Additional Monsters (3pp)

Beasts

Addanc

Source Book of Beasts: Monsters of the Great Druid

This monster possesses the form of a crocodile with the fur of a beaver and the behavior of both.

Size/Strength Large; Level 4th; Role Wrecker; Type Beast Initiative +5

Bite +9 vs. AC; 14 damage

Natural even hit: If the target is smaller than the addanc, the addanc grabs it. While the addanc is grabbing a creature, the only legal target for its bite attack is the grabbed creature.

Tail Slap +9 vs. PD; 10 damage, and the target is dazed until the end of the addanc’s next turn.

Natural 18+: The target is stunned until the end of the addan’s next turn.

Water-breathing: An addanc swims well and can breathe underwater. It can swim normally while grabbing a creature.

AC PD MD HP
19 18 14 108

Dire Flytrap

Source Deadly Delves: Reign of Ruin

This sizable cluster of vines and leaves covered in barbs appears to have a series of thorny mouths in its center.

Size/Strength Large; Level 5th; Role Wrecker; Type Plant Initiative +4

Bite +10 vs. AC (2 attacks)—13 damage and 5 acid damage.

Natural even: When a grabbed target is hit by this attack, its penalty to disengage checks is increased by the escalation die until the dire flytrap’s next turn.

Ranged: Vine slap +9 vs. AC—13 damage and the target is grabbed.

Ranged: Acid spit +10 vs. PD—18 acid damage.

Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Spiky bits: Whenever an enemy hits the dire flytrap with a melee attack, it takes 9 damage.

AC PD MD HP
21 15 19 141

Glatisant

Source Deadly Delves: Reign of Ruin

Size/Strength Large; Level 5th; Role Wrecker; Type Beast Initiative +10

Claw Swipe +11 vs. AC (2 attacks)—18 damage.

Miss: 9 damage.

Natural 16+: The glatisant can make a poison fang attack against the target or another creature engaged with it as a free action.

[Special trigger] Poison fang +11 vs. PD—9 ongoing poison damage.

Evasive: A glatisant takes no damage from missed attacks.

Pounce: As a move action, the glatisant can engage a far away enemy and make one claw swipe at it. The glatisant ignores most non-magical obstacles—including pits, but excluding walls— that would normally hamper its ability to move to that location.

AC PD MD HP
21 19 15 144

Piranha Swarm

Source Deadly Delves: Reign of Ruin

If your players aren’t afraid of the water yet, they will be by the time this encounter is over.

Size/Strength Normal; Level 4th; Role Wrecker; Type Beast Initiative +12

Voracious Devouring +12 vs. PD—10 damage and 5 ongoing damage.

Escalation die 3+: The piranha swarm makes 2 voracious devouring attacks on its turn.

Escalation die 6: The piranha swarm makes 3 voracious devouring attacks on its turn.

Feeding frenzy: A piranha swarm adds the escalation die to its attack rolls and ongoing damage rating.

Resist weapons 18+: When a weapon attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
17 15 11 54

Sluagh

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 5th; Role Spoiler; Type Beast Initiative +13

Vulnerability: holy

Hunt and peck +10 vs. PD—15 damage.

Natural 16+: A humanoid target suffers a –2 penalty to attack and damage. Multiple instances of this effect stack with one another.

Ranged: Soulblight swarm +10 vs. MD—10 ongoing psychic damage. When any affected target suffers this ongoing damage, the sluagh immediately heals an equal amount of damage. Limited use: 1/round, as a move action.

Flight: A sluagh flies with deadly precision and fluid grace.

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
19 15 21 63

Constructs

Befouled Elemental

Befouled Air Elemental

Source Deadly Delves: Reign of Ruin

A noxious funnel of dust, debris, tumbleweeds, and stinking swamp air twirls toward you.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +9

Whirling fury +8 vs. PD—10 negative energy damage.

Natural 16+: The target is hampered (save ends).

Close: Lightning strike +8 vs. PD (1 nearby or far away enemy)—5 negative energy damage and 5 ongoing lightning damage; The air elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Flier: Air elementals are flawless fliers, changing altitude with great ease.

Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
20 17 13 45

Befouled Earth Elemental

Source Deadly Delves: Reign of Ruin

Fallow, salty mud and craggy rock congeal into a vaguely humanoid form, hulking and formidable.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +3

Rocky fist +8 vs. AC—10 negative energy damage.

