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Josiah's Large Monster Initiative Cards

Josiah's Large Monster Initiative Cards

Ratings: (0)|Views: 35|Likes:
Published by firesnakearies
Here are a set of larger, half page sized, monster cards for DM use in tracking combats. This set includes custom monsters from an altered version of the LFR adventure ADAP1-1, Barrow of the Ogre King, as an example of possible formatting options.
Here are a set of larger, half page sized, monster cards for DM use in tracking combats. This set includes custom monsters from an altered version of the LFR adventure ADAP1-1, Barrow of the Ogre King, as an example of possible formatting options.

More info:

Published by: firesnakearies on Feb 19, 2009
Copyright:Attribution Non-commercial

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05/10/2014

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Vargash,
 
Goblin
 
Archer
 
Ranger
[Level
 
2
 
Skirmisher]
 
Small 
 
natural 
 
humanoid 
[XP
 
150]
 
Initiative
 
+5;
 
Senses
 
Perception
 
+8,
 
low
light
 
vision
 
HP
 
37;
 
Bloodied
 
18;
 
Healing
 
Surges
 
1
;
 
Surge
 
Value
 
9
 
AC
 
18
 
(20
 
vs.
 
opportunity
 
attacks);
 
Fortitude
 
13;
 
Reflex
 
17;
 
Will
 
13
 
Speed
 
6;
 
see
 
also
 
goblin
 
tactics
 
 
[m]
 
Scimitar
 
(standard)
 
 
Weapon
+4
 
vs.
 
AC;
 
1d8
 
+
 
1
 
damage
 
(crit
 
9
 
+
 
1d8).
 
 
[r]
 
Shortbow
 
(standard)
 
 
Weapon
Ranged
 
15/30;
 
+7
 
vs.
 
AC;
 
1d8
 
+
 
4
 
damage.
 
 
[R]
 
Nimble
 
Strike
 
(standard)
 
 
Weapon
Vargash
 
can
 
shift 
 
1
 
square
 
either 
 
before
 
or 
 
after 
 
the
 
attack.
Ranged
 
15/30;
 
+7
 
vs.
 
AC;
 
1d8+4
 
damage.
 
 
Hunter’s
 
Quarry
 
(minor)
Vargash
 
can
 
designate
 
the
 
nearest
 
visible
 
enemy
 
as
 
his
 
quarry.
 
Once
 
per
 
round
 
when
 
hitting
 
his
 
quarry,
 
Vargash
 
can
 
deal
 
an
 
extra
 
1d8
 
damage.
 
This
 
effect
 
remains
 
active
 
until
 
the
 
end
 
of 
 
the
 
encounter
 
or
 
until
 
he
 
designates
 
a
 
different
 
target
 
as
 
his
 
quarry.
 
Vargash
 
can
 
only
 
designate
 
one
 
enemy
 
as
 
his
 
quarry
 
at
 
a
 
time.
 
 
Goblin
 
Tactics
 
(immediate
 
reaction)
When
 
Vargash
 
is
 
missed 
 
by 
 
a
 
melee
 
attack.
Vargash
 
shifts
 
1
 
square.
 
 
[M/R]
 
Evasive
 
Strike
 
(standard)
 
 
Weapon
Vargash
 
can
 
shift 
 
3
 
squares
 
either 
 
before
 
or 
 
after 
 
the
 
attack.
Scimitar:
 
+4
 
vs.
 
AC;
 
2d8
 
+
 
1
 
damage
 
(crit
 
17
 
+
 
1d8).
Shortbow:
 
Ranged
 
15/30;
 
+7
 
vs.
 
AC;
 
2d8
 
+
 
4
 
damage.
 
 
Yield
 
Ground
 
(immediate
 
reaction)
When
 
an
 
enemy 
 
damages
 
Vargash
 
with
 
a
 
melee
 
attack.
Vargash
 
can
 
shift
 
2
 
squares.
 
Vargash
 
also
 
gains
 
a
 
+2
 
power
 
bonus
 
to
 
all
 
defenses
 
until
 
the
 
end
 
of 
 
his
 
next
 
turn.
 
 
[R]
 
Split
 
the
 
Tree
 
(standard)
 
 
Weapon
Ranged
 
15/30;
 
targets
 
two
 
creatures
 
within
 
3
 
squares
 
of 
 
each
 
other;
 
+7
 
vs.
 
AC;
 
2d8
 
+
 
4
 
damage.
 
