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Bork Le Broyeur d'Os CR 3

XP 800
*A Large Humanoid
Init -1; Senses Perception +0
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DEFENSE
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AC 11, touch 8, flat-footed 11 (-1 size, -1 Dex, +3 natural)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +2
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OFFENSE
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Speed 40 ft.
Melee +3 heavy mace +10 (2d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Constrict (2d6+7), Grab (heavy mace)
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STATISTICS
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Str 18, Dex 8, Con 13, Int 6, Wis 10, Cha 10
Base Atk +4; CMB +9 (+13 grapple); CMD 18
Feats Armor Proficiency, Heavy, Awesome Blow, Blind-Fight
Skills Climb +13
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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+3 heavy mace
A Bork Le Broyeur d'Os wields a +3 heavy mace, the bonuses are included in its stats above.

Constrict (Ex)
Bork Le Broyeur d'Os can crush an opponent, dealing 2d6+7 bludgeoning damage, when it makes
a successful grapple check (in addition to any other effects caused by a successful check, including
additional damage).

Grab (Ex)
If a Bork Le Broyeur d'Os hits with its heavy mace attack(s), it deals normal damage and attempts
to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used
against targets of a size Large or smaller.
The Bork Le Broyeur d'Os has the option to conduct the grapple normally, or simply to use the part
of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a ?20
penalty on its CMB check to make and maintain the grapple, but does not gain the grappled
condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special
attack. If the creature does not constrict, each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack that established the hold. Otherwise,
it deals constriction damage as well (the amount is given in the creature?s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a
grapple.
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.
Mork le Devoreur de Chair CR 3
XP 800
*A Large Humanoid
Init -1; Senses Perception +0
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DEFENSE
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AC 13, touch 8, flat-footed 13 (-1 size, -1 Dex, +5 natural)
hp 33 (6d8+6)
Fort +3, Ref +4, Will +2
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OFFENSE
------------------------------
Speed 30 ft.
Melee +1 Crochet Géant +8 (2d6+5/19-20,x2) , bite +2 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Swallow Whole (1d8+6, AC 12, 3 hp)
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STATISTICS
------------------------------
Str 18, Dex 8, Con 13, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Power Attack, Skill Focus (Climb)
Skills Climb +16
Languages Common
SQ Humanoid Traits, -10 foot move speed
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SPECIAL ABILITIES
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Swallow Whole (Ex)
If a Mork le Devoreur de Chair begins its turn with an opponent grappled in its mouth (see Grab), it
can attempt a new combat maneuver check (as though attempting to pin the opponent). If it
succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the
opponent can be up to one size category Smaller than the swallowing creature. Being swallowed
causes a creature to take 1d8+6 bludgeoning damage each round. A swallowed creature keeps the
grappled condition, while the creature that did the swallowing does not. A swallowed creature can
try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage
required to get free is 3). A Mork le Devoreur de Chair's Stomach has 12 AC. If a swallowed
creature cuts its way out, the Mork le Devoreur de Chair cannot use swallow whole again until the
damage is healed. If the swallowed creature escapes the grapple, success puts it back in the
attacker?s mouth, where it may be bitten or swallowed again.

+1 longsword
A Mork le Devoreur de Chair wields a +1 longsword, the bonuses are included in its stats above.

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.
Capitaine Dormen CR 3
XP 800
*A Medium Humanoid
Init +2; Senses Perception +0
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 33 (5d8+10)
Fort +3, Ref +6, Will +1
Defensive Abilities Uncanny Dodge
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OFFENSE
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Speed 30 ft.
Melee scimitar -1 (1d6+1/18-20,x2)
Ranged light crossbow (ranged) +5 (1d8+0/19-20,x2)
Space 5 ft.; Reach 10 ft.
Special Attacks Constrict (1d8+1), Grab (light crossbow)
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STATISTICS
------------------------------
Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +4 (+8 grapple); CMD 16
Feats Bleeding Critical, Critical Focus, Dodge
Skills Climb +9, Stealth +7
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Constrict (Ex)
Capitaine Dormen can crush an opponent, dealing 1d8+1 bludgeoning damage, when it makes a
successful grapple check (in addition to any other effects caused by a successful check, including
additional damage).

Grab (Ex)
If a Capitaine Dormen hits with its light crossbow attack(s), it deals normal damage and attempts to
start a grapple as a free action without provoking an attack of opportunity. Grab can only be used
against targets of a size Medium or smaller.
The Capitaine Dormen has the option to conduct the grapple normally, or simply to use the part of
its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a ?20 penalty
on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special
attack. If the creature does not constrict, each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack that established the hold. Otherwise,
it deals constriction damage as well (the amount is given in the creature?s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a
grapple.

Uncanny Dodge (Ex)


A Capitaine Dormen has the ability to react to danger before it's senses would normally allow it to
do so. A Capitaine Dormen cannot be caught flat-footed, nor does it lose it's Dex bonus to AC if the
attacker is invisible. It still loses it's Dexterity bonus to Armor Class if immobilized. A Capitaine
Dormen with this ability can still lose it's Dexterity bonus to Armor Class if an opponent
successfully uses the feint action against it.

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.

