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Mutant (unité) CR 3

XP 800
*A Medium Humanoid
Init +1; Senses Perception +0
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+1 Dex, +1 dodge, +5 natural)
hp 33 (5d8+10)
Fort +3, Ref +5, Will +1
Resist Fire 10
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OFFENSE
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Speed 30 ft., climb 30 ft.
Melee 2 claws +5 (1d4+2) , shortsword +0 (1d6+2/19-20,x2)
Special Attacks Grab (claw)
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STATISTICS
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Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 5
Base Atk +3; CMB +5 (+9 grapple); CMD 16
Feats Armor Proficiency, Light, Awesome Blow, Dodge
Skills Climb +10
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Grab (Ex)
If a Mutant (unité) hits with its claw attack(s), it deals normal damage and attempts to start a
grapple as a free action without provoking an attack of opportunity. Grab can only be used against
targets of a size Medium or smaller.
The Mutant (unité) has the option to conduct the grapple normally, or simply to use the part of its
body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a ?20 penalty on
its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
A successful hold does not deal any extra damage unless the creature also has the constrict special
attack. If the creature does not constrict, each successful grapple check it makes during successive
rounds automatically deals the damage indicated for the attack that established the hold. Otherwise,
it deals constriction damage as well (the amount is given in the creature?s descriptive text).
Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a
grapple.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.
Pirate (unité) CR 3
XP 800
*A Medium Humanoid
Init +2; Senses Perception +0
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 28 (5d8+5)
Fort +2, Ref +6, Will +1
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OFFENSE
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Speed 30 ft., climb 30 ft.
Melee club +5 (1d6+2) , rapier +0 (1d6+2/18-20,x2) , shortsword +0 (1d6+2/19-20,x2)
Special Attacks Rage (13 rounds/ day)
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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Cleave, Power Attack, Skill Focus (Climb)
Skills Acrobatics +7, Climb +13
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Rage (Ex)
A Pirate (unité) can call upon inner reserves of strength and ferocity, granting it additional combat
prowess. A Pirate (unité) can rage for 13 rounds per day. A Pirate (unité) can enter rage as a free
action.
While in rage, a Pirate (unité) gains a +4 morale bonus to her Strength and Constitution, as well as a
+2 morale bonus on Will saves. In addition, it takes a ?2 penalty to Armor Class. The increase to
Constitution grants the Pirate (unité) 2 hit points per Hit Dice, but these disappear when the rage
ends and are not lost first like temporary hit points. While in rage, a Pirate (unité) cannot use any
Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or
any ability that requires patience or concentration.
A Pirate (unité) can end it's rage as a free action and is fatigued after rage for a number of rounds
equal to 2 times the number of rounds spent in the rage. A Pirate (unité) cannot enter a new rage
while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or
combat. If a Pirate (unité) falls unconscious, it's rage immediately ends, placing it in peril of death.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.
Homme Dragon (unité) CR 3
XP 800
*A Medium Humanoid (Reptilian)
Init +0; Senses Perception +0
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 natural)
hp 33 (6d8+6)
Fort +3, Ref +5, Will +2
Resist Fire 30
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OFFENSE
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Speed 30 ft.
Melee greataxe +7 (1d12+4/x4) , 2 claws +2 (1d4+3)
Special Attacks Rage (15 rounds/ day)
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STATISTICS
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Str 16, Dex 10, Con 13, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Cleave, Power Attack, Skill Focus (Climb)
Skills Climb +15, Profession (choose one) +9
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Rage (Ex)
A Homme Dragon (unité) can call upon inner reserves of strength and ferocity, granting it additional
combat prowess. A Homme Dragon (unité) can rage for 15 rounds per day. A Homme Dragon
(unité) can enter rage as a free action.
While in rage, a Homme Dragon (unité) gains a +4 morale bonus to her Strength and Constitution,
as well as a +2 morale bonus on Will saves. In addition, it takes a ?2 penalty to Armor Class. The
increase to Constitution grants the Homme Dragon (unité) 2 hit points per Hit Dice, but these
disappear when the rage ends and are not lost first like temporary hit points. While in rage, a
Homme Dragon (unité) cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except
Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A Homme Dragon (unité) can end it's rage as a free action and is fatigued after rage for a number of
rounds equal to 2 times the number of rounds spent in the rage. A Homme Dragon (unité) cannot
enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a
single encounter or combat. If a Homme Dragon (unité) falls unconscious, it's rage immediately
ends, placing it in peril of death.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.
Homme Poisson (unité) CR 3
XP 800
*A Medium Humanoid (Reptilian)
Init +0; Senses Perception +0
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+1 dodge, +5 natural)
hp 39 (6d8+12)
Fort +4, Ref +5, Will +2
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OFFENSE
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Speed 30 ft.
Melee unarmed +7 (1d3+3) , longsword +2 (1d8+3/19-20,x2)
Special Attacks Force Wave (30ft. radius, 1d4 force damage, usable every 1d4 rounds)
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STATISTICS
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Str 16, Dex 11, Con 14, Int 8, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 17
Feats Acrobatic, Combat Expertise, Dodge
Skills Intimidate +6
Languages Common
SQ Humanoid Traits
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SPECIAL ABILITIES
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Force Wave (Su)
A Homme Poisson (unité) can send a 30ft. radius wave of telekinetic force around itself. This
attack causes 1d4+1 force damage. A Homme Poisson (unité) can use its Force Wave once every
1d4 rounds.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head.
humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually
have well-developed societies. They are usually Small or Medium (with the exception of giants).
Every humanoid creature also has a specific subtype to match its race, such as human, dark folk, or
goblinoid.
-Humanoids breathe, eat, and sleep.

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