|
From: <nu...@us...> - 2014-04-27 18:23:51
|
Revision: 23729
http://sourceforge.net/p/pcgen/code/23729
Author: nuance
Date: 2014-04-27 18:23:48 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "l" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 17:29:14 UTC (rev 23728)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 18:23:48 UTC (rev 23729)
@@ -795,31 +795,31 @@
Land Lamprey from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lantern Goat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lava Child from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jim Donohoe.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Leech, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lich Shade from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Livestone from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Living Lake (Agrath-Ogh) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Cavern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Fire from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Gnasher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lythic from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Magmoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
@@ -870,8 +870,6 @@
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt 2014-04-27 18:23:48 UTC (rev 23729)
@@ -0,0 +1,561 @@
+Land Lamprey
+DESC:This creature is a 3-foot long blackish-green eel with a large downward facing mouth lined with sharpened teeth.
+LAND LAMPREY CR 1
+XP 400
+N Small magical beast
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
+
+AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
+hp 5 (1d10)
+Fort +2; Ref +4; Will +1
+
+Speed 40 ft.
+
+Melee bite +3 (1d3-1 plus attach)
+
+Special Attacks attach, blood drain (1d4 Constitution)
+
+Str 8, Dex 14, Con 11, Int 1, Wis 12, Cha 2
+
+Base Atk +0; CMB -2 (+6 grapple); CMD 10
+
+Feats Weapon Finesse
+
+Skills Perception +5, Stealth +6
+
+Environment temperate plains and forests and underground
+Organization solitary, pack (2-5), or swarm (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Blood Drain (Ex) A land lamprey drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and slithers off to digest the meal. If its victim dies before the land lamprey's appetite has been sated, the land lamprey detaches and seeks a new target.
+
+-----------------------------------------------
+
+Lantern Goat
+DESC:This creature resembles a goat with tangled and patchy gray-and-white hair, and horns and hooves that appear to be made of stone. Its eyes
+are stark white. Around its neck hangs a dented and ugly iron lantern, glowing with a foul amber light.
+LANTERN GOAT CR 6
+XP 2,400
+CE Medium undead
+Init +8; Senses darkvision 60 ft., lifesense 60 ft.; Perception +11
+
+AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
+hp 68 (8d8+24 plus 8)
+Fort +5; Ref +6; Will +6
+Immune undead traits
+
+Speed 30 ft. L
+
+Melee head butt +10 (1d6+1), 2 hooves +10 (1d4+1)
+
+Special Attacks fear light, soul capture
+
+Str 13, Dex 18, Con -, Int 6, Wis 10, Cha 17
+
+Base Atk +6; CMB +7; CMD 22 (26 vs. trip)
+
+Feats Dodge, Improved Initiative, Toughness, Weapon Finesse
+
+Skills Acrobatics +10, Perception +11, Stealth +9
+
+Environment any mountains
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Fear Light (Su): A lantern goat can emit an ugly yellow light from the lantern around its neck as a free action. All creatures within 60 feet that view this light must succeed on a DC 17 Will save or be panicked for 1d4+4 rounds. A creature that succeeds on its save is immune to the fear light of that lantern goat for one day. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lifesense (Su): A lantern goat notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soul Capture (Su): Any living creature reduced to below 0 hit points while within 60 feet of a lantern goat must succeed on a DC 17 Will save or have its soul drawn into the lantern goat's lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at -3 hit points must save at DC 20). Once captured, the lantern goat slowly digests the creature's soul over a period of 1 hour, using it to fuel its dark energies. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. If the lantern goat is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern goat is destroyed. The save DC is Charisma-based.
+
+-----------------------------------------------
+
+GRUFF LANTERN GOAT CR 9 XP 6,400
+CE Large undead
+Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +19
+
+AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +6
+natural, -1 size)
+hp 136 (16d8+48 plus 16)
+Fort +10; Ref +8; Will +12
+Immune undead traits
+
+Speed 30 ft.
