Dwarven Vengance Monsters
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  1. #1
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    Dwarven Vengance Monsters

    For my dwarven veangance game

  2. #2
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    asherake mook

    CR 3 large monstrous humanoid 5' reach
    Init +8 move 30', fly 70'
    AC 18 (1 size, +4 Dex, +3 natural, +2 leather armor), t 13, ff 14
    hp 39 HD 6d8+12, BAB +6, Grapple +13
    Bastard sword +8/+3 melee (1d12+4/19-20) and bite +6 melee (1d8+1); or 2 claws +8 melee (1d6+3) and bite +6 melee (1d8+1)
    F +4, R +9, W +5
    S 16 D 19 C 14 I 12 W 11 Ch 13
    SQ Darkvision, scent
    Feats: Flyby Attack, Improved Initiative, Multiattack

    The feared asherake are a loathsome race of flying tigerlike humanoids. They stand about 7 feet tall, are covered with thick fur, and have wings that spread out 10 feet in either direction.
    Last edited by Voadam; Tuesday, 20th June, 2006 at 05:53 PM.

  3. #3
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    Big Asherake sorcerer

    CR 14 large monstrous humanoid 5' reach
    Init +11 move 30', fly 70'
    AC 24 (1 size, +7 Dex, +1 dodge, +3 natural, +2 leather armor +2 defelection), t 19, ff 16
    hp 114 HD 6d8+12 15d4 +30, BAB +13, Grapple +20
    2 claws +15 melee (1d6+3) and bite +13 melee (1d8+1)
    F +11, R +16, W +16
    S 16 D 25 C 14 I 12 W 15 Ch 21
    SQ Darkvision, scent
    Feats: Flyby Attack, Improved Initiative, Multiattack, Combat Casting, Maximize Spell, energy substitution electricity, Dodge

    7th (3/day)--insanity (DC 22/W)
    6th (5/day)--analyze dweomer (DC 21), flesh to stone (DC 21/F)
    5th (7/day)--cloudkill (DC 20/F), nightmare (DC 20/W), telepathic bond
    4th (7/day)--black tentacles, dimensional anchor, fire shield, locate creature
    3rd (7/day)--deep slumber (DC 18/W), flame arrow, lightning bolt (DC 18/R), ray of exhaustion (DC 18/F)
    2nd (7/day)--detect thoughts (DC 17/W), false life, magic mouth (DC 17/W), rope trick, scorching ray
    1st (8/day)--detect undead, hypnotism (DC 16/W), jump (DC 16/W), magic aura, silent image (DC 16/W)
    0 (6/day)--arcane mark, daze (DC 15/W), detect poison, disrupt undead, flare (DC 15/F), ghost sound (DC 15/W), prestidigitation (DC 15), ray of frost, read magic

    Possessions +2 ring of protection, cloak of minor displacement, potion of endure elements, potion of nondetection, potion of hide from animals, 13 pp, 10 gp, 6 sp, 13 cp, 4000 gp in other assets.
    Last edited by Voadam; Friday, 23rd June, 2006 at 02:53 PM.

  4. #4
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    Axe asherake

    ASherake barbarian 5
    CR 8 large monstrous humanoid 5' reach
    Init +9 move 40', fly 70'
    AC 23<21> (1 size, +5 Dex, +3 natural, +4 hide armor), t 14, ff 17
    hp 111<133> HD 6d8+30 + 5d12 +25, BAB +11, Grapple +21
    Great Axe +1 +18<20>/+13<15> melee (3d6+9<12> x3) and bite +15<17> melee (1d8+3<4>); or 2 claws +17 melee (1d6+6) and bite +15 melee (1d8+3)
    F +11<13>, R +11, W +7<9>
    S 22 D 21 C 20 I 12 W 13 Ch 9
    SQ Darkvision, scent, Rage, uncanny dodge, improved UC,
    Feats: Flyby Attack, Improved Initiative, Multiattack, Combat Reflexes, Track
    Greataxe +1, +1 hide,

  5. #5
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    Morningstar asherake

    Asherake Barbarian 2
    CR 5 large monstrous humanoid 5' reach
    Init +9 move 40', fly 70'
    AC 22<20> (-1 size, +5 Dex, +3 natural, +2 leather armor +3 shield+1), t 14, ff 17
    hp 80<96> HD 6d8+30 2d12+10, BAB +8, Grapple +17
    MW morningstar +13<15>/+8<10> melee (1d10+5<7>) and bite +11<13> melee (1d8+2<3>); or 2 claws +12 melee (1d6+5<7>) and bite +11 melee (1d8+3)
    F +8<10>, R +10, W +6<8>
    S 20 D 21 C 20 I 12 W 13 Ch 9
    SQ Darkvision, scent, rage, uncanny dodge
    Feats: Flyby Attack, Improved Initiative, Multiattack,
    shield +1, mw morning star

  6. #6
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    cloak asherake

    Sorcerer 6

    CR 6 large monstrous humanoid 5' reach
    Init +8 move 30', fly 70'
    AC 21 (1 size, +4 Dex, +3 natural, +4 mage armor+ 1 deflection), t 18, ff 17
    hp 90 HD 6d8+24 6d4+24, BAB +6, Grapple +15
    Bastard sword +10/+5 melee (1d10+3/19-20) and bite +8 melee (1d8+1); or 2 claws +10 melee (1d6+2) and bite +8 melee (1d8+1)
    F +9, R +12, W +14
    S 14 D 19 C 18 I 12 W 13 Ch 19
    SQ Darkvision, scent
    Feats: Flyby Attack, Improved Initiative, Multiattack, spell penetration, Iron Will

