There are not a lot of outsiders that can fill the "goblin niche". Their naturally high Hit Dice, full BAB and resistances means they're simply more dangerous than a regular old Monstrous Humanoid. Nonetheless, while preparing for a low level adventure, I needed a horde of crawling, creeping, sneaking, biting, spitting, screaming devils to come pouring out of an abyssal portal. This is what I came up with;
Krahling CR 1/2
XP 200
LE small outsider (devil)
Init +1; Senses Darkvision 60-ft.; Perception +4
DEFENSE
AC 12, touch 12, flat-footed 11 (+1 size, +1 dex)
hp 8 (1d10-2)
Fort -2, Ref +2, Will +2
Resistance acid/10, cold/10, fire/10
Immunity fire, poison
Weakness: critical hits
OFFENSE
Speed 30 ft.
Melee bite +1 (1d3), 2 claws -1 (1d4)
Ranged spit +2 (1d4 plus phlegm)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 10, Dex 13, Con 7, Int 7, Wis 12, Cha 11
Base Atk +1; CMB 10; CMD 12
Feats Skill Focus (stealth)
Skills Perception +4, Sense Motive +4, Stealth +7, Bluff +4
Languages: Infernal; telepathy 100-ft.
SPECIAL ABILITIES
Phlegm (Su): Krahlings spit globules of gross mucas that emits a noxious smell. Creatures hit with this phlegm must succeed on a DC 8 fortitude save or be dazed for 1 round.
See in Darkness (Su): Krahlings can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Weakness to critical hits (Ex): When an attack against a Krahling is rolled and a natural 20 is the result, the attack kills the Krahling.
ECOLOGY
Environment: Dungeons
Organization solitary, pair, or mob (3-7)
Treasure none
RPG.SE is great for answering your questions!
I do not know how many role-players are aware of this site, but if you need answers to RPG questions, the RPG Stack Exchange is a great resource. It is not a forum, however, and off-topic conversations and opinions are purposefully kept to a minimum. I suggest that you read their FAQ before posting a question, however, as not every question has a place on the site.
How to Draw a Dungeon with Excel
| An example of Excel dungeon maps |
You can make attractive, incredibly functional and easy maps using Excel. I will show you the basics here. They may not be the prettiest maps in the world, but they work great for D&D or Pathfinder games played on grids. Read on for more information!
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| Row Height 21, Column Width 3.43 |
After opening Excel and selecting a worksheet, the first
thing you need to do is resize the cells to a square grid. Make sure you have
all the cells of the worksheet highlighted (ctrl+a) and select “Format” from
your ribbon. Click on “row height” and change the value to 21. Then select
format again, this time selecting “column width” to 3.43. The dimensions are not exact, but this is the value I use. The important thing is that the cells become a uniform grid.
| Start with a simple outline. |
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| Select "Draw Border" |
Now you may draw walls along the grid lines by selecting the
“draw” tool from the "borders" toolbar,
usually located underneath the font drop-down. When you select the draw tool,
the mouse pointer will become a pencil. Clicking or dragging your mouse across the
edge of a cell will draw a border along that cell. You can select the line thickness,
pattern, color and eraser from the “draw borders” menu.
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| Change the line style to draw doors. |
Place Doors in the map by selecting the double-line style
and drawing them as you would a wall. Using this method, the door is drawn on
the edge of a square, meaning that it does not occupy any square. If you
require a door that occupies a specific square, you would have to draw the line
by using Excel’s “Shapes” Function.
![]() | ||
| Add shapes to the map. |
Excel is not a drawing program, and so does have limits to
what we can do, but with creativity you can stretch the program to cover just
about anything you need. We can use the Shape function to place specific
objects in the room. Go to the Insert tab at the top of the program, and then
select “shapes” for a drop-down list of available schema to insert into your
map. I put some circles in several squares to represent pillars for players and
monsters to hide behind. I also added a star, which represents a statue. I will
key this statue later in this tutorial. You can use the default shapes, or you can import your own.
![]() |
| Highlight cells outside the dungeon. |
We have a room with a door and some set dressing, but it
does not stand out from the rest of map very well, so I am going to highlight
the room by formatting the cells around the room to a darker color. Select the
cells outside the room, which would be the solid stone of the dungeon walls.
