100% found this document useful (1 vote)
304 views

Jungle Encounters PDF

Uploaded by

Joan P. Pereira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
100% found this document useful (1 vote)
304 views

Jungle Encounters PDF

Uploaded by

Joan P. Pereira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 98
Featuring over 25 S custom homebrew By creatures including, “ 3new dragons, 2new races, and 3 new non-playable i} characters for your jungle adventures! of deadly,monsters Nene Geert ekeeti camer ttre greatest roleplaying game JUNGLE ENCOUNTERS yy Paul Weber new races. This started out as a smalll project while I was bored sitting by my computer playing around with custom stats blocks. What started out as some messing around, blossomed into a four day digital adventure and before I knew it, this was born! I hope you enjoy these add-ons as much as I enjoyed making them. There may be several typos within this project, as I am only human with little spare time, please feel free to contact me to correct these errors if you wish. I encourage you to use this material in any way you like, just have fun! Introduction ‘Welcome to Jungle Encounters! This is designed and dedicated to give more life into your jungle themed adventures with fun ideas and themes. In this material you'll find over twenty-five new, custom jungle themed creatures and creations with full stat blocks, pictures, and descriptions. These creatures range from beast, three new dragons, three new non-playable characters, weather patterns, and traps! You'll also find, for your convenience, some official Dungeons and Dragons 5th Edition monsters that now have descriptions and pictures to better serve your creative juices when creating an adventure. Creatures taken from the official Dungeons and Dragons Sth edition Monster Manual have the exact stat block as they do in the manual, and have been marked with the red Dungeons and Dragons Logo on the upper right-hand corner of their stat block. These creatures were added to this project because they are common creatures found within jungle environments. Like all creatures in the world of Dungeons and Dragons these creatures can be modified anyway you like and were created for inspiration and ideas for your enjoyment. \ “Welcome to the jungle, We've got fun and games!” ing A Worthy Note “Aroworkin this was not created, nor it owned by me. Most artwork was ound using basi Google image search. Most othe artwork inthis was bhotosbopped ty me tose Ia more appealing or desired look o what was goog fo Some images may be copsrighcd or ademarke. Dungeons a Dragons a reaistere Trademark by Wirards of the Coast Al his reserved. This iva non-paitproe. Designed by Paul Weber ites that use their crushing fist to e them. Because of their throw large rocks to defend | Armor Class 12 natural armor HiePoints 19 (348 +6) itory and warn off those who are getting too Speed 30/f., climb 30n. i» AW: NED TREE An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. AWAKENED SHRUB ‘An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. | Armor Class 13 natural armor ‘HitPoints 69 (348 + 6) Speed 20. sTR 19¢+4) DEX (2) ‘CON 152) INT 10(+0) Damage Vulnerabilities fre ‘Damage Resistances Bludgconing, piercing ‘Senses passive perception 10 ‘Languages one language known by its creator ‘Challenge 2 (450 XP) False Appearance. While the tree remains motionless, itis indistinguishable from a normal tree. Actions ‘Slam. Melee Weapon Attack:+6 tohit, reach 10f, one target. | Hit: 14 (3d6 + 4) bludgeoning damage. STR 16(+3) DEX 142) ‘CON 1462) INT 62) wis 12641) CHA 1a) ‘Skills Athletics +5, Perception +3 ‘Senses passive perception 13 Languages — Challenge 1/2 100 XP) Actions ‘Maltiattack. The ape makes two fist attacks. Fiat Meee Weaon tac: Sto hi rach St onetaraet,_| it’ (146 +3) bladgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage. CON INT WIS CHA 3) Hel) Tea) 1060) 1060) 6) Damage Vulnerabilities fire ‘Senses passive perception 10 | Languages one language known by its creator | | Challenge 0 (10 XP) | | False Appearance. While the shrub remains motionless, itis indistinguishable from a normal shrub, Actions Rake. Melee Weapon Attack: to hit, reach Sf. Hic 1 (1d4- 1 slashing damage. target. jungle, Apemen are, smart ters. Apemen are grouped together These apedtike a deep jungle type _-an ordered society complete with a humian-like ecosystem including a hierarchy and government-ike establishments. Apemen build their societies mostly in isolated jungle locations such as atop high mountains or near rivers/and lakes. They utilize their own makeshift weapons and armor, that often times, becomes a right of passage for Apemen to become warriors in their homeland. These creatures like to stick close to home and when traveling will only do so in groups of three or more, with at least one being an experienced warrior. Apemen are intelligent, speak their own | language, as well as common, and will set traps to keep enemies at bay. They will even display the heads of dead enemies on pikes as trophies and as a warning to would-be intruders. Th are a close-knit community and will not hesitate to attack those whom they think are a threat their homeland or family. 4 ‘Medium Humanoid Lawful Neutral ‘Armor Class 12 HiePoints 20 (548-10) Speed 40f. ‘CHA 1140) sme (DEX 15(+3) 17 (+4) CON INT wis. 12(¢2) _16(+3) _10(+0) Damage Vulnerabilities Psychic, Fire, Magic Skills Intimidation +1, Stealth +1, Survival +5 ‘Senses Darkvision up to 30 ft. Languages Common, Apemen Challenge 1 (200) "Terrain Advantage: Apemen have advantage on hit and damage rolls in al jungle type environments | _ Standing Leap. The Apemen long jump is up o 20 feet and its high jump is up to 10 feet with or without a Actions Fist. Melee Attack +1 to hit, reach Sft, one target Hit: 4 (144+) Bash. (ifequipped with a weapon) Melee Weapon Attack, +1 tohit, reach 10f, one target Hit: 6 244) Designed by Paul Weber APEMEN WARRIOR Apemen Warriors are an elite military unity } in.an Apemen society. An Apemen Warrior is more often than not, a descendant of another Apemen Warrior. It is considered an honor to serye in this function and requires vigorous training, and intelligence, Apemen Warriors go through years of training before graduating to a full warrior status. Those who are lucky enough to be chosen as warriors will mii their own armor, shield, and weapons as ‘well as be passed on these items from their progenitor. The only way a full service warrior may leave the unit is by death, being too wounded to serve, or when their descendant graduates to full warrior status. ‘An Apemen Warrior favors light or medium ‘armor but is proficient in all armor types. Medium Humanoid Lawful Neutral Usually an Apemen Warrior brandishes a ong spear for their weapon, and always carries a personalized military dagger. It's not uncommon for an Apemen Warrior to fashion defeated enemy body parts as Jewellery. ‘Armor Class 16 light armor and shield HitPoints 37 (548) ‘Speed 40. STR DEX CON INT WIS CHA 17(+4) 18(4) 12(2) 16(43) 1040) 11 (+0) timidation +1, Stealth +2, Survival +5 Damage Vulnerabilities Peychic, Magic ‘Senses Darksision up to 30 ft, Passive perception 10 Languages Common, Apemen Challenge 3 (700) Terrain Advantage: An Apemen Warrior has advantage on ‘hitand damage rolls in al jungle type environments Blood Frenzy. The Apemen Warrior has advantage on ‘melee attack ros against any creature that doesn't have all its hit points. ‘Standing Leap. The Apemen Warriors long jump is up to 20 feet and its high jump is up to 10 feet with or without a running start. Actions ‘Spear. Melee Weapon Attack: +3 to hit, reach 15ft, one target. Hits12 (1d10 + 6) piercing damage. Dagger. Melee Weapon Attack +1 to hit, reach Sf, one target. Hit 4 (1d4+2) slashing damage Shield Bash. Melee Weapon Attack: reach Sft, one target. Hit: 10 (1483) Bladgeoning damage EN WARRIOR CHIEF Large