    Sorcerer Spells learned (CL 6, +12 ranged touch)
    3rd (4/day)--ray of exhaustion (DC 18/F)
    2nd (6/day)--rope trick, whispering wind
    1st (7/day)--comprehend languages (DC 13/W),
    hypnotism (DC 16/W), jump (DC 13/W), ray of
    enfeeblement
    0 (6/day)--arcane mark, daze (DC 12/W), flare (DC
    12/F), ghost sound (DC 12/W), mage hand,
    prestidigitation (DC 12), ray of frost

    Possessions +1 ring of protection, cloak of resistance
    +1, 2 pp, 14 gp, 9 sp, 6 cp, 550 gp in other
    assets.

  7. #7
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    Robe Asherake

    Sorcerer 10
    CR 10 large monstrous humanoid 5' reach
    Init +8 move 30', fly 70'
    AC 18 (1 size, +4 Dex, +3 natural, +2 deflection), t 15, ff 14
    hp 132 HD 6d8+10d4+80, BAB +11, Grapple +17
    2 claws +12 melee (1d6+2) and bite +10 melee (1d8+1) +14 ranged
    F +9, R +12, W +13
    S 14 D 19 C 18 I 12 W 13 Ch 19
    SQ Darkvision, scent, DR 10/adamantite, 120 electrical
    Feats: Flyby Attack, Improved Initiative, Multiattack, improved toughness, spell penetration, skill focus spellcraft,

    Sorcerer Spells learned (CL 10, +4 melee touch, +6 ranged touch)
    5th (3/day)--feeblemind (DC 19/W)
    4th (6/day)--enervation, ironskin,
    3rd (7/day)--deep slumber (DC 17/W), protection from energy (DC 17/F), summon monster III
    2nd (7/day)--fox's cunning (DC 16/W), locate object, owl's wisdom (DC 16/W), spectral hand
    1st (7/day)--burning hands (DC 15/R), chill touch (DC 15), floating disk, magic weapon (DC 15/W), unseen servant
    0 (6/day)--acid splash, arcane mark, disrupt undead, flare (DC 14/F), ghost sound (DC 14/W), light, prestidigitation (DC 14), ray of frost, resistance (DC 14/W)

    Feats Alertness, Improved Toughness, Skill Focus (Spellcraft and Spot), Spell Penetration
    Skills Balance +3 (+2 ranks, +1 dex), Knowledge (History) +6 (+4 ranks, +2 int), Listen +11 (+3 ranks, +1 wis, +2 racial, +3 familiar, +2 alertness), Search +9 (+5 ranks, +2 int, +2 racial), Spellcraft +13 (+8 ranks, +2 int, +3 skill focus), Spot +13 (+5 ranks, +1 wis, +2 racial, +2 alertness, +3 skill focus).
    Possessions +2 ring of protection, 3 gp, 13 sp, 10 cp.

  8. #8
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    GreatSword Asherake

    Asherake Fighter 4 rogue 8 CR 15
    Init +5 move 30', fly 70'
    AC 20 (1 size, +5 Dex, +3 natural, +3 leather armor), t 14, ff 15
    hp 131 HD 6d8 +4d10 +8d6 +54, BAB +16, Grapple +24
    Great sword+3 +24/+19/+14 melee (3d6+11/17-20) and bite +18 melee (1d8+2); or 2 claws +20 melee (1d6+4) and bite +18 melee (1d8+2)
    F +9, R +15, W +6
    S 18 D 21 C 14 I 12 W 11 Ch 13
    SA Sneak Attack +4d6
    SQ Darkvision, scent, evasion, uncanny dodge, improved uncanny dodge,
    Feats: Flyby Attack, Multiattack, weapon focus gs, weapon spec gs, improved crit gs, Improved toughness, dodge, mobility, spring attack, close quarters combat
    BS +3, leather +1,
    Last edited by Voadam; Friday, 23rd June, 2006 at 03:07 PM.

  9. #9
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    Big Frostbiter

    Frostbiter 10 HD
    CR 5 magical beast medium
    Init +3 move 20'
    AC 18 (+4 Dex, +4 natural), t 14, ff 14
    hp 63 HD 10d10+30, BAB +10, Grapple +12
    Bite +14 melee (1d6+3 +2d4 cold and DC 20 F frostbite)
    F +10, R +10, W +4
    S 14 D 17 C 16 I 2 W 12 Ch 3
    SQ immune to cold, vulnerable to fire
    Feats: alertness, weapon finesse, weapon focus bite, Ability focus frostbite

  10. #10
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    Summoned Fiendish dire bat

    Fiendish dire bat
    magical beast large
    move 40' fly good
    AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
    hp 29 HD 4d12, BAB +3, Grapple +10
    Bite +5 melee (1d8+4)
    F +7, R +10, W +6
    S 17 D 22 C 17 I 3 W 14 Ch 6
    SQ blindsense, SR 9, dr 5/magic, cold fire resistance 5
    Feats: alertness, stealthy

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