Nerzugals extended bestiary pdf free download






















This is really awesome. I used "The Nerastrim Manor" for my first adventure with brand new players, and as a brand new DM, it went really smoothly. There is a mistake with the son's name. His name is Joshua, and is referred to as such, but in the basement when you see his body, his name changes to Jacob.

Just figured I'd let you know. Thanks so much for making this Pay What you Want, it really is an incredibly useful tool. Thank you so much! I will make sure to get that typo fixed. Excellent material! I love what you've made so far and I appreciate that it's pay what you want. Are you planning on making a printer friendly version like you did with v1?

The yellowed pages are gonna suck so much ink and I would much prefer a printed copy. Do you have the latest version of the Toolkit? It should have white backgrounds so it is more printer friendly. I just wanted to say thank you for making these pay what you want. Currently due to the Wildfire near me in CA I can't pay for something this awesome, but wanted you to know that I will come back and purchase it when I get income again!!

Thanks for making it available to all! New DM here and I'm super excited to check this out. Only the cover is in color. The rest of the images within are in the style of sketches and are in black and white.

I had over 50 illustrations done and my art budget wasn't high enough to afford full-color illustrations throughout. For later projects, I may consider doing a Kickstarter to get some upfront funding to pay for such artwork. Thanks so much for the quick reply! My main reason for asking was because I was afraid of breaking my budget on ink when the time comes to print it out I assume I can print it from the PDF? Looking forward to digging in:. First of all, really think you are awesome for offering all that as pay what you want.

I have a question though if you don't mind. I'm looking at running a one shot soon hours , and I would like to know what levels and party size the one-shots are optimized for. My party will be around 3rd level and players big, I know. They find interesting NPCs the most fun. Are your one shots doable with this configuration and if so, which has your favourite NPC? Thanks for your time. The Showdown in Skalintown I think would work for your party really well. They are third level so I would use the 5th or 6th level version of the one-shot depending on how skilled they are in combat.

It is a wild west showdown with plenty of room for everyone to shine and requires the entire table to come together to plan and coordinate. He is a former member of the bandit group that is attacking the town so the party had some fun trying to decide whether or not they trusted him.

Hopefully I got back to you in time! Good luck! Hey, I make the product PWYW so even people without money can enjoy my work and have an awesome addition to their collection.

I hope you find the Toolkit helpful! When I open the document I see many blank sections and a few sections where the print is upside down and backwards. I'm using Adobe 9. Can you send a copy of the PDF you have to Nerzugal gmail.

I have been trying to find the root cause of the issue but I cannot recreate it on any of my devices with the current PDF that is downloaded for the product. I want to help out, but I don't know if it is an issue with the actual file or with the PDF viewers. I'm not sure if this is a common problem, but most of the text appears to be blending into the white background or not loading for some reason.

The text that is appearing is also upside down, which is new. Maybe I need to re-download the PDF? You can try redownloading and see if that helps, but this is the first I have heard of this error and I cannot seem to produce it myself.

I suppose it may also be a result of the PDF viewer. If you don't mind, you can send me an e-mail at Nerzugal gmail. Nerzugal's Extended Bestiary Average Rating: 7. Browse 3 Images ». Fantasy High Fantasy. Class Based Pilot, Wizard, Scientist, etc.

Dice Primarily d Level Based Earn XP and level up. Jimmy Brathen. Nerzugal Role Playing. Nerzugal's Extended Bestiary. Fans: 0 Become a Fan. Creatures that failed the save are also Senses truesight 30 ft.

A poisoned creature can repeat Languages Common the saving throw at the end of each of its turns, ending Challenge 7 2, XP the poisoned condition on itself on a success. Weakened Mind. The alchemist has disadvantage on Reactions Charisma, Intelligence, and Wisdom saving throws. Automated Reflexes. The alchemist adds 3 to its AC Advanced scanners. The alchemist uses his mechanical against one melee attack that would hit it. To use this eye to take in intricate details of his environment feature, the alchemist must see the attacker.

It has truesight up to 30 ft. Legendary Actions Actions The alchemist can take 3 legendary actions, choosing from the options below. Only one legendary action can Multiattack.

The alchemist makes three attacks: two be used at a time and only at the end of another with its servo-enhanced strike and one with its poison creatures turn. The alchemist regains spent legendary vial. Servo-Enhanced Strike. The alchemist makes a servo-enhanced strike. Poison Burst Costs 2 Actions.