Natural 16+: The earth elemental pops free from the target, and the target is moved in a straight line to a nearby location. Other creatures along the path of this movement may intercept the target.

Burrowing

AC PD MD HP
18 17 13 45

Befouled Fire Elemental

Source Deadly Delves: Reign of Ruin

The flame morphs into a grinning maw of fiery teeth, billowing smoke that smells of a funeral pyre.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +9

Fiery lash +8 vs. PD—5 negative energy damage and 5 ongoing fire damage.

Natural 16+: The fire elemental may make a second fiery lash attack as a free action.

Close: Backdraft strike +8 vs. PD—5 negative energy damage and 5 ongoing fire damage; The fire elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
19 17 13 45

Befouled Water Elemental

Source Deadly Delves: Reign of Ruin

A stomach-churning excrement-tinged odor fills your nostrils as this living tide of sewage draws near.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +3

Crushing wave +8 vs. AC—10 negative energy damage.

Natural 16+: The target’s lungs fill with water, and it is helpless until the end of its next turn. Creatures that do not breathe or that can breathe water are immune to this effect. After affecting a target with this ability, the water elemental may make a second crushing wave attack against another nearby target, both automatically moving to engage it and striking as a free action.

AC PD MD HP
18 17 13 45

Golem

Temple Sentinel Golem

Source Deadly Delves: Reign of Ruin

Incredible effort and unparalleled attention to detail must have gone into the carving of these heavy crystal statues. Not that their being pretty will make it hurt any less when they slam their unyielding fists of quartz into your face, but you have to admire the craftsmanship nonetheless.

Size/Strength Normal; Level 6th; Role Blocker; Type Construct Initiative +8

Stone sword +10 vs. AC (2 attacks)—10 damage.

Miss: 5 damage.

Finishing smash +12 vs. AC (one staggered enemy)—20 damage, and the golem pops the target free of itself and moves the target to a nearby location.

Natural even hit or miss: The target is hampered (save ends).

Natural odd hit or miss: The target is dazed (save ends).

Former idol: The tomb sentinel golems are statues of revered heroes of the forgotten human culture that built the temple, infused with holy—but destructive—positive energy. At the start of a tomb sentinel’s turn, each enemy engaged with it takes 2d6 holy damage; any die result of 6 is kept and the die is rerolled.

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

AC PD MD HP
22 20 16 90

Demons

Tethra

Source Deadly Delves: Reign of Ruin

Size/Strength Large; Level 4th; Role Wrecker; Type Demon Initiative +8

Fomorian blade +9 vs. AC—20 damage.

Natural even hit: Tethra deals +3d6 fire damage to the target and to one other nearby enemy of Tethra’s choice.

Natural even miss: 10 damage.

Close: Scourge of despair +9 vs. PD—10 lightning damage, and the target is pulled to Tethra, who engages it.

Natural even miss: 5 lightning damage.

Limited use: 1/round, as a quick action.

Desperate escalator: While staggered, Tethra adds the escalation die to his attack rolls.

Evil eye: Tethra gains resist damage 12+ when targeted by a rogue’s Sneak Attack ability.

Flight: Tethra’s fearsome bat-like wings grant him excellent momentum when flying, if not maneuverability.

Shadow and flame: Tethra gains a +5 bonus to all defenses against attacks by far away enemies.

AC PD MD HP
20 18 14 110

Dragons

Black Dragon

Black Dragon Queen

Source Deadly Delves: Reign of Ruin

She is death on the night wind, the daughter of ruin, sole heir to her mother’s cruel reign. Her jaws can crush steel like a child crushes paper and her talons are sharp enough to cleave through scale mail like butter. Her breath melts flesh and devours screams before they can even be born in a man’s throat. Beneath her wings roil currents of carrion and decay, which only serves to stoke your fear and awe as you gaze upon this fully grown black dragon.

Size/Strength Huge; Level 7th; Role Wrecker; Type Dragon Initiative +14

Vulnerability thunder

Claws and bite +12 vs. AC (2 attacks)—42 damage.

Natural 16+: The target also takes 10 ongoing acid damage.

Close: Acid breath +12 vs. PD (1d3 nearby enemies)—40 acid damage, and 10 ongoing acid damage.

Miss: 20 acid damage.

