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Temple Dungeon Enemies

Oct 15th, 2018
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  1. Skeletons: AC 14, HP: 20, BAB +2, Serrated Blade (1d8)
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  3. Bloody Vengeance: If damage has been received, may spend a round watching the attacker. For the next 10 rounds, when damage is dealt, 1 bleed damage is added.
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  5. We Are Legion: Every 8 combat rounds, roll 1d5 for each group of skeletons. This many skeletons reanimate.
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  7. Spectre: AC 15, HP: 50, BAB: 4, Incorporeal Touch (1d8)
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  9. Resurrection Vulnerability: A raise dead or similar spell cast on a Spectre destroys it.
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  11. Natural Touch: Can take control of nearby vines to attack in its stead. Each uses the same BAB as the Spectre, but only deals 1d4 damage. Two attacks per plant with a 10ft range. Should an attack in this way crit, the target will be immobilized and become flat-footed until the vine is cut. Vines have an AC of 10 and HP of 4
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  13. Lich Shade: AC 18, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +3 natural), HP: 104, BAB:6,
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  15. Melee: 2 Claws (1d6+7 plus 1d6 cold)
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  17. Chill: A lich shade's claws inflict an additional 1d6 points of cold damage on a hit, and any creature that takes this additional cold damage must make a DC 15 Endurance save or be staggered for 1 round by the numbing chill.
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  19. Death Throes: When destroyed, the lich shade explodes into a burst of choking dust. All creatures within 10 feet must make a DC 15 END save or take 1d6 points of END damage from the choking and necromantic scouring of this supernaturally vile dust. Those who fail the save are also nauseated for 1d6 rounds, while those who succeed are merely sickened for 1d6 rounds.
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  21. Spell Leech: Whenever a spell fails to cast within 50ft of a lich shade, the lost spell's energy is transferred to the lich shade who can A.) cast the spell himself (+7 to cast), B.) release the spell as an eldritch bolt of pure magic energy (50ft range, 1d6 damage per 2 bonus to cast it originally), C.) Absorb the spell's energy to heal hit points equal to spell bonus x 1d4
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  24. Lich: AC 20, HP:111, BAB+5, Paralyzing Touch (1d8+5, pass an END check of 10 or be stunned for 1d4 rounds from the deathly cold)
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  26. Smoke Bomb!: Delay your turn so that it coincides with a friendly's turn. When they make their attack, you teleport them behind the target and the friendly treats the target of the attack as though they were flat footed.
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  28. Barrier Reef: Use your next action as a reaction to add +5 to the AC of a friendly for a full turn. While this is in effect, a magical barrier protects the friendly, requiring that much more force to harm them.
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  31. Fighter: AC 12, HP: 200, BAB+6, Greatsword (2d6)
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  33. Sweeping Blow: Every three rounds, you may swing your weapon horizontally, striking the square immediately in front of you as well as the two to either side of it. Doing so drops your AC by 2 until your next turn.
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  35. Hulking Leap: You may move your total move speed in a single turn by leaping into the air and slamming your blade down on your target. Add 2 to your attack roll for this maneuver as well as 2 damage to the attack should it hit. Must leap at least half of your movement speed for this to work.
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  38. Rogue: AC 16, HP: 104, BAB+6, Twin Daggers (1d4 each, may attack twice each turn)
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  40. Sonic Dash: Moving at least half of your movement speed before attacking adds +2 damage to each attack you make, thanks to your forward momentum. You also gain a +2 to striking armor AC.
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  42. Camouflage: Make an opposed Dex (+6) roll to enemies' Perception rolls. Everyone you beat loses sight of you until they come within ten feet of you. If you attack an unaware opponent after using Camouflage, hit them at their flat footed AC. After your first ambush, everyone becomes aware of you again.
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