Upperdark Encounters Listing

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Upperdark Encounters ListingWhile many of the creatures of the Upperdark are detailed on the Underdark Denizens page, they are not the only

creatures one can expect to encounter in the upper levels of the Underdark. Belo is a more complete listing of hat

characters may come across during their travels in this level !i.e. random encounters".#here are to general types of terrain found in the Upperdark$ %ettled and &rontier. Each is descri'ed 'riefly 'elo,

along ith the accompanying creatures and encounters to 'e had in that particular environment.

%ettled

%ettled areas feature colossal caverns that can 'e miles on a side, a fair num'er of small villages and vaults no morethan a days travel from each other, and some tunnel patrols from near'y cities or fortresses !hich often enough are

dro, illithid thralls, duergar, or derro".

o (llip

o Boggle

o Baneguard

o Baphitaur

o Barghest

o Basilisk

o Beholder, gauth

o Bug'ear

o )arrion craler

o )entipede, Large monstrous

o )hitine

o )ilda'rin

o Darkmantle

o Derro

o Dire )or'ie

o Dragon, *uvenile 'lack

o Dragon, young deep

o Dro scouts

o &ungus, violet

o +argoyle

o +hast

o +houl

o +i''erling

o +rick

o ell hound

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o oler

o -'randulin

o Lith

o eazel

o inotaur

o /haerlock

o 0uaggoth

o 1oper

o 1othe, deep

o %hado

o %pan of 2yuss

o

%pider, Large monstrouso %arm, 'at

o #roglodyte

o #roll

o #roll, cave

o Um'er hulk

o 3ampire span

o 3argouille

o 3ermin lord

o Wererat troupe

o Wight

o Winter olf

o Wraith

o Wyste

o 4orn, minor

o 5om'ie, medium

• &rontier 

&rontier areas are lightly settled tunnels or caves, 'ut communities are small and far apart, usually separated

 'y miles of tunnels.

o ('ishai, 'lack

o (nkheg

o Baphotaur 6near the La'yrinth7

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o Bat, deep !'one'at or nighthunter"

o Baneguard

o Beholder, gauth

o Bodak

o Bug'ear 'and

o )hitine hunters

o )ilda'rin

o )loaker

o )ockroach, giant

o Desmodu

o Dire cor'ie

o

Dragon, *uvenile deepo Dragon, *uvenile copper

o Dragon, young adult 'lack

o Dragon, young red

o Dragonkin

o Dro scouts

o Duergar marauders

o Earth +lider

o Ettin

o &ouling

o +haunadan

o +iant, phaerlin

o +iant, stone

o +loura

o +o'lin ar party

o +rick

o +rimlock hunters

o +ray render

o ound of the gloom

o Lamia

o Lurker

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o Lurking strangler

o edusa

o etalmaster

o ind flayer

o indshredder larva

o ohrg

o  8ifern

o  8ycter

o 9oze, 'lack pudding

o 9tyugh

o /haerlock

o

/surlon, averageo 1aggamoffyn, shrapnyl

o 1eason stealer

o 1oper

o 1oper, prismatic 6near the Deep 1each7

o %caladar 6near Undermountain7

o %corpion, giant hip

o %kindancer

o %laad, red

o %pellgaunt

o %pider, harpoon

o %pider, Large monstrous

o %pider, giant sun

o %pider, giant hip

o %pider, shado

o %pider, su'terranean !sord"

o %tonesinger

o %usurrus

o %virfne'lin patrol

o %arm, 'at

o %arm, samp strider 6near lakes : seas7

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o #roglodyte ar party

o #roll

o #roll, cave

o Um'er hulk

o 3ampire span

o 3ermin lord

o Wererat troupe

o Wraith

• BASILISK Size/Type: edium agical Beast 

Hit Dice: ;d<=><? !@A hp"

Initiative:  <

Speed: ?= ft. !@ sCuares"

Armor Class: <; !< Dex, > natural", touch , flatFfooted <;

Base Attack/Grapple: >;G>H

Attack : Bite >H melee !<dH>I"

!ll Attack : Bite >H melee !<dH>I"

Space/"eac#: A ft.GA ft.