Draconic grace: At the start of each of the black dragon queen’s turns, roll a d6 to see if she gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon queen can take an extra standard action that turn. After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one.

Escalator: The black dragon queen adds the escalation die to her attack rolls.

Wand of polymorph: As a quick action, the black dragon queen can transform herself from dragon form into a tiny black and red skink, or vice versa. She cannot use her melee attacks or breath weapon in skink form, but her stats are otherwise unchanged.

Raw power—Until she is staggered, the black dragon queen rolls 2d20 with her melee attacks and uses the higher roll.

Water-breathing: the black dragon queen is an excellent swimmer and can breathe underwater.

Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
25 21 19 325

Half-Dragon

Half-Dragon Bog Toad

Source Deadly Delves: Reign of Ruin

Despite his draconic heritage, this creature isn’t much smarter than your average bullfrog, but what he lacks in brains he makes up for with size and raw nastiness.

Size/Strength Normal; Level 5th; Role Spoiler; Type Dragon Initiative +4

Om nom glomph +10 vs. AC—18 damage.

Ranged: Tongue lash +10 vs. PD—9 damage, and the target is pulled next to Hopsey, who automatically engages with it.

Close: Acid breath +9 vs. PD (1d3 nearby enemies)—10 acid damage, and 5 ongoing acid damage.

Miss: 5 acid damage.

Hop and glide: Hopsey does not fly so much as leap into the air and swoop inelegantly toward his targets, but his stubby little wings are strong enough to grant him a +5 bonus to disengage checks.

Intermittent breath: Hopsey can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 15 15 75

Half-Dragon Anaconda

Source Deadly Delves: Reign of Ruin

The snake is immense beyond belief, a thing from a nightmare, its sinuous form covered in black scales with a crest of oversized horn-like scales over its glazed red reptilian eyes. The dragon-snake coils as if to strike, its acidic breath befouling the water as its wickedly fanged maw parts hungrily.

Size/Strength Huge; Level 5th; Role Wrecker; Type Dragon Initiative +14

Bite +10 vs. AC—27 damage.

Natural 11+: The half-dragon anaconda can make a coil attack against the target as a free action.

[Special trigger] Coil +10 vs. PD—27 damage, and the target is grabbed.

Close: Acid breath +10 vs. PD (1d3 nearby enemies)—15 acid damage, and 10 ongoing acid damage.

Miss: 10 acid damage.

Constrictor: At the end of the half-dragon anaconda’s turn, a creature it has grabbed takes 27 damage.

Intermittent breath: The half-dragon anaconda can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 19 15 225

Half-Dragon Sphinx

Source Deadly Delves: Reign of Ruin

Imagine a great cat with the cruel countenance of a drow and the temper of a dragon, then make it a madcap genius. We promise you that this is worse.

Size/Strength Large; Level 6th; Role Spoiler; Type Dragon Initiative +10

Claws +11 vs. AC (2 attacks)—20 damage.

Natural 16+: The half-dragon sphinx can make a bite attack against the target or another creature engaged with her as a free action.

[Special trigger] Bite +11 vs. AC—15 damage.

Close: Acid breath +11 vs. PD (1d3 nearby enemies)—15 acid damage, and 5 ongoing acid damage.

Miss: 10 acid damage.

Ranged: Maddening Riddle +11 vs. MD—20 psychic damage.

Natural even hit: The target is stunned until the end of Orsephia’s next turn.

Natural odd hit: The target is confused (save ends).

Flier: The half-dragon sphinx is a competent flier who uses the vaulted ceiling in her chamber to her advantage if forced to fight.

Intermittent breath: The half-dragon sphinx can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
22 17 19 180

Stormwyt

Source Deadly Delves: Reign of Ruin

The creature resembles a wyvern without a stinger, but black-scaled and red-eyed. A pronounced horned ridge shades its brow, and its batlike wings flap with the calm intensity of an apex predator on the hunt as it glides through the air.

Size/Strength Large; Level 3rd; Role Troop; Type Dragon Initiative +8

Tearing jaws +8 vs. AC—15 damage and 5 ongoing acid damage.

Close: Alkaline breath +8 vs. PD (1d3 nearby enemies)—10 acid damage, and 10 ongoing lightning damage. Miss: 5 acid damage and 5 lightning damage.

Flier: A stormwyt is a capable and agile aerobat.