+
+Melee head butt +17 (2d6+5), 2 hooves +17 (1d6+5)
+
+Special Attacks fear light (DC 21), soul capture (DC 21)
+
+Str 21, Dex 16, Con -, Int 6, Wis 10, Cha 17
+
+Base Atk +12; CMB +18; CMD 32 (36 vs. trip)
+
+Feats Alertness, Dodge, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Finesse
+
+Skills Acrobatics +11, Perception +19, Sense Motive +2, Stealth +14
+
+Environment any mountains
+Organization solitary
+Treasure none
+
+-----------------------------------------------
+
+Lava Child
+DESC:This creature is a stocky humanoid standing about 5 or 6 feet tall with sooty-black hair and green eyes. It wears crudely constructed hides of fur and leather. Its face has a curious, almost child-like appearance and seems to be imprinted with a permanent, non-changing smile. Its skin is pinkish-white.
+LAVA CHILD CR 3
+XP 800
+N Medium humanoid (earth, elemental, fire)
+Init +4; Senses darkvision 60 ft.; Perception +7
+
+AC 16, touch 10, flat-footed 16 (+6 natural)
+hp 22 (4d8+4)
+Fort +5; Ref +1; Will +1
+Immune earth magic, fire, metal, elemental traits
+Weaknesses elemental vulnerability, vulnerability to cold
+
+Speed 30 ft.
+
+Melee 2 claws +4 (1d4+1) and bite +4 (1d6+1)
+
+Special Attacks rend (2 claws, 2d4+1)
+
+Str 13, Dex 11, Con 13, Int 10, Wis 11, Cha 11
+
+Base Atk +3; CMB +4; CMD 14
+
+Feats Improved Initiative, Skill Focus (Perception)
+
+Skills Knowledge (Dungeoneering) +4, Perception +7
+
+Languages Ignan, Lava Child
+
+Languages: Ignan, Lava Child. Lava children with high Intelligence scores can choose from the following languages: Dwarf, Goblin, Orc, Terran.
+
+Environment underground
+Organization gang (3-6) or band (7-15 plus 50% noncombatants plus 1 5th-level fighter, 1 5th-level wizard, and 1 5th-level cleric)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Elemental Vulnerability (Ex) Lava children take 1 extra point of damage per caster level from spells and effects with the air or water subtype and from spells of the Air and Water domains.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Earth Magic (Ex) Lava children are immune to all spells and effects with the earth descriptor and all spells of the Earth domain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Metal (Ex) Lava children are completely immune to any metal object or weapon and its effects (swords, armor, doors, walls, for example). Metal simply passes through the lava child as though it did not exist. Metal items are not destroyed, just ignored. Any metal weapon (including magic weapons) that strikes a lava child deals no damage and simply passes through its body. Likewise a lava child can simply walk through metal doors or walls as though they did not exist. All attacks against a metal-armored foe are considered melee touch attacks as the lava child's attacks simply pass through the metal armor.
+
+-----------------------------------------------
+
+Leech, Giant
+DESC:A large bloated leech floats in the muck and slime.
+GIANT LEECH CR 2
+XP 600
+N Medium vermin (aquatic)
+Init +1; Senses blindsight 30 ft., scent; Perception +0
+
+AC 11, touch 11, flat-footed 10 (+1 Dex)
+hp 19 (3d8+6)
+Fort +5, Ref +2, Will +1
+Immune vermin traits
+Weaknesses vulnerability to salt
+
+Speed 5 ft., swim 20 ft.
+
+Melee bite +2 (1d6 plus attach)
+
+Special Attacks attach, blood drain (1 Strength and 1 Constitution)
+
+Str 11, Dex 12, Con 14, Int -, Wis 10, Cha 1
+
+Base Atk +2; CMB +2 (+10 grapple); CMD 13 (can't be tripped)
+
+Skills Stealth +1 (+9 in swamps), Swim +8; Racial Modifiers +8 Stealth in swamps
+
+SQ amphibious
+
+Environment temperate or warm marshes
+Organization cluster, pair, or brood (3-6)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Salt (Ex) A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.