Humanoid Lawful Neutral ‘Armor Class 17 Natural Armor Hit Points 157 (15412+60) Speed 20 A hy 60f STR DEX CON INT WIS-CHA 23(+6) 1442) 18(+4) 16(+3) 12(+1) 10¢+0) ‘Saving Throws Str +6, Dex +5 ‘Skills Intimidation +10, Survival +5, Athletics +9, Damage Vulnerabilities Peychic, Magic Senses Passive Perception 14 ‘Languages Common, Apemen Challenge 8 3,900xp) ‘Terrain Advantage: An Apemen Warrior Chief has advantage on hit and damage rolls in all jungle type ‘environments. Blood Frenzy. The Apemen Warrior Chief has advantage on. ‘melee attack ros against any creature that doesn't have all its hit points. Dive Attack. Ifthe Warrior Chief's flying and dives at least 30 feet straight toward a target and then hits it with a melee ‘weapon attack, the attack deals an extra 3 (146) damage to the target. Actions Fist. Melee Weapon Attack: +9 to hit, reach 10R., one target. Hit: 22 (3410 + 6) bludgeoning damage . Rock. Ranged Weapon Attack: +8 to hit, range 60/240 fone target. Hit:21 (3410 +5) bludgeoning damage. APEMEN WARRIOR CHIEF An Apemen Warrior Chief is, above all, the highest ranking unit within the Apemen Warrior military unit. Chosen only by birth-rite, Warrior Chiefs are fierce and battle-hungry, champions with the ability to fly short distances with their giant wings as well as-the ability to crush enemies using just their powerful fist and brute strength. Apemen Warrior Chiefs are the commanders and leaders who give orders to any and all Apemen. Warriors. They are the most respected among all Apemen Warriors and are loyal to their homeland government. ‘The Apemen Warrior Chief usually does not use weapons but instead relies on its fist or throwing heavy rocks and stones. Warrior Chiefs also don't wear standard armor like other Apemen Warriors but will instead, wear a helmet. Often times the helmet is the skull of a slain enemy that the Warrior Chief favored killing in battle. Designed by Paul Weber fruits, grasses, seeds, bark, and ‘a taste for meat. They eat birds, the young of larger creatures itelopes and sheep. J BADGER Creating many-chambered underground dens, and spending much of their lives below ground, badgers do allot of stalking at night, but are seen out and about in the daytime as well. They are excellent hunters of jungle-dwelling prey including rabbits, groundhogs, ground squirrels, mice and snakes. Q Ce [ Armee Clas 10 macurel armor BicPoints 9d * 1) Speed 20, burrow STR DEX CON INT WIS CHA 43) 1G) 1241) 4) 12H) 83) Senses passive perception 11, darkvision 30 ft ‘Keen Smell. The badger has advantage on. (Perception) checks that rely on smell. Actions Pixerostties ff pace acre ‘Hit Points 3 (146) Speed 30 ft., climb 30f. STR OK CON INT WIS CHA 81) 142) 11 (+0) 463) 12641) 6-2) Senses passive perception 11 Languages — Challenge 0 (10 XP) ack Tactios. The baboon has advantage on an attack roll against a creature if at least one of the baboor's allies is within 5 feet of the creature and the ally isn't incapacitated. . Melee Weapon Attack: +1 to hit, reach 5 ft, one target. 1 (1d4-1) piercing damage. Designed by Paul Weber st rely on echolocation, or the ibrations, for their sight. Bats Molacca like caves, basements ae aeee They will attack with their bite and they Speed 5 ly 308. ae / sre ‘CON wis CHA Gl T 24) 1562) 81) 24) 1261) 3) jis an overgrown bat that is about ten times the sizé of a normal bat. These creatures bite Senses passive Perception 11, blindsight 60 ft. ‘using their long fangs and usually travel with Languages — swarms of smaller bats. Ceanene too. cholocaton. The bat cant woe ts linda while deafened. | BAT SWARM Xe Hearing The at hat advantage on Wino (retin) heck A bat swarm can be hundred of bats and giant bats that ely on hearing traveling together. Bat swarms usually form when Actions several sleeping bats in one location gets startled Feisey allstimn togethers to i a ae Nae ee reper | Armor Class 13 natural armor | iePoines 22 4a10) | Speed 10 fly 