Monsters
and NPCs
The NPC
Class
HP:
NPCs gain 4+Con modifier HP/lvl.
BAB: Mid
Ability Scores: All NPC ability scores begin at 10.
Ability Scores: All NPC ability scores begin at 10.
Action
Points: NPCs do not gain Action
Points
Class
Skills (trained in 1+Int modifier, minimum 1) All skills except for
Spellcasting and Devotion
Starting
Feats
A NPC gets
3 starting feats at first level, chosen from the following list.
Armor Proficinecy (Light),
(Medium), Exotic Weapon Proficiency, Skill Focus, Skill Training, Weapon
Proficiency (Simple), (Marital Melee), (Ranged Martial)
Sample NPCS
Goblin Archer CL 1 (Non-heroic 4)
Str: 10, Dex: 14, Con 10, Int 10, Wis 10, Cha 8
Ref: 15, Fort 10, Will 10, HP 16
Skills: Stealth +14
Feats: Dodge, Mobility, AP (light), WP (simple), WP (Ranged Martial
Melee: +3 attack, Dagger 1d4+2 damage
Ranged: +5 attack, Short bow 1d6+2 damage
Armor: Leather (+2 Ref.)
Goblin Shaman CL 1 (non-heroic 4)
Str:8 Dex 13 Con 10 Int 10 Wis 12 Cha 10
Ref 14 Fort 10 Will 11 HP 16
Skills: Stealth +13, Devotion +7
Feats: Divine Gift, Temple Training, AP (light), WP (simple) WP (Ranged
martial)
Spells: Curse, Blindness/Deafness
Melee: +2 attack, Spear 1d8+1 Damage
Ranged: +4 attack, Spear 1d8+1 damage
Armor: Leather
Goblin Brute CL 1 (Non-heroic 4)
Str 13 Dex 12 Con 13 Int 8 Wis 8 Cha 8
Ref: 14 Fort 11 Will 9 HP 25
Skills: None
Feats: Toughness, Mighty Swing, AP (light), WP (simple), WP (Martial
Melee)
Melee: +3 attack, Spear 1d8+3 damage
Ranged: +4 attack, Spear 1d8+3 damage
Armor: Leather
Monster Classes
General Monster Rules:
Monsters choose only classes, not races.
Monster's starting ability scores are determined by their class.
Monsters don't get a General Feat every 3rd level, but they do still receive one at first and may sacrifice size for more talents or feats.
Beast
HD: 1d8
Skills: 1 + Int Mod. (Minimum 1)
Defenses: + 2 Fort, +2 Ref
Form: Beasts begin at first level as either small quadrupeds or medium bipeds, but without opposable thumbs.
Starting Ability Scores: Str: 10, Dex:10, Con 10, Int 2, Wis 10, Cha 4
Ability modifiers: Beasts gain a +2 to any ability at first level. The chosen ability increases by +2 at each additional odd level. In addition, at 4th level and every 4th level thereafter animals may add a +2 to any other ability score.
Size Changes: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. Every 4th level Beasts either gain a size increase, or an additional talent or feat.
Beast Talents: Beasts may chose from the Predator, Monstrous Form and Environment Talent Trees. They gain a talent at first level and every odd level thereafter. The following talents may only be taken by beasts.
Magical Beast
Req: Int 3
This monster may take talents from the Supernatural Talent Tree.
Opposable Thumbs
Req: Dex 12
This monster may use weapons and tools with 2 of their limbs.
Normal: Beasts do not have opposable thumbs.
Feats: At first level and every even level animals gain a feat chosen from the following list: Bantha Rush, Cleave, Crush, Dodge, Double Attack, Dreadful Rage, Extra Rage, Improved Defenses, Improved Damage Threshold, Great Cleave, Mighty Swing, Mobility, Pin, Power Attack, Powerful Charge, Skill Focus, Toughness, Trip, Weapon Finesse (Natural Attack), Weapon Proficiency (Simple)
Construct
HD: 10 HP/lvl
Skills: 1
Defenses: Immune to Fort and Will attacks.
Form: Constructs begin as either small quadrupeds or medium bipeds
Starting Ability Scores: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Ability Modifiers: At third level and every odd level thereafter, Constructs gain a +2 to Str. At 4th level and every 4th level thereafter they may add +2 to either Dex or Wis.
Size Increases: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. At 4th level and every 4th level thereafter Beasts either gain a size increase, or an additional talent or feat.
