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D&d 3.5 gargoyle
D&d 3.5 gargoyle










d&d 3.5 gargoyle

Resistances (via DR) are indicated by yellow damage numbers: this means some of your damage is being reduced and it might be possible for you to overcome this by changing weapon type. The save DC is Charisma-based.Monsters may be resistant to or fully protected from some forms of attack and vulnerable to others.įor reference, "normal" damage is shown with red numbers. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

d&d 3.5 gargoyle

A delay poison or neutralize poison spell removes the effect from a sickened creature. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. The stink of death and corruption surrounding these creatures is overwhelming. Even elves can be affected by this paralysis. Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.Īlthough these creatures look just like their lesser kin, they are far more deadly and cunning.ĭisease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. They lurk near hidden reefs or other places where ships are likely to meet their end. These cousins of the ghoul have the aquatic subtype. Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds.

d&d 3.5 gargoyle

A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. The save DC is Charisma-based.Īn afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. They strike from behind tombstones and burst from shallow graves.ĭisease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Ghouls try to attack with surprise whenever possible. Ghouls speak the languages they spoke in life (usually Common). Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls) Str 17, Dex 17, Con Ø, Int 13, Wis 14, Cha 16īalance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7īalance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8 14 (+2 Dex, +2 natural), touch 12, flat-footed 12ġ7 (+3 Dex, +4 natural), touch 12, flat-footed 14īite +2 melee ( 1d6+1 plus paralysis) and 2 claws +0 melee ( 1d3 plus paralysis)īite +5 melee ( 1d8+3 plus paralysis) and 2 claws +3 melee ( 1d4+1 plus paralysis)ĭarkvision 60 ft., undead traits, +2 turn resistance












D&d 3.5 gargoyle