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	<title>D20 Source: Dungeons &#38; Dragons Blog &#187; Creatures &amp; NPCs</title>
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		<title>Creatures of Gensokyo III: Phantom Ensemble</title>
		<link>http://www.d20source.com/2008/12/creatures-of-gensokyo-iii-phantom-ensemble</link>
		<comments>http://www.d20source.com/2008/12/creatures-of-gensokyo-iii-phantom-ensemble#comments</comments>
		<pubDate>Wed, 17 Dec 2008 05:45:41 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Fourth Edition]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[creatures-of-gensokyo]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=686</guid>
		<description><![CDATA[This is the third and final part of Creatures of Gensokyo, a series of D&#038;D monster statistics based on characters from cult Japanese game series Touhou. The ghostly Prismriver sisters are the best known musicians in Gensokyo, attracting fans from distant realms. As poltergeists, the sisters can play their instruments without touching, or even necessarily [...]]]></description>
			<content:encoded><![CDATA[<p><em>This is the third and final part of <a href="http://d20.jonnydigital.com/tag/creatures-of-gensokyo">Creatures of Gensokyo</a>, a series of D&#038;D monster statistics based on characters from cult Japanese game series Touhou.</em></p>
<p>The ghostly Prismriver sisters are the best known musicians in Gensokyo, attracting fans from distant realms. As poltergeists, the sisters can play their instruments without touching, or even necessarily appearing within sight. In fact, the instruments themselves are phantoms, and create sounds not only audiable to the ear, but which resonate with the spirit.</p>
<p>However, their origin is a sad tale. Long ago, Count Prismriver died suddenly, leaving four orphaned daughters &#8211; Lunasa, Merlin, Lyrica and Layla. Whether the three eldest sisters died soon after or left home, the youngest, Layla, could not bear to leave, and prayed for her sisters to return. Three poltergeists took pity on her and assumed the form of the sisters, who cared for Layla until she too died. The phantom sisters can still be heard in the mansion to this day, invisibly practicing their music.</p>
<p>The eldest sister is Lunasa, a violinist. She dresses in black, with white trim. Lunasa&#8217;s music matches her gloomy demeanour, and possesses the ability to overwhelm weak-minded listeners with depression. Her violin is a phantom of an instrument said to outclass any crafted by human hands.</p>
<p><img src="http://d20.jonnydigital.com/wp-content/uploads/2008/12/lunasa.jpg" alt="Lunasa Prismriver" title="Lunasa Prismriver" width="100" height="100" style="float: right;" /></p>
<blockquote class="monster">
<p class="monstername"><b>Lunasa Prismriver &mdash; Level 15 Controller</b><br />
Medium undead humanoid &mdash; XP 1,200</p>
<p><b>Initiative</b> +12 <b>Senses</b> Perception +15; darkvision<br />
<b>HP</b> 148; <b>Bloodied</b> 74<br />
<b>AC</b> 29; <b>Fortitude</b> 27, <b>Reflex</b> 27, <b>Will</b> 28<br />
<b>Immune</b> Disease, poison<br />
<b>Speed</b> 6, fly 6 (hover); phasing</p>
<p class="attack"><em>Basic Melee</em> <b>Phantom Din</b> (standard; at-will) <b>&diams; Thunder</b><br />
+20 vs AC; 1d10+6 thunder damage.</p>
<p class="attack"><em>Ranged</em> <b>Spirit Strings</b> (standard; at-will) <b>&diams; Psychic</b><br />
Ranged 5; +19 vs. Will; 2d8+6 psychic damage, and the target takes a -2 penalty to attack rolls (save ends).</p>
<p class="attack"><em>Blast</em> <b>String Performance</b> (standard; recharge 5,6) <b>&diams; Psychic</b><br />
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage, and the target is weakened (save ends).</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common<br />
<b>Skills</b> Stealth +15<br />
<b>Str</b> 14 (+9)  <b>Dex</b> 21 (+12) <b>Wis</b> 17 (+10)<br />
<b>Con</b> 21 (+12) <b>Int</b> 17 (+10) <b>Cha</b> 23 (+13)</p>
</blockquote>
<p>Merlin, a trumpeter, often takes center stage at performances. She dresses in pink, with blue and black trim. Merlin&#8217;s music has the power to uplift the spirit, sometimes to the point of inspiring mania. Her instrument is said to be the phantom of a trumpet that has taken the blood of many musicians, but it&#8217;s not known if this is true.</p>
<p><img src="http://d20.jonnydigital.com/wp-content/uploads/2008/12/merlin.jpg" alt="Merlin Prismriver" title="Merlin Prismriver" width="100" height="100" style="float: right;" /></p>
<blockquote class="monster">
<p class="monstername"><b>Merlin Prismriver &mdash; Level 15 Controller</b><br />
Medium undead humanoid &mdash; XP 1,200</p>
<p><b>Initiative</b> +12 <b>Senses</b> Perception +15; darkvision<br />
<b>HP</b> 148; <b>Bloodied</b> 74<br />
<b>AC</b> 29; <b>Fortitude</b> 27, <b>Reflex</b> 27, <b>Will</b> 28<br />
<b>Immune</b> Disease, poison<br />
<b>Speed</b> 6, fly 6 (hover); phasing</p>
<p class="attack"><em>Basic Melee</em> <b>Phantom Din</b> (standard; at-will) <b>&diams; Thunder</b><br />
+20 vs AC; 1d10+6 thunder damage.</p>
<p class="attack"><em>Ranged</em> <b>Trumpet Ghost</b> (standard; at-will) <b>&diams; Psychic</b><br />
Ranged 5; +19 vs. Will; 2d8+6 psychic damage; the target slides 5 squares and is dazed (save ends).</p>
<p class="attack"><em>Blast</em> <b>Dark Trumpet</b> (standard; recharge 5,6) <b>&diams; Psychic</b><br />
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage; the target moves 5 squares and makes a basic attack against its nearest ally.</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common<br />
<b>Skills</b> Stealth +15<br />
<b>Str</b> 14 (+9)  <b>Dex</b> 21 (+12) <b>Wis</b> 15 (+9)<br />
<b>Con</b> 20 (+12) <b>Int</b> 14 (+9) <b>Cha</b> 23 (+13)</p>
</blockquote>
<p>The youngest sister is Lyrica, a keyboardist. She dresses in red, with pink and black trim. Merlin&#8217;s winged instrument possesses the ability to create incredible illusory sounds unlike any natural instrument. However, they do not resonate with the spirit like those of her sisters.</p>
<p><img src="http://d20.jonnydigital.com/wp-content/uploads/2008/12/lyrica.jpg" alt="Lyrica Prismriver" title="Lyrica Prismriver" width="100" height="100" style="float: right;" /></p>
<blockquote class="monster">
<p class="monstername"><b>Lyrica Prismriver &mdash; Level 15 Controller</b><br />