You can add to your selection by holding the CTRL key and highlighting those
cells with your mouse. When you have the cells selected, use the “fill” tool
next to the “draw border” tool to paint each cell you highlighted the color you
selected.
| An example of the near finished dungeon. |
You can add encounter notes, stat-blocks, and information
directly to the map by drawing a text box “shape”. The text box lets you write inside it. Here I have added details about three
ghouls who make this dungeon their home, information about a locked door in
this dungeon, and a note about a trap!
You can add a key to the map by drawing a square shape,
then placing more shapes inside of it. Use the symbols on the map keyed to text boxes with a corresponding description. The “group”
function is a good way of keeping your key and other more complicated shapes linked together like a single object. If you
need to alter the key you can “un-group” the object to make the changes.
| Commenting in the cells is a great way to key the map |
Finally, each cell of the map can hold a ridiculous amount
of information, so you can add notes relating to the spaces in the map directly
to that square. You can select the cell and start writing, but your notes will
clutter the map. It may be a better idea to right-click a cell and select “add comment”.
A comment box will pop up, which you can type in, re-size, and move around the
screen. Right-click the cell again, select “Hide Comment” and it will shrink
into the cell until you hold your mouse over it. You can still see that a cell
has a comment because the top right corner of the cell has been highlighted
red.
Ral Partha Miniatures
| Owning a lead alloy figurine of a pre-historic hyena makes you the Bell-o'-the-Ball in my social circle. |
Ral Partha is a miniature company
founded in 1975 around then 16 year old Tom Meier. The company has had a tumultuous
relationship with Dungeons & Dragons since Hasbro took the reins of the
franchise in 1997, but has continued to produce their line of Battletech,
Shadowrun and classic fantasy figures in Europe and under the name Iron WindMetals in the US. They are fantastic, varied, inexpensive, and have an
old-school feel.
![]() |
| Many of the Iron Wind Metals and Ral Partha EU minatures are generic fantasy figures, perfect for Pathfinder or your favorite OSRIC rules-set. |
Ral Partha's European website does ship to the United States & Canada, but they charge an extra fee for any shipment under 10 Euros.Their prices are reasonable, and with current exchange rates that equals about $13, which I could spend in one fell-swoop. The stateside Iron Winds Metals has most everything the EU does, though, so I would check there first.
| Fantasy figurines are a dime a dozen (figuratively), but this Bureau Chief is something unique, and I love how he's holding a bottle of scotch. |
Behemoth: Biggest Born of Earth
"Behemoth biggest born of Earth upheav'd
His vastness: Fleec't the Flocks and bleating rose"-Milton, Paradise Lost, Book 7
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| Behemoth from the 1863 edition of Dictionnaire Infernal |
The word behemoth is taken from the Hebrew “b’hemah”, which means “beast”. The book of Job uses the plural (which was a way to denote importance) and Latinate version of the word to describe an awesomely powerful animal that no man could hope to catch or domesticate. Some scholars have said that this was a reference to a river-animal, probably a hippopotamus. The apocryphal Book of Enoch describes the behemoth as one of two creatures who would be slaughtered and fed to the righteous at the end of the world. An 1818 occultist work, the Dictionnaire Infernal, lists Behemoth as a demon, patron of gluttony and either serves Satan or is Satan himself.
Here is a Pathfinder RPG monster inspired by the Behemoth.
B'hemah CR8
XP 3,200CE Large outsider (demon)
Init -1; Senses darkvision 60-ft.; Perception +11
DEFENSE
AC 20, touch 10, flat-footed 19 (+6 natural, +4 hide armor, +1 dex, –1 size)hp 70 (7d10 +35)
Fort +9, Ref +1, Will +8
Defensive Abilities: DR 10/magic; Resistance acid/10, cold/10, fire/10 Immunity Electricity, poison
Weaknesses vulnerability to sonic (attacks that deal sonic damage inflict 50% damage again)
OFFENSE
Speed 30 ft.Melee gore +14[+12*] (2d6+10[+16*]), 2 claws +9[+7*] (1d8+7 [+10*])
*adjusted for Power Attack
Space 10 ft.; Reach 5 ft.
