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    dwaxer
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    Joined: May 21, 2007
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    PostPosted: Sun Apr 13, 2008 4:37 pm Reply with quoteBack to top

    Bu bölüme oyuncuların karşılaştıkları monsterleri koyacağım ki toplu halde dursunlar. Mr.Green Oyuncular rakiplerini incelesin

    Kaynak: http://www.systemreferencedocuments.org/35/sovelior_sage/monstersAtoZ.html
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    Last edited by dwaxer on Fri Apr 18, 2008 9:32 am; edited 2 times in total
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    PostPosted: Sun Apr 13, 2008 4:42 pm Reply with quoteBack to top

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    Darkmantle:

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    Small Magical Beast Hit Dice: 1d10+1 (6 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 30 ft. (poor) Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 Base Attack/Grapple: +1/+0 Attack: Slam +5 melee (1d4+4) Full Attack: Slam +5 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Darkness, improved grab, constrict 1d4+4 Special Qualities: Blindsight 90 ft. Saves: Fort +3, Ref +2, Will +0 Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10 Skills: Hide +10, Listen +5*, Spot +5* Feats: Improved Initiative Environment: Underground Organization: Solitary, pair, clutch (3–9), or swarm (6–15) Challenge Rating: 1 Treasure: None Alignment: Always neutral
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    dwaxer
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    PostPosted: Sun Apr 13, 2008 4:43 pm Reply with quoteBack to top

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    Goblin:

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    Goblin, 1st-Level Warrior
    Small Humanoid (Goblinoid) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14 Base Attack/Grapple: +1/–3 Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +1, Will –1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2 Feats: Alertness Environment: Temperate plains Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves) Challenge Rating: 1/3 Treasure: Standard Alignment: Usually neutral evil

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    Last edited by dwaxer on Tue Apr 15, 2008 4:22 pm; edited 1 time in total
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    PostPosted: Mon Apr 14, 2008 4:10 pm Reply with quoteBack to top

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    Gnoll:

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    Medium Humanoid (Gnoll) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15 Base Attack/Grapple: +1/+3 Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) Full Attack: Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +0, Will +0 Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 Skills: Listen +2, Spot +3 Feats: Power Attack Environment: Warm plains Organization: Solitary, pair, hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8 hyenas), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 hyenas; underground lairs also have 1–3 trolls) Challenge Rating: 1 Treasure: Standard Alignment: Usually chaotic evil

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    PostPosted: Mon Apr 14, 2008 6:08 pm Reply with quoteBack to top

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    Lemure:

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    Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+4 natural) touch 10, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Claw +2 melee (1d4) Full Attack: 2 claws +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness Saves: Fort +3, Ref +3, Will +3 Abilities: Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5 Environment: A lawful evil-aligned plane Organization: Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40) Challenge Rating: 1 Treasure: None Alignment: Always lawful evil

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    PostPosted: Tue Apr 15, 2008 4:19 pm Reply with quoteBack to top

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    Stirge:

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    Tiny Magical Beast Hit Dice: 1d10 (5 hp) Initiative: +4 Speed: 10 ft (2 squares), fly 40 ft. (average) Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: +1/–11 (+1 when attached) Attack: Touch +7 melee (attach) Full Attack: Touch +7 melee (attach) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach, blood drain Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +2, Ref +6, Will +1 Abilities: Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Skills: Hide +14, Listen +4, Spot +4 Feats: Alertness, Weapon FinesseB Environment: Warm marshes Organization: Colony (2–4), flock (5–Cool, or storm (9–14) Challenge Rating: 1/2 Treasure: None Alignment: Always neutral

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    PostPosted: Tue Apr 15, 2008 4:26 pm Reply with quoteBack to top

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    Planetouched - Aasimar Warrior

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    Medium Outsider (Native) Hit Dice: 1d8+1 (5 hp) Initiative: +4 Speed: 20 ft. in scale mail (4 squares); base speed 30 ft. Armor Class: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 Base Attack/Grapple: +1/+2 Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) Full Attack: Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Daylight Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5 Saves: Fort +3, Ref +0, Will +0 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10 Skills: Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3 Feats: Improved Initiative Environment: Temperate plains Organization: Solitary, pair, or team (3–4) Challenge Rating: 1/2 Treasure: Standard Alignment: Usually good (any)
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    Last edited by dwaxer on Sat Apr 19, 2008 8:22 pm; edited 1 time in total
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    PostPosted: Wed Apr 16, 2008 9:35 am Reply with quoteBack to top