Special Attacks:  J

Special $!alities: Darkvision ;= ft., loFlight vision 

Saves: &ort >, 1ef >@, Will >I

A%ilities: %tr  <A, Dex H, )on <A, -nt ?, Wis <?, )ha <<

Skills: ide >=K, Listen >, %pot >

eats: (lertness, Blind &ight, +reat &ortitude 

&nvironment: Warm deserts

'r(anization: %olitary or colony !I;"

C#allen(e "atin(: A

Treas!re:  8one

Ali(nment: (lays neutral 

Advancement: <= D !edium" <<<H D !Large"

Level Ad)!stment:  J

• ( 'asilisk is a reptilian monster that  petrifies living creatures ith a mere gaze. ( 'asiliskusually has a dull 'ron 'ody ith a yelloish under'elly. %ome specimens sport a short,

curved horn atop the nose. (n adult 'asiliskMs 'ody gros to a'out ; feet long, notincluding its tail, hich can reach an additional length of A to feet. #he creature eighs

a'out I== pounds.

• C'*BAT• ( 'asilisk relies on its gaze attack, 'iting only hen opponents come ithin reach.

#hough it has eight legs, its slo meta'olism renders it relatively sluggish, so it does not

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expend energy unnecessarily. -ntruders ho flee a 'asilisk rather than fight can expect, at

 'est, a halfhearted pursuit. #hese creatures tend to spend most of their time lying in aitfor prey, hich includes small mammals, 'irds, reptiles, and similar creatures.

• +etri,yin( Gaze -S!.: #urn to stone permanently, range I= feet &ortitude D) <I negates.

#he save D) is )harismaF'ased.

G"&AT&" BA"GH&ST

Greater Bar(#est

Size/Type: Large 9utsider  !Evil, Extraplanar , Laful, %hapechanger "

Hit Dice: dH>? !; hp"

Initiative: >;

Speed: @= ft. !H sCuares"

Armor Class: ?= !< size, >? Dex, > natural", touch <<, flatFfooted <HBase

Attack/Grapple:>G><H

Attack : Bite ><I melee !<dH>A

!ll Attack : Bite ><I melee !<dH>A" and ? clas >H melee !<d;>?"

Space/"eac#: <= ft.GA ft.

Special Attacks: %pellFlike a'ilities, feed

Special $!alities: )hange shape, damage reduction <=Gmagic, darkvision ;= ft., scent 

Saves: &ort >, 1ef >H, Will ><=

A%ilities: %tr  ?=, Dex <A, )on <;, -nt <H, Wis <H, )ha <H

Skills:

Bluff  ><;, )lim' ><, )oncentration ><A, Diplomacy >H, Disguise >@ !>;acting", ide ><=K, -ntimidate ><H, Nump >?<, Listen ><;, ove %ilently ><@, %ense otive ><;, %pot ><; %urvival ><; !><H folloing tracks",

#um'le ><;

eats: )om'at )asting, )om'at 1eflexes, -mproved -nitiative, #rack  

&nvironment: (n evilFaligned plane

'r(anization: %olitary or pack !I;"

C#allen(e "atin(: A

Treas!re: Dou'le standard

Ali(nment: (lays laful evil 

Advancement: %pecial !see 'elo"Level

Ad)!stment: J

( 'arghest that reaches it Dice through feeding 'ecomes a greater 'arghest.

( greater 'arghest is a lupine fiend that can take the shape of a olf or a go'lin. -n its natural

form, it resem'les a go'linolf hy'rid ith terri'le *as and sharp clas. (s helps, 'arghests

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are nearly indistinguisha'le from olves, except for their size and clas. (s they gro larger and

stronger, their skin darkens to 'luishred and eventually 'ecomes 'lue altogether.