60.8. —<$<$§$@$.. — STR DEX «CON INT WIS_ CHA 15(+2) 16(+3) 11(+0) 24) 12641) 6(2) ‘Senses blindsight 60f., passive Perception 11 Languages — Challenge 1/4 (50 XP) | (STR DEX CON INT.) WIS_ CHA i 53) 1562) 1060) 204) 12041) 43) | | ‘icin Tics nh we den ona tog Tht at cago Wien Grp) chen fermi o | Ghatlenge 4 (50XP) Actions ket. Th et eto igh i enc Bite Melee Weapon tacks 4 ois each fone | | | Hearing: The bat has advantage on Wradom (perception) creature. Hit 5 (1d6 +2) Piercing damage. ae. ——_- that rely on hearing Siam Ths owe sa spy anther eeteres pace snd ee fhe swarm can veoh any open are enn or ty Moda Tsar cat rosin it pits ua eporsy tpt | Actions ‘Bites Mele Weapon Atacke 4 oh, reachOR, one creatureinihe | Praag HE Sutin sonaae ori GaN peas du ~ I a ee ae ec ~ a 8 Designed by Paul Weber BENGAL TIGER ‘True hunters of the jungle, Bengal Tigers are ferocious beast that track and sneak on their prey. ABangal Tiger will either travel alone or in a ‘small pack, usually a male and female with cubs. ‘The female Bengal Tigers are the hunters and bring food to their mate and cubs as a sign of loyalty. Bengal Tigers can be identified as having an orange and white coat with black stripes. They have a greatsense of smell, and an adapt sense its Victim it will attack but only whe: feels the *: time is'right. Quite often the victim.doesn't even auif know its being hunted until its too late. ‘The Bengal tiger lye in wait for the perfect opportunity.to strike, where it will pounce on its prey and begin an assault of claw and bite attacks until its victim is motionless. After the creature is dead, the Bengal TigePwill either feast on the corpse until itis full or drag the corpseto another hungry Bengal. Bengal Tigers are prideful cfeatures and will always fight to defend another ofits pack. They reside in deep jungle terrain, in caves, or atop high cliffs. A Bengal Tiger doesn't attack unless it feels threatened or is in the need to feed. BENGAL TIGER Large beast, unaligned ‘Armor Class 12 natural armor HiitPoints 62 (848+26) Speed Of, swim 40. STR DEX CON INT WIS_—CHA 173) 16(3) | 16(+2) 1040) 12641) 81) Skulls Stealth +6, Intimidate +4, Sneak +10, Spot +5, Track, +10 Damage Resistances — Damage immunities frightened, petrified ‘Senses darkvision 60M, passive perception 15 Languages, Challenge 3 (700xp) Pounce. ithe iger moves at least 20 feet straight toward a ereature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving ‘throw or be knocked prone. Ifthe target s prone, the tiger ‘can make one bite attack against it as a bonus action. Keen Smell. The tiger has advantage on Wisdom. (Perception) checks that rely on smell. Multiattack. This ereature can ase two atacks with ts Bite. Melee Weapon Attack: +5 to hit, reach § ft, one target. Hit 12 (1412+3) piereing damage. yw. Melee Weapon Attack'5 to hit, reach 5 ft, one target. Hit: 8 (148 +3) slashing damage BICRONE Large beast, Chaotic neutral ‘Arse Clase {6 batural oe HitPoints 136 13412 452) BICRONE Speed 508. climb 408. Bicrone occupy abandoned jungle temples a STR O&K CON INT WIS CHA as they see themselves as rulers or Gods. 25(+7) 15(+2) 194) 1542) 12641) 10640) These half tiger, half gorilla beast will - scavenge jungles just to find old remains of ‘Skills intimidate +5 with % Damage Resistances — a lost temple and set tp Se ica Damage Immunities frightened, petrified e Senses passive perception 5 Bicrone are extremely strong and equally as, Languages common, apemen fast giving them a versatile advantage over ||) ||, Challenge 8(3.900xP) almost any threat. They rule by intimidation by beating their large ape-like chest and _———— releasing a horrendously loud growl. They } Intimidate. The Bierone can beat on its chest and let out attack with their powerful fist and often do fli {i}, erow! amp to intimidate its target(s). Targei(s) so while leaping through the air at great 7 sdistances. Eh ee ate and ts high jump is upto 10 feet with or without a creat take