Intermittent breath: A stormwyt can use alkaline breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
19 17 13 90

Humanoids

Kobold

Kobold Slave

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 3rd; Role Spoiler; Type Humanoid Initiative +8

Rusty Dagger +8 vs. AC; 8 damage

Natural even hit: Until the end of the kobold’s next turn, the target does not add the escalation die to his attacks (the tetanus-infected would makes it too painful to concentrate).

Ranged: Alchemist’s Fire +10 vs. PD; 5 damage and 5 ongoing fire damage.

Natural odd hit: The target is stunned until the end of its next turn (which it will spend beating out the wickedly persistent flames of the alchemists’ fire).

Evasive: Kobold slaves take no damage from missed attacks.

Not brave: If the kobold slave’s hit points reach single digits, they will run away the first chance they get.

AC PD MD HP
20 17 14 45

Lizardman

Lizardman Priest

Source Deadly Delves: Reign of Ruin

This lizardman stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.

Size/Strength Normal; Level 5th; Role Leader; Type Humanoid Initiative +9

Unholy spear +10 vs. AC; 18 damage

Natural 16+: The lizardman priest can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +10 vs. AC; 15 damage, and the lizardman priest can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +12 vs. AC (3 attacks); 10 damage

Fervor of faith: Nearby allied lizardmen (living or undead) of lower level to the priest add the escalation die to their next attack roll.

Necromancer: As a quick action on its turn, a lizardman priest can command a nearby corpse to rise and attack its enemies. Such corpses have the statistics of either a skeleton warrior or a human zombie if human, or those of a Lizardman Mud Zombie if a lizardman. A lizardman priest can command no more than four such corpses at one time.

AC PD MD HP
21 19 15 72

Lizardman Sorcerer

Source Deadly Delves: Reign of Ruin

This Ixtupi is covered in bright war paint outlining intricate magical glyphs upon its green scales. She hisses viciously and forms a ball with her digits, her talons pulling a bolt of acid from thin air as she trains her eyes on you.

Size/Strength Normal; Level 4th; Role Caster; Type Humanoid Initiative +8

Stone-tip spear +8 vs. AC; 12 damage

Natural 16+: The lizardman sorcerer can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +8 vs. AC; 9 damage, and the lizardman sorcerer can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +10 vs. AC (3 attacks); 9 damage

Ranged: Corrosive Ray +9 vs PD; 5 acid damage and 5 ongoing acid damage.

Natural 16+: The lizardman sorcerer can use corrosive ray again immediately as a free action.

AC PD MD HP
20 14 18 54

Half-Dragon Lizardman Brute

Source Deadly Delves: Reign of Ruin

This lizardman stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.

Size/Strength Large; Level 4th; Role Wrecker; Type Dragon Initiative +8

Stone-tip spear +10 vs. AC; 15 damage

Natural 16+: The lizardman brute can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +10 vs. AC; 10 damage, and the lizardman brute can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +8 vs. AC (3 attacks); 10 damage

Ranged: Thrown spear +8 vs. AC; 15 damage

Close: Acid Breath +9 vs PD (1d3 nearby enemies) – 10 acid damage.

Miss: 5 acid damage.

Flier: Half-dragon lizardman brutes are clumsy fliers, usually hovering only momentarily to attack with their spears or breath weapons.

Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
20 18 14 110

Half-Dragon Lizardman Terror

Source Deadly Delves: Reign of Ruin

This half-dragon brute is larger by far than any of the other Ixtupi lizardmen you have seen until now. The gilding on his horns and breast scales that no other Ixtupi sports plainly marks him as a leader among his own kind. He casually hefts a stone axe taller than a full-grown human in his left hand, and you get the distinct impression he’d like to bury it in your cranium just for the fun of it.

Size/Strength Large; Level 5th; Role Wrecker; Type Dragon Initiative +9

Stone axe +11 vs. AC—20 damage.

Miss: The lizardman terror deals 5 extra damage on his next stone axe attack against this creature. This effect is cumulative, but if the lizardman terror changes targets, he loses this bonus damage.

Natural 16+: The lizardman terror can make a bite attack against the target or another creature engaged with him as a free action.

[Special trigger] Bite +11 vs. AC; 15 damage, and the lizardman terror can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +9 vs. AC (3 attacks); 15 damage

Close: Acid Breath +9 vs PD (1d3 nearby enemies) – 10 acid damage.