Special Attacks Power Attack
Spell-Like Abilities (CL 7th)
- at will-detect magic
- 1/day-summon (40% chance of summoning 1 b'hemeh)
STATISTICS
Str 24, Dex 9, Con 18, Int 12, Wis 13, Cha 8Base Atk 7; CMB +14; CMD 23
Feats Power Attack, Toughness, Iron Will, Improved Natural Armor
Skills Handle Animal +8, Intimidate +8, Knowledge (geography) +11, Perception +11, Sense Motive +11, Survival +11, Swim +18*
Racial Modifiers +4 swim skill
*-3 armor adjustment
Languages: Abyssal, Common; telepathy 100-ft.
SPECIAL ABILITIES
Graze (Su): Once per turn as a free action a B'hemah within reach of a creature's corpse may use its trunk to graze on that corpse. The b'hemah gains 1d8+1 hit points, up to its maximum. In addition gains +2 circumstance bonus on intimidate checks to demoralize a creature who can see the b'hemah graze that turn. A corpse being grazed on must belong to a humanoid or monstrous humanoid with an inteligence score higher than 3 for the b'hemah to gain hit points. A corpse can be grazed on a number of times equal to half the creature's original hit dice, minimum once.ECOLOGY
Environment rivers, submerged dungeons, the AbyssOrganization solitary, pair, or platoon (3-7)
Treasure standard, large hide armor
B’hemah are foul, bloated beings obsessed with undermining good manners. They look like bipedal elephants, but their sharpened tusks are black and their hand-like forelimbs end in stubby clawed fingers. They belch, scream, burble, warble, and secrete anytime they are not shoving too much food in their mouth, which they often are. Like all demons, they do not need to eat to sustain themselves, but for pleasure. While they certainly have a broad idea of what constitutes food, especially enjoying the flesh of intelligent creatures garnished with rotting foliage, they are pickier than many demons. They will not eat the flesh of undead, animals, or inorganic matter.
P.S.
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| If a post mentions a hippopotamus, I mention the Giff. This is simply fact. |
Bleet, Ant-Covered Familiar CR 2
XP 600
LE Medium devil
Init +2; Senses dark-vision 60 ft.; Perception +2
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 dexterity, +4 natural)
hp 30 (3d10+15)
Fort +6, Ref +3, Will +3
immunity fire and poison
resistance acid 10; cold 10
OFFENSE
Speed 30 ft., fly 60 ft.
Melee 2 claws +6 (1d8+3) and bite +4 (1d6+3 plus filth
fever)
Space 5 ft.; Reach 5 ft.
Special Attacks Filth Fever (Ex) Bite—injury; save Fort DC
15, onset 1d3 days, frequency 1 day, effect 1d3 Con damage, cure 2 consecutive
saves
STATISTICS
Str 16, Dex 14, Con 20, Int 14, Wis 14, Cha 16
Base Atk +3; CMB +5; CMD 20
Feats weapon focus (bite), improved natural armor
Skills Bluff +9, Climb +8, Fly +11, Knowledge (the Planes)
+8, Perception +8, Sense Motive +9, Spellcraft +9, Stealth +9
Languages Common, Infernal, Draconic, Telepathy 100 ft.
SPECIAL ABILITIES
See in Darkness (Su): Bleet can see perfectly in darkness of
any kind, even that created by a deeper darkness spell.
Ants (Ex): Bleet is covered in ants, which crawl over and
bite anyone who nears. Creatures who are within 10-ft. when Bleet starts its turn are swarmed by the ants and nauseated
for 1 round; Fortitude save (DC 15) negates. The save DC is charisma based.
How to Design A Wilderness with Mind Maps
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| An example of a Mind Map wilderness. |
Mind
maps are diagrams used to represent words, ideas, tasks, or other items linked
to and arranged around a central key word or idea. When using a mind map to
design a wilderness, the various locations are arranged as separate ideas and
connections are drawn between these locations to represent physical pathways.
Designing a wilderness as a mind map
is an organizational technique for game masters. It is used to design
wilderness adventures with substance and make it easy to manage that substance
at the game table. Players benefit by having a well-written adventure, but this post is primarily for game masters.