+
+-----------------------------------------------
+
+Leprechaun
+DESC:This creature resembles a tiny elf with long pointed ears and a pointed nose. It is dressed in brightly colored clothes of red and green and wears a wide-brimmed hat.
+LEPRECHAUN CR 4
+XP 1,200
+N Small fey
+Init +7; Senses low-light vision; Perception +15
+
+AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
+hp 7 (2d6)
+Fort +0; Ref +5; Will +4
+DR 10/cold iron; SR 27
+
+Speed 40 ft.
+
+Melee dagger +5 (1d3-2)
+
+Spell-like Abilities (CL 7th):
+
+At will-dancing lights, invisibility (self only), permanent image (visual and auditory only, DC 19), polymorph any object (objects only, DC 21), ventriloquism (DC 14)
+
+Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16
+
+Base Atk +1; CMB -1; CMD 12
+
+Feats Improved Initiative, Weapon FinesseB
+
+Skills Acrobatics +8, Bluff +8, Craft (any one) +8, Escape Artist +8, Knowledge (local) +8, Perception +15, Perform (comedy) +8, Stealth +12, Sleight of Hand +12; Racial Modifiers +4 Sleight of Hand, +8 Perception
+
+Languages Common, Sylvan
+
+Environment temperate forests and hills
+Organization gang (2-4), band (6-11), or family (12-20)
+Treasure double coins; 50% goods; 50% items
+
+-----------------------------------------------
+
+Lich Shade
+DESC:This creature appears as a rotting and skeletal humanoid dressed in tattered and worn robes with ancient runes etched on their surface. Its eyes blaze with a crimson fire.
+LICH SHADE CR 9
+XP 6,400
+NE Medium undead
+Init +8; Senses darkvision 60 ft., spell sense 100 ft.; Perception +17
+
+AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
+hp 104 (11d8+55)
+Fort +10; Ref +9; Will +12
+Defensive Abilities channel resistance +2; DR 10/ bludgeoning and magic; Immune undead traits; Resist cold 10, electricity 10; SR 20
+
+Speed 30 ft.
+
+Melee 2 claws +15 (1d6+7 plus 1d6 cold)
+
+Special Attacks chill, death throes, spell leech
+
+Str 24, Dex 19, Con -, Int 19, Wis 16, Cha 20
+
+Base Atk +8; CMB +15; CMD 30
+
+Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
+
+Skills Intimidate +19, Knowledge (arcana) +18, Knowledge (religion) +18, Perception +17, Sense Motive +19, Spellcraft +18, Stealth +20, Use Magic Device +16; Racial Modifiers +2 Sense Motive, +2 Stealth
+
+Languages Common, Infernal, plus any four
+
+Environment any
+Organization solitary
+Treasure double standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Chill (Su) 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 20 Fortitude save or be staggered for 1 round by the numbing chill. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Throes (Su) When a lich shade is destroyed, it explodes into a burst of choking dust. All creatures within 10 feet must make a DC 20 Fortitude save or take 1d6 points of Constitution damage from the violent 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. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Spell Leech (Su) Whenever a spellcaster within 50 feet of a lich shade casts a spell, the spellcaster must make a DC 20 Will save or the spell is lost, as if it were counterspelled. The lost spell's energy is transferred to the lich shade, who can use the magical energy in one of the following three ways. A lich shade can only store the energy of one spell at a time. Cast: A lich shade can cast the spell on his turn at caster level 11th. When casting spells in this manner, he ignores the spell's material component requirements, but not its focus requirements. Eldritch Bolt: A lich shade can release the spell as an eldritch bolt of pure magic energy as a standard action (range 50 ft., ranged touch +12, 1d6 damage per 2 levels of the spell used to create it). Healing: A lich shade can absorb the spell's energy to heal hit points equal to the spell's level \xD74. Hit points in excess of his maximum are instead gained as temporary hit points. These temporary hit points last for 1 hour before fading.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Spell Sense (Su) A lich shade can automatically pinpoint the location of any spellcaster within 100 feet who has cast a spell within the previous round. It can also identify spells as they are being cast and all existing spell effects as if it were under the effects of greater arcane sight.