Make
 
two
 
attack 
 
rolls,
 
take
 
the
 
higher 
 
result,
 
and 
 
apply 
 
it 
 
to
 
both
 
targets.
 
 
Second
 
Wind
 
(standard)
 
 
Healing
Vargash
 
spends
 
a
 
healing
 
surge
 
and
 
gains
 
+2
 
to
 
defenses
 
until
 
the
 
start
 
of 
 
his
 
next
 
turn.
 ‐‐
Hunter’s
 
Aim
 
[Feat]
Vargash
 
doesn’t
 
take
 
the
 
normal
 
 –2
 
penalty
 
to
 
attack
 
rolls
 
against
 
his
 
quarry
 
if 
 
it
 
has
 
cover
 
or
 
concealment.
Skills
 
Nature
 
+8,
 
Stealth
 
+12
 
Feats
 
Defensive
 
Mobility,
 
Lethal
 
Hunter,
 
Hunter’s
 
Aim
 
Str
 
12
 
(+2);
 
Dex
 
18
 
(+5);
 
Wis
 
14
 
(+3);
 
Con
 
13
 
(+2);
 
Int
 
10
 
(+1);
 
Cha
 
13
 
(+2)
 
Equipment
 
hide
 
armor,
 
scimitar,
 
shortbow,
 
60
 
arrows
 
Gray
 
Wolf 
 
Runt
 
#1
[Level
 
1
 
Skirmisher]
Medium
 
natural 
 
beast 
[XP
 
100]
 
Initiative
 
+4;
 
Senses
 
Perception
 
+6,
 
low
light
 
vision
 
HP
 
30;
 
Bloodied
 
15
 
AC
 
15;
 
Fortitude
 
13;
 
Reflex
 
13;
 
Will
 
12
 
Speed
 
8
 
[
m]
 
Bite
 
(standard)
+6
 
vs.
 
AC;
 
1d6
 
+
 
2
 
damage,
 
or
 
2d6
 
+
 
2
 
damage
 
against
 
a
 
prone
 
target.
 ‐‐
Combat
 
Advantage
If 
 
the
 
gray
 
wolf 
 
runt
 
has
 
combat
 
advantage
 
against
 
the
 
target,
 
the
 
target
 
is
 
also
 
knocked
 
prone
 
on
 
a
 
hit.
 
Str
 
13
 
(+1);
 
Dex
 
14
 
(+2);
 
Wis
 
13
 
(+1);
 
Con
 
14
 
(+2);
 
Int
 
2
 
(–4);
 
Cha
 
10
 
(+0)
 
 
Unger,
 
Goblin
 
Rageblood
 
Barbarian
[Level
 
5
 
Brute]
 
Small 
 
natural 
 
humanoid 
[XP
 
250]
 
Initiative
 
+6;
 
Senses
 
Perception
 
+2,
 
low
light
 
vision
 
HP
 
61;
 
Bloodied
 
30;
 
Healing
 
Surges
 
1;
 
Surge
 
Value
 
15
 
AC
 
20;
 
Fortitude
 
19;
 
Reflex
 
18;
 
Will
 
14
 
Speed
 
6;
 
see
 
also
 
goblin
 
tactics
 
 
[m]
 
Triple
headed
 
Flail
 
(standard)
 
 
Weapon
+10
 
vs.
 
AC;
 
1d10
 
+
 
5
 
damage.
 
 
[r]
 
Javelin
 
(standard)
 
 
Weapon
Ranged
 
5/10;
 
+9
 
vs.
 
AC;
 
1d6
 
+
 
5
 
damage.
 
 
[M]
 
Pressing
 
Strike
 
(standard)
 
 
Weapon
Before
 
the
 
attack,
 
Unger 
 
shifts
 
2
 
squares.
 
He
 
can
 
move
 
through
 
an
 
enemy’s
 
space
 
during
 
the
 
shift.
+10
 
vs.
 
AC;
 
1d10
 
+
 
5
 
damage,
 
and
 
push
 
target
 
1
 
square.
 
If 
 
Unger 
 
is
 
raging,
 
the
 
attack 
 
deals
 
+1d6
 
damage.
 
 
Goblin
 
Tactics
 
(immediate
 
reaction)
When
 
Unger 
 
is
 
missed 
 
by 
 
a
 
melee
 
attack.
Unger
 
shifts
 
1
 
square.
 
 
[M]
 
Hammer
 
Fall
 
(standard)
 
 
Weapon
+10
 
vs.
 