Mind maps can be thought of as being similar to a dungeon; each room of the dungeon is an idea, and doors are the lines which connect two ideas together. We will use this terminology when describing the wilderness mind map. A scene in a forest may be one of a waterfall falling into a deep stone basin of green water, but we will call it a room. A small pathway carved into the side of a mountain will be called a door.
Mind maps can be thought of as being similar to a dungeon; each room of the dungeon is an idea, and doors are the lines which connect two ideas together. We will use this terminology when describing the wilderness mind map. A scene in a forest may be one of a waterfall falling into a deep stone basin of green water, but we will call it a room. A small pathway carved into the side of a mountain will be called a door.
The party’s motivation needs to be
considered before beginning a mind map wilderness. The hook or hooks for
enticing your players toward adventure should influence the design of your
dungeon. If nothing comes to mind at the start, hooks can develop during the
design process. Move forward in the process and be prepared write down any
ideas for hooks that come along. Game masters will need something to write with
and several pieces of paper to design their wilderness adventure.
The three
main elements to your mind map wilderness are rooms, doors, and in-betweens.
Rooms
Rooms
represent the major scenes in your adventure. All the encounters and challenges
are organized into rooms. A room in a wilderness mind map is depicted as a
bubble. Players enter and exit scenes in your adventure by following paths in
and out of these rooms.
The first step in drawing a mind map
wilderness is drawing a bubble to represent the first room. If the bubble is
too small to write a few sentences in, key that location to another sheet of
paper. Each room needs a short description to be read as the party encounters
it.
A room’s
description should be enough to give the players a clear image of the area and
to set the area apart from any others they may encounter. The description
should be short and simple.
Trees here cast a lot of shade, and it’s comfortably cool. The grass is tall, dry, sharp, pulls at the hems of your cloaks and scuffs the leather of your boots. A creek overgrown with weeds is small enough to step over and flows from the east to the west.
The example
above uses the creek as a door by encouraging the party to follow it up or downstream.
Game masters cannot take for granted that the party will decide to follow the
stream, but he can discourage the party from moving in certain directions by
describing hazardous terrain.
Trees here cast a heavy shade, and it’s comfortably cool. The grass is tall, dry, sharp, pulls at the hems of your cloaks and scuffs the leather of your boots. A creek overgrown with weeds is small enough to step over and flows from the east to the west. A copse of thorn bushes to the north is wide and dense. Moving in that direction will be difficult.
The
copse of thorn bushes is an obstacle the party would avoid if they are able.
The party could still walk around or through the obstacle, but they have given a
reason to avoid that direction. Ultimately, the players should decide if they
are going to avoid a hazard.
Some terrains are relatively safe,
and others are practically impassible. A copse of thorn bushes should be a
moderate hazard to the party. It should be unpleasant for those unused to the
trials of the wild and those who do not have abilities like woodland stride, but a concerted effort
to pass should yield results. A sheer cliff face is practically impassible for
everyone without significant climbing experience. It should represent a
significant danger to those who seek to scale it. Game masters should not completely
disallow the party from attempting pass a hazard beyond their ability, but they
should make the dangers apparent.
For organization, encounters occur
exclusively in rooms. They should be prepared ahead of time and be of an
appropriate challenge level. Combat encounters should make use of the varied
terrain in the wilderness. Fallen logs, shallow pools of mud, thick bushes and
large boulders are appropriate for encounters in a forest. Loose gravel, sharp
rocks, and dangerous fauna are compelling features of an encounter set in the
desert.
Doors
Doors are transitional scenes
between rooms. Doors are represented on the mind map by lines drawn between
rooms corresponding to directions the party may travel. A deer path, a creek, a
river, or a copse of bushes could be a door.
Each
door has some descriptive text as segue to the next room. The description
should be brief, mentioning the approximate time traveled and the general
terrain, and not go into details about landmarks. If the door’s description is
too long or too interesting it would work better as a room. The remarkable
events of the party’s journeys are handled primarily in rooms. The game master
needs to usher the party through the door quickly and introduce the next room
before the party gets distracted. Doors need to represent enough distance to
contain an in-between and obscure the exact dimensions of the mind map
wilderness. The time it takes the party to travel from one room to another
needs to be long enough to contain an in-between and obscure the exact
dimensions of the mind map wilderness. An hour per door (roughly 4 miles) makes
for a very large wilderness, while 10-minutes per door (less than a mile) will make
a relatively small wilderness. Doors in
a wilderness dungeon differ from doors in an actual dungeon in that the party
cannot peek into the room or listen at the door before deciding to enter. By
the point that the party can see what is in a room they have already passed
through the door and have effectively entered the room.
