Wednesday, July 27, 2016

Upper Dungeons Level 3A Salt Mere Caves Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Caves Random Encounters
1d20
Description
1
1d4+1 Butcher Worms
2
1d2+1 Carrion Crawlers
3-5
1d4+1 Fangtooth Fishmen
6-8
1d4+2 Froglodytes
9
1d2 Giant Boring Beetles
10
1d2 Giant Crayfish
11
1d4+1 Giant Frogs
12
1d4 Giant Poisonous Frogs
13
1d4 Gray Oozes
14
1d6+1 Lizard Men
15
1d3+1 Mock Lobsters
16
1 Piscodaemon
17-19
2d6 Slub Beetles
20
1d4+1 Trigintipedes

Butcher Worm
Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)


Carrion Crawler
Carrion Crawler (AC 3/7; MV 12"; HD 3+1; #AT 8 tentacles; D Paralysis; XP 580 + 4/hp)


Fangtooth Fishman
Fangtooth Fishmen (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite; D 1-6/1-6/2-12; XP 90 + 5/hp)

Each fishman has a 30% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Froglodyte
Froglodytes (AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Steam breath for 2d6; XP 125 +4/hp)

Each froglodyte has a 10% chance of owning a piece of crude silver or gold jewelry, usually a necklace , anklet, or armband. Each piece of jewelry is worth between 21 and 40 (1d20+20) gold crescents.


Giant Boring Beetle
Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90 + 5/hp)


Giant Crayfish
Giant Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA Surprise on a 1-3; XP 90 + 5/hp)


Giant Frog
Giant Frogs (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump, surprise on 1-4, tongue; XP 14 + 1/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 2; #AT 1 bite; D 1-6; SA Jump, surprise on 1-4, tongue; XP 28 + 2/hp)

Giant Frogs (AC 7; MV 3”//9”; HD 3; #AT 1 bite; D 2-8; SA Jump, surprise on 1-4, tongue; XP 50 + 3/hp)

Giant frogs have equal chances to be different sizes, roll 1d6 (1-2 = 1 HD, 3-4 = 2 HD, 5-6 = 3 HD)


Giant Poisonous Frog
Giant Poisonous Frogs (AC 8; MV 3”//9”; HD 1; #AT 1 bite; D 1; SA Poison; XP 45 + 1/hp)


Gray Ooze
Gray Oozes (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)


Lizard Man
Lizard Men (AC 5; MV 6”//12”; HD 2+1; #AT 3 or 1; D 1-2/1-2/1-8; XP 35 + 3/hp)

This is a hunting and scouting party. The lizard men know they are outnumbered and weaker than the froglodytes and fishmen so they will be unlikely to fight unless they sense easy prey.


Mock Lobster
Mock Lobsters (AC 4; MV 9”//9”; HD 3+4; #AT 2 pincers; D 2-8/2-8; SA Surprise on a 1-3; XP 60 + 4/hp)

The mock lobsters are similarly averse to combat. If they are not immediately attacked they will be likely to try to barter with adventurers. They have information, food, fresh water sources, and gold at their lair to trade. They desire magic items and worked goods including but not limited to rope, torches, and musical instruments.

Piscodaemon
Piscodaemon (AC -1; MV 6”//18”; HD 6; #AT 2 pincers; D 2-16/2-16; SA Seize, venom; SD Never surprised, water based attacks are -1 per damage die, invisibility, half damage from acid, cold, and fire, hit only by silver, cold forged iron, black iron, or magic weapons; MR 60% to 1st level spells; XP 455 + 6/hp)


Slub Beetle
Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; #AT Nil; D Nil; SA Collision; XP 5 + 1/hp)


Trigintipede
Trigintipedes (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)



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