The alchemist opens up a side compartment and unleashes a blast of poisonous gas against each creature within 10 feet. Each creature in this area must succeed on a DC 15 Constitution saving throw or take 16 3d10 poison damage. Rapid Repair Costs 3 Actions. The alchemist performs a swift operation on its damaged component and regains 30 hit points. Shattering Blast. When the alchemist dies, it explodes in a burst of sharp glass. Each creature within 5 feet of it must make a make a DC 11 Actions Dexterity saving throw, taking 7 2d6 slashing damage on a failed save, or half as much damage on Multiattack.

The alchemist makes two freezing a successful one. Reflective Skin. The alchemist has advantage on Freezing Strike. If the alchemist hits the same target with both of Actions its freezing strike attacks in a single round, the target is restrained until the end of their next turn Multiattack. The alchemist makes two attacks with instead. Speed 25 ft. Each creature Tough as Nails. The alchemist cannot be critically within 5 feet of it must make a make a DC 13 hit. Dexterity saving throw, taking 21 6d6 piercing damage on a failed save, or half as much on a successful one.

Actions Reflective Skin. The alchemist has resistance to Multiattack. The alchemist makes two attacks with damage from spells except for thunder damage its pummeling strike or two with its iron shard and has advantage on saving throws against spells attack.

Pummeling Strike. If the alchemist hits the same target reach 5ft. Iron Shard. The alchemist makes two attacks with its slashing strike Slashing Strike. Rain of Glass Recharge The alchemist holds out its hands and unleashes a blast of glass shards in a 15 foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 4d10 slashing damage on a failed save, or have as much damage on a successful one. Damage Resistance bludgeoning, piercing, and slashing damage from nonmagical weapons Senses passive Perception 10 Languages Challenge 1 XP.

Scorched Alchemist Actions Medium humanoid, chaotic evil Multiattack. The alchemist makes two attacks: one with its punch and one with its bite. The alchemist launches a Damage Immunities fire stream of fire at a target within 30 feet.

This flame Senses passive Perception 10 leaps to up to two other targets, each of which must be Languages within 10 feet of the first target. A target can be a Challenge 2 XP creature or an object and can only be targeted by one leap of flame. Each target must make a DC 12 Dexterity saving throw, taking 10 3d6 fire damage on a failed save, or half as much damage on a successful one. Sparking Alchemist Spellcasting.

The alchemist is a 3rd-level spellcaster. The alchemist makes two attacks with its Languages none sparking strike. Challenge 2 XP Sparking Strike. Hit: 2 1d4 bludgeoning damage plus 3 1d6 lightning damage. Adventurers come prepared with armor and weaponry to protect themselves from these foes as well as the harsh weathers that accompany high altitudes.

What many do not account for, however, is the possibility of an Alpha War Eagle protecting its lands and fellow eagles from intruders. These alphas have proven themselves above all others in their convocation. They are considered guardians of entire mountain ranges and will dispatch anyone they see as a threat to their kin. These eagles are ancient and wise, often living over three hundred years.

Typically the only threat one of these eagles has is a particularly deadly giant or a younger eagle attempting to rise up and take its place in the hierarchy. Giant Hunters. While giants have been known to train and use eagles as tools for hunting and scouting, the alpha is known for hunting giants and other large creatures of the mountain.

In order for a giant eagle to be considered an alpha, it is required that it kill a giant as a proof of its strength. Most eagles do not survive an attempt, which is why there are no alphas or only one alpha in an entire mountain range. Masters of Wind. The eagle and its massive wings have full control of the dangerous winds that shriek through the mountain tops and can bend them to its will with a single flap.

The eagle uses this primarily to assert its dominance over other eagles, preventing them from flying too close by creating a sphere of chaotic gusts. It also uses these winds for combat, especially against giants. These winds are strong enough to toss aside even the largest of hurled boulders, allowing the eagle to move in close and begin its assault. The eldest of these eagles have even been known to conjure up destructive tornadoes capable of tearing through an entire army, but eagles this powerful are quite rare.

Magical Feathers. Being around these innate magics for so long gives the eagles feathers magical properties. The eagles can use them to disable foes, sending off a single feather that will attach to a target and rattle their mind with a psychic assault. This attack also causes the victim to become immobile, allowing for the eagle to easily pick them up and drop them off a tall cliff if necessary. These feathers are sought after by rare collectors and can be used to make arrows of incredible strength.

