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Gandar CR 2

XP 600
*A Medium Humanoid (Orc)
Init +0; Senses Perception +0
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DEFENSE
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AC 12, touch 10, flat-footed 12 (+2 natural)
hp 28 (5d8+5)
Fort +2, Ref +4, Will +1
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OFFENSE
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Speed 30 ft.
Melee unarmed +5 (1d3+2)
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STATISTICS
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Str 14, Dex 10, Con 13, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Cleave, Power Attack, Skill Focus (Climb)
Skills Climb +13, Profession (choose one) +8
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.

Armes Simple :
Voulge, 1d6, portée 2m
Arit, 2d4, portée 1m

Armes Magiques :
Khukuri, Vampire, 1d6 + vol de vie
Kummya , Vol de Mana, 1d6 + vol de mana

Animaux :
Hyène
Glouton

Monstres :
RIVER DRAKE CR 3
XP 800
NE Medium dragon (aquatic, water)
Init +7; Senses darkvision 60 f., low-light vision, scent;
Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 34 (4d12+8)
Fort +6, Ref +7, Will +4
Immune paralysis, sleep; Resist acid 20
OFFENSE
Speed 20 f., fly 60 f. (average), swim 30 f.
Melee bite +7 (2d4+3), tail slap +2 (1d4+1)
Special Attacks caustic mucus, pounce
STATISTICS
Str 17, Dex 16, Con 15, Int 8, Wis 10, Cha 9
Base Atk +4; CMB +7; CMD 20
Feats Improved Initiative, Power Attack
Skills Fly +10, Intimidate +6, Perception +7,
Stealth +10, Survival +7, Swim +11
Languages Draconic
SQ amphibious, speed surge
ECOLOGY
Environment temperate rivers or lakes
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES
Caustic Mucus (Su) As a standard action, a river drake can
spit a ball of caustic mucus that explodes in a 5-foot-radius
spread. This attack has a range of 50 feet, deals 2d8 points
of acid damage, and entangles creatures in the area. A DC
14 Reflex save halves the damage and negates the entangle
effect. An entangled creature takes 1d4 points of acid
damage each round on its turn, and may attempt a new
saving throw at the end of its turn every round to escape
the entanglement and end the acid damage. Once a river
drake spits mucus, it cannot do so again for 1d6 rounds.
The save DC is Constitution-based.
Speed Surge (Ex) Three times per day as a swif action, a
river drake can draw on its draconic heritage for a boost
of strength and speed that allows it to take an additional
move action that round

PHANTOM FUNGUS CR 3
XP 800
N Medium plant
Init +0; Senses blindsight 30 f., low-light vision, tremorsense
60 f.; Perception +10
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 30 (4d8+12)
Fort +7, Ref +1, Will +1
Defensive Abilities phantom flesh; Immune plant traits
OFFENSE
Speed 20 f., climb 20 f.
Melee bite +5 (2d6+3)
STATISTICS
Str 15, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Base Atk +3; CMB +5; CMD 15 (17 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Climb +10, Perception +10, Stealth +7; Racial Modifers
+4 Stealth
ECOLOGY
Environment any underground
Organization solitary or grove (2–5)
Treasure incidental
SPECIAL ABILITIES
Phantom Flesh (Su) As a move action, a phantom fungus
can turn invisible as if using greater invisibility (caster
level 4th). A moment afer it attacks with invisibility,
the creature appears briefly as a semitransparent version of its normal
self. This allows any viewer with
line of sight to the phantom fungus to
pinpoint its location at the time of the attack
(though if the creature moves afer it attacks,
opponents have to pinpoint it again). An
opponent can ready an action to strike at the
fungus when it momentarily appears, in which
case the creature only has concealment instead
of invisibility (20% miss chance). The fungus can
turn completely visible as a move action, though it
normally remains invisible all the time. If killed while
invisible, it becomes visible 1d4 minutes later

Pouvoir :
Cristal, Blast de froid, 1d6 cone de froid
Marteau frappe sur une enclume, Corps de métal

Tatouage supplémentaires :

Kurasigama foudroyante, 1d6+ foudre, bonus chaine

Armure Magique

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