Medium undead humanoid &mdash; XP 1,200</p>
<p><b>Initiative</b> +12 <b>Senses</b> Perception +15; darkvision<br />
<b>HP</b> 148; <b>Bloodied</b> 74<br />
<b>AC</b> 29; <b>Fortitude</b> 27, <b>Reflex</b> 27, <b>Will</b> 28<br />
<b>Immune</b> Disease, poison<br />
<b>Speed</b> 6, fly 6 (hover); phasing</p>
<p class="attack"><em>Basic Melee</em> <b>Phantom Din</b> (standard; at-will) <b>&diams; Thunder</b><br />
+20 vs AC; 1d10+6 thunder damage.</p>
<p class="attack"><em>Ranged</em> <b>Dark Keys</b> (standard; at-will) <b>&diams; Psychic</b><br />
Ranged 5; +19 vs. Will; 2d8+6 psychic damage, and the target takes a -2 penalty to attack rolls (save ends).</p>
<p class="attack"><em>Blast</em> <b>Fazioli Dark Performance</b> (standard; recharge 5,6) <b>&diams; Psychic</b><br />
Close burst 5; targets enemies; +19 vs Will, 2d8+6 psychic damage, the target is deafened and dazed (save ends).</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common<br />
<b>Skills</b> Stealth +15<br />
<b>Str</b> 14 (+9)  <b>Dex</b> 21 (+12) <b>Wis</b> 14 (+19)<br />
<b>Con</b> 21 (+12) <b>Int</b> 20 (+12) <b>Cha</b> 23 (+13)</p>
</blockquote>
<h3>See Also</h3>
<ul>
<li>Part 1: <a href="http://d20.jonnydigital.com/2008/11/creatures-of-gensokyo-i-lake-of-fog">Creatures of Gensokyo I: Lake of Fog</a> (Cirno)</li>
<li>Part 2: <a href="http://d20.jonnydigital.com/2008/12/creatures-of-gensokyo-ii-shrine-of-the-netherworld">Creatures of Gensokyo II: Shrine of the Netherworld</a> (Konpaku Youmu)</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Creatures of Gensokyo II: Shrine of the Netherworld</title>
		<link>http://www.d20source.com/2008/12/creatures-of-gensokyo-ii-shrine-of-the-netherworld</link>
		<comments>http://www.d20source.com/2008/12/creatures-of-gensokyo-ii-shrine-of-the-netherworld#comments</comments>
		<pubDate>Wed, 03 Dec 2008 03:43:51 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Fourth Edition]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[creatures-of-gensokyo]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=658</guid>
		<description><![CDATA[The fey-inhabited realm of Gensokyo is separated by a mystical border from the netherworld, the land where its spirits travel after death. Arguably the most beautiful realm of Gensokyo&#8217;s netherworld is Hakugyokurou, known for its cherry blossom gardens which are said to be over a thousand miles long or even infinite. Hakugyokurou takes its name [...]]]></description>
			<content:encoded><![CDATA[<p>The fey-inhabited realm of Gensokyo is separated by a mystical border from the netherworld, the land where its spirits travel after death. Arguably the most beautiful realm of Gensokyo&#8217;s netherworld is Hakugyokurou, known for its cherry blossom gardens which are said to be over a thousand miles long or even infinite. Hakugyokurou takes its name from a tall ghost shrine overlooking the gardens, and means &#8220;tower of white jade&#8221;.</p>
<p>One of the shrine&#8217;s most unusual residents is a white-haired girl named <strong>Konpaku Youmu</strong>, half ghost and half human. Despite her youthful appearance, Youmu is over sixty years old and has spent most of that time mastering the two-sword style of combat. Youmu is a formidable opponent, and serves the realm&#8217;s princess as bodyguard and gardener.</p>
<p>Konpaku Youmu wields two blades whose legendary status in the netherworld exceeds her own. Roukan Blade, the &#8220;Tower-Watching Sword&#8221;, is believed to have been forged by spirits and is too long for a normal human to wield. Hakurou Blade, the &#8220;White Tower Sword&#8221;, is the ancestral sword of the Konpaku family and is said to have the power to dispel confusion.</p>
<p><img src="http://d20.jonnydigital.com/wp-content/uploads/2008/12/youmu.png" width="100" height="100" title="Konpaku Youmu" alt="Konpaku Youmu" style="float: right;" /></p>
<blockquote class="monster">
<p class="monstername"><b>Konpaku Youmu &mdash; Level 22 Elite Soldier (Leader)</b><br />
Medium undead humanoid &mdash; XP 8,300</p>
<p><b>Initiative</b> +19 <b>Senses</b> Perception +17; darkvision<br />
<b>Spirit Gardener</b> aura 10; undead allies within the aura gain a +2 bonus to attack rolls<br />
<b>HP</b> 380; <b>Bloodied</b> 190<br />
<b>AC</b> 38; <b>Fortitude</b> 40, <b>Reflex</b> 37, <b>Will</b> 34<br />
<b>Immune</b> Disease, poison<br />
<b>Resist</b> 15 necrotic<br />
<b>Vulnerable</b> 10 radiant<br />
<b>Saving Throws</b> +2<br />
<b>Action Point</b> 1<br />
<b>Speed</b> 10, fly 10 (hover)</p>
<p class="attack"><em>Basic Melee</em> <b>Roukan Blade</b> (standard; at-will)<br />
Reach 2; +29 vs AC; 1d10+5 damage. Roukan deals normal damage against insubstantial creatures.</p>
<p class="attack"><em>Basic Melee</em> <b>Hakurou Blade</b> (standard; at-will) <b>&diams; Radiant</b><br />
+29 vs AC; 1d8+5 plus 5 radiant damage</p>
<p class="attack"><em>Melee</em> <b>Two Swords</b> (standard; at-will) <b>&diams; Radiant</b><br />
Youmu can make one attack each with Roukan and Hakurou.</p>
<p class="attack"><em>Burst</em> <b>Delusion of Enlightenment</b> (standard; encounter) <b>&diams; Radiant</b><br />
Close burst 1; Youmu can make one attack with Hakurou against each target within the area. Each hit leaves the creature immobilized and knocked prone until the end of Youmu&#8217;s next turn.</p>
<p class="attack"><em>Melee</em> <b>Karmic Punishment</b> (standard; encounter) <b>&diams; Radiant</b><br />
Youmu can attack one target alternately with Roukan and Hakurou until one misses or five hits.</p>
<p class="attack"><em>Burst</em> <b>Thousand Mile Slash</b> (standard; recharge 5,6) <b>&diams; Radiant</b><br />
Close burst 2; +27 vs Reflex; 6d8+2 radiant damage</p>
<p class="attack"><b>Swift Movement</b> (move; recharge 4,5,6) <b>&diams; Teleportation</b><br />
Youmu can teleport 10 squares.</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common<br />
<b>Skills</b> Athletics +21, Endurance +17, Religion +18<br />
<b>Str</b> 20 (+16) <b>Dex</b> 22 (+17) <b>Wis</b> 14 (+13)<br />
<b>Con</b> 15 (+12) <b>Int</b> 13 (+12) <b>Cha</b> 12 (+12)</p>
<p><b>Equipment</b> Roukan blade, Hakurou blade
</p></blockquote>
<p>Youmu&#8217;s martial prowess attracts the attention of the more powerful spirits who have retired to the flower gardens of Hakugyokurou. She is frequently accompanied in battle by around twelve ghostly warriors.</p>