A single alpha has enough feathers to make a hundred arrows and is worth upwards of ten thousand gold to the right buyer. The eagle makes three attacks: one with its beak and two with its talons. The eagle gives a powerful flap of its wings that conjures up a foot-radius, Keen Sight. The eagle has advantage on Wisdom foot-high tornado at a point within feet. This Perception checks that rely on sight. The area within the tornado is Flyby Attack.

The eagle doesn't provoke an opportunity heavily obscured. The tornado sucks up any Medium or attack when it flies out of an enemy's reach. The eagle has perfect control of the air arent worn or carried by anyone. At the beginning of each of its turns A creature must make a DC 16 Dexterity saving throw the eagle can choose to gain one of the following the first time on a turn that it enters the tornado or that benefits until its next turn: the tornado enters its space, including when the Ranged attacks against the eagle are made with tornado first appears.

A creature takes 21 6d6 disadvantage. In addition, a Large or eagle is considered difficult terrain for other smaller creature that fails the save must succeed on a creatures. DC 16 Strength saving throw or become restrained in All creatures that start their turn within 20 feet of the tornado until it disperses. When a creature starts its the eagle or enters that area for the first time on a turn restrained within the tornado, the creature is turn must succeed on a DC 15 Strength saving pulled 10 feet higher inside of it, unless a creature is at throw or be pushed 15 feet directly away from the the top.

A restrained creature moves with the whirlwind and falls when the spell ends, unless a creature has some means to stay aloft. A restrained creature can use an action to make a DC 16 Strength or Dexterity check. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 x 10 feet away from it in a random direction.

Often this is by choice - a sailor who spends months at a time out at sea to provide for their family. Other times it is by misfortune. Ships Ancient Fisherman Medium humanoid, unaligned are not safe from destruction and when the strongest of storms roll through entire crews may end up on the bottom of Armor Class 16 mithril chainmail the ocean. Languages any three languages Call of the Sea. Even when given the option to return to Challenge 5 1, XP civilization - their debt to the sea repaid - most choose to stay on tropical islands, far from the rest of the world.

Those who Aquatic Expert. The fisherman can hold his breath do return are never the same. They are often considered mad for up to 10 minutes and his abilities are men as they will spend hours at a time simply staring out at unimpeded when engaging in underwater combat. If the Innate Spellcasting. The fishermans innate fisherman is ever taken away from the ocean permanently, spellcasting ability is Wisdom spell save DC The fishermen that choose to stay out At will: dancing lights, shape water away from civilization are the most dangerous.

They thank water sphere the sea for each and every thing they are given and if anyone questions their convictions. For those that support the fisherman, they may be rewarded with the locations of long forgotten Multiattack. The fisherman makes three attacks: one shipwrecks or buried treasure, but often these treasures are with his harpoon and two with his hook.

The fisherman may use his bonus action to pull the target up to 30 feet towards him, dealing an additional 9 2d8 piercing damage. If the fisherman uses this attack with a target already grappled, the target is pulled up to an additional 30 feet and takes 9 2d8 piercing damage.

Whenever the grappled creature attempts to break free of the grapple, they immediately take 9 2d8 piercing damage at the harpoon tears at them. Catch and Release Recharge The fisherman performs a vicious attack on a target grappled by his harpoon within 5 feet.

He makes an attack roll with advantage using his giant hook. On a hit, he pierces through the target with the hook, then rips it from their body, dealing an additional 33 6d10 piercing damage with the attack. The aquatic strider is crafted from several lightweight metal components that are bound together by enchanted waters.

Aquatic Strider Medium construct, unaligned These waters are constantly flowing and give the strider not only its form but also the ability to shift this form when Armor Class 13 natural armor needed. The striders typical form is small and quite quick. It has four incredibly thin metal legs that are Condition Immunities charmed, exhaustion, nearly four feet long and allow the strider to move through frightened, paralyzed, petrified, poisoned the roughest of terrains with ease.

These legs hold up a large Senses passive Perception 10 cylindrical body with a central glowing core that provides the Languages understands Common and Aquan but construct its power.

While in this form, it will charge at cant speak. The strider can use its bonus action to When the strider changes into its tank form, the slender legs transform its body into a tall, swift, four-legged come together to form a long cannon that can fire burst of ice construct held together by streams of water, or into cold water at short range.

Its maneuverability is reduced a tough, slow-moving, cannon construct. While in drastically as it no longer has its flexible legs, but the striders the cannon form, the strider has its AC increased to 16 and its movement speed reduced to 20 ft. The stopping power is increased immensely.