Fortitude;
 
2d10
 
+
 
5
 
damage,
 
knock
 
target
 
prone,
 
and
 
slide
 
target
 
1
 
square.
 
 
[M]
 
Swift
 
Charge
 
(free)
When
 
one
 
of 
 
Unger’s
 
attacks
 
reduces
 
an
 
enemy 
 
to
 
0
 
hit 
 
 points.
Unger
 
charges
 
an
 
enemy.
 
 
[M]
 
Thunder
 
Hawk
 
Rage
 
(standard)
 
 
Rage,
 
Thunder,
 
Weapon
+10
 
vs.
 
AC;
 
2d10
 
+
 
5
 
thunder
 
damage,
 
and
 
target
 
is
 
dazed
 
(save
 
ends).
 
Miss:
 
Half 
 
damage.
 
Unger 
 
manifests
 
the
 
rage
 
of 
 
the
 
thunder 
 
hawk.
 
Until 
 
the
 
rage
 
ends,
 
before
 
he
 
takes
 
any 
 
actions
 
during
 
each
 
of 
 
his
 
turns,
 
Unger 
 
can
 
knock 
 
an
 
adjacent 
 
enemy 
 
 prone
 
and 
 
slide
 
it 
 
1
 
square
 
as
 
a
 
 free
 
action.
 
 
Primal
 
Vitality
 
(minor)
Unger
 
gains
 
3
 
temporary
 
hit
 
points.
 
If 
 
he
 
is
 
raging,
 
Unger 
 
instead 
 
gains
 
4
 
temporary 
 
hit 
 
 points.
 
 
Second
 
Wind
 
(standard)
 
 
Healing
Unger
 
spends
 
a
 
healing
 
surge
 
and
 
gains
 
+2
 
to
 
defenses
 
until
 
the
 
start
 
of 
 
his
 
next
 
turn.
 
‐‐
Rageblood
 
Vigor
Whenever
 
Unger
 
reduces
 
an
 
enemy
 
to
 
0
 
hit
 
points,
 
he
 
gains
 
1
 
temporary
 
hit
 
point.
 ‐‐
Rampage
Once
 
per
 
round,
 
when
 
Unger
 
scores
 
a
 
critical
 
hit
 
with
 
a
 
barbarian
 
attack
 
power,
 
he
 
can
 
immediately
 
make
 
a
 
melee
 
basic
 
attack
 
as
 
a
 
free
 
action.
 
He
 
does
 
not
 
have
 
to
 
attack
 
the
 
same
 
target
 
that
 
he
 
critically
 
hit.
 
‐‐
Student
 
of 
 
the
 
Sword
 
[Feat]
Once
 
per
 
encounter
 
as
 
a
 
free
 
action,
 
Unger
 
can
 
add
 
a
 
+1
 
bonus
 
to
 
the
 
next
 
attack
 
roll
 
he
 
makes.
 
Whether
 
the
 
attack
 
hits
 
or
 
misses,
 
Unger
 
marks
 
the
 
target
 
until
 
the
 
end
 
of 
 
his
 
next
 
turn.
 
Skills
 
Athletics
 
+10,
 
Acrobatics
 
+10,
 
Endurance
 
+7
 
Feats
 
Weapon
 
Proficiency
 
(triple
headed
 
flail),
 
Student
 
of 
 
the
 
Sword,
 
Dragging
 
Flail
 
Str
 
18
 
(+6);
 
Dex
 
18
 
(+6);
 
Wis
 
10
 
(+2);
 
Con
 
13
 
(+3);
 
Int
 
8
 
(+1);
 
Cha
 
12
 
(+3)
 
Equipment
 
hide
 
armor,
 
triple
headed
 
flail,
 
3
 
 javelins
 
Dwarf 
 
Zombie
 
#1
[Level
 
1
 
Brute]
Medium
 
natural 
 
animate
 
(undead)
[XP
 
100]
 
Initiative
 
 –2;
 
Senses
 
Perception
 
+1,
 
darkvision
 
HP
 
32;
 
Bloodied
 
16;
 
see
 
also
 
zombie
 
weakness
 
AC
 
12;
 
Fortitude
 
12;
 
Reflex
 
8;
 
Will
 
10
 
Immune
 
disease,
 
poison;
 
Resist
 
10
 
necrotic;
 
Vulnerable
 
5
 
radiant
 
Speed
 
3
 
 
[m]
 
Slam
 
(standard)
+5
 
vs.
 