running tart kindly to any other creatures 2 that they think they cant Actions, Multiattack. The Bicrone makes two smash attacks with its fist. Smash, Melee Weapon Attack: +5 to hit, reach 108, one ‘target. Hit: 33 (4412 + 7) bludgeoning damage. Designed by Paul Weber ely adaptable and show a habitat types, though they are found in forested areas with thick ground iirPoints19(308 16) ye fation and an abundance of fruits, nuts, and ‘Speed 40 climb 30n. vegetation. Unless they are with their cubs black — bears are usually isolated creatures. Un AES Ae ate 15(+2) 10(+0) 14 (+2) 24) 12641) 702) ‘Skills Perception +3 Senses passive perception 11 ‘Languages — Challenge 1/2 (100 XP) ‘Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell Actions “Muldattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hitt 7 (2d4+2) slashing damage. Sa BROWN BEAR Lange beast, Unaligned ‘HitPoints 34 (410+ 12) ‘Speed 40 f, a" BROWN BEAR ‘Armor Class 11 natural armor Ge Brown bears are much larger than black bears and range in color from very light tan, to dark brown. They have a dished face, short, rounded ears and a climb 308. ‘STR DEX CON INT Wis. CHA | large shoulder hump. The hump is where a mass of 194) 1 ‘Skills Percept 0-0) 16013) 24) 131) 702) muscles attach to the bears backbone and give the bear additional strength for digging. They have very tion +3 Semeee years peeafiioa 13. Jong claws on their front feet that also give them Languages — extra ability to dig after food and to dig their dens. Challenge 1 (200 XP) Brown bears like to dwell in caves especially near a ‘Keen Smell The bear has advantage on Wisdom fresh water source. (Perception) checks that rely on smell. Actions ‘Multiattack. The bear makes wo atiacks: one wi ‘and one wit Bite. Melee Weapon Attack: +5 to hit, reach 5 f, one target. Hit: 8 (148 + 4) piercing damage. | (Claws. Melee’ Hit: 11 (246+4) slashing damage. | ps ead il claws. Weapon Attack: +5 to hit, reach 5 f, one target. | Designed by Paul Weber BLOODSTOCK ‘Medium Plant Unaligned ‘Armor Class 12 natural armor ‘HiePoints 72,(1248+18) ‘Speed 30. STR DEX CON INT WIS CHA 19(+4) 16643) 19¢+1) 265) 10(+0) 165) Skills Stealth +9) Damage Vulnerabilities Fire Damage Resistances poison, acid Damage Immunities poison, acid Senses blindsight 208. Languages — Challenge 3 (7003p) ‘Camouflage, The Bloodstock has advantage on Dexterity (Gtealth) checks made to hide in swampy and or jungle False Appearance. While the Bloodstock re ‘motionless, iis indistinguishable from a normal vine. ‘Multiattack. This ereature can use two attacks with its bite. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10ft, one creature. Hit 9 (1d6 + 6) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (78) poison, damage on a failed save, or half as much damage on a successful one. is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the Bloodstock can't constrict another target. BLOODSTOCK Hacking and slashing through thick foliage is a common technique used by those making their ‘own way through the jungle. More experienced adventurers know that, because of the Bloodstock, a more cautious approach is the smarter method. Bloodstock appear exactly as vines until they open their mouth, giving them an advantage on any unsuspecting travellers. The Bloodstock will hang from trees, or lye across paths waiting for its victims to approach. Once a creature is close enough, the Bloodstock will bite its prey, infecting it with a deadly poison and either wait for it to die or constrict it so it can't escape before devouring it and quenching its thirst for blood. Bloodstocks dwell in jungle or swamp type environments and move much like a snake. They are strictly carnivorous however they do not rely on food to survive. A Bloodstock can survive on water and oxygen but will constantly feast on the flesh of any creature that crosses its path. Designed by Paul Weber ‘Armor Class 13 natural armor HiePoints 82 (348 +33) ‘Speed 40%, climb 