Norker: Init +1; Atk big club +4 melee (d6+2) or bite +4 melee (d3); AC16; HD 2d8; MV 30'; Act 1d20; SP infravision 60'; SV Fort +3, Ref +0, Will -2; AL N; Norkers are to hobgoblins what cavemen are to humans. Their hides are hella tough.
Flumph: Init +1; Atk spike drop +2 melee (d8+d4 acids for 2d4 rounds) or +1 ranged squirt musk; AC19 (underside AC11); HD 2d8; MV 20' (fly); Act 1d20; SP musk Ref save versus attack roll or shunned d4 hours due to skunklike smell ;SV Fort +0, Ref +2, Will +3; AL L; These enigmatic weirdoes can communicate with supernatural agents of Law but speak no tongue known to humanity.
Gorilla Bear: Init +2; Atk slam +6 melee (d8+3); AC15; HD4d8; MV 30'; Act 2d20; SP Any critical also triggers a hug for +2d8 damage; SV Fort +7, Ref +3, Will +1; A gorilla that is also a bear. Possibly enjoys honeyed bananas.
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