Yoku Yoku No Mi
Le Capitaine Dormen possède le pouvoir du fruit des ronces
Ziru le Tempetueux CR 3
XP 800
*A Medium Humanoid
Init +3; Senses Perception +0
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DEFENSE
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AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 23 (5d8+0)
Fort +1, Ref +7, Will +1
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OFFENSE
------------------------------
Speed 30 ft.
Melee longsword +5 (1d8+2/19-20,x2) , 3 longswords +0 (1d8+2/19-20,x2)
Space 5 ft.; Reach 10 ft.
------------------------------
STATISTICS
------------------------------
Str 14, Dex 16, Con 10, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Bleeding Critical, Dodge, Endurance
Skills Acrobatics +8, Climb +10
Languages Common
SQ Humanoid Traits
------------------------------
SPECIAL ABILITIES
------------------------------
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.
Bullits CR 3
XP 800
*A Large Humanoid
Init -1; Senses Perception +0
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DEFENSE
------------------------------
AC 11, touch 8, flat-footed 11 (-1 size, -1 Dex, +3 natural)
hp 39 (6d8+12)
Fort +4, Ref +4, Will +2
Resist Fire 10
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OFFENSE
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Speed 40 ft.
Melee unarmed +6 (1d4+3)
or +2 Ray of Fire (1d6)
Space 10 ft.; Reach 20 ft.
Special Attacks Rage (16 rounds/ day)
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STATISTICS
------------------------------
Str 16, Dex 8, Con 15, Int 10, Wis 10, Cha 4
Base Atk +4; CMB +8; CMD 17
Feats Awesome Blow, Bleeding Critical, Blind-Fight
Skills Bluff +3, Climb +12
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
------------------------------
Rage (Ex)
A Bullits can call upon inner reserves of strength and ferocity, granting it additional combat
prowess. A Bullits can rage for 16 rounds per day. A Bullits can enter rage as a free action.
While in rage, a Bullits gains a +4 morale bonus to her Strength and Constitution, as well as a +2
morale bonus on Will saves. In addition, it takes a ?2 penalty to Armor Class. The increase to
Constitution grants the Bullits 2 hit points per Hit Dice, but these disappear when the rage ends and
are not lost first like temporary hit points. While in rage, a Bullits cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
A Bullits can end it's rage as a free action and is fatigued after rage for a number of rounds equal to
2 times the number of rounds spent in the rage. A Bullits cannot enter a new rage while fatigued or
exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a
Bullits falls unconscious, it's rage immediately ends, placing it in peril of death.

Fire Ray (Su)


A Bullits can fire a 80ft. ray of fire as a ranged touch attack. This attack causes 1d6 damage. Using
an elemental ray is a standard action, and a Bullits has no limit to how many rays it can fire.

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.

Sokki Sokki no Mi (Fruit du Charbon)


Bulits peut rendre les objets combustible ou même l'air
Yatju le Pyromane CR 3
XP 800
*A Medium Humanoid
Init +3; Senses Perception -2
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DEFENSE
------------------------------
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 23 (5d8+0)
Fort +1, Ref +7, Will -1
Resist Fire 30
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OFFENSE
------------------------------
Speed 30 ft.
Melee longsword +6 (1d8+3/19-20,x3 plus 1d6 fire)
or +6 Ray of Fire (1d6)
Special Attacks Breath Weapon (30ft. cone, 3d6 fire damage, Reflex DC 12 for half, usable every
1d4 rounds), Elemental Attack (1d6 fire)
------------------------------
STATISTICS
------------------------------
Str 16, Dex 17, Con 10, Int 10, Wis 6, Cha 6
Base Atk +3; CMB +6; CMD 19
Feats Blind-Fight, Dodge, Enlarge Spell
Skills Acrobatics +8, Climb +11
Languages Common
SQ Humanoid Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Fire Ray (Su)
A Yatju le Pyromane can fire a 60ft. ray of fire as a ranged touch attack. This attack causes 1d6
damage. Using an elemental ray is a standard action, and a Yatju le Pyromane has no limit to how
many rays it can fire.

Breath Weapon (Su)


A Yatju le Pyromane can exhale a 30ft. cone of fire as a breath weapon. This attack causes 3d6
damage and allows a DC 12 reflex save for Half damage. A Yatju le Pyromane can use its breath
weapon once every 1d6 rounds.

Elemental Attack (Su)


A Yatju le Pyromane's longsword attacks are coated in flames, causing an additional 1d6 fire
damage with each attack.

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.
NeuroTox CR 4
XP 1200
*A Medium Humanoid
Init +2; Senses Perception +3
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DEFENSE
------------------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 57 (6d8+30)
Fort +7, Ref +7, Will -1
Immunities Poison
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OFFENSE
------------------------------
Speed 30 ft.
Melee Pistolet 15mm (ranged) +6 (1d4+2/x3 plus 1d6 acid)
Special Attacks Breath Weapon (30ft. cone, 4d6 acid damage, Reflex DC 18 for half, usable every
1d4 rounds), Elemental Attack (1d6 acid)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 21, Int 4, Wis 4, Cha 4
Base Atk +4; CMB +6; CMD 18
Feats Cleave, Power Attack, Skill Focus (Stealth)
Skills Perception +3, Stealth +11; Racial Modifiers Perception +6
Languages Common
SQ Humanoid Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Elemental Attack (Su)
A NeuroTox's Pistolet 15mm (ranged) attacks are coated in acid, causing an additional 1d6 acid
damage with each attack.

Breath Weapon (Su)


A NeuroTox can exhale a 30ft. cone of acid as a breath weapon. This attack causes 4d6 damage and
allows a DC 18 reflex save for Half damage. A NeuroTox can use its breath weapon once every 1d6
rounds.

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.

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