<blockquote class="monster">
<p class="monstername"><b>Towerbound Spirit &mdash; Level 18 Minion</b><br />
Medium undead humanoid &mdash; XP 500</p>
<p><b>Initiative</b> +16 <b>Senses</b> Perception +9; darkvision<br />
<b>HP</b> 1; a missed attack never damages a minion.<br />
<b>AC</b> 32; <b>Fortitude</b> 30, <b>Reflex</b> 31, <b>Will</b> 30<br />
<b>Speed</b> fly 6</p>
<p class="attack"><em>Basic Melee</em> <b>Touch of Unlife</b> (standard; at-will)<br />
+21 vs Will; 8 damage</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common<br />
<b>Str</b> 22 (+15) <b>Dex</b> 25 (+16) <b>Wis</b> 22 (+15)<br />
<b>Con</b> 16 (+12) <b>Int</b> 23 (+14) <b>Cha</b> 17 (+12) </p>
</blockquote>
<h3>See Also</h3>
<ul>
<li>Part 1: <a href="http://d20.jonnydigital.com/2008/11/creatures-of-gensokyo-i-lake-of-fog">Creatures of Gensokyo I: Lake of Fog</a> (Cirno)</li>
</ul>
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		<item>
		<title>Creatures of Gensokyo I: Lake of Fog</title>
		<link>http://www.d20source.com/2008/11/creatures-of-gensokyo-i-lake-of-fog</link>
		<comments>http://www.d20source.com/2008/11/creatures-of-gensokyo-i-lake-of-fog#comments</comments>
		<pubDate>Mon, 17 Nov 2008 17:53:48 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Fourth Edition]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[creatures-of-gensokyo]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=579</guid>
		<description><![CDATA[Today I&#8217;m presenting a series of fourth edition D&#038;D monsters from the mystical land of Gensokyo. This realm forms the setting to the Touhou Project, a series of shoot-em-ups by Japanese amateur developers Team Shanghai Alice. The series has drawn a cult following both in Japan and internationally, and the gameplay can best be described [...]]]></description>
			<content:encoded><![CDATA[<p>Today I&#8217;m presenting a series of fourth edition D&#038;D monsters from the mystical land of Gensokyo. This realm forms the setting to the <cite>Touhou Project</cite>, a series of shoot-em-ups by Japanese amateur developers <cite>Team Shanghai Alice</cite>. The series has drawn a cult following both in Japan and internationally, and <a href="http://uk.youtube.com/watch?v=dqKNn1G71VY">the gameplay</a> can best be described as &#8220;Ikaruga, except with witches&#8221;.</p>
<p>The Gensokyo setting is full of great mythology ready to inspire Dungeons &#038; Dragons game material. Part of Touhou&#8217;s appeal is its massive list of characters, a cast which includes fairies, vampires, poltergeists, ghosts, half-ghosts, vampires, witches, magicians, healers, oni and Shinto shrine maidens.</p>
<h4>Lake of Fog</h4>
<p>Visitors to Gensokyo&#8217;s Lake of Fog are in constant danger of losing their way. Although its fey residents are normally peaceful, the snowflake-winged ice fairies who populate the lake during the winter are not always friendly to uninvited guests.</p>
<p>Of the lake&#8217;s delicate ice fairies, one named <strong>Cirno</strong> claims to be the strongest. An innocent, whimsical creature, Cirno is prone to mischief and is easily roused to anger by visitors who don&#8217;t respect her self-claimed strength. She possesses several formidable methods of ice magic.</p>
<p><img src="http://d20.jonnydigital.com/wp-content/uploads/2008/11/cirno.jpg" alt="Cirno" title="Cirno" width="100" height="100" class="size-full wp-image-600" style="float: right;" /></p>
<blockquote class="monster">
<p class="monstername"><b>Cirno &mdash; Level 5 Solo Artillery</b><br />
Small fey humanoid (cold) &mdash; XP 1,000</p>
<p><b>Initiative</b> +6 <b>Senses</b> Perception +6<br />
<b>Snowflake wind</b> aura 2; any creature that begins its turn in the aura takes 5 cold damage and is pushed 2 squares.<br />
<b>HP</b> 252; <b>Bloodied</b> 126; see also Diamond Blizzard<br />
<b>AC</b> 19; <b>Fortitude</b> 19, <b>Reflex</b> 20, <b>Will</b> 17<br />
<b>Immune</b> cold<br />
<b>Saving Throws</b> +5<br />
<b>Speed</b> 4, fly 6 (hover)<br />
<b>Action Points</b> 2</p>
<p class="attack"><em>Basic Melee</em> <b>Freezing Touch</b> (standard; at-will) <b>&diams; Cold</b><br />
+12 vs AC; 1d10+4 cold damage</p>
<p class="attack"><em>Basic Ranged</em> <b>Icy Barrage</b> (standard; at-will) <b>&diams; Cold</b><br />
Ranged 20; +12 vs AC; 1d10+4 cold damage</p>
<p class="attack"><em>Area</em> <b>Icicle Fall</b> (standard; at will) <b>&diams; Cold</b><br />
Area blast 3 within 20; +10 vs Reflex; 1d6 damage and 1d6 cold damage. Squares adjacent to Cirno cannot be targeted.</p>
<p class="attack"><em>Area</em> <b>Perfect Freeze</b> (standard; recharge 5,6; recharges when first bloodied) <b>&diams; Cold</b><br />
Area blast 4 within 20; +10 vs Reflex; 1d10+9 cold damage, and target is slowed (save ends).</p>
<p class="attack"><em>Area</em> <b>Diamond Blizzard</b> (standard; usable only when Cirno is bloodied; at will) <b>&diams; Cold</b><br />
Cirno may make an Icicle Fall attack and an Icy Barrage. The same creature cannot be targeted by both.</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Common, Elven<br />
<b>Skills</b> Arcana +9, Endurance +7, Nature +9<br />
<b>Str</b> 11 (+2) <b>Dex</b> 18 (+6) <b>Wis</b> 7 (+0)<br />
<b>Con</b> 15 (+4) <b>Int</b> 9 (+1) <b>Cha</b> 15 (+4)</p>
</blockquote>
<p>The Lake of Fog is inhabited in the winter by a great number of lesser ice fairies. Although individually timid, these creatures are dangerous in numbers.</p>
<blockquote class="monster">
<p class="monstername"><b>Snowflight ice fairy &mdash; Level 1 Minion</b><br />
Small fey humanoid (cold) &mdash; XP 25</p>
<p><b>Initiative</b> +3 <b>Senses</b> Perception +2<br />
<b>HP</b> 1; a missed attack never damages a minion.<br />
<b>AC</b> 15; <b>Fortitude</b> 13, <b>Reflex</b> 14, <b>Will</b> 13<br />
<b>Resist</b> cold 10<br />
<b>Speed</b> 4, fly 6 (hover)</p>
<p class="attack"><em>Basic Melee</em> <b>Freezing Touch</b> (standard; at-will) <b>&diams; Cold</b><br />
+6 vs AC; 4 cold damage</p>
<p class="attack"><em>Basic Ranged</em> <b>Icicle</b> (standard; at-will) <b>&diams; Cold</b><br />
Ranged 10; +6 vs AC; 4 cold damage</p>
<p class="attributes"><b>Alignment</b> Unaligned <b>Languages</b> Elven<br />
<b>Skills</b> Nature +4<br />
<b>Str</b> 10 (+0) <b>Dex</b> 16 (+3) <b>Wis</b> 11 (+0)<br />
<b>Con</b> 13 (+1) <b>Int</b> 11 (+0) <b>Cha</b> 13 (+1)</p>