( fullFgron 'arghest is a'out ; feet long and eighs <H= pounds. ( 'arghestMs eyes glo orangehen the creature 'ecomes excited.

Barghests speak +o'lin, Worg, and -nfernal.

C'*BAT

Barghests can cla and 'ite, no matter hat their form, and usually disdain eapons. #hough

they love killing, they have little stomach for direct com'at and attack from am'ush henever

 possi'le. Barghests start a com'at 'y using crushing despair  and charm monster  to keep

opponents off 'alance. #hey try to stay aay from the enemyMs main strength.

( 'arghestMs natural eapons, as ell as any eapons it ields, are treated as evilFaligned and

lafulFaligned for the purpose of overcoming damage reduction. -ts natural eapons are treatedas magic eapons for the purpose of overcoming damage reduction.

SpellLike A%ilities: (t illJ blink  , levitate , misdirection !D) <@", rage !D) <A" <GdayJ charm monster  !D) <;", crushing despair  !D) <;", dimension door . )aster level eCuals the

 'arghestMs D.

#he save D)s are )harismaF'ased.

eed -S!.: When a 'arghest slays a humanoid opponent, it can feed on the corpse, devouring 'oth flesh and life force, as a fullFround action. &eeding destroys the victimMs 'ody and prevents

any form of raising or resurrection that reCuires part of the corpse. #here is a A=O chance that awish , miracle , or  true resurrection spell can restore a devoured victim to life. )heck once for

each destroyed creature. -f the check fails, the creature cannot 'e 'rought 'ack to life 'y mortalmagic.

( 'arghest advances in it Dice 'y consuming corpses in this fashion. &or every three suita'le

corpses a 'arghest devours, it gains < it Die, and its %trength, )onstitution, and natural armor  

increase 'y ><. -ts attack 'onus and saves improve as normal for an outsider  of its it Dice, andit gains skill points, feats, and a'ility score improvements normally.

#he 'arghest only advances 'y consuming the corpses of creatures hose it Dice or levels are

eCual to or greater than its on current total. ( 'arghest that reaches it Dice through feedingimmediately 'ecomes a greater 'arghest upon completion of the act. ( greater 'arghest can reach

a maximum of <H it Dice through feeding.

C#an(e S#ape -S!.: ( greater 'arghest can change shape into a go'linlike creature of Large size

!a'out H feet tall and @== pounds" or a dire olf . -n go'lin form, a greater 'arghest cannot use itsnatural eapons  'ut can ield eapons and ear armor. -n dire olf  form, a greater 'arghest

loses its cla attacks 'ut retains its 'ite attack.

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+ass 0it#o!t Trace -&1.: ( 'arghest in olf  form can use pass ithout trace !as the spell" as a

free action.

Skills: K( 'arghest in olf form gains a >@ circumstance 'onus on ide checks.

SpellLike A%ilities: -n addition to the spelllike a'ilities all 'arghests possess, a greater 'arghestgains the folloing a'ilities. (t illJ invisibility sphere; <GdayJ mass bull’s strength, mass

enlarge person. )aster level eCuals the greater 'arghestMs D.

9ccasionally, a greater 'arghest uses a magic toFhanded eapon in com'at instead of its clas,giving it multiple attacks !attack 'onus ><IG>H". -t can also make one 'ite attack !attack 'onus

>H" each round. #he save D) against a greater 'arghestMs spellFlike a'ilities is <@ > spell level.

Be#older

Size/Type: Large ('erration 

Hit Dice: <<dH>@@ !I hp"

Initiative: >;

Speed: A ft. !< sCuare", fly ?= ft. !good"

Armor Class: ?; !F< size, >? Dex, ><A natural, touch <<, flatFfooted ?@

Base

Attack/Grapple:>HG><?

Attack : Eye rays > ranged touch and 'ite >? melee !?d@"

!ll Attack : Eye rays > ranged touch and 'ite >? melee !?d@"

Space/"eac#: <= ft.GA ft.