When the
party moves through a door, they contend with the environment and risk becoming
lost. The scout leading the party may use his Survival skill to avoid becoming
lost. One character may make a survival skill check each time the party moves
through a door. The base DC for this skill check is 15, but the DC can be
influenced by the terrain and environment. Success means that the scout has shown
the party the right direction, and they arrive in the next room without
significant delay. If the survival check fails by four or less the group takes
twice as long to get to their destination, in addition they must make
constitution checks with a DC equal to the failed survival check to avoid
becoming fatigued by the terrain. Characters that are already fatigued instead
become exhausted. A survival check that fails by five or more means that the group becomes so lost they double
back to a room they’ve already been.
In-betweens
A
dungeon has walls, but the wild has hazards. In the wilderness, the party has
more freedom and can move in any direction they like, but they must make their
own trail. The game master encourages the party to go in certain directions
with hooks and obstacles, but it is only a matter of time before the party goes
a place he has not detailed. Role-playing games are improvisational, but game
masters can have a plan by creating several modular rooms in advance. These
rooms are called “in-betweens” because they can be sewn between two rooms as they
are needed.
In-betweens
are easy to place, but they take just as much time and effort to design as any
other room. Encounters with monsters or hostile animals can encourage the
players to stay on the beaten path, but every encounter in an in-between does not
need to be a random encounter. An in-between containing a cave can be placed in
reserve so that game master is able to place it when the party is in need of a
secure place to rest and recover. If the players are losing interest in
exploring the wilderness, the game master can place an in-between containing a
fight to renew the player’s interest. In-betweens containing undiscovered ruins
or natural wonders can create a sense of discovery.
An in-between is placed by drawing a
line from the room that the players are leaving and a room that the players
will ultimately enter, and label the line as a specific in-between. Game
masters can also label a door that already exist as an in-between so that they
can place modular elements to the map as they are needed. Once the game master
has placed an in-between he can begin describing the room as though it were
there all along. When the party returns to an in-between it behaves as any
other room.
The party may want to deviate from a pathway or an in-between before arriving at a room. Game masters can place in-betweens the same way as placing an in-between from any other room. A line is drawn and connected to the nearest room and labeled as an in-between.
A game
master has the discretion as to whether or not to place an in-between. If the
party deviates from prepared paths and it seems too early or an inappropriate
to inject a mind map, an ad-hoc door can be drawn between the room that the
party is leaving and an adjacent room. This ad-hoc door behaves like any other
door; he gives a brief description of the transition and quickly introduces the
next room.
Landmarks and Maps
The party often backtracks to places
they’ve already been, and they should find those locations in the same place
they left them. Landmarks which can be seen from anywhere in the dungeon, like
mountains towering in the distance, should always be in one direction. These
landmarks can be used as a point of reference when navigating the wild.
A mind
map wilderness is not a fully illustrated map with each distance and each rock
placed in proper order, but the general dimensions of the forest can be detailed
with the mind map. The exact barring of a room on the mind map does not
directly correspond to the barring of the location it relates to on a map, but
a compass rose can be used on a mind map to indicate what directions the rooms
are relative to one another. For example, if the compass rose indicates that north
is toward the header of the page, a room closer to the top of the mind map is
farther north than those beneath it. A
room to the right of same mind map is more eastern than a room to the left. This
is an abstraction, however. A room drawn on the mind map two inches farther
left and a little higher than the party’s location is not necessarily several
miles west and a few degrees north.
An in-game or prop map with exact
coordinates will be an obstacle to a game master managing a mind map
wilderness. Grid wilderness is discussed in the next chapter, and works very
well with detailed maps. If the party has a map at their disposal it should
provide a circumstance bonus on survival checks to avoid getting lost, but even
with a map navigating the wilderness is a matter of overcoming obstacles and
circumnavigating the many impassible terrains.
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