Talents:
Feats:
Dragon
HD: 1d12
Skills: 3 + Int Mod. (Minimum 1)
Defenses: +2 Fort, +2 Ref, +4 Will
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Elemental
HD: 1d8
Skills: 1 + Int Mod (Minimum 1)
Defenses: +4 Ref, +2 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Ooze
HD: 1d6
Skills: 0
Defenses: +4 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Outsider
HD: 1d8
Skills: 4 + Int Mod.(Minimum 1)
Defenses: +2 to all defenses
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Plant
HD: 1d6
Skills: 1 + Int Mod. (Minimum 1)
Defenses: +2 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Giant
HD: 1d12
Skills: 2 + Int Mod (Minimum 1)
Defenses: +4 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Undead
HD: 8 HP / Lvl
Skills: 1 + Int Mod. (Minimum 1)
Defenses: Immune to Fort and Will attacks that do not specifically affect undead.
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Monster Classes
General Monster Rules:
Monsters choose only classes, not races.
Monster's starting ability scores are determined by their class.
Monsters don't get a General Feat every 3rd level, but they do still receive one at first and may sacrifice size for more talents or feats.
Beast
HD: 1d8
Skills: 1 + Int Mod. (Minimum 1)
Defenses: + 2 Fort, +2 Ref
Form: Beasts begin at first level as either small quadrupeds or medium bipeds, but without opposable thumbs.
Starting Ability Scores: Str: 10, Dex:10, Con 10, Int 2, Wis 10, Cha 4
Ability modifiers: Beasts gain a +2 to any ability at first level. The chosen ability increases by +2 at each additional odd level. In addition, at 4th level and every 4th level thereafter animals may add a +2 to any other ability score.
Size Changes: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. Every 4th level Beasts either gain a size increase, or an additional talent or feat.
Beast Talents: Beasts may chose from the Predator, Monstrous Form and Environment Talent Trees. They gain a talent at first level and every odd level thereafter. The following talents may only be taken by beasts.
Magical Beast
Req: Int 3
This monster may take talents from the Supernatural Talent Tree.
Opposable Thumbs
Req: Dex 12
This monster may use weapons and tools with 2 of their limbs.
Normal: Beasts do not have opposable thumbs.
Feats: At first level and every even level animals gain a feat chosen from the following list: Bantha Rush, Cleave, Crush, Dodge, Double Attack, Dreadful Rage, Extra Rage, Improved Defenses, Improved Damage Threshold, Great Cleave, Mighty Swing, Mobility, Pin, Power Attack, Powerful Charge, Skill Focus, Toughness, Trip, Weapon Finesse (Natural Attack), Weapon Proficiency (Simple)
Construct
HD: 10 HP/lvl
Skills: 1
Defenses: Immune to Fort and Will attacks.
Form: Constructs begin as either small quadrupeds or medium bipeds
Starting Ability Scores: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Ability Modifiers: At third level and every odd level thereafter, Constructs gain a +2 to Str. At 4th level and every 4th level thereafter they may add +2 to either Dex or Wis.
Size Increases: Beasts may sacrifice size levels (Small-->Tiny-->Diminutive-->Fine) during creation in order to gain an additional talent or bonus feat. At 4th level and every 4th level thereafter Beasts either gain a size increase, or an additional talent or feat.
Talents:
Feats:
Dragon
HD: 1d12
Skills: 3 + Int Mod. (Minimum 1)
Defenses: +2 Fort, +2 Ref, +4 Will
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Elemental
HD: 1d8
Skills: 1 + Int Mod (Minimum 1)
Defenses: +4 Ref, +2 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Ooze
HD: 1d6
Skills: 0
Defenses: +4 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Outsider
HD: 1d8
Skills: 4 + Int Mod.(Minimum 1)
Defenses: +2 to all defenses
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Plant
HD: 1d6
Skills: 1 + Int Mod. (Minimum 1)
Defenses: +2 Fort, Immune to Will Attacks
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Giant
HD: 1d12
Skills: 2 + Int Mod (Minimum 1)
Defenses: +4 Fort
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Undead
HD: 8 HP / Lvl
Skills: 1 + Int Mod. (Minimum 1)
Defenses: Immune to Fort and Will attacks that do not specifically affect undead.