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    Choker

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    Small Aberration Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. (4 squares), climb 10 ft. Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 Base Attack/Grapple: +2/+5 Attack: Tentacle +6 melee (1d3+3) Full Attack: 2 tentacles +6 melee (1d3+3) Space/Reach: 5 ft./10 ft. Special Attacks: Improved grab, constrict 1d3+3 Special Qualities: Darkvision 60 ft., quickness Saves: Fort +2, Ref +5, Will +4 Abilities: Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7 Skills: Climb +13, Hide +10, Move Silently +6 Feats: Improved InitiativeB, Lightning Reflexes, Stealthy Environment: Underground Organization: Solitary Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually chaotic evil Advancement: 4–6 HD (Small); 7–12 HD (Medium)
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    PostPosted: Thu Apr 17, 2008 10:29 am Reply with quoteBack to top

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    Demon – Quasit

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    Tiny Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 50 ft. (perfect) Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15 Base Attack/Grapple: +3/–6 Attack: Claw +8 melee (1d3–1 plus poison) Full Attack: 2 claws +8 melee (1d3–1 plus poison) and bite +3 melee (1d4–1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Poison, spell-like abilities Special Qualities: Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10 Saves: Fort +3, Ref +6, Will +4 Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 Skills: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 Feats: Improved Initiative, Weapon Finesse Environment: A chaotic evil-aligned plane Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 4–6 HD (Tiny)
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    PostPosted: Thu Apr 17, 2008 11:59 am Reply with quoteBack to top

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    Orc

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    Orc, 1st-Level Warrior
    Medium Humanoid (Orc) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13 Base Attack/Grapple: +1/+4 Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3) Full Attack: Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., light sensitivity Saves: Fort +3, Ref +0, Will –2 Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 Skills: Listen +1, Spot +1 Feats: Alertness Environment: Temperate hills Organization: Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1/2 Treasure: Standard Alignment: Often chaotic evil


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    PostPosted: Thu Apr 17, 2008 5:32 pm Reply with quoteBack to top

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    Elf warrior

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    Elf, 1st-Level Warrior
    Medium Humanoid (Elf)
    Hit Dice:1d8 (4 hp)
    Initiative:+1
    Speed:30 ft. (6 squares)
    Armor Class:15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
    Base Attack/Grapple:+1/+2
    Attack:Longsword +2 melee (1d8+1/19–20) or longbow +3 ranged (1d8/x3)
    Full Attack:Longsword +2 melee(1d8+1/19–20) or longbow +3 ranged (1d8/x3)
    Space/Reach:5 ft./5 ft.
    Special Attacks:None
    Special Qualities:Elven traits
    12Saves:Fort +2, Ref +1, Will –1*
    Abilities:Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8
    Skills:Hide +1, Listen +2, Search +3, Spot +2
    Feats:Weapon Focus (longbow)
    Environment:Temperate forest
    Organization:Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
    Challenge Rating:½
    Treasure:Standard
    Alignment:Usually chaotic good



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    PostPosted: Fri Apr 18, 2008 9:24 am Reply with quoteBack to top

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    Krenshar

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    Medium Magical Beast Hit Dice: 2d10 (11 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Bite +2 melee (1d6) Full Attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Scare Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 Skills: Hide +4, Jump +9, Listen +3, Move Silently +6 Feats: Multiattack, TrackB Environment: Temperate forests Organization: Solitary, pair, or pride (6–10) Challenge Rating: 1 Treasure: None Alignment: Usually neutral

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    PostPosted: Fri Apr 18, 2008 9:31 am Reply with quoteBack to top

    .
    Formian

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    Formian Worker
    Small Outsider (Lawful, Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +2
    Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
    Base Attack/Grapple: +1/–2
    Attack: Bite +3 melee (1d4+1) Full Attack: Bite +3 melee (1d4+1)
    Special Qualities: Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, resistance to electricity 10, fire 10, and sonic 10
    Saves: Fort +3, Ref +4, Will +2
    Abilities: Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
    Skills: Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4



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    PostPosted: Fri Apr 18, 2008 6:04 pm Reply with quoteBack to top

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    Mephit

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    AIR MEPHIT
    Small Outsider (Air, Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 30 ft. (6 squares), fly 60 ft. (perfect) Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 Base Attack/Grapple: +3/–1 Attack: Claw +4 melee (1d3) Full Attack: 2 claws +4 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2 Saves: Fort +3, Ref +6, Will +3 Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) Feats: Dodge, Improved Initiative Environment: Elemental Plane of Air Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral Advancement: 4–6 HD (Small); 7–9 HD (Medium) Level Adjustment: +3 (cohort)

    Air mephits come from the Elemental Plane of Air.

    An air mephit is about 4 feet tall and weighs about 1 pound.

    Air mephits speak Common and Auran.

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    PostPosted: Sat Apr 19, 2008 3:52 pm Reply with quoteBack to top

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    Worg

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    Medium Magical Beast Hit Dice: 4d10+8 (30 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+7 Attack: Bite +7 melee (1d6+4) Full Attack: Bite +7 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +6, Will +3 Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 Skills: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2* Feats: Alertness, Track Environment: Temperate plains Organization: Solitary, pair, or pack (6–11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually neutral evil
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