Special Attacks: Eye rays

Special $!alities: (llFaround vision, antimagic cone, darkvision ;= ft., flight

Saves: &ort >, 1ef >A, Will ><<

A%ilities: %tr  <=, Dex <@, )on <H, -nt <, Wis <A, )ha <A

Skills:ide ><?, 2noledge !arcana" ><, Listen ><H, %earch >?<, %pot >??,%urvival >? !>@ folloing tracks"

eats: (lertnessB, &ly'y (ttack , +reat &ortitude, -mproved -nitiative, -ron Will 

&nvironment: )old hills

'r(anization: %olitary, pair, or cluster !IF;"

C#allen(e "atin(: <I

Treas!re: Dou'le standard

Ali(nment: Usually laful evil

Advancement: <?F<; D !Large" <FII D !uge"

Level Ad)!stment:

 It floats before you, a bulbous body with a central, unblinking eye, and a large maw filled with

daggerlike teeth. Smaller eyes, attached to wriggling stalks, sprout from the top of the orblikebody. 

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Beholders are the stuff of nightmares. #hese creatures, also called the Pspheres of many eyesP or

Peye tyrantsP, are deadly adversaries.

Beholders speak their on language and )ommon.

Beholders have a less poerful su'species called gauths, hich share the same description andthe 'asic special attacks and Cualities.

( 'eholder is an HFfootFide or' dominated 'y a central eye and a large, toothy ma. #en smaller 

eyes on stalks sprout from the top of the or'.

Com%at &dit

#he primary eapon of the 'eholder is a series of deadly eye rays. Beholders often attack ithout provocation. #hough not poerful physically, they often plo right into groups of opponents to

use as many of their eyes as they can. When closing ith an enemy, a 'eholder tries to cause asmuch disruption and confusion as possi'le.

&ye "ays -S!.: Each of a 'eholderQs small eyes can produce a magical ray once per round as a

free action. During a single round, the 'eholder can only aim three eye rays at targets in any one

=Fdegree arc !up, forard, 'ackard, left, right, or don." #he remaining eyes must aim at

targets in other arcs, or not at all. ( 'eholder can tilt and pan its 'ody each round to change hichrays it can 'ring to 'ear in any given arc.

Each rayQs effect resem'les a spell !caster level <@th <Ith", 'ut follos the rules for a ray.

Each of a 'eholderQs ten eye rays resem'les a spell cast 'y a <IthFlevel caster. Each eye ray has arange of <A= feet and a save D) of <. #he save D)s are )harismaF'ased. #he ten eye raysinclude$

Charm Monster  #he target must succeed on a Will save or 'e affected as though 'y the spell.

Beholders use this ray to confuse the opposition, usually employing it early in a fight. #he

 'eholder generally instructs a charmed  target to either restrain a comrade or stand aside.

Charm !erson #he target must succeed on a Will save or 'e affected as though 'y the spell.

Beholders use this ray in the same manner as the charm monster  ray.

 "isintegrate #he target *ust succeed on a &ortitude save or 'e affected as though 'y the spell.#he 'eholder likes to use this ray on any foe it considers a real threat.

 #ear  #his orks like the spell, except that it targets one creature. #he target must succeed on aWill save or 'e affected as though 'y the spell. Beholders like to use this ray against arriors and

other poerful creatures early in a fight, to 'reak up the opposition.

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 #inger of "eath #he target must succeed on a &ortitude save or 'e slain as though 'y the spell.

#he target takes Id;><I points of damage if its saving thro succeeds. Beholders use this ray toeliminate dangerous foes Cuickly.

 #lesh to Stone #he target must succeed on a &ortitude save or 'e affected as through 'y the spell.

Beholders like to aim this ray at enemy spellcasters. #hey also use it on any creature hoseappearance they find interesting. !(fter the fight, the 'eholder takes the statue to its lair as adecoration."

 Inflict Moderate $ounds #his orks like the spell, causing ?dH><= points of damage !Will half".

