Old School Nefarium - Road to Adventure Link (1/20/16)

Mark Chance

Boingy! Boingy!
Crubre the Last Seen

[sblock=Crubre the Last Seen; CR 12
Babau assassin 3/blackguard 3]
CE Medium outsider (chaotic, extraplanar, evil)
Init +3; Senses darkvision 60 ft., Listen +21, Spot +6
Languages Common, Abyssal, Celestial, Draconic
-----
AC 21 (+3 Dex, +8 natural), touch 13, flat-footed 21; protective slime, uncanny dodge
hp 135 (13 HD); DR 10/cold iron or good
Immune electricity, poison
Resist acid 10, cold 10, fire 10; SR 14
Fort +18, Ref +15, Will +13
-----
Speed 30 ft. (6 squares)
Melee 2 claws +16 (1d6+4) and bite +14 (1d6+2)
Ranged +1 returning throwing axe +16/+11 (1d6+4, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +16
Atk Options aura of despair, Cleave, command undead 6/day, death attack (Fort 16), Improved Sunder, Power Attack, Quick Draw, smite good 1/day, sneak attack +4d6, summon demon
Babau Spell-Like Abilities (CL 7th):
At will - darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only)
Blackguard Spell-Like Abilities (CL 3rd):
At will - detect good
Assassin Spells Known (CL 3rd):
1st (2/day) - disguise self, ghost sound, true strike
Blackguard Spells Prepared (CL 3rd):
2nd - death knell (Will 15)
1st - cure light wounds (x2)
-----
Abilities Str 18, Dex 16, Con 22, Int 17, Wis 17, Cha 16
SQ aura of evil, dark blessing, telepathy 100 ft.
Skills Bluff +11, Climb +14, Concentration +9, Diplomacy +5, Disguise +16 (+18 when acting in character), Escape Artist +13, Hide +27, Intimidate +11, Knowledge (religion) +11, Listen +21, Move Silently +24, Open Lock +16, Search +21, Sleight of Hand +18, Spot +6, Use Rope +3 (+5 when binding)
Feats Cleave, Improved Sunder, Multiattack, Power Attack, Quick Draw
Possessions two +1 returning throwing axes
-----
Aura of Despair (Su): The blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his blackguard level.

Command Undead (Su): He commands undead as 1st-level cleric. He gets a +2 bonus on turning checks due to Knowledge (religion).

Dark Blessing (Su): He applies his Charisma modifier (if positive) as a bonus on all saving throws.

Detect Good (Sp): A blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 19 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 19 Reflex save. The save DCs are Constitution-based.

Smite Good (Su): May attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 3 extra points of damage. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.[/sblock]
 
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Mark Chance

Boingy! Boingy!
The Hellfoot Clan

The Hellfoot Clan was a "random" encounter in a recent adventure I ran. The PCs defeated them somewhat easily, but Dagda and one other bandit escaped.

[sblock=Hellfoot Bandits (x6); CR 1
Fiendish halfling warrior 2]
NE Small humanoid (extraplanar)
Init +1; Senses darkvision 60 ft., Listen +1, Spot -1
Languages Common, Halfling
-----
AC 15 (+1 size, +1 Dex, +2 leather, +1 light shield), touch 12, flat-footed 14
hp 13 (2 HD)
Resist cold 5, fire 5; SR 7
Fort +5, Ref +2, Will +0; +2 morale bonus on saves vs fear
-----
Speed 20 ft. (4 squares)
Melee Small longsword +4 melee (1d6+1/19–20)
Ranged Small sling +6 ranged (1d4+1, 50 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp -1
Atk Options +1 racial attack bonus with slings and thrown weapons
Combat Gear potion of cure light wounds
-----
Abilities Str 12, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills Climb +8, Hide +5, Move Silently +3, Swim +2
Feats Weapon Focus (sling)
Possessions combat gear plus Small longsword, Small sling, pouch with 10 sling bullets, various pieces of jewelry decorated with Diminutive animal skulls
-----
Smite Good (Su): Once per day, it can make a normal melee attack to deal 2 points of extra damage.

Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock]
[sblock=Dagda Hellfoot; CR 4
Fiendish halfling warrior 4]
NE Small humanoid (extraplanar)
Init +2; Senses darkvision 60 ft., Listen +1, Spot -1
Languages Common, Halfling
-----
AC 16 (+1 size, +2 Dex, +2 leather, +1 light shield), touch 13, flat-footed 14
hp 34 (4 HD); DR 5/magic
Resist cold 5, fire 5; SR 9
Fort +8, Ref +4, Will +1; +2 morale bonus on saves vs fear
-----
Speed 20 ft. (4 squares)
Melee Small longsword +6 melee (1d6+1/19–20)
Ranged masterwork light crossbow +7 ranged (1d6+1 plus 1d6 electricity/19-20, 120 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +1
Atk Options +1 racial attack bonus with slings and thrown weapons, Far Shot, Point Blank Shot
Combat Gear two potions of bear's endurance (a gold elixir that smells of bananas) (already drank one; stats here reflect the Con enhancement)
-----
Abilities Str 12, Dex 14, Con 16 (12), Int 10, Wis 9, Cha 8
Skills Climb +8, Hide +7, Move Silently +5, Swim +2
Feats Point Blank Shot, Far Shot
Possessions +1 shock crossbow bolts (x10), Small longsword, masterwork light crossbow
-----
Smite Good (Su): Once per day, it can make a normal melee attack to deal 4 points of extra damage.

