Deep wilderness encoutners

Deep forest encounter

1d3 na dan, na noč = 1-2 = encounter

1d10

1.3x bugbear hunter
2.1x minotaur hunter
3.Dire boar
4.3x Deer (Light horse)
5.2x Black bear
6.Monstrous centripede – large
7.4x Boar
8.Assassin vine
9.Owlbear
10.Unicorn

1.

Bugbear
Size/Type: Medium Humanoid (Goblinoid)
Hit Dice: 3d8+3 (16 hp)
Initiative: 1
Speed: 30 ft. (6 squares)
Armor Class: 17 (
1 Dex, 3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: +2/
4
Attack: Morningstar 5 melee (1d82) or javelin 3 ranged (1d62)
Full Attack: Morningstar 5 melee (1d82) or javelin 3 ranged (1d62)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Focus (morningstar)
Environment: Temperate mountains
Organization: Solitary, gang (2–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

Bugbears speak Goblin and Common.
Combat

Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements.

Bugbear attacks are coordinated, and their tactics are sound if not brilliant.

Skills: Bugbears have a +4 racial bonus on Move Silently checks.

2.

MINOTAUR
Size/Type: Large Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: 0
Speed: 30 ft. (6 squares)
Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed — (see text)
Base Attack/Grapple: +6/
14
Attack: Greataxe 9 melee (3d66/x3) or gore 9 melee (1d84) or Javelin 6 (1d84) + Net
Full Attack: Greataxe 9/4 melee (3d6+6/x3) and gore 4 melee (1d82)
Space/Reach: 10 ft./10 ft.
Special Attacks: powerful charge 4d6+6
Special Qualities: Darkvision 60 ft., natural cunning, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Feats: Great Fortitude, Power Attack, Track
Environment: Underground
Organization: Solitary, pair, or gang (3–4)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class
Level Adjustment: +2

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

Minotaurs speak Giant.
COMBAT

Minotaurs prefer melee combat, where their great strength serves them well.

Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a 9 attack bonus that deals 4d66 points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Net:

Description

A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.

An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

3.

DIRE BOAR
Size/Type: Large Animal
Hit Dice: 7d8+21 (52 hp)
Initiative: 0
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/
17
Attack: Gore 12 melee (1d812)
Full Attack: Gore 12 melee (1d812)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Iron Will
Environment: Temperate forests
Organization: Solitary or herd (5–8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–16 HD (Large); 17–21 HD (Huge)
Level Adjustment: —

Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.

Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
COMBAT

A dire boar charges its opponent, trying to rip the target open with its tusks.

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

4.

LIGHT HORSE
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: 1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/
8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Horses are widely domesticated for riding and as beasts of burden.

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
COMBAT

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

A light horse cannot fight while carrying a rider.

5.

BEAR, BLACK
Size/Type: Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: 1
Speed: 40 ft. (8 squares)
Armor Class: 13 (
1 Dex, 2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/
6
Attack: Claw 6 melee (1d44)
Full Attack: 2 claws 6 melee (1d44) and bite 1 melee (1d62)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —

The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.

Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
COMBAT

Black bears rip prey with their claws and teeth.

Skills: A black bear has a +4 racial bonus on Swim checks.

6.

LARGE MONSTROUS CENTIPEDE
Monstrous Centipede, Large
Size/Type: Large Vermin
Hit Dice: 3d8 (13 hp)
Initiative: 2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/
7
Attack: Bite 3 melee (1d81 plus poison)
Full Attack: Bite 3 melee (1d81 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 10, Int —, Wis 10, Cha 2
Skills: Climb +10, Hide +6, Spot +4
Feats: Weapon FinesseB
Environment: Underground
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Large)
Level Adjustment: —

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.
Size Fort DC Damage
Large 11 1d4 Dex

Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

7.

4x BOAR
Size/Type: Medium Animal
Hit Dice: 3d8+12 (25 hp)
Initiative: 0
Speed: 40 ft. (8 squares)
Armor Class: 16 (
6 natural), touch 10, flat-footed 16
Base Attack/Grapple: 2/4
Attack: Gore 4 melee (1d83)
Full Attack: Gore 4 melee (1d83)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Environment: Temperate forests
Organization: Solitary or herd (5–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —

Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.
COMBAT

Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
8.

ASSASSIN VINE
Size/Type: Large Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: 0
Speed: 5 ft. (1 square)
Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/
12
Attack: Slam 7 melee (1d67)
Full Attack: Slam 7 melee (1d67)
Space/Reach: 10 ft./10 ft. (20 ft. with vine)
Special Attacks: Constrict 1d6+7, entangle, improved grab
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10
Saves: Fort 7, Ref +1, Will +2
Abilities: Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Skills: —
Feats: —
Environment: Temperate forests
Organization: Solitary or patch (2–4)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5–16 HD (Huge); 17–32 HD (Gargantuan); 33
HD (Colossal)
Level Adjustment: —

The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

Vitica ima 3 HP, ampak rabiš slashing weapon, da jih lohk prerežeš pa kot običajno če si grapplan imaš -4 na attack.

An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.
COMBAT

An assassin vine uses simple tactics:

It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.

Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check.

Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).

The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).

Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack.

It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

9.

OWLBEAR
Size/Type: Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: 1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/
13
Attack: Claw 8 melee (1d64)
Full Attack: 2 claws 8 melee (1d64) and bite 4 melee (1d81)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Scent
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary, pair, or pack (3–8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: —

An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.
COMBAT

Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.

Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

10.

UNICORN
Unicorn
Size/Type: Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: 3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural),, touch 12, flat-footed 15
Base Attack/Grapple: +4/
13
Attack: Horn 11 melee (1d88)
Full Attack: Horn 11 melee (1d88) and 2 hooves 3 melee (1d42)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Temperate forests
Organization: Solitary, pair, or grace (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Unicorns speak Sylvan and Common.
COMBAT

Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action.

Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Deep wilderness encoutners

Artesimion campaign Hephaestos Hephaestos