with no "ye old magick shoppe" thing in it, and main civilisation's "burn the witch!" attitude towards the magic, I came to the conclusion that I will have quite a big problem concerning treasures and in general loot earned through the course of upcoming campaign. Only gold? meh, that's plain boring. So I thought, heck, I'll shoot some nice magic stuff their. But not the way It looks in a typical D&D campaign. I thought about the concept of magic stuff that have it's orgin in the Earthdawn game(well and sorta transposed to the d20 thing in Midnight campaign setting in the way of Legacy Weapons IIRC). So getting to the point - most of the magic items that my players will come across at first won't have any magical bonus in it. First they will have to be "attuned" to it by spending some XP on it. However, once acquireing
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It won't be

possible to "attune" it straight away by spending already earned XP. To do so one will have to earn some XP having in mind the attunement of the magic item. After that first bonus will be available for the PC. Each level, PC will have the opportunity to get more "attunned" to the magic item, and doing so achiving more bonuses and special features from it. Mauler Chalice of Doom Carpet of Suffocation Eagle Javelin 1st 2nd 3rd Hildugrun, the "Blood drinker", sword of long forgotten hero of the north, whose pride and greed brought him to his demise. 1st - +1 "to hit" bonus, 1d4 sanity loss(Wielder Just once and enemy once in a fight on a critical hit) 2nd - +1 damage bonus, 1d6 sanity loss, save vs. fear for beastmen 3rd - +2 "to hit" bonus against beastmen, 1d8 sanity loss 4th - +2 damage bonus against beastmen. 1d10 sanity loss

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6.0 New monsters & adversaries


Dragon Hit Dice: 10 Armor Class: 16 Attacks: Bite (2d4) or claws(1d8) or tail (1d10) Saving Throw: 13 Special: breath weapon Move: 9/24(when flying) Challenge Level/XP: 12/2000 Dragons are lesser demons bound to the created body by the Demonic Rulers of the past.While they look like a normal living being they can't breed nor die of age. They we're created by their masters as as sort of guard for their most precious artifacts. So up to this day they gather and protect treasures of the Demonic Rulers. Before placing Dragon against Referee must roll three Times on the table below to determin the kind of a breathing weapon dragon Has, its armor and special ability(if any). score 1 2 3 4 5 6 7 8 9 10 Breath Weapon (roll 1d10) Acid Frost Fire Lightning Water Stone Shards Wind Ghost Iron Shards Fire Armor (roll 1d4) Steel Scales(+2 AC) Chitine scales(+0 AC) Diamond Scales(+3 AC) Obsidian Scales(+1 AC) Special (roll 1d10) Poison(as Wyvern) Charm as per spell(ST as vs. 5th level M-U) Teleportation as per spell ESP as per spell -

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Drake, Swamp Hit Dice: 4 Armor Class: 13 Attacks: Bite (2d4) or claws(1d8) or tail (1d10) Saving Throw: 13 Special: breath weapon Move: 12 Challenge Level/XP: 6/400 Swamp drake is a distant relative to the Dragon. Its body is 9 feet long covered in purple scales. His Head is covered with horns and his elongated skull ends very thinly.Typically it hides in the mudy parts of swamp where it's waiting for its prey. While endangered it fiercely attacks with its long claws or tail or with its long fangs. While outnumbered it uses its acid breath spreading a sick yellow liquid that can digest a plate armor within a glimpse of an eye.

Dryad Hit Dice: 2 Armor Class: 9 [10] Attacks: Wooden claws (1d4) Saving Throw: 16 Special: Charm person (-2 save) Move: 12 Challenge Level/XP: 3/60 Dryads are elves whose tree was cut down or otherwise "killed". In such a situation elf becomes some kind of a tree himself, loses it's personality and becomes a mindless hand of nature's retribution. Typical dryad is 7 feet tall, thin human-shaped entity with "skin" of wood and bark with sharp branches growing from around its body, especially head. They attack anyone whom they encounter except the elves and other dryads. They do possess a ability similar to the Charm person spell.

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Worm, Fury Eagle, Giant Beastman Hit Dice: 2 Armor Class: 5 [14] Attacks: Bite or horns or claws (2d4) or weapon (1d10) Saving Throw: 16 Special: None Move: 9 Challenge Level/XP: 2/30 Beastmen are tall humanoids with animal-like heads. They may be found both above ground and in subterranean caverns. They form into loosely organized herds, often ranging far from lair in order to steal and kill with rapacious ferocity. The truth of their orgins fade in to the distant past when an ancient and powerful sorceror conducted several vile experiments on barbarians trying to interbreed them with animals to achive a strong and obedient army to conquer near by kingdom. Experiments succeeded, but he underestimated their wit. The sorceror died torn apart by his "children" and here the story ends.

Ooze, Time Hit Dice: 3+3 Armor Class: 12 Attacks: Strike (2d6) Saving Throw: 14 Special: Time bending Move: 1 Alignment: Alien Challenge Level/XP: 5/ 240 Time Ooze is almost identical in appearance to wet rock, but it is a slimy, formless substance that devours prey. In the interior of this ooze times flows in a different manner than outside of the it, to determine the time effect roll on the table below.

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Roll 1d8 1 2 3 4 5 6 7 8

Time effect Time is stopped Time in the ooze 1d6 day= 1 second in reality Time in ooze 1 second= 1d6 day in reality Prey ages 2d6 years Prey get younger 2d6 years Prey dies of old age Prey dies because it got to young(reduced to 1 cell) Time in ooze 1 second= d100 years in reality (1d6:1-3 backward; 4-6 forward)

Ooze, Travel Serpentman Skraeling Dryad Beast, Swamp Hit Dice: 10 (50 hit points) Armor Class: 7 [12] Attacks: 1 fist (3d10) Saving Throw: 5 Special: Immune to slashing and piercing weapons, immune to most spells. Move: 8 Challenge Level/XP: 14/2,600 Swamp Beasts are creation of dark sorcery. Made of mud and dead things' remainings are challenging adversaries for those who trespass their swampy territories.

Spider, Giant Spider, Swarm Fungiman Hit Dice: 3 Armor Class: 15


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Attacks: Bite (2d4) or weapon (1d10) Saving Throw: 14 Special: poison Move: 12 Challenge Level/XP: 5/240 Fungimen are a vile race of sentient fungi that lives beneath the Barbaric Frontier in vast complexes of caverns. Their race is divided into two sub-species - male fighters and female sporequeens, whose sole role is to spread the plague of fungimen across caves. Each tribe of fungimen typically consists 4d20 of male warriors and one spore-queen which is fiercly worshiped. Fungimens' victims are mere fertilizer to feed the spore-queen. While attacking they very often bite their enemies with their poisonous teeth(saving throw vs. poison to overcome the effect of the poison which deals otherwise 1d6 damage).

Worm, Rock Giant Centipide Giant Snake Elven shape-changer Barbarian Barbaric Shaman Giant Kraken Marsh Wyrm Giant Antler Giant Stag Boar Giant Boar Hill Troll Cannibal Degenerate
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Giant Raven Mountain Dragon

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