+
+-----------------------------------------------
+
+Livestone
+DESC:A large slab of moss-covered rock seems to ooze and move before you.
+LIVESTONE CR 6
+XP 2,400
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 9, touch 9, flat-footed 9 (-1 size)
+hp 76 (8d8+40)
+Fort +7; Ref +2; Will -3
+Defensive Abilities solidify; Immune petrification, ooze traits
+
+Speed 20 ft.
+Melee slam +10 (1d8+7)
+Space 10 ft.; Reach 5 ft.
+Special Attacks engulf (DC 17, 1 acid)
+
+Str 20, Dex 10, Con 20, Int -, Wis 1, Cha 1
+Base Atk +6; CMB +12; CMD 22 (can't be tripped)
+Skills Stealth -4 (+8 in stony areas, +16 while solidified); Racial Modifiers +12 Stealth in stony areas, +20 if it solidifies while in stony areas
+
+Environment any
+Organization solitary or group (2-5)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A livestone that has engulfed an opponent can instantly solidify its form, dealing 8d6 points of bludgeoning damage per round to the trapped victim (DC 17 Fort half). The save DC is Strength-based. An engulfed creature can be freed by killing the livestone or by casting stone to flesh on the livestone. This deals 1d6 points of damage per caster level to the livestone and automatically ejects an engulfed victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Solidify (Ex) A livestone can solidify all or part of itself into a material with the hardness and consistency of solid rock. A solidified part of a livestone has a hardness of 8 and a break DC of 50. A livestone can effect the solidification as a free action. An opponent attacking a livestone must succeed on a DC 19 Reflex save each time his attack hits. If the save is failed, the livestone actually solidifies the portion of its body at the instant it was hit, thus applying its hardness rating of 8 to any damage it takes. A livestone cannot attack if its entire form is solidified. The save DC is Strength-based.
+
+-----------------------------------------------
+
+Living Lake (Agrath-Ogh)
+DESC:The lake's surface is calm and serene, and a cool morning mist rises from it. Suddenly, it is alive with activity as a massive pseudopod, towering dozens of feet into the air, erupts like a cyclone.
+LIVING LAKE CR 22
+XP 615,000
+N Colossal Ooze
+Init +4; Senses blindsight 60 ft., tremorsense 120 ft.;
+Perception +40
+
+AC 23, touch 2, flat-footed 23 (+21 natural, \x968 size)
+hp 525 (30d8+360 plus 30)
+Fort +24; Ref +12; Will +18
+Immune gaze attacks, visual effects, poison, sleep, paralysis,
+polymorph, stunning
+
+Speed 30 ft.
+
+Melee 4 (or more) slams +31 (4d6+17 plus grab)
+
+Space 100 ft.; Reach 20 ft.