AC;
 
2d6
 
+
 
2
 
damage.
 
 
[M]
 
Zombie
 
Grab
 
(standard)
+3
 
vs.
 
Reflex;
 
the
 
target
 
is
 
grabbed
 
(until
 
escape).
 
Checks
 
made
 
to
 
escape
 
the
 
dwarf 
 
zombie’s
 
grab
 
take
 
a
 
–5
 
 penalty.
 
If 
 
the
 
dwarf 
 
zombie
 
is
 
forced
 
to
 
move,
 
it
 
can
 
make
 
an
 
immediate
 
attack
 
(+3
 
vs.
 
Fortitude)
 
to
 
drag
 
the
 
grabbed
 
target
 
along
 
with
 
it.
 ‐‐
 
Stand
 
Your
 
Ground
When
 
an
 
effect
 
forces
 
the
 
dwarf 
 
zombie
 
to
 
move
 
 
through
 
a
 
pull,
 
a
 
push,
 
or
 
a
 
slide
 
 
the
 
dwarf 
 
zombie
 
can
 
move
 
1
 
square
 
less
 
than
 
the
 
effect
 
specifies.
 
In
 
addition,
 
when
 
an
 
attack
 
would
 
knock
 
the
 
dwarf 
 
zombie
 
prone,
 
it
 
can
 
immediately
 
make
 
a
 
saving
 
throw
 
to
 
avoid
 
falling
 
prone.
 ‐‐
 
Zombie
 
Weakness
 
Any
 
critical
 
hit
 
to
 
the
 
dwarf 
 
zombie
 
reduces
 
it
 
to
 
0
 
hit
 
points
 
instantly.
 
Str
 
14
 
(+2);
 
Dex
 
6
 
(–2);
 
Wis
 
10
 
(+1);
 
Con
 
12
 
(+1);
 
Int
 
1
 
(–5);
 
Cha
 
3
 
(–4)
 
 
 
Kripe,
 
Goblin
 
Trickster
 
Rogue
[Level
 
3
 
Lurker]
 
Small 
 
natural 
 
humanoid 
[XP
 
175]
 
Initiative
 
+6;
 
Senses
 
Perception
 
+1,
 
low
light
 
vision
 
HP
 
43;
 
Bloodied
 
21;
 
Healing
 
Surges
 
1;
 
Surge
 
Value
 
10
 
AC
 
19
 
(24
 
vs.
 
opportunity
 
attacks);
 
Fortitude
 
12;
 
Reflex
 
20;
 
Will
 
15
 
Speed
 
6;
 
see
 
also
 
goblin
 
tactics
 
 
[m]
 
Dagger
 
(standard)
 
 
Weapon
+11
 
vs.
 
AC;
 
1d4
 
+
 
6
 
damage.
 
 
[r]
 
Dagger
 
(standard)
 
 
Weapon
Ranged
 
5/10;
 
+11
 
vs.
 
AC;
 
1d4
 
+
 
6
 
damage.
 
 
[M/R]
 
Deft
 
Strike
 
(standard)
 
 
Weapon
Before
 
the
 
attack,
 
Kripe
 
can
 
move
 
2
 
squares.
+11
 
vs.
 
AC;
 
1d4
 
+
 
6
 
damage
or 
Ranged
 
5/10;
 
+11
 
vs.
 
AC;
 
1d4
 
+
 
6
 
damage.
 
 
Goblin
 
Tactics
 
(immediate
 
reaction)
When
 
Kripe
 
is
 
missed 
 
by 
 
a
 
melee
 
attack.
Kripe
 
shifts
 
1
 
square,
 
or
 
moves
 
3
 
squares.
 
 
[M]
 
Bait
 
and
 
Switch
 
(standard)
 
 
Weapon
+11
 
vs.
 
Will;
 
2d4
 
+
 
6
 
damage,
 
and
 
Kripe
 
can
 
switch
 
places
 
with
 
the
 
target
 
and
 
can
 
then
 
shift
 
3
 
squares,
 
or
 
move
 
5
 
squares.
 
 
[M]
 
Adaptable
 
Flanker
 
(minor)
When
 
Kripe
 
and 
 
an
 
ally 
 
are
 
both
 
adjacent 
 
to
 
the
 
same
 
enemy.
Kripe
 
gains
 
combat
 
advantage
 
against
 
the
 
enemy
 
until
 
the
 
start
 
of 
 
his
 
next
 
turn.
 