</blockquote>
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		<title>Deep Crow</title>
		<link>http://www.d20source.com/2007/10/deep-crow</link>
		<comments>http://www.d20source.com/2007/10/deep-crow#comments</comments>
		<pubDate>Thu, 11 Oct 2007 12:35:38 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/10/deep-crow</guid>
		<description><![CDATA[The following game statistics are inspired by this Penny Arcade strip. DEEP CROW This vile feathered creature appears at first a massive, corrupted crow. A disgusting multitude of eyes are mounted above a powerful antlike beak, and four lethal talons ready themselves before a heavy, swinging tail. This terrifying creature is responsible for night raids [...]]]></description>
			<content:encoded><![CDATA[<p>The following game statistics are inspired by <a href="http://www.penny-arcade.com/comic/2007/10/10">this Penny Arcade strip</a>.</p>
<p><strong>DEEP CROW</strong></p>
<p><em>This vile feathered creature appears at first a massive, corrupted crow. A disgusting multitude of eyes are mounted above a powerful antlike beak, and four lethal talons ready themselves before a heavy, swinging tail.</em></p>
<p>This terrifying creature is responsible for night raids on farms that are often mistakenly blamed on dragons or common cattle thieves. Swooping down out of the darkness on massive wings, the powerful bird simply lifts off with livestock in its talons. Its roost is frequently littered with the smashed skeletons of former meals, with recognisable skulls evidencing that the terrible creature has no compunctions about eating human flesh. Growing ever larger with age, truly ancient deep crows are fearsome creatures indeed.</p>
<p>(Game statistics follow behind the cut.)<span id="more-203"></span></p>
<h4>Deep Crow&mdash;CR12</h4>
<p>Always NE Huge magical beast<br />
<strong>Init</strong> +4; <strong>Senses</strong> darkvision 60ft., low-light vision; Listen +10, Spot +11</p>
<hr />
<strong>AC</strong> 20, touch 12, flat-footed 18 (+8 natural armor, +4 Dex, -2 size); <strong>damage reduction</strong> 10/magic<br />
<strong>hp</strong> 102 (12HD)<br />
<strong>Resist</strong> acid 10, cold 10; <strong>SR</strong> 17<br />
<strong>Fort</strong> +11, <strong>Ref</strong> +12, <strong>Will</strong> +5</p>
<hr />
<strong>Spd</strong> fly 60ft. (average)<br />
<strong>Melee</strong> 4 talons +17 (1d8+6) and bite +15 (2d8+3) and tail slap +15 (2d6+3)<br />
<strong>Base Atk</strong> +12; <strong>Grp</strong> +12<br />
<strong>Atk Options</strong> Snatch, flyby attack</p>
<hr />
<strong>Abilities</strong> Str 22, Dex 18, Con 16, Int 7, Wis 13, Cha 9<br />
<strong>Feats</strong> Alertness, Snatch, Multiattack, Hover, Flyby attack</p>
<hr />
<strong>Environment</strong> any mountain or underground<br />
<strong>Organization</strong> solitary<br />
<strong>Treasure</strong> none<br />
<strong>Advancement</strong> 13-24 HD (Huge), 25-36 HD (Gargantuan)</p>
<hr />
<strong>Snatch</strong> The deep crow can choose to start a grapple when it hits with its talon or bite attack. If the deep crow gets a hold on a creature of Small size or less, it squeezes each around for automatic talon damage. The deep crow can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the deep crow flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.<br />
<strong>Flyby attack</strong> When flying, the deep crow can take a move action (including a dive) and another standard action at any point during the move. The deep crow cannot take a second move action during a round when it makes a flyby attack.</p>
<p><em>Disclaimer:</em> I haven&#8217;t playtested this yet. Let me know if you think the challenge rating is off.</p>
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		<title>Stalagmen</title>
		<link>http://www.d20source.com/2007/10/stalagmen</link>
		<comments>http://www.d20source.com/2007/10/stalagmen#comments</comments>
		<pubDate>Thu, 11 Oct 2007 11:22:56 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/10/stalagmen</guid>
		<description><![CDATA[The following game statistics are inspired by this Penny Arcade strip. STALAGMAN This short, stocky creature resembles an angry, humanoid stalagmite. Furrowed eyes rest above a massive, jagged maw as its short arms clutch a crude stone spear. Stalagmen are tenacious, vicious creatures. Stalagmen subsist chiefly on rock, with a special taste for rare ores. [...]]]></description>
			<content:encoded><![CDATA[<p>The following game statistics are inspired by <a href="http://www.penny-arcade.com/comic/2007/10/10">this Penny Arcade strip</a>.</p>
<p><strong>STALAGMAN</strong><br />
<em>This short, stocky creature resembles an angry, humanoid stalagmite. Furrowed eyes rest above a massive, jagged maw as its short arms clutch a crude stone spear.</em></p>
<p>Stalagmen are tenacious, vicious creatures. Stalagmen subsist chiefly on rock, with a special taste for rare ores. They inevitably come into conflict with any nearby underground societies such as dwarves, who compete with the stalagmen&#8217;s voracious appetite for metals and precious stones. Stone-destroying oozes are the stalagman&#8217;s natural enemy, although more resourceful tribes are known to cultivate gelatinous cubes as door guards.</p>
<p>(Game statistics follow behind the cut.) <span id="more-202"></span></p>
<h4>Stalagman&mdash;CR1</h4>
<p>Always N Medium elemental (earth)<br />
<strong>Init</strong> -1; <strong>Senses</strong> darkvision 60ft., low-light vision; Listen +2, Spot +2<br />
<strong>Languages</strong> stalagman</p>
<hr />
<strong>AC</strong> 15, touch 9, flat-footed 15, (+6 natural armor, -1 Dex)<br />
<strong>hp</strong> 15 (2HD)<br />
<strong>Immune</strong> elemental traits (poison, sleep, paralysis, stunning, critical hits and flanking)<br />
<strong>Fort</strong> +6, <strong>Ref</strong> -1, <strong>Will</strong> +0</p>
<hr />
<strong>Spd</strong> 20ft.<br />
<strong>Melee</strong> Spear +3 (1d8+2) or bite +3 (1d6+2)<br />
<strong>Ranged</strong> Boulder +0 (1d6+2)<br />
<strong>Base Atk</strong> +1; <strong>Grp</strong> +3</p>
<hr />
<strong>Abilities</strong> Str 15, Dex 8, Con 17, Int 8, Wis 11, Cha 7<br />
<strong>Feats</strong> Alertness<br />
<strong>Skills</strong> Craft (weaponsmith) +2, Hide +2 (+6 in natural caverns)</p>
<hr />
<strong>Environment</strong> any underground<br />
