Wednesday, July 27, 2016

Upper Dungeons Level 3A Salt Mere Shore 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.

Shore Random Encounters
1d12
Description
1-2
1d4+1 Fangtooth Fishmen
3-4
1d4+2 Froglodytes
5
1d3 Giant Crayfish
6
1d4+1 Giant Frogs
7
1d4 Giant Poisonous Frogs
8
1d6+1 Lizard Men
9
1d3+1 Mock Lobsters
10
1d2 Salt Pukes
11
1 Sea Hag
12
1d2 Sharkadons


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 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)


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.


Salt Puke
Salt Pukes (AC 8; MV 6”; HD 4; #AT 0; D Nil; SA Spit corrosive chemicals for 4-16; SD Not harmed by blunt weapons; XP 85 +4/hp)

The salt pukes are responsible for making the salt mere salty.


Sea Hag
Sea Hag (AC 7; MV 12”//15”; HD 3; #AT 1; D By weapon type; SA Weakness, death gaze; MR 50%; XP 600 + 3/hp)

The sea hag will be armed with a dagger. There is a 50% chance it will have a useful magic item as well (weapon, wand, ring, or misc magic), which it will use to best effect.


Sharkadon
Sharkadon (AC 5; MV 15”//15”; HD 4;#AT 1 bite; D 2-8; XP 60 +4/hp)

Sharkadon (AC 5; MV 15”//15”; HD 5; #AT 1 bite; D 2-8; XP 90 +5/hp)

Sharkadon (AC 5; MV 15”//15”; HD 6; #AT 1 bite; D 2-8; XP 150 +6/hp)

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

No comments:

Post a Comment