Miss: 5 acid damage.

Escalator: The lizardman terror adds teh escalation die to his attack rolls.

Flier: Half-dragon lizardman terrors are clumsy fliers, usually hovering only momentarily to attack with their spears or breath weapons.

Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 19 15 145

Oozes

Bog Scum

Source Book of Beasts: Monsters of the Great Druid

This thick green blob lays on top of the water, devouring everything it touches.

Size/Strength Huge; Level 7th; Role Spoiler; Type Ooze Initiative +6

Shluuuup +12 vs. AC—64 acid damage

Natural 18+: The bog scum engulfs the target (functions like a grab; see below) if it is smaller than the bog scum.

Engulf and dissolve: Targets engulfed/grabbed by the bog scum take 20 acid damage at the start of the bog scum’s turn but are not viable targets for additional attacks by the bog scum. Multiple targets can be held within the bog scum simultaneously.

Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the bog scum’s toxins overwhelm it.

Nastier Specials:

Close: Seeeeeerlp +12 vs. PD—42 acid damage and the target is stuck until the end of the bog scum’s next turn.

Natural 20: Target is stuck until the end of the battle .

AC PD MD HP
23 21 17 324

Undead

Hatchling Brood Spirits

Source Deadly Delves: Reign of Ruin

An unnatural aura surrounds this not-quite-dragon shaped flurry of shadows, the faint echoes of skittering eggshells shattering on stone accompanying their movements. These are things that should not be, you feel deep down inside—hungry entities of death scrambling for the precious scraps of life denied them by dragonslayers when they were yet unborn.

Size/Strength Normal; Level 6th; Role Spoiler; Type Undead Initiative +11

Vulnerability: holy

Ghostly Jaws +11 vs. PD—20 negative energy damage.

Natural 16+: The target is also weakened (save ends).

Close: Entropic breath +11 vs. PD (1d3 nearby enemies)—15 negative energy damage, and all affected targets must roll a normal save (11+) or suffer from fear.

Limited use: The hatchling brood spirit can use its entropic breath only when the escalation die is odd.

Drain life: The hatchling brood spirit heals half the damage it deals when it hits with a natural 16+ attack roll.

Flight: A cloud of foul darkness, the hatchling brood spirit floats and jets around.

Ghostly: The hatchling brood spirit has resist damage 16+ to all damage (yes, even holy damage) except force damage, which damages it normally. It can move through solid objects, but it can’t end its movement inside them.

AC PD MD HP
22 16 20 81

Mummy

Lizardman Mummy

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 6th; Role Spoiler; Type Undead Initiative +5

Vulnerability: holy

Necrotic slam +11 vs. AC—10 damage and 10 ongoing necrotic damage (unlike other types of ongoing damage, multiple instances of this effect do not stack); the target also suffers from the mummy’s curse. A successful save does not end the damage, although it does not continue to deal damage outside of combat (see mummy’s curse ability below).

Natural 16+: The lizardman mummy can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +8 vs. AC—15 damage.

Fear: While engaged with this creature, enemies that have 30 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Mummy’s curse: A creature affected by ongoing necrotic damage from a mummy’s necrotic slam must make a hard save (16+) to benefit from any healing effects, such as from a cleric spell, a potion, or a recovery. Ritual magic using up a minimum of a 5th-level spell slot and taking 1d4 quarter-hours to complete will remove the curse, ending this effect.

AC PD MD HP
22 16 20 90

Zombie

Lizardman Mud Zombie

Source Deadly Delves: Reign of Ruin

Layers of mud crack and flake as the desiccated body of this lizardman moves inside its hardened burial shell, lumbering toward you and loosing an unsettling hissing moan that shreds through its dry lungs and vocal cords.

Size/Strength Normal; Level 4th; Role Mook; Type Undead Initiative +3

Vulnerability: holy

Rotting claw +9 vs. AC; 6 damage

Natural 16+: The lizardman mud zombie can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +9 vs. AC—6 damage.

Headshot: A critical hit against a lizardman mud zombie mook drops it to 0 hp.

AC PD MD HP
18 16 14 15 (each)

 

Section 15: Copyright Notice

Deadly Delves: Reign of Ruin. Copyright © 2015 Jon Brazer Enterprises. All Rights Reserved. Licensed under the Open Game License.

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