<strong>Organization</strong> solitary, gang (2-8) or tribe (20-100 plus 2-10 stalagman guardians and 1d4 large earth elementals)<br />
<strong>Treasure</strong> nonmasterwork spear<br />
<strong>Advancement</strong> by character class</p>
<hr />
<strong>Sturdy (Ex)</strong> A stalagman&#8217;s stocky build grants it a +4 bonus to resist trip attempts.</p>
<p><strong>STALAGMAN GUARDIAN</strong></p>
<p>Stalagman guardians are the elite warriors and leaders of stalagman society. A lifetime of chewing lead and rare minerals has made these creatures quick to anger and supremely tough.</p>
<h4>Stalagman Guardian&mdash;CR6</h4>
<p>Always N Medium elemental (earth), barbarian 5<br />
<strong>Init</strong> +4; <strong>Senses</strong> darkvision 60ft., low-light vision; Listen +7, Spot +2<br />
<strong>Languages</strong> stalagman</p>
<hr />
<strong>AC</strong> 18, touch 10, flat-footed 16, (+6 natural armor, +2 large shield); <strong>while raging</strong> 14<br />
<strong>hp</strong> 76 (5HD); <strong>while raging</strong> 90<br />
<strong>Immune</strong> elemental traits (poison, sleep, paralysis, stunning, critical hits and flanking)<br />
<strong>Fort</strong> +12, <strong>Ref</strong> +3 (+5 vs traps), <strong>Will</strong> +1 (+3 <strong>while raging</strong>)</p>
<hr />
<strong>Spd</strong> 30ft.<br />
<strong>Melee</strong> Longspear +11/+6 (1d8+4) or bite +10 (1d6+4); <strong>while raging</strong> longspear +13/+8 (1d8+6) or bite +12 (1d6+4)<br />
<strong>Ranged</strong> Boulder +6 (1d6+4); <strong>while raging</strong> boulder +6 (1d6+6)<br />
<strong>Base Atk</strong> +6; <strong>Grp</strong> +10<br />
Atk Options rage 2/day (10 rounds)</p>
<hr />
<strong>Abilities</strong> Str 19, Dex 10, Con 21, Int 8, Wis 11, Cha 9<br />
<strong>Feats</strong> Alertness, Improved Initiative, Lightning Reflexes<br />
<strong>Skills</strong> Climb +8, Craft (weaponsmith) +2, Hide +2 (+6 in natural caverns), Intimidate +5</p>
<hr />
<strong>Treasure</strong> combat gear<br />
<strong>Combat gear</strong> Longspear +1, masterwork large stone shield</p>
<hr />
<strong>Sturdy (Ex)</strong> A stalagman&#8217;s stocky build grants it a +4 bonus to resist trip attempts.</p>
<p>(Alright, that&#8217;s that. Next up, how about the Deep Crow?)</p>
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		<title>Kill Gleemax!</title>
		<link>http://www.d20source.com/2007/06/kill-gleemax</link>
		<comments>http://www.d20source.com/2007/06/kill-gleemax#comments</comments>
		<pubDate>Tue, 19 Jun 2007 04:47:06 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Dungeon Mastering Advice]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/2007/06/kill-gleemax</guid>
		<description><![CDATA[Tempers flared when Dungeons &#038; Dragons players started to fear that their two favourite magazines had been replaced by some kind of brain in a jar website. It turns out that&#8217;s not quite the case, but I figured that if enough players have an axe to grind with Gleemax, that they might as well do [...]]]></description>
			<content:encoded><![CDATA[<p>Tempers flared when <cite>Dungeons &#038; Dragons</cite> players started to fear that their two favourite magazines had been replaced by <a href="http://www.gleemax.com/">some kind of brain in a jar website</a>. It turns out that&#8217;s not quite the case, but I figured that if enough players have an axe to grind with Gleemax, that they might as well do it accompanied by a mage, thief and cleric.</p>
<p>I&#8217;m told it&#8217;s some kind of <cite>Magic: The Gathering</cite> in-joke.</p>
<p><strong>Gleemax, CR20</strong><br />
Advanced brain in a jar psion20 (telepath)<br />
NE Tiny undead<br />
<cite>Libris Mortis 90</cite><br />
<strong>Init</strong> +3; <strong>Senses</strong> blindsight 60ft., darkvision 60ft; Listen +14, Spot +14<br />
<strong>Telepathy</strong> 100ft, language-dependant</p>
<hr />
<p><strong>AC</strong> 14, touch 14, flat-footed 11<br />
<strong>hp</strong> 311 (29HD; turn resistance +8)<br />
<strong>Immune</strong> undead traits<br />
<strong>Fort</strong> +9, <strong>Ref</strong> +12, <strong>Will</strong> +20</p>
<hr />
<p><strong>Spd</strong> fly 30ft (good)<br />
<strong>Space</strong> 1ft.; <strong>Reach</strong> &#8211;<br />
<strong>Psionic powers known</strong> (CL 20th, 403pp/day);<br />
&nbsp;&nbsp;&nbsp;&nbsp;9th&#8211;<cite>affinity field, assimilate, psionic etherealness, microcosm, psychic chirurgery, reality revision</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;8th&#8211;<cite>mind seed, recall death, true metabolism</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;7th&#8211;<cite>crisis of life, decerebrate, insanity</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;6th&#8211;<cite>mind switch, mass cloud mind, psionic disintegrate</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;5th&#8211;<cite>mind probe, leech field, psychic crush, psionic true seeing</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;4th&#8211;<cite>mind wipe, psionic dominate, psionic modify memory, telekinetic maneuver</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;3rd&#8211;<cite>dispel psionics, false sensory input, psionic blast, time hop</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;2nd&#8211;<cite>ego whip, brain lock, read thoughts, psionic suggestion</cite><br />
&nbsp;&nbsp;&nbsp;&nbsp;1st&#8211;<cite>conceal thoughts, distract, inertial armor, mind thrust, psionic charm</cite><br />
<strong>Special Atk</strong> mind thrust, psionics, rebuke undead</p>
<hr />
<p><strong>Abilities</strong> Str &mdash;, Dex 16, Con &mdash;, Int 20, Wis 10, Cha 25<br />
<strong>SQ</strong> Madness, +8 turn resistance<br />
<strong>Feats</strong> Ability Focus (mind thrust), Alertness, Delay Power, Dodge, Force of Will, Greater Power Penetration, Improved Turn Resistance, Iron Will, Overchannel, Power Penetration, Psionic Dodge, Quicken Power, Skill Focus (Bluff), Skill Focus (Diplomacy)<br />
<strong>Skills</strong> Concentration +20, Bluff +42, Diplomacy +42, Knowledge (history) +37, Knowledge (psionics) +37, Knowledge (religion) +37, Listen +14, Profession (game designer) +12, Psicraft +25, Spot +14</p>
<hr />
<p><strong>Mind Thrust (Su):</strong> As a standard action, Gleemax can deliver an assault on the mental pathways of one creature, dealing 2d10 points of damage to any creature which fails a DC 20 Will save.<br />