Starting Ability Scores:
Ability Modifiers:
Size Increases:
Talents
Feats:
Bite
Claw
Gore
Slam
Monster Talent Trees
Predator Tree
Ambush
Ambush
Req: Trained in Stealth, Dex 14
SWSAGA pg. 276 (Nexu)
Constrict
Req: Str 16
THRT pg. 109 (Gundark)
Camouflage
Req: Trained in Stealth
THRT pg. 125 (Sarlacc)
Overwhelm
THRT pg. 129 (Womp Rat)
Poison
THRT pg.107 (Corellian Sand Panther)
Ferocious
THRT pg. 116 (Mantellian Savrip)
Rage
SWSAGA pg.277 (Reek)
Rend
SWSAGA pg. 277 (Wampa)
Scent
Req: Wis 12
SWSAGA pg. 277 (Tauntaun)
Trip
THRT pg. 126 (Varactyl)
Mastermind Tree
Automatic Concentration
Req: Spellcasting or Devotion, any other 2 Monster Talents
You may maintain one spell without spending any actions to do so. You may take this talent multiple times.
Extra Move Action
Req: Any other 2 Monster Talents.
The creature gains an extra move action on each of its turns.
Extra Standard Action
Req: Extra Move Action
The creature gains an extra standard action on each of its turns.
Retinue
Req: Any other 2 monster talents.
The creature is always encountered with 4 minions and one non-heroic NPC or monster, the minions have 1/4 of the levels of the creature and the NPC has 1/2. This talent may be taken multiple times. These creatures do not increase the CL of the encounter. This talent may be taken multiple times.
Monstrous Form Tree
Crush
Devour
THRT pg. 114 (Krayt Dragon)
Disturbing Visage
Extra Head
Extra Limb
Fast Healing 5
Req: Con 20
SWSAGA pg. 276 (Acklay) This talent may be taken multiple times. Its effects stack.
Improved Flight
Natural Armor
Prehensile Tail
Tentacle Grab
THRT pg. 125 (Sarlacc)
Weaponized Tail
Wings
Environment Tree
Elemental Subtype
Excellent Athlete (Swim/Jump/Climb)
THRT pg. 126 (Varactyl)
Blindsight
Elemental Resistance
Aquatic Adaptation
Arctic Adaptation
Desert Adaptation
Subterranean Adaptation
Volcanic Adaptation
Breath Weapon
Tremorsense
THRT pg. 114 (Krayt Dragon)
Supernatural Tree
Damage Reduction
Fearsome Roar
SWSAGA pg. 276 (Nexu)
Constrict
Req: Str 16
THRT pg. 109 (Gundark)
Camouflage
Req: Trained in Stealth
THRT pg. 125 (Sarlacc)
Overwhelm
THRT pg. 129 (Womp Rat)
Poison
THRT pg.107 (Corellian Sand Panther)
Ferocious
THRT pg. 116 (Mantellian Savrip)
Rage
SWSAGA pg.277 (Reek)
Rend
SWSAGA pg. 277 (Wampa)
Scent
Req: Wis 12
SWSAGA pg. 277 (Tauntaun)
Trip
THRT pg. 126 (Varactyl)
Mastermind Tree
Automatic Concentration
Req: Spellcasting or Devotion, any other 2 Monster Talents
You may maintain one spell without spending any actions to do so. You may take this talent multiple times.
Extra Move Action
Req: Any other 2 Monster Talents.
The creature gains an extra move action on each of its turns.
Extra Standard Action
Req: Extra Move Action
The creature gains an extra standard action on each of its turns.
Retinue
Req: Any other 2 monster talents.
The creature is always encountered with 4 minions and one non-heroic NPC or monster, the minions have 1/4 of the levels of the creature and the NPC has 1/2. This talent may be taken multiple times. These creatures do not increase the CL of the encounter. This talent may be taken multiple times.
Monstrous Form Tree
Crush
Devour
THRT pg. 114 (Krayt Dragon)
Disturbing Visage
Extra Head
Extra Limb
Fast Healing 5
Req: Con 20
SWSAGA pg. 276 (Acklay) This talent may be taken multiple times. Its effects stack.
Improved Flight
Natural Armor
Prehensile Tail
Tentacle Grab
THRT pg. 125 (Sarlacc)
Weaponized Tail
Wings
Environment Tree
Elemental Subtype
Excellent Athlete (Swim/Jump/Climb)
THRT pg. 126 (Varactyl)
Blindsight
Elemental Resistance
Aquatic Adaptation
Arctic Adaptation
Desert Adaptation
Subterranean Adaptation
Volcanic Adaptation
Breath Weapon
Tremorsense
THRT pg. 114 (Krayt Dragon)
Supernatural Tree
Damage Reduction
Fearsome Roar
THRT pg. 106 (Corellian Banshee Bird)
Null Field
THRT pg. 131 (Ysalamiri, all references to Force replaced with relevant Spellcasting/Devotion terms)
THRT pg. 131 (Ysalamiri, all references to Force replaced with relevant Spellcasting/Devotion terms)
Shielding
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