While the striders two primary current form. It can bring its legs together to form a scoop instead of a barrel to scoop debris, it can combine legs Actions to allow it to reach across large gaps, or even take the form of a small boat and pursue enemies in the water at high speeds Multiattack. The strider makes two attacks with its impale ability. The adaptability of the strider is restricted only by the mind of its creator. Impale Strider Form Only. Water Orb Cannon Form Only.

Hit: 18 4d8 cold damage and the targets speed is reduced by 10 feet on their next turn. The strider unleashes a torrent of powerful water from its cannon in a foot line. Any creature in this area must make a DC 12 Dexterity saving throw, taking 7 2d6 bludgeoning damage and 7 2d6 cold damage and be pushed 15 feet on a failed save, or half as much damage and not pushed on a successful one.

Any creatures behind the initial target hit by this ability have advantage on this saving throw. Once an entity has found a location it dangerous of the magical elements due to its chaotic and deems suitable, often beneath the streets of an elven city or a unpredictable nature. Many wizards and scholars spend local wizards tower, it will go into a trance as it slowly saps lifetimes attempting to unlock one more secret, to reveal to magics away from everything in a three hundred foot radius.

Some of time goes on they will develop headaches, lethargy, and these scholars unfortunately take this a step too far and pay sometimes have their attempts to use magic fail entirely. Magically lit torches will cease to burn, magical locks A Failed Experiment. When one attempts to tap into the crumble away, and protective runes become useless. This seemingly limitless pool of arcane magics the world has to often leads to much larger problems than the entity itself, for offer and does not exercise appropriate precautions, the this failing magic can cause powerful creatures to break free result may end with death in a simultaneously beautiful and from their prisons, will cause unrest amongst spellcasters as horrifying manner.

But there is a small chance that these they make accusations as to the cause of these anomalies, or unleashed arcane magics take hold of the creature rather allow enemies to assault the area uninhibited. As an entity grows stronger, its influence it into a conduit of magic. These creatures become arcane begins to pierce into other planes, draining from them as entities.

Sometimes this will draw over enemies from those Hunger for Power. The entity knows only one feeling - planes, but more often it calls over creatures similar in nature hunger. It craves additional arcane energy above everything to the entity, such as arcane wyrms. These tiny arcane else. It will seek out powerful magic and attempt to consume elementals will circle around the entity, offering additional it. The creature floats along, a massive sphere of white, blue, protection in exchange for leeching off some of the energies and purple light with the dark silhouette of a humanoid pulled in by the entity.

If these breaches dig too far into other hidden within. It will strike down any who would attempt to planes, a Mysterious Starcaller may be dispatched to deal stop it from finding more power, using claws and whips with the problem first hand.

Their most powerful offensive measure involves unleashing a massive surge of energy in a deadly torrent of arcane missiles. Arcane Entity Arcane Aura. The entity sheds bright light in a foot radius and dim light for an additional 15 feet. Any Large elemental, chaotic neutral magical items that are within this area become Armor Class 15 natural armor mundane.

Enemies that Speed 0 ft. The entity makes two attacks with its claws or two attacks with its whip. Magic Resistance. The entity has advantage on saving throws against spell and other magical effects. Arcane Barrage Recharge The entity unleashes 10 4d4 missiles of arcane power at randomly selected Magic Weapons. The entitys weapons are magical. They glide along effortlessly atop of a bed of invisible magic that follows them constantly.

Their bodies are mostly translucent, allowing them to hide in just about any environment as only Arcane Wyrm Tiny elemental, unaligned those with the sharpest of eyes take notice of their presence.

They are composed of pure arcane energy and can also travel Armor Class 12 by instantaneous reallocation of this energy to another Hit Points 14 4d6 location rather than standard flight. They can call forth blasts Speed 0 ft. Drawn to Power. Arcane wyrms travel in clusters of 4 to 6 Condition Immunities prone and will always reside near areas of magical significance. Senses darkvision 60 ft. The entities are their favorite place to reside, Arcane Flicker.

Instead of flying, the wyrm can but not all are willing to accept wyrms as followers and will teleports between locations by expending that sometimes slaughter the entire cluster. Raw Magical Power. Sometimes a cluster of wyrms grows Translucent Body. The wyrm has advantage on particularly large and become brave enough as a collective to Stealth checks. The wyrms will travel and feed, slowly changing their arcane makeup to incorporate these new elements.