408. STR DEX CON INT = WIS._CHA 1140) 150-2) 1502) (1) 62) 10(+0) ‘Skills Stealth +10, Perception +5 Damage Vulnerabilities Fire, piercing, slashing Damage Resistances acid, poison Damage Immunities acid, p ‘Senses passive perception 5 Languages common Challenge 2 (450 XP) ‘Spider Climb. Can climb difficult surfaces, including upside down on ceilings without needing to make an ability check. ‘Superior Camouflage. The Chamelmen has advantage ‘on Dexterity (Stealth) checks made in all terrain and ‘environments and can move along terrain as ifit were invisible, False Appearance. While in motion or mot terrain, the Chamelmen can not be dist terrain type. I the creature wishes to blend with open ‘ground it must be prone. ‘Acid Absorption. Whenever the Chamelmen is subjected to-acid damage, it takes no damage and instead regains a ‘number of hitpoints equal tothe acid damage dealt. ‘Surprise Attack. Ifthe Chamelmen surprises a creature and hits i with an attack during the first round of combat, the target takes an extra 4 (1d4+2) poison damage from Poison Claw. Melee Weapon Attack: 11 to hit, reach 5, one (16 + 3) slashing damage and the target takes Designed by Paul Weber CHAMELMEN ‘The feeling of being watched may be the only sign a Chamelmen is near. These human-size creatures move silently and have superior camouflage abi that allow them to appear invisible as long as they are close to the terrain type they are blending with. ies Chamelmen are relative to their chameleon type cousins but are much larger in size and stand on two legs. They have a toxic poisonous claw attack that infects targets with a deadly dose of poison. Chamelmen are shy tricksters and are usually always camouflaged with their surroundings. A Chamelmen will typically only show its true form when they take damage. They are able to speak common and will do so to trick unknowing passer-bys into traps or startle them into thinking there are ghost for fun. Because of their chameleon like feet and hands, Chamelmen have the ability to walk, climb, run, and hang on the tops and sides of _. | surfaces like logs, trees, and ceilings. v Croakers are are a civilization of it frog-like creatures. They are inthe since that for their small size, they a remarkable species. They have civilized societies that are are rooted in jungle trees or logs. |. These creatures build houses just like any creature with a like intelligence would. They use bigger 's as transportation, and even have troops of soldiers ready to die in battle for their homeland. Though an outside war between Croakers and another species is rare these creatures usually bring war amongst other Croaker Kingdoms for their supplies, or territory, Croaker Kingdoms. Croakers usually rule by having a King and or Queen that is in charge of a specific region. Croakers can survive and thrive in one area for generations but because of their sense of pride and over population, Croaker Kings and Queens, love to wage war on other Croaker Kingdoms. Though they blame their wars on dwindling resources, in reality, Croaker Kings and Queens really just want new scenery and to see their peasants fight in their name. Croaker Civilizations. 14 | CROAKER VARIANTS: | There are many different types of Croakers living ‘Armor Class 7 natural armor S 5 firrusui (as) | in a Croaker society. From the court jester, to the Speed 30, Swim 30. blacksmith, to the religious ministers. Use this stat (ca on cen ca | block to assign basic stats for different types of Pe ee oe Croakers that may be encountered. Croakers that Be 1) BED BED 1D ED) | are not part of a military unit use improvised Damage Immunities acid, poison weapons such as sticks, or their strong froglike Senses passive perception 4, darkvision 40 ft. legs when attacking or defending. Languages Bullywus, common Challenge 0 (10 XP) ‘Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it ‘speaks in Bullywug. ‘Swamp Camouflage. The Croaker has advantage