+
+Special Attacks constrict (4d6+17), engulf (4d6+17 bludgeoning, AC 20, 52 hp), trample (4d6+25, DC 42)
+
+Druid Spells Prepared (CL 20th):
+
+9th-antipathy (DC 25), mass cure critical wounds, regenerate, summon nature's ally IX
+
+8th-control plants (DC 24), earthquake, sunburst (DC 24), whirlwind (DC 24)
+
+7th-animate plants, control weather, heal, sunbeam (DC 23)
+
+6th-greater dispel magic, liveoak, move earth, stone tell, summon nature's ally VI
+
+5th-animal growth, baleful polymorph (DC 21), insect plague, summon nature's ally V, wall of thorns
+
+4th-blight (DC 20), command plants (DC 20), flame strike (DC 20), scrying, summon nature's ally IV
+
+3rd-call lightning (DC 19), dominate animal (DC 19), poison (DC 19), sleet storm, water breathing
+
+2nd-animal trance (DC 18), bull's strength, flaming sphere (DC 18), heat metal (DC 18), hold animal (DC 18), lesser restoration
+
+1st-calm animals (DC 17), charm animal (DC 17), cure light wounds, obscuring mist, produce flame, summon nature's ally I
+
+0 (at will)-detect magic, flare (DC 16), purify food and drink, virtue
+
+Str 45, Dex 10, Con 35, Int 16, Wis 22, Cha 16
+
+Base Atk +22; CMB +47 (+51 grapple); CMD 57 (can't be tripped)
+
+Feats Alertness, Cleave, Combat Casting, Empower Spell, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell, Spell Focus (conjuration), Toughness, Weapon Focus (slam)
+
+Skills Knowledge (local) +33, Knowledge (nature) +33, Perception +40, Sense Motive +8, Stealth +14, Survival +38; Racial Modifiers +2 Survival
+
+Languages Aquan, Common, Orc, Sylvan
+
+Environment any land
+Organization solitary
+Treasure double standard
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A living lake that has grabbed an opponent can try to engulf the creature in its body. This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the living lake\x92s body, where the ooze inflicts automatic slam damage each round. In addition, an engulfed foe has no air to breathe and must hold its breath or risk drowning (see the Pathfinder Core Rulebook for rules on drowning). A living lake can engulf 1 Gargantuan, 2 Huge, 8 Large, 16 Medium, 32 Small, 64 Tiny, 128 Diminutive, or 512 Fine creatures. If an engulfed creature cuts its way free, living lake simply flows together again and can still use its engulf attack.
+
+-----------------------------------------------
+
+Lizard, Cavern
+DESC:A 10-foot long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced upon thick and muscled, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth. CAVERN LIZARD CR 4
+XP 1,600
+N Large magical beast
+Init +2 Senses darkvision 60 ft., low-light vision, scent;
+Perception +9
+
+AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
+hp 42 (5d10+15)
+Fort +7; Ref +6; Will +4
+
+Speed 30 ft., climb 20 ft.
+
+Melee bite +10 (2d6+7 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 2
+
+Base Atk +5; CMB +11; CMD 23 (27 vs. trip)
+
+Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
+
+Skills Climb +22, Perception +9, Stealth +10 (+14 in areas of natural stone or rock); Racial Modifiers +4 Climb, +4 Stealth (+8 in areas of natural stone or rock)
+
+Environment underground
+Organization solit
+Treasure 50% stan
+
+-----------------------------------------------
+
+Lizard, Fire
+DESC:This creature resembles a wingless red dragon. Its scales are gray and dappled in red and brown along its back. Its underbelly is bright red and its eyes are black with yellow pupils.
+
+FIRE LIZARD CR 8
+XP 4,800
+N Huge magical beast (fire)
+Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 17, touch 8, flat-footed 17 (+9 natural, -2 size)
+hp 105 (10d10+50)
+Fort +12; Ref +7; Will +3
+Immune fire
+Weaknesses vulnerability to cold
+
+Speed 30 ft.
+
+Melee bite +17 (2d6+8), 2 claws +16 (1d8+8)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks breath weapon (20 ft. cone, DC 22, 4d6 fire)
+
+Str 26, Dex 10, Con 21, Int 2, Wis 11, Cha 10
+
+Base Atk +10; CMB +20; CMD 30 (34 vs. trip)
+
+Feats Ability Focus (breath weapon), Cleave, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
+
+Skills Stealth +11
+
+Environment warm plains and underground
+Organization solitary or pair
+Treasure standard
+
+-----------------------------------------------
+
+Lizard, Gnasher
+DESC:This 10-foot long stone-colored lizard has a large, wide gaping maw filled with double rows of dagger-like teeth. Its head is large and flat and sports a ridge of hardened bone that runs the length of its head before tapering off near the middle of its back. Its four legs end in large, flat clawed feet.
+
+GNASHER LIZARD CR 8
+XP 4,800
+N Large magical beast
+Init +7; Senses darkvision 60 ft., low-light vision, scent;
+Perception +16
+
+AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
+hp 105 (10d10+50)
+Fort +12; Ref +8; Will +4
+
+Speed 30 ft.