<strong>Madness (Su):</strong> Anyone targetting Gleemax with thought detection, mind control or any sort of telepathic or psionic ability that makes direct contact with its tortured mind takes 1d4 points of Wisdom damage.<br />
<strong>Psionics (Sp):</strong> 3/day&#8211;<cite>suggestion</cite> (DC20), <cite>telekinesis</cite> (DC22); 1/day&#8211;<cite>dominate person</cite> (DC20). Manifester level 20th.<br />
<strong>Rebuke Undead (Su):</strong> Gleemax can rebuke or command undead as a level 9 cleric.<br />
<strong>Unholy Toughness, aka Dragotha Rule (Ex):</strong> Gleemax gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice, just because.</p>
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		<title>More Powerful Planetouched</title>
		<link>http://www.d20source.com/2006/04/more-powerful-planetouched</link>
		<comments>http://www.d20source.com/2006/04/more-powerful-planetouched#comments</comments>
		<pubDate>Thu, 20 Apr 2006 14:56:26 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Material]]></category>

		<guid isPermaLink="false">http://d20.jonnydigital.com/?p=76</guid>
		<description><![CDATA[We all know that tiefling and aasimar are a shade underpowered for +1 level adjustment. Sean K Reynolds has admitted this in the past, pointing out that everyone would play them if they were +0 level adjustment but some people would still play them at +1, and that a better solution than the level adjustment [...]]]></description>
			<content:encoded><![CDATA[<p>We all know that tiefling and aasimar are a shade underpowered for +1 level adjustment. Sean K Reynolds has admitted this in the past, pointing out that everyone would play them if they were +0 level adjustment but some people would still play them at +1, and that a better solution than the level adjustment system couldn&#8217;t be found.</p>
<p>If you want to encourage the planetouched races in your game by giving them a little boost, here&#8217;s my house rules on the topic.</p>
<p>First, make the race a template &#8211; why should only humans get to have extraplanar ancestors? Thus there now exist in your world aasimar elves and tiefling dwarves. The character gains both the benefits of the base creature as well as the planetouched race, and these stack &#8211; for example, a tiefling elf has (amongst other things) +4 Dexterity, -2 Constitution, +2 Intelligence, and -2 Charisma, and treats both rogue and wizard as his favoured class. He retains the Outsider (native) type regardless of the base creature.</p>
<p>A &#8220;plain&#8221; aasimar or tiefling in this variant is simply a planetouched human. He is as the standard tiefling but with the bonus feat, the bonus skill point per level and can treat any class as his favoured class. An alternative to this is that </p>
<p>The effect of this on your game world is that planetouched should be more common to fit with how often players choose them, and there should be some explanation for this such as planar war in the world&#8217;s history. This also means that you will have planetouched monsters &#8211; good-aligned aasimar minotaurs guarding holy sites, well-organized bands of tiefling orcs with devil ancestors &#8211; but don&#8217;t overuse this! Remember that planetouched races have resistance 5 to several elements, which at low levels can make opponents immune to most of the wizard&#8217;s offensive spells.</p>
<p>In truth I haven&#8217;t worked out yet how tiefling-as-a-template affects a creature&#8217;s challenge rating &#8211; perhaps it brings a CR1/2 creature up to CR1, but then perhaps it&#8217;s not even worth that much. It&#8217;s probably something best decided on a case-by-case basis.</p>
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		<item>
		<title>96HD Colossal Fiendish Zombie</title>
		<link>http://www.d20source.com/2005/12/96hd-colossal-fiendish-zombie</link>
		<comments>http://www.d20source.com/2005/12/96hd-colossal-fiendish-zombie#comments</comments>
		<pubDate>Sat, 17 Dec 2005 16:21:12 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://www.jonnydigital.com/d20/2005/12/96hd-colossal-fiendish-zombie</guid>
		<description><![CDATA[CR16 thoroughly broken artifact of a bygone edition Tired of throwing the party up against weak, lifeless undead? Feel like you wasted ten levels taking the Doomguide prestige-class, only to find one undead that&#8217;s even a decent challenge by that level? Try Vaelen&#8217;s Fiendish SuperZombieâ„¢ &#8211; your newest rotting friend! This creature is the result [...]]]></description>
			<content:encoded><![CDATA[<p><em>CR16 thoroughly broken artifact of a bygone edition</em></p>
<p>Tired of throwing the party up against weak, lifeless undead? Feel like you wasted ten levels taking the Doomguide prestige-class, only to find one undead that&#8217;s even a decent challenge by that level? Try Vaelen&#8217;s Fiendish SuperZombieâ„¢ &#8211; your newest rotting friend!</p>
<p><span id="more-34"></span></p>
<p>This creature is the result of taking the standard Colossal Zombie and advancing a standard 3.0 zombie it as far as the Monster Manual will allow &#8211; 96HD &#8211; then fudging things to add the Fiendish template. If your party&#8217;s also found that powerful undead foes are almost impossible to locate &#8211; barring high-level liches and vampires &#8211; this might be an interesting change. Time to break out the Undead band weapons again.</p>
<p><em>Author&#8217;s note:</em> Unlike most of the creatures on this site, this monster hasn&#8217;t been updated to the new v3.5 rules. The new rules do not allow for 96HD Colossal zombies, and while a fiendish 20HD Huge zombie could be created, it would be <em>balanced</em>, and what fun would that be? </p>
<p><strong>Fiendish Zombie</strong><br />
Colossal Undead </p>
<p><strong>Hit Dice:</strong> 96d12+3 (627 hp)<br />
<strong>Initiative:</strong> -2 (Dex)<br />
<strong>Speed:</strong> 40 ft.<br />
<strong>AC:</strong> 11 (-8 size, -2 Dex, +11 natural), flat 11, touch 0<br />
<strong>Base Attack/Grapple:</strong> +48/+73<br />
<strong>Attack:</strong> Slam +50 melee<br />
<strong>Full Attack:</strong> Slam +50 melee<br />
<strong>Damage:</strong> Slam 4d6+13<br />
<strong>Face/Reach:</strong> 40 ft./25 ft.<br />
<strong>Special Attacks:</strong> Smite Good<br />