Skills: +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.[/sblock]

Other Treasure: In addition to personally carried items, each bandit carries 3 pp, 6 gp, 10 sp, and 6 cp. Dagda carries 6 pp, 5 gp, 11 sp, and 1 cp.
 
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Imruphel

First Post
I really like your oozes. My next campaign is going to include FR's Ghaunadaur as one of the main villains so consider these critters yoinked. I hope to see the fluff for them soon.
 

Mark Chance

Boingy! Boingy!
Imruphel said:
I really like your oozes. My next campaign is going to include FR's Ghaunadaur as one of the main villains so consider these critters yoinked. I hope to see the fluff for them soon.

Glad you liked them. I've put up a short history for the Soft Corps. I'll get around to brief personality descriptions sooner or later. I also stuck the Hellfoot Clan in an empty post.

BTW, work still continues on that troglodyte wereconstrictor.

:)
 

Mark Chance

Boingy! Boingy!
The Mountain King

The Mountain King was an NPC in a recent adventure I ran. The PCs had to negotiate passage with the Mountain King while en route to the main adventure site in order to free the enslaved kinsmen of one of the party's followers. The PCs handled the encounter with much tact, which was a wise move since the Mountain King and his personal guard could've inflicted a TPK if provoked.

[sblock=The Mountain King; CR 13
Advanced phrenic gargoyle ravager 6]
NE Medium monstrous humanoid (earth, psionic)
Init +1; Senses darkvision 60 ft., Listen +5, Spot +5
Languages Common, Giant, Terran
-----
AC 21 (+1 Dex, +3 armor, +3 deflection, +4 natural), touch 14, flat-footed 20; Combat Expertise
hp 120 (12 HD); DR 10/magic
PR 16
Fort +12, Ref +8, Will +9
-----
Spd 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +15 (1d4+3) and bite +13 (1d6+1) and gore +13 (1d6+1), or
Melee +2 greatsword +17/+12/+7 (2d6+6/19-20) and bite +13 (1d6+1) and gore +13 melee (1d6+1)
Melee pain touch +15 (1d8+6), or pain touch +13 (1d8+6), or +2 greatsword +17 (2d6+6 plus 1d4+6 pain touch/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +15
Atk Options aura of fear (20 ft.) 2/day, cruelest cut 2/day, Improved Trip (+11 Str), pain touch 2/day
Combat Gear potion of cure moderate wounds
Psi-Like Abilities (ML 6th):
3/day - defensive precognition, empty mind, mind thrust (Will 15)
1/day - body adjustment, brain lock (Will 14), force screen
-----
Abilities Str 16, Dex 13, Con 21, Int 13, Wis 14, Cha 14
SQ freeze, naturally psionic
Feats Combat Expertise, Improved Trip, Improved Sunder, Martial Weapon Proficiency (greatsword), Multiattack, Power Attack
Skills Hide +8*, Intimidate +11, Knowledge (religion) +10, Listen +5, Move Silently +7, Spot +5, Survival +6 (*Add +6 when concealed against a background of stone.)
Possessions combat gear plus +2 greatsword, bracers of armor +3, ring of protection +3
-----
Aura of Fear (Su): Enemies within 20 ft. take a -2 morale penalty on all saving throws for as long as they remain in range. The aura lasts for 5 rounds.

Body Adjustment (Psi): Heals 2d12 points of damage to manifester. Manifesting time is 1 round.

Brain Lock (Psi): The duration of this ability is Concentration plus 1 round. The subject stands dazed, unable to take any psionic actions (including manifesting powers or using psionic feats that require a decision to be used) nor any mental actions at all. A brain locked subject is not stunned, so attackers get no special advantage against him. A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.

Cruelest Cut (Ex): Inflicts an additional 1d4 points of Constitution damage with a melee attack.

Defensive Precognition (Psi): Gain a +2 insight bonus to AC and all saves for 6 minutes.

Empty Mind (Psi): Gain a +4 bonus on all Will saves until next action. Can manifest this power as an immediate action.

Force Screen (Psi): The force screen provides a +5 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). It lasts 6 minutes.

Mind Thrust (Psi): Inflicts 6d10 points of damage at a range of 40 ft.

Naturally Psionic (Ex): A phrenic creature gains 1 bonus power point.[/sblock]
[sblock=The Mountain King's Personal Guard (x4); CR 7
Advanced gargoyle]
Various evil Large monstrous humanoid (earth)
Init +1; Senses darkvision 60 ft., Listen +7, Spot +7
Languages Common, Terran
-----
AC 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
hp 108 (10 HD); DR 10/magic
Fort +9, Ref +8, Will +8
-----
Spd 40 ft. (8 squares), fly 60 ft. (average)
Melee 2 claws +15 (1d6+6) and bite +13 (1d8+3) and gore +13 (1d8+3)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Combat Reflexes (2 AoO/round)
Combat Gear potion of cure moderate wounds
-----
Abilities Str 23, Dex 12, Con 22, Int 6, Wis 12, Cha 7
SQ freeze
Feats Alertness, Combat Reflexes, Multiattack, Toughness
Skills Hide +8*, Listen +7, Spot +7 (*