The Dungeon Masters Guild
Bestiary Mythica

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Monsters
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Bestiary Main

4th Level Monsters

 

Snake Scream by: Barbara

email: wirelessgirl@hotmail.com

edition: Any
Frequency: Common
appearing : 4
AC: 3
HD: 4d6
in lair: 5%
treasure: 20 gp
attacks: 4
damage: 10-23
special att: Screaming
special def: Spit Sheild
MR: Fire , Ice ,and Lightning
Intelligence: Average
Alignment: Chaotic Evil
Size: Huge
psionic ability: none

Description: This is A giant snake with two horns on its head. It uses its scream to freeze it's apponent. It has blood red eyes and black skin. It also has wings of a dragon. This creature is very big. Don't be afraid of it's size it is weaker then what it seams to be. Its tounge is a lash weapon which will go long and lash your opponent. The creature is highly capable of dodging 43 % of your attack.

 

 

Mekkan Medium-Size Monstrous Humanoid by Kwan Darkwood

Hit Dice: 2d8+5 (13 hp)
Initiative: +2 (dex)
Speed: 50 ft., climb 20 ft.
AC: 17 (+2 dex, +5 natural armor)
Attacks: 2 Slams +2 melee or bite +1 melee
Damage: Slam 1d4, bite 1d6+1
Face/Reach: 5 ft. by 5-ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Invisibility, regeneration 1
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 10, Cha 10
Skills: Balance +6, Climb +2, Jump +2, Listen +1, Move Silently +6, Spot +1, Tumble +4
Feats: Multiattack
Climate/Terrain: Temperate and Warm Forests
Organization: 2 (Brace), 5 (Covey), 10 (Squad), 30 (Band), 50 (Horde)
Challenge Rating: 3
Treasure: Standard
Alignment: Often Chaotic Neutral
Advancement: By Character Class

Mekkans are quick, eight-legged reptiles that are extremely dexterous. They are usually very mischievous, and evil members of this race can become incredibly cruel and dangerous. They prize fine jewelry and wealth, and their activities often revolve around obtaining these items.
Mekkans can stand on anywhere from two to eight legs, allowing them to perform incredible feats of flexibility and dexterity. They have glossy black scales at birth, and their heads sport matching tentacles (though they have no control over these). They do not possess claws or talons, but instead have three digit hands with rubbery suckers on the bottom, allowing them to walk across ceilings.
A typical mekkan is 5 feet tall and weighs 100 pounds. Mekkans speak Kekenos (their own language) and Common.

Combat:

Although they are not very strong, mekkans are incredibly dangerous and clever opponents. They almost always become invisible at the beginning of a battle and then unleash their multi-legged fury. They will often attach themselves to the ceiling and then drop down upon opponents, using their improved grab ability to grapple them.

Improved Grab (Ex):
If a mekkan hits with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (see Grapple, page 137 in the Player’s Handbook). The mekkan has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it suffers a -20 penalty to grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.

Invisibility (Su): As a standard action, a mekkan may become invisible at will as per the spell improved invisibility. This is a supernatural ability.