<strong>Special Qualities:</strong> Cold and fire resistance 20, damage reduction 10/+3, darkvision 60ft, partial actions only, spell resistance 25, Undead<br />
<strong>Saves:</strong> Fort +32, Ref +30, Will +50<br />
<strong>Abilities:</strong> Str 29, Dex 6, Con &en;, Int 3, Wis 10, Cha 3<br />
<strong>Feats:</strong> Armor Proficiency (light, medium and heavy), Cleave, Great Cleave, Improved Critical (slam), Leadership, Power Attack, Toughness, Shield proficiency, Weapon Focus (slam), and any one other feat<br />
<strong>Climate/Terrain: </strong>Any land and underground<br />
<strong>Organization:</strong> Solitary, gang (2-5), squad, (6-10) or mob (11-20)<br />
<strong>Challenge Rating:</strong> 16<br />
<strong>Treasure:</strong> None<br />
<strong>Alignment:</strong> Usually neutral evil</p>
<p><strong>Smite Good (Su):</strong> Once per day the fiendish zombie can make a normal attack to deal +20 additional damage against a good-aligned foe.</p>
<p><strong>Undead:</strong> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p>
<p><strong>Partial Actions Only (Ex):</strong> Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).</p>
<h3>Points to note about this particular fiendish zombie</h3>
<ul>
<li>With the inclusion of the Fiendish template, the superzombie here gains the minimum intelligence score of 3. This puts him in the interesting position of being an intelligent undead, even allowing him to take character levels! However, the ECL of a ninety-six hit dice creature would be unbelievably high, making this is an unlikely career path for the zombie.</li>
<li>It has a leadership score of 89, despite being composed mostly of rotting flesh. This means that it most likely has its &#8220;owner&#8221; as a cohort, as opposed to the traditional concept of the undead being slaves to their human masters. The superzombie would make an excellent addition to an undead army, especially since many of his 163 followers can be used to fight alongside undead hordes and simply raised as undead if killed. The zombie&#8217;s &#8220;owner&#8221; can also use Leadership in this way.</li>
<li>It&#8217;s almost impossible to turn or rebuke this creature. Ninety-six hit dice is hard to beat, even if you&#8217;re a cleric with the Sun domain, a charisma score of 30 and the Empower Turning feat.</li>
<li>For optimum results, you can simply have the zombie sit on his foes until they&#8217;re dead. A creature that size weighs a lot, and his ass attack (I&#8217;m not kidding!) can penetrate damage reduction of up to +3, dealing fistfuls of d6 in crushing damage.</li>
<li>Don&#8217;t forget that the zombie can wear and use armor and magic items. An Amulet of Mighty Fists (from splatbook Sword and Fist) can give the zombie +5 attack and damage with his slam. Full plate armor, though unbelievably costly for a creature of this size, would definately be useful &#8211; Tarrasque armor, perhaps?</li>
</ul>
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		<item>
		<title>The Cairn</title>
		<link>http://www.d20source.com/2005/12/the-cairn</link>
		<comments>http://www.d20source.com/2005/12/the-cairn#comments</comments>
		<pubDate>Sat, 17 Dec 2005 16:17:04 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://www.jonnydigital.com/d20/2005/12/the-cairn</guid>
		<description><![CDATA[evil humanoid race Selfish and malicious, the Cairn are an obscure white-skinned subterranean race with a penchant for the undead. Devout worshippers of The Lich God of Secrets, their leaders are exclusively clerics and are usually followed without question by those who dare not risk becoming their leader&#8217;s next undead slave. The Cairn instantly are [...]]]></description>
			<content:encoded><![CDATA[<p><em>evil humanoid race</em></p>
<p>Selfish and malicious, the Cairn are an obscure white-skinned subterranean race with a penchant for the undead. Devout worshippers of The Lich God of Secrets, their leaders are exclusively clerics and are usually followed without question by those who dare not risk becoming their leader&#8217;s next undead slave. </p>
<p><span id="more-33"></span></p>
<p>The Cairn instantly are recognisable by their white, flaky skin and dull red eyes. Inexperienced adventurers stumbling upon their lairs have been known on occasion to flee at the mere sight of them, mistaking them for powerful undead. </p>
<p>Author&#8217;s Note: This race has been rewritten and renamed since the original version. The concept of an evil subterranean race is probably as clichÃ©d as all getout, but they can provide an interesting side-story from the game&#8217;s usual underground inhabitants, or even replace the drow in a setting without elves. </p>
<p><strong>Cairn, first level warrior</strong><br />
Medium-size Humanoid </p>
<p><strong>HD:</strong> 1d8+2 (6hp)<br />
<strong>Initiative:</strong> +0<br />
<strong>Speed:</strong> 20ft (4 squares)<br />
<strong>AC:</strong> 16 (+4 armor, +2 shield), touch 10, flat-footed 16<br />
<strong>Base Attack/Grapple:</strong> +1/+2<br />
<strong>Attack:</strong> Morningstar +1 melee (1d8)<br />
<strong>Full Attack:</strong> Morningstar +1 melee (1d8)<br />
<strong>Space/Reach:</strong> 5ft./5 ft.<br />
<strong>Special Attacks:</strong> â€”<br />
<strong>Special Qualities:</strong> Darkvision 60ft., light sensitivity, undead affinity<br />
<strong>Saves:</strong> Fort +4, Ref +0, Will +1<br />
<strong>Abilities:</strong> Str 13, Dex 11, Con 14, Int 8, Wis 12, Cha 9<br />
<strong>Skills:</strong> Intimidate +3, Listen +4, Spot +4<br />
<strong>Feats:</strong> Alertness<br />
<strong>Environment:</strong> Underground<br />
<strong>Organization:</strong> Gang (7-12 and a 3rd-level cleric), band (10-100 plus 10% noncombatants plus 1 3rd-level cleric with 3 skeletons per 20 adults and 1 cleric leader of 4th-6th level with 3 zombies per 2 levels), or tribe (40-400 plus 1 3rd-level cleric per 20 adults, 1 or 2 cleric lieutenants of 5th-7th level with 3 zombies per 2 levels, 1 cleric leader of 11th level with 6-8 ghouls)<br />
<strong>Challenge Rating:</strong> Â½<br />
<strong>Treasure:</strong> Standard<br />
<strong>Alignment:</strong> Usually neutral evil<br />
<strong>Advancement:</strong> By character class, usually cleric<br />
<strong>Level Adjustment:</strong> +1 </p>
<p><strong>Light Sensitivity (Ex):</strong> Cairn suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. </p>