+
+Melee bite +17 (2d10+10 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks swallow whole (1d8+7 plus 1d8 acid damage, AC 14, 10 hp), vorpal bite
+
+Str 24, Dex 16, Con 20, Int 2, Wis 12, Cha 10
+
+Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip)
+
+Feats Improved Initiative, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (bite)
+
+Skills Perception +16, Stealth +11; Racial Modifiers +4 Perception, +4 Stealth
+
+Environment temperate forests and mountains
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vorpal Bite (Ex) If the gnasher lizard rolls a natural 20 on its attack roll, and subsequently confirms the critical hit, it severs the head of its opponent. This attack is effective on creatures up to one size larger than the gnasher lizard.
+
+-----------------------------------------------
+
+Lurker Above
+DESC:A black manta ray-like creature three times the size of a normal human flies toward you. Its body is black changing to gray on its inside or underbelly.
+LURKER ABOVE CR 7
+XP 3,200
+N Huge aberration
+Init +5; Senses darkvision 60 ft., scent; Perception +12
+
+AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
+hp 95 (10d8+40)
+Fort +7; Ref +4; Will +9
+Defensive Abilities amorphous; DR 10/slashing or piercing;
+Resist cold 10, fire 10
+Weaknesses light sensitivity
+
+Speed 10 ft., climb 5 ft., fly 40 ft. (poor) L
+
+Melee slam +15 (3d8+15 plus grab)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks constrict (3d6+15), smother
+
+Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9
+
+Base Atk +7; CMB +19 (+23 grapple); CMD 31 (can't be tripped)
+
+Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth)
+
+Skills Climb +23, Fly +1, Perception +12, Stealth +8 (+16 in rocky areas); Racial Modifiers +4 Stealth (+12 in rocky areas)
+
+Environment underground
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Smother (Ex) When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components and must hold its breath (see the suffocation rules in the Pathfinder Core Rulebook).
+
+Lurker Below
+
+The lurker below is an aquatic variety of lurker above that makes its lair in any body of water and in any climate (though it rarely lairs in extremely cold climates). Lurkers below are pale blue or black in color and are often mistaken for giant manta rays. Lurkers below cannot fly, but have a swim speed of 40 feet. They are otherwise identical to their land-based counterparts detailed above.
+
+-----------------------------------------------
+
+Lythic
+DESC:This creature appears to be a man-sized humanoid composed of smoothly-formed rock. Its features are human-like though emotionless.
+LYTHIC CR 4
+XP 1,200
+N Medium outsider (earth, elemental, extraplanar)
+Init +1; Senses darkvision 60 ft., tremorsense 100 ft;
+Perception +11
+
+AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
+hp 45 (6d10+12)
+Fort +7; Ref +6; Will +2
+Immune elemental traits
+
+Speed 30 ft., burrow 20 ft.
+
+Melee 2 slams +9 (1d4+3)
+
+Special Attacks fury of the earth
+
+Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
+
+Base Atk +6; CMB +9; CMD 20
+
+Feats Alertness, Power Attack, Skill Focus (Stealth)
+
+Skills Bluff +9, Escape Artist +10, Knowledge (dungeoneering) +9, Perception +11, Sense Motive +11, Stealth +13 (+21 in rocky areas) ; Racial Modifiers +8 Stealth in rocky areas
+
+Languages Terran
+
+SQ blend with stone, earth glide
+
+Environment Elemental Plane of Earth
+Organization solitary or gang (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Blend with Stone (Su) A lythic can use its Stealth skill even when being observed. As long as it's within 10 feet of some sort of stone, a lythic can hide itself from view in the open without anything to actually hide behind.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Earth Glide (Su) A lythic can glide through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lythic flings the lythic back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Fury of the Earth (Su) Anytime a lythic suffers more than 50% of its normal hit points in damage in a single encounter, it flies into a berserker-like rage. This grants the lythic a bonus to its damage rolls equal to one-half its Hit Dice for the remainder of the encounter. It cannot end this fury voluntarily but continues until all opponents are defeated or have fled.
+
+
+-----------------------------------------------
+
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