Sleep #his orks like the spell, except that it affects one creature ith any num'er of it Dice

!Will negates". Beholders like to use this ray against arriors and other physically poerful

creatures. #hey kno their foes can Cuickly aaken the sleepers, 'ut they also kno that doingso takes time and can delay an effective counterattack.

Slow #his orks like the spell, except that it affects one creature. #he target can make a Willsave to negate the effect. Beholders often use this ray against the same creature targeted 'y their

disintegrate, flesh to stone, or finger of death ray. -f one of the former rays fails to eliminate the

foe, this ray might at least hamper it.

%elekinesis ( 'eholder can move o'*ects or creatures that eigh up to I?A pounds, as though

ith a telekinesis spell. )reatures can resist the effect ith a successful Will save.

Antima(ic Cone -S!.: ( 'eholderQs central eye continually produces a <A=Ffoot cone ofantimagic. #his functions *ust like antimagic field  !caster level <Ith". (ll magical and

supernatural poers and effects ithin the cone are suppressed F even the 'eholderQs on eye

rays. 9nce each round, during its turn, the 'eholder decides hether the cone is active or not !the 'eholder deactivates the cone 'y shutting its central eye".

AllAro!nd 2ision -&1.: Beholders are exceptionally alert and circumspect. #heir many eyes

give them a >@ racial 'onus on %pot and %earch checks, and they canQt 'e flanked.

li(#t -&1.: ( 'eholderQs 'ody is naturally 'uoyant. #his 'uoyancy allos it to fly at a speed of

?= feet. #his 'uoyancy also grants it a permanent feather fall  effect !as the spell" ith personalrange.

H3G& *'4ST"'3S C&4TI+&D&*onstro!s Centipede5 H!(e

Size/Type: uge 3ermin 

Hit Dice: ;dH>; !II hp"

Initiative: >?

Speed: @= ft. !H sCuares", clim' @= ft.

Armor Class: <; !? size, >? Dex, >; natural",, touch <=, flatFfooted <@

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Base Attack/Grapple: >@G><A

Attack : Bite >A melee !?d;>@ plus poison"

!ll Attack : Bite >A melee !?d;>@ plus poison"

Space/"eac#: <A ft.G<= ft.

Special Attacks: /oison 

Special $!alities: Darkvision ;= ft., vermin traits Saves: &ort >;, 1ef >@, Will >?

A%ilities: %tr  <, Dex <A, )on <?, -nt J, Wis <=, )ha ?

Skills: )lim' ><<, ide >?, %pot >@

eats:  J

&nvironment: Underground

'r(anization: %olitary or colony !?A"

C#allen(e "atin(: ?

Treas!re:  8one

Ali(nment: (lays neutral

Advancement: << D !uge"Level Ad)!stment:  J

onstrous centipedes tend to attack anything that resem'les food, 'iting ith their *as and

in*ecting their poison.

Size ort DC Dama(e

uge <@ <d; Dex 

+oison -&1.: ( monstrous centipede has a  poisonous 'ite. #he details vary 'y the centipedeMs

size, as shon on the ta'le a'ove. #he save D)s are )onstitutionF'ased. #he indicated damage is 'oth initial and secondary damage.

Skills: onstrous centipedes have a >@ racial 'onus on %pot checks, and a >H racial 'onus on

)lim' and ide checks. #hey can use either their  %trength or Dexterity modifier for )lim' 

checks, hichever is higher. onstrous centipedes can take <= on )lim' checks, even if

threatened or distracted.

