KEEPER HILL
A Fantasy Core and
D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (FC)
HD 4+19 (37 hp), AC 16* (Natural, Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4
melee 1d6+1
Or Gore (Charge attack, requires 1 rd run) +4 to hit 2d6+3 +
Stun 1 rd
Can appear to be a statue (in fact the lair is littered with
statue decoys) or can hide by changing color to match the stonework.
[Sam makes his appearance on the next level. Gray Medieval monster statue, like on a
Gothic building. He actually keeps
several decoy statues of himself on the Work Level. Cool, calculating. Likes to negotiate, but always makes sure
it’s from a position of strength. He’d
like to have Billy weakened so that he can take over Keeper Hill, but that’s a
long term plan. For now, Sam will
definitely work with Billy to combat this current threat.]
Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (5e)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine
to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Darkvision
Passive
Perception 10
Flight ability
Melee: Bite +4
to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing
Grimlock (FC)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to
match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight:
Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond
that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks,
however, and are affected normally by loud noises and sonic spells and
overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds
them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks,
visual effects, illusions, and other attack forms that rely on sight.
[Quiet
beings. They have a near group-mind when
it comes to working together.]
Grimlock (5e)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception
+3, Stealth +5, Passive Perception 14
Melee:
Stone Axe +4 to hit 7 (1d8 + 2) slashing
[Note: These aren’t the official stats for a Grimlock, which
I don’t have. They’re a modified
Lizardman.]
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