 
[M]
 
Handspring
 
Assault
 
(standard)
 
 
Reliable,
 
Weapon
+11
 
vs.
 
AC;
 
3d4
 
+
 
6
 
damage,
 
and
 
Kripe
 
can
 
shift
 
2
 
squares,
 
or
 
move
 
4
 
squares
 
after
 
the
 
attack.
 
Special:
 
When
 
charging,
 
Kripe
 
can
 
use
 
this
 
 power 
 
in
 
 place
 
of 
 
a
 
melee
 
basic
 
attack.
 
 
Second
 
Wind
 
(standard)
 
 
Healing
Kripe
 
spends
 
a
 
healing
 
surge
 
and
 
gains
 
+2
 
to
 
defenses
 
until
 
the
 
start
 
of 
 
his
 
next
 
turn.
 
‐‐
 
Sneak
 
Attack
Once
 
per
 
round,
 
Kripe
 
can
 
deal
 
+2d6
 
damage
 
on
 
a
 
hit
 
against
 
a
 
target
 
whom
 
he
 
has
 
combat
 
advantage
 
against.
 ‐‐
 
First
 
Strike
At
 
the
 
start
 
of 
 
an
 
encounter,
 
Kripe
 
has
 
combat
 
advantage
 
against
 
any
 
creatures
 
that
 
have
 
not
 
yet
 
acted.
 
‐‐
 
Artful
 
Dodger
Kripe
 
gains
 
a
 
+3
 
bonus
 
to
 
AC
 
against
 
opportunity
 
attacks.
 
(+2
 
more
 
for
 
Defensive
 
Mobility
 
feat.)
 
Skills
 
Athletics
 
+
 
6,
 
Acrobatics
 
+11,
 
Stealth
 
+13,
 
Thievery
 
+13,
 
Bluff 
 
+9
 
Feats
 
Defensive
 
Mobility,
 
Reckless
 
Scramble
 
Str
 
10
 
(+1);
 
Dex
 
20
 
(+6);
 
Wis
 
10
 
(+1);
 
Con
 
11
 
(+1);
 
Int
 
8
 
(+0);
 
Cha
 
16
 
(+4)
 
Equipment
 
leather
 
armor,
 
10
 
daggers
 
Goblin
 
Sharpshooter
[Level
 
2
 
Artillery]
Small 
 
natural 
 
humanoid 
[XP
 
125]
 
Initiative
 
+5;
 
Senses
 
Perception
 
+2,
 
low
light
 
vision
 
HP
 
31;
 
Bloodied
 
15
 
AC
 
16;
 
Fortitude
 
12;
 
Reflex
 
14;
 
Will
 
11
 
Speed
 
6;
 
see
 
also
 
goblin
 
tactics
 
 
[m]
 
Short
 
Sword
 
(standard)
 
 
Weapon
+6
 
vs.
 
AC;
 
1d6
 
+
 
2
 
damage.
 
 
[r]
 
Hand
 
Crossbow
 
(standard)
 
 
Weapon
Ranged
 
10/20;
 
+9
 
vs.
 
AC;
 
1d6
 
+
 
4
 
damage.
 
 
Goblin
 
Tactics
 
(immediate
 
reaction)
When
 
the
 
goblin
 
sharpshooter 
 
is
 
missed 
 
by 
 
a
 
melee
 
attack.
The
 
goblin
 
sharpshooter
 
shifts
 
1
 
square.
 ‐‐
 
Sniper
When
 
the
 
goblin
 
sharpshooter
 
makes
 
a
 
ranged
 
attack
 
from
 
hiding
 
and
 
misses,
 
it
 
is
 
still
 
considered
 
to
 
be
 
hiding.
 
‐‐
 
Combat
 
Advantage
The
 
goblin
 
sharpshooter
 
deals
 
an
 
extra
 
1d6
 
damage
 
against
 
any
 
target
 
it
 
has
 
combat
 
advantage
 
against.
 
Skills
 
Stealth
 
+12,
 
Thievery
 
+12
 
Str
 
14
 
(+3);
 
Dex
 
18
 
(+5);
 
Wis
 
13
 
(+2);
 
Con
 
13
 
(+2);
 
Int
 
8
 
(+0);
 
Cha
 
8
 
(+0)
 
Equipment
 
leather
 
armor,
 
short
 
sword,
 
hand
 
crossbow,
 
60
 
bolts
 

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