MONSTERS
OF LODOSS
DRAGONS OF LODOSS
Lodoss recognizes four types of dragons: Greater, Great, Wyvern, and Sea Serpents. In effect Greater Dragons are simply great wyrms and are considered to have all the abilities available to a great wyrm. Great dragons are "normal" dragons. The other two are not truly dragons in the traditional D & D sense, but are included hear because, on Lodoss, they are called dragons.
SEA SERPENT:
Gargantuan Dragon
Hit Dice: 13d10+26 (106 hp)
Initiative: +8 (DEX) (improved initiate)
Speed: swim 60 ft
AC: 18 (-3 size, +3 dex, +8 natural)
ATTACK: +16 melee
DAMAGE: 1d8+13
Face/reach: 20 ft x 60 ft
Special attacks: Swallow Whole, Breath Weapon
Special Qualities: Scent
Saves: Fort +11, Ref +11, Will +4
Abilities: Strength 30, Dex 19, Con 14, Int. 10, Wisd. 12, Cha 7
SKILLS: Swim +18, Spot +10, move silently +10
FEATS: Improved Initiative, Great Fortitude
Languages: draconic, common
Climate: Oceans
Organization: Solitary or mating pair
CR: 9
Treasure: standard
Alignment: NE
This is the sea serpent of yore. A sleek, silent eating machine roaming the ocean depths in search of both food and treasure. Sea Serpents are aggressive creatures that with attack boats even when not hungry looking for sport and treasure to take back to its lair. The creatures are extremely territorial, and only tolerate each other long enough to mate. Female sea serpents lay one to two eggs in underground lairs. The couple will normally stay together until the hatchling is born. They will take turns hunting for food and protecting the eggs. Once the hatchling emerges from its shell (about 4-6 weeks after being laid), it is on its own and the parents resume their solitary ways.
SPECIAL ATTACKS:
WYVERN:
Huge Dragon
Hit Dice: 7d12+14 (59 hp)
Initiative: +8 (DEX) (improved initiate)
Speed: 20 ft, fly 80 ft (good)
AC: 18 (-2 size, +3 dex, +8 natural)
ATTACK: bite +10 melee, 2 claws +6
DAMAGE: bite: 2d8+3, claws: 1d6+3/1d6+3
Face/reach: 10 ft x 20 ft/10 ft
Special attacks:
Special Qualities: Scent
Saves: Fort +8, Ref +11, Will +6
Abilities: Strength 20, Dex 19, Con 14, Int. 7, Wisd. 14, Cha 10
SKILLS: Spot +13, listen +10, move silently +8
FEATS: Alertness, Flyby attack, improved grab, improved initiative
Languages: draconic, common, moss
Climate: temperate and warm forest, hills, mountains
Organization: Solitary or squadron (2d10+1)
CR: 7
Treasure: 1/3
Alignment: N
Wyverns are native to the kingdom of Moss on Lodoss. They are the only variant of dragon that has ever been domesticated. They are used by the Moss army for transportation and attacking. Wyverns are swift and extraordinarily agile for their immense size.
Improved Grab (ex): if the wyvern hits with both claw attacks, it has grabbed the opponent.
Orcs, Goblins, Ogres, and Kobolds---You Think You Know Them, heh?
These critters are a lot tougher on Lodoss (must be something in the water). Here are the revised stats for these perennial favorites.
ORC
Large Humanoid
Hit Dice: 3d10+4 (18 hp)
Initiative: -1
Speed: 30
AC: 12 (+3 natural Armor, -1 Dex) or 17 (+4 scale mail)
Attack: +8 melee
Damage: (per weapon type) +6
Face/reach: 5 ft by 5ft/5ft
Special qualities: darkvision 60 ft, light sensitivity
Saves: Fort. 7, Ref. 0, Will -1
Abilities: Strength 23, Dex 8, Con 15, Int 9, Wisd. 8, Cha 8
Skills: Listen +3, Spot +4
Feats: Alertness, power attack, cleave
CR: 2
Treasure: standard
Alignment: CE
Advancement: by character class
GOBLIN
Medium Size Humanoid
Hit Dice: 2d8+1 (11 hp)
Initiative: +0
Speed: 30 ft
AC: 12 (+2 natural armor) or 15 (+3 studded leather)
Attacks: +5 melee
Damage: Per weapon +3 damage
Face/reach: 5 ft by 5 ft/5ft
Special qualities: darkvision 60 ft, scent
Saves: Fort 5, Ref: +1, Will +0
Abilities: Strength 16, Dex 10, Con +15, Int. 12, Wis 11, Cha 10
Skills: +9 hide, +4 Listen, +4 move silently, +6 spot
Feats: Alertness
CR: 1
Treasure: Standard
Alignment: NE
Advancement: by character class
OGRE
Huge Giant
Hit Dice: 5d10+20 (45 hit points)
Initiative: -2 (dex)
AC: 18 (+12 natural armor, -2 size, -2 dex)
Attacks: +18/+18 (two fists)
Damage: 1d6+9/1d6+9
Face/reach: 10 ft x 10ft/10ft
Special Qualities: DR 10/+1, immune to poison, disease, mind- affecting spells or spell-like effects
Saves: Fort. +11, Ref. +0, Will +1
Abilities: Str. 29, Dex. 6, Con 19, Int 5, Wisd. 10, Cha 6
Treasure: standard
Alignment: CE
Advancement: 6-8 hit dice (gargantuan)
CR: 6
KOBOLDS:
Kobolds don't really exist per se in Lodoss. What they call a Kobold is actually a Gnoll. Use Gnoll stats for Kobolds.