As they do, the cluster grows stronger and Actions form powerful bonds - eventually developing a hivemind. If Arcane Volley. The wyrm unleashes 2 jolts of arcane this cluster survives for long enough, this bond continues to energy at one or two targets within feet. Eventually, when enough energy has been damage. The result is a single entity of devastating power - a Conflux Elemental. For more information about azer history, their Azer Guard Captain Medium elemental, lawful neutral creation, and their motivation please consult these other sources.

As for these azer, they show that not all azer are Armor Class 17 natural armor, shield created equally. Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 90 ft. Speed 30 ft. Superheated Equipment. Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft. The azer captain makes two attacks: Challenge 3 XP one with its warhammer and one shield bash.

Heated Body. A creature that touches the azer or Warhammer. Shield Bash. When the azer hits with a metal 5ft. Constitution saving throw or be stunned until the Illumination. The azer sheds bright light in a foot end of its next turn. The azer captain lets out a powerful rallying cry that increases the internal flames within Actions all allies within feet that can see it or hear it. For the next minute, these azer have the damage of Multiattack. The azer makes two attacks with its their Heated Body increased by one dice category maul.

The damage from heated Flame Barrier. The azer captain adds 3 to its AC weapons increases to 9 2d8 this round and the against a ranged spell attack that would hit it by azer immediately makes an attack against each raising his shield and creating a protective barrier of enemy creature within 5 feet, making a separate flame. If the attack is still successful, the attacker attack roll for each attack. To use this ability, the azer captain must see the attack and be wielding a shield. The azers innate spellcasting spell attacks.

It can innately cast the following ability is Charisma spell save DC Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password.

Password forgotten? Click here. Advanced Search. Nerzugal's Extended Bestiary. From Nerzugal Role-Playing. Watermarked PDF. Average Rating 28 ratings. Recent Updates: 1. If you have already purchased the Toolkit, you are receiving no additional content! If you wish to pick up the full Toolkit instead, simply click the image below.

There are also plenty of stats for technological items. The Media Tie-In. The Tale of the Comet adventure was supported with the near simultaneous release of a novel called … Tale of the Comet , by Roland Green.

Exploring the Odyssey World. Tale of the Comet and the Jakandor books were both sold as being easily fit into any campaign world. Future History. A different take on monstrous robot appears on the cover of Dragon April Cordell that introduces the science fantasy sheen. In , Reid was the directory for the Forgotten Realms and Ravenloft lines.

He still found a bit of time to write each year; Tale of the Comet was his offering for Skip to content Search for:. Download options. Level agnostic, you can use with almost any adventure to add depth and flavor to your world.

Forgotten by time and stepping forth form the mists of the tropical rainforest are the mysterious frog folk, the grippli. Who are you? How did you get here? What happened last night? The Night Before is a short adventure for player characters, designed for level 2.

The players awake in a strange dungeon, with no memory of who they are or why they are there, and must uncover the secret of what happened the night before to lead them there. This adventure was designed as a stand alone adventure, but can be used as a campaign introduction.

May your players ever surprise you…. Behind every great hero is a story — a tale of brave deeds, cunning plans, self-sacrifice, and bold fortitude in the face of overwhelming odds. Use them for a change of pace between larger quests or to sidetrack the heroes during major missions. Each adventure can stand alone, but if played in sequence they tell a connected, gradually unfolding tale of magic and chaos.

It was published in July About the Title. Origins I : The Generic Adventures. However they were largely eclipsed by the eternal battle between good and evil. Adventure Tropes: Side Quests. These interludes are very loosely connected: the first adventure releases chaos; the middle adventures show the effects of growing chaos; and the last adventure resolves the problem of chaos.

As such it forms an episodic campaign , revealed in bite-sized pieces amidst a longer series of adventures. When a temple high priestess falls ill, a young noble decides it is time to discreetly confirm his missing father was secretly sacrificed for questioning her, proving she is using faith in her god for her own dark purposes.

A supplement with alternate versions of Shifters, Ideas for bringing them to Forgotten Realms, a Shifter subclass option, Shifter feats, etc. As a DM I love popping open the Monster Manual and throwing creature after creature against the party! But… I like sticking to a theme, an atmosphere, a setting.

We know throwing 1d4 giant spiders against a party, then… 1d6 giant spiders… can get a little tedious. But how about a tricky leaping spider or an armored tunnel spider? Or an ambushing trapdoor spider, then encountering the necrotic spider that has collected not only all the long lost treasure dropped from the webbings above but has a small collection of zombies?



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