CildabrinLarge AberrationHit Dice: 11d8+55 (104 hp)Initiative: +3

Speed: 60 ft. (12 squares), climb 30 ft.Armor Class: 1 (!1 si"e, +3 #e$, +% &atural,), t'uch 12, flat!f''ted 16BaseAttack/Grapple:

+8+1

Attack: la* +14 melee (1d8+%)

Full Attack:2 cla*s +14 melee (1d8+%), tail sti&er +12 melee (1d6+3plus p'is'&)

Space/eac!: 10 ft.10 ft.Special Attacks: rush 1d8+%, impr'ed rab, p'is'&, spell!li-e abilitiesSpecial "ualities: #ar-isi'& 60 ft., trem'rse&se 60 ft.Saves: 'rt +8, /ef +6, ill +%

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Abilities: tr 24, #e$ 1%, '& 21, &t 11, is 10, ha 13Skills: limb +15, ump +21, 'e ile&tl +1%Feats: #'de, 'bilit, ultiattac-, pri& ttac-#nvironment: 7&derr'u&d$rgani%ation: 'litarC!allenge ating: 8&reasure: 50 c'i&s, 50 ''ds, 50 items

Alignment: 7suall &eutral eilAdvancement: 12!14 9# (9ue), 15!1% 9# (ara&tua&), 18!22 ('l'ssal)Level Ad'ustment: ((

The body shape is that of a tarantulalike spider, but with the forelegs replaced by a set of long pincers and a very long scorpion's tail. The body itself is chitinous, but tufts of hair, again like those of a tarantula, grow out of the joints wherethe chitin plates meet. The creature's eight eyes are a dull black that seem to reflect no light at all.

  cildabri& l''-s much the creatures ;raet'rius t'rtured a&d tra&sm'rified t' create the first specime&: a ia&t spider related t' a tara&tula a&d m'&str'usl bi sc'rpi'&. ildabri&s are subterra&ea& hu&ters that prefer *armu&derr'u&d rei'&s. &capable 'f spi&&i& &'rmal *ebs, cildabri&s r'am their territ'r, l''-i& f'r a& pre the ca&catch.

ildabri&s *ere c'&sidered a failure b ;raet'rius< the tur&ed 'ut t' be t'' i&discrimi&ate i& ch''si& their tarets

*he& hu&r, -illi& at least as ma& imperial s'ldiers a&d their '*& ha&dlers as the empire=s u&derr'u&d e&emiesthat the *ere i&te&ded t' sla. '&si&ed t' the imperial are&as, a r'up 'f the remai&i& i&tellie&t h'rr'rs s''&escaped the pits a&d fled i&t' the 7&derdar-. & the ce&turies si&ce the&, the hae spread far a&d *ide i& thedar-&ess bel'*. ildabri&s seem i&capable 'f speech.

Combat

 s a s'litar hu&ter, a cildabri& prefers t' stal- its pre. t sl'*l cl'ses the dista&ce t' the quarr, the& leaps t' theattac-. f hu&ti& a l'&e fiure 'r a small r'up, the cildabri& remai&s i& melee, tri& t' -ill 'r i&capacitate as ma&tarets as p'ssible. f e&ai& a lare 'r p'*erful r'up 'f pre, the cildabri& uses its pri& ttac- abilit t' s&atchup '&e 'r t*' tarets, the& flees t' -ill a&d c'&sume its pre later i& safet. ts l'& cla*s a&d tail ie it e$cepti'&alreach.

Crus!:  cildabri& i&flicts 1d8+% p'i&ts 'f damae *ith a successful rapple chec- after a successful pi&cer attac-.

>ach pi&cer ca& h'ld '&e taret 'f &'t larer tha& edium si"e. 7si& b'th pi&cers, a cildabri& i&flicts d'uble damaet' '&e ?are taret.

Improved Grab: @' use this abilit, a cildabri& must successfull attac- *ith a pi&cer. t ca& the& attempt t' start arapple as a free acti'& *ith'ut i&'-i& a& attac- 'f 'pp'rtu&it. f it *i&s the rapple chec-, the cildabri& establishesa h'ld a&d ca& c'&strict.

)oison: ith a successful tail sti&er attac-, a cildabri& i&Aects p'te&t e&'m (&Aur # 20)< Initial Effect: 1d6 tr<econdary Effect: 1d6 tr.

Spell(Like Abilities: t *ill !! freedom of movement! 3da !! jump,web.