Blood of the Earth Bestiary Plot in Imarand: The Twin Worlds | World Anvil
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Blood of the Earth Bestiary

Book of Earth Random Encounters

Roll the Dice
01-061 Small Earth ElementalCR 1Bestiary 1
07-091 ReefclawCR 1Bestiary 2
10-131d6 dire ratsCR 1Bestiary 1
14-181d4 Giant CentipedeCR 1Bestiary 1
19-23Earthen Hand ZealotCR 1See below
24-281 Small Water ElementalCR 1Bestiary 1
29-32Ravenous PigCR 1See below
33-351 Giant CrabCR 2Bestiary 1
36-391d6 fire beetlesCR 2Bestiary 1
40-46Earthen Hand CulistsCR 2See below
47-51Magnetized OreCR 2See below
52-571d6 lootersCR 2See below
58-631d4 SahuaginCR 3Bestiary 1
64-681 CrysmalCR 3Bestiary 2
69-741 Medium Water ElementalCR 3Bestiary 1
75-791 Medium Earth ElementalCR 3Bestiary 1
80-861 Earth MephitCR 3Bestiary 1
87-911d4 Small Earth ElementalCR 3Bestiary 1
92-961 Gelatinous CubeCR 3Bestiary 1
97-1001 OtyughCR 4Bestiary 1
 

Earthen Hand Zealot

 
This gruff Iannian man walks around damaging buildings with his war hammer and spells, all the while muttering profane rituals.
 
Earthen Hand Zealot
CR 1
XP 400
Human cleric of Earth 1/fighter 1
LE Medium humanoid (human)
Init +1; Senses Perception +3
Defense AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 21 (2 HD; 1d8+1d10+6)
Fort +6, Ref +2, Will +6
Offense Speed 30 ft. (20 ft. in armor)
Melee mwk warhammer +5 (1d8+2/×3)
Special Attacks channel negative energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—acid dart (1d6 acid), resistant touch (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds, divine favor, sanctuaryD (DC 14)
0 (at will)—detect magic, guidance, mending
D Domain spell; Domains Earth, Protection
Statistics Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 14
Feats Channel Smite, Toughness, Weapon Focus (warhammer)
Skills Acrobatics -4 (-8 to jump), Intimidate +4, Knowledge (planes) +4, Knowledge (religion) +5, Spellcraft +4
Languages Common
Combat Gear potion of bull's strength, potion of cure light wounds; Other Gear scale mail, light steel shield, mwk warhammer
Special Abilities Acid Dart 1d6 acid (6/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
 

Earthen Hand Cultists

 
This dwarf is leading and summoning elementals into combat with civilians, all the while he laughs maniacally.
 
Earthen Hand Cultist
CR 2
XP 600
Dwarf cleric of Earth 3
LE Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3 (+5 to notice unusual stonework)
Defense AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 23 (3d8+6)
Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Offense Speed 20 ft.
Melee +1 warhammer +3 (1d8+1/×3)
Ranged dart +3 (1d4)
Special Attacks channel negative energy 4/day (DC 12, 2d6), hatred
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—acid dart (1d6+1 acid), touch of evil (1 round)
Cleric Spells Prepared (CL 3rd; concentration +6)
2nd—hold person (DC 15), shatter (DC 15), soften earth and stoneD
1st—cause fear (DC 14), divine favor, murderous commandUM (DC 14), protection from goodD
0 (at will)—bleed (DC 13), guidance, light, resistance
D Domain spell; Domains Earth, Evil
Statistics Str 10, Dex 13, Con 14, Int 8, Wis 17, Cha 12
Base Atk +2; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Alignment Channel, Combat Casting
Skills Acrobatics -5 (-9 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +4, Perception +3 (+5 to notice unusual stonework), Sense Motive +7, Spellcraft +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Dwarven, Infernal
Combat Gear bloodroot, holy water (2 Other Gear chainmail, light steel shield, +1 warhammer, dart (4), silver holy symbol of Earth
 

Ravenous Pig

 
A large run-away swine in on the lose trashing up a shop, it looks up snort and gets ready to charge.
 
Ravenous Pig
CR 2
XP 600
hp 18 (Pathfinder RPG Bestiary 36)  

Looters

 
A group of men and women are going door to door with large sacks, picking up any valuable they can find.
 
Looter
CR 1/2
XP 200
Human fighter 1
N Medium humanoid
Init +2; Senses Perception +5
DEFENSE AC 15; touch 12, flat-footed 13 ( +2 armor, +2 Dex, +1 shield)
hp 7 (1d10+2)
Fort +4, Ref +2, Will +1
OFFENSE Speed 30 ft.
Melee shortsword +4 (1d6+2)
Ranged heavy crossbow +2 (1d10)
STATISTICS Str 15, Dex 14, Con 15, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Improved InitiativeB, Weapon Focus (shortsword) Skills Intimidate +4, Profession +5, Swim +7 Languages Common ECOLOGY Organization solitary, group (2-12) Treasure shortsword, leather armor, buckler, heavy crossbow, 10 crossbow bolts, belt pouch, 1d20 silver coins, 1d8 gold coins.  

Magnetized Ore

 
Metal like spikes struct up from the ground, as as you walk closer and metal start pulling you towards one of those spikes.
 
Magnetized Ore
CR 2
XP 600
The strange energies of the subterranean world can charge rocks and veins of ore with powerful magnetic fields, creating a hazard for anyone carrying or wearing ferrous metals. Any steel or iron brought within 20 feet of the ore is drawn toward it. Medium-sized creatures carrying 30 or more pounds of ferrous metal are pulled toward the ore as if by the pull special ability. The ore has an effective CMB of +7 and CMD 17. Small creatures are pulled if they have 15 pounds of metal, Large if they have at least 60 pounds. For creatures of other sizes, modify the weight required as per the rules for carrying capacity. Creatures wearing metallic armor suffer a penalty to their CMD to resist the pull (–2 for medium armor, –4 for heavy armor). Affected creatures are pulled up to 20 feet and slammed against the rock for 2d6 points of damage and gain the grappled condition. Creatures not carrying large amounts of metal but holding metal items in their hands are affected by a disarm maneuver as the items are ripped free. Freeing a stuck item requires a successful grapple check against the ore’s CMD.
Plot type
Appendix
Parent Plot

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