<p><strong>Undead Affinity (Su):</strong> Cairn clerics can command a number of undead equal to their cleric level dice plus two. However, they do not always choose to control the maximum possible number of undead &#8211; often, a cleric will leave just enough hit dice of undead free to create a zombie, as a warning to his subordinates that any one of them might be his next zombie. </p>
<p>A Cairn is generally outfitted with whatever weapons and armor he manages to make or steal himself. Comparatively few noncombatants exist in their society, since the females are just as tough and capable as the males and are treated as such. Those who are no longer able to fight (or refuse to) stand at risk of being sacrificed to Vecna by his clerics. </p>
<p>Their society tends to form a loose hierarchical structure. Small groups (often extended families or gangs) are each led by a cleric who pays fealty to a higher ranking cleric and his clan, who in turn pays fealty to a higher ranking cleric and so forth. Since an individual&#8217;s rank in society is primarily dependant on his spellcasting ability, Cairn clerics routinely make sacrifices to Vecna in hope of being granted greater power. As in drow society, sacrificing a higher-ranking cleric is a sure way of proving one&#8217;s strength and superiority, but of course is rarely an easy task. </p>
<p>The continual threshing of the Cairn society, where the weak and careless find themselves made into sacrifices or killed and raised as zombies, has made its remaining members strong in mind and body, if not especially numerous. </p>
<p><strong>Cairn characters</strong><br />
Many Cairn become clerics of The Lich God of Secrets, favouring the Evil and Death domains. Those who find themself lacking the knack to be a cleric tend to become fighters, often finding themself in high demand as bodyguards for high-ranking chieftains. </p>
<p>Cairn possess the following racial traits.<br />
â€” +2 Constitution, +2 Wisdom. Cairn are tough, like the undead they revere, and in such a cutthroat society the careless and aloof rarely survive.<br />
â€”Medium size.<br />
â€”An Cairn&#8217;s base land speed is 30 feet.<br />
â€”Darkvision out to 60ft.<br />
â€”Light sensitivity.<br />
â€”Special Qualities (see above): Light sensitivity, undead affinity. â€”Racial skills: Due to their fearsome appearance and selfish attitude, Cairn gain a +2 racial bonus to Intimidate checks, but a -2 racial penalty to Diplomacy checks. They also gain a +2 racial bonus to Knowledge (religion) checks pertaining to undead.<br />
â€”Automatic Languages: Undercommon. Bonus Languages: Common, Abyssal. Their society is heavily isolated and has little need for foreign languages.<br />
â€”Favored Class: Cleric.<br />
â€”Level adjustment: +1 The Cairn warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p>
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		<title>The Rabbit of Caerbannog (from The Holy Grail)</title>
		<link>http://www.d20source.com/2005/12/the-rabbit-of-caerbannog-from-the-holy-grail</link>
		<comments>http://www.d20source.com/2005/12/the-rabbit-of-caerbannog-from-the-holy-grail#comments</comments>
		<pubDate>Sat, 17 Dec 2005 16:14:33 +0000</pubDate>
		<dc:creator>Jonathan Drain</dc:creator>
				<category><![CDATA[Creatures & NPCs]]></category>
		<category><![CDATA[Game Material]]></category>
		<category><![CDATA[Third Edition]]></category>

		<guid isPermaLink="false">http://www.jonnydigital.com/d20/2005/12/the-rabbit-of-caerbannog-from-the-holy-grail</guid>
		<description><![CDATA[CR18 paragon animal I watched Monty Python and the Holy Grail again and was inspired to write up this monster. The Holy Grail is a comedy film, however, so this creature probably shouldn&#8217;t be taken seriously. The Paragon template is from the Epic Level Handbook. Paragon Rabbit Tiny Animal HD: 1d8+12 (950hpâ€ ) Init: +17 (+13 [...]]]></description>
			<content:encoded><![CDATA[<p><em>CR18 paragon animal</em></p>
<p>I watched Monty Python and the Holy Grail again and was inspired to write up this monster. The Holy Grail is a comedy film, however, so this creature probably shouldn&#8217;t be taken seriously. The Paragon template is from the Epic Level Handbook. </p>
<p><span id="more-32"></span></p>
<p><strong>Paragon Rabbit</strong><br />
Tiny Animal </p>
<p><strong>HD:</strong> 1d8+12 (950hpâ€ )<br />
<strong>Init:</strong> +17 (+13 dex, +4 Improved Initiative)<br />
<strong>Speed:</strong> 90ft (18 squares).<br />
<strong>AC:</strong> 54 (+2 size, +13 dex, +5 natural, +12 luck, +12 insight), flat 41, touch 49<br />
<strong>Base Attack/Grapple:</strong> +0/+2<br />
<strong>Attack:</strong> Bite +37 melee (1d4+35)<br />
<strong>Full Attack:</strong> Bite +37 melee (1d4+35)<br />
<strong>Space/Reach:</strong> 2Â½ft./0 ft.<br />
<strong>Special Attacks:</strong> Spell-like abilities, Vorpal Bite<br />
<strong>Special Qualities:</strong> Cold resistance 10, DR 10/epic, fast healing 20, fire resistance 10, Keen Bite, spell resistance 10<br />
<strong>Saves:</strong> Fort +24, Ref +25, Will +23<br />
<strong>Abilities:</strong> Str 30 (+10), Dex 37 (+13), Con 35 (+12), Int 17 (+3), Wis 33 (+11), Cha 28 (+9)<br />
<strong>Skills:</strong> Bluff +21, Jump +22, Listen +30, Spot +30, Survival (Wilderness Lore) +26, Swim +22<br />
<strong>Feats</strong>: Power Critical*(B), Improved Initiative<br />
<strong>Environment:</strong> Temperate plains<br />
<strong>Organization:</strong> Solitary<br />
<strong>Challenge Rating:</strong> 18<br />
<strong>Treasure:</strong> None<br />
<strong>Alignment:</strong> Always neutral evil </p>
<p><strong>Spell-Like Abilities (Su):</strong> 3/day &#8212; greater dispelling, haste, see invisibility, as a 15th level sorceror. </p>
<p><strong>Keen, Vorpal Bite (Ex):</strong> The Holy Grail Rabbit&#8217;s bite attack naturally threatens a range of 15-20/x3. On a roll of a natural 20 it may decapitate any foe of up to three sizes larger than it (up to Large size). Even a standard critical hit is ususally sufficient to kill a weaker foe. The rabbit favours gory decapitation attacks, and has no compunctions against using them to defend itself.</p>
<p>* Power Critical, from Complete Warrior.<br />
â€  Seriously, 950HP. That&#8217;s what the errata says. I think it&#8217;s a misprint.</p>
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