on Dexterity Stealth) checks made to hide in swampy ‘Standing Leap. The Croaker's long jump is up to 20 feet, and its high jump is up To 10 feet, with or without a running start. Actions | Sick: Melce Weapon Attack ~2 tit each Sf, one target. Hic 2 (14) | btudgeoning damage. Kick. Melee Weapon Atack: +4 tit reach 5 one target Hit: 2 (144) Diadgconing damage Croaker Jester Designed by Paul Weber CROAKER SOLDIER ‘Small Beast, Chaotic Neutral ——— ‘Armor Class 12 (hide armor) Hit Points 29 (6d8 +2) Speed 30, Swim 30. STR DEX CON INT WIS CHA 12¢+1) 1462) 152) 12H) 12641) 18642) ‘Saving Throws Str +1, Dex +7, Con +3, Int +4, Cha +4 Damage Immunities acid, poison ‘Senses passive perception 3, darkvision 40 f Languages Bullywug, common Challenge 1/4 (50 XP) ‘Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it ‘speaks in Bullywug. ‘Swamp Camouflage. The Croaker has advantage on Dexterity Stealth) checks made to hide in swampy ‘Standing Leap. The Croaker's long jump is up to 20 feet, and ts high jump is up To 10 feet, with or without a running start. Action: ‘Axe. Melee Weapon Attack: +5 to hit, reach 10f., one target. | Hits4 (a4+2) Slashing damage. Crossbow. Ranged Weapon Attack: +3 to hit, reach 20/608, one target. Hit 4 (1d6+1) piercing damage. CROAKER SOLDIER Lead by a fearless Croaker Knight, the Croaker Soldier leaps into battle proudly to serve his King or Queen. The Croaker Soldier wears leather hide armor and usually carries an axe and Crossbow, however a large majority also use a crossbow and spear combination. These creatures are, more often, than not, grouped together in a large army of fellow soldiers and one Knight Croaker. These creatures also use small insects or other small beast as war steeds. It's not uncommon to see a large turtle, cloaked in cheaply put-together armor and several Croaker Soldiers riding on its shell. CROAKER KNIGHT ‘The highest honor and most respected career assignment that can be bestowed upon a Croaker is knighthood. The Croaker Knights are hand-picked by the Kings and Queens of their Kingdom while they are still tadpoles. A Croaker Knight is immediately separated as a tadpole once it has been chosen and placed in special care while it awaits to evolve into a Croaker. Once evolved, the begins training fot Knighthood by becoming and conditioning for the position. Once the Croaker is deemed ready, it is granted full Knighthood and is either sent to lead an army or defend its King or Queen in the Kingdom. KNIGHT ‘Small Beast, Chaotic Neutral ————— ‘Armor Class 14 (Breast Plate) ‘HiePoints 39 (648 +12) ‘Speed 30, Swim 30 ft. STR DEX CON INT WIS CHA 15(+2) 14(+2) 16643) 13642) 12¢+1) —15(+2) ‘Saving Throws Str +2, Dex +9, Con +4, Int +6, Cha +7 Damage Immunities acid, poison ‘Senses passive perception 4, darkwision 40 ft. ‘Languages Bullywug, common Challenge 1 (200 XP) Amphibious. The Croaker can breathe air and water. ‘Speak with Frogs and Toads. The Croaker can ‘communicate simple concepts to frogs and toads when it speaks in Bullywug. | ) Swamp Camouflage. The Croaker has advantage on Desterity (Stealth) checks made to hide in swampy terrain. ‘Standing Leap. The Croaker’s long jump is up to 20 feet and its high jump is up To 10 feet, with or without a running start | Actions | ‘Maltiattack. The Croaker makes two attacks with its sword. ‘Sword. Melee Weapon Attack: +5 tohit, reach 10ft, one target. Hit 9 (1d10 + 4) Slashing damage. CROAKER WIZARD ‘Small Beast, Chaotic Neutral ————————— ‘Armor Class 11 (hide armor) Hit Points 19 (348) Speed 30 f., Swim 30 ft, | STR DEX CON INT WIS CHA 1O(+0) —16(+3) 1844) 15(+2) 16(+3) 134+) ‘Saving Throws Str +1, Dex +7, Con +8, Int+5, Cha +4 Damage Resistances Magic Damage Immunities a ‘Senses passive perception 4, darkvision 40 ft Languages Bullywug, common Challenge 1 (200 XP) Amphibious. The Crosker can breathe air and wate. ‘Speak with Frogs and Toads. The Croaler can communicate simple concept to ops and toads when it speaks Ballywug. ‘Swamp Camouflage. The Croaker has advantage on Dexter (Stealth) checks made to hide in swampy | ‘Standing Leap. The Croake's long jump sup to 20 feet and its high jmp is up To 10 fet, with or widhot sunning start. | Innate Spetlasting. The Croakers innate spllcastng ability is Charla (ell save DC 1) The Croaker ean innately cant the following spel, requiring no material components | ‘Speak with Beasts and Plants. The Croaher can communicate with ‘beasts and plants a they shared language Acwil druidcrat Biday each: entangle, gostberry day eacs barkaki, pane without trace, sileagh Actions ‘Stall Meee Weapon Atack:¥2 tit (+ to ht with shllelagh each S ‘tone target. Hit: 2 (1d) bludgeoning damage, o 8 (1d8'*4) ‘bludgeoning damage wih shilelagh CROAKER WIZARD Croaker Wizards are Croakers born with magical abilities, Usually one in one-thousand Croakers born are born with magical abilities. These are identified as pulsating tadpoles within the pool. Once a pulsating tadpole is identified as magic, they are given to the elder Croaker Wizard within the Croakers society. The elder Croaker Wizard cares for the Croaker and teaches it to use its magical abilities over years of time. Once the elder Croaker dies, his favored predecessor takes over as the new elder Croaker Wizard. Designed by Paul Weber ible to the naked eye or appear as of the beast they are. Often the eator that an Eclipsor is near is the shadow it produces in the right light. These jungle-walkers use their unique camouflage to bring a rain of chaos ‘on unsuspecting victims, especially at night or in ‘caves where they hardly ever cast a shadow. These creatures are said to have an infrared type vision that illuminates their target giving them the ultimate hunting advantage. If an Eclipsor is doused in fire they appear as a walking flame of their true form. ‘These creatures have arms that are blade-like appendages that slice through targets. The Ectipsor stands at a frightening 9 feet tall. To survive an encounter with an Eclipsor is cheating death itself. ECLIPSOR Large beast, Chaotic neutral ‘Armor Class 14 natural armor Hii Points 114 (1648 + 62) Speed SOR, STR DEX CON INT WIS CHA 16(+3)19(+2) 15(+2) 1040) 12(+1)8¢1) ‘Skills Perception +17, Stealth +18 Damage Vulnerabilities fre, cold Damage Immunities frightened, petrified, exhaustion ‘Senses passive perception 18, darkvision 120 ft. Languages — ‘Challenge 7 (2,900 xP) Invisitte The Eeipsor i ievisil. Infrared Sight. Magical darkness does impede the Eclipsors Asst, The Bclipeoc has advantage on attack role aginst ny Surprise Attack If the Eclipsorsurpelses a eeatue and hts with fan atack during the first round of combat the target takes an extra 10(346) damage from the ata, Ethereal The Exlipsor’ invsiity makesit nea impontibe to see ack cll guna to have disacrantage, Thi eft iy the Eclipnor is on Br ors doused in ancer | ‘luminating objeto spell, | Actions Multiattack. The Eclipsor makes two slashing attacks with | its blades. sh. Melee Weapon Attack: +8 to hit, reach 10ft, one 16 2d6 +9) slashing damage. target Designed by Paul Weber and a trunk, the elephant its family in jungle plains rather settings, so that they can spot predators. When elephants are grouped together they are usually fearless because of their | large size: An isolated elephant may be quicker to attack those surrounded by one another, The elephant will attack by charging at its enemy with its weight and tusk, then proceed to stomp on it with its huge tree trunklike feet. | Armor Class 12 natural armor ‘HitPoints 76 (8412+24) ‘Speed 508. climb 40n. STR DEX CON INT WIS CHA 2216) 91) 1703) 4) 110) 62) ‘Senses passive perception 10 ‘Languages — Challenge 4 (1,100 XP) ‘Trampling Charge. Ifthe elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Ifthe target is prone, the elephant can make one stomp attack against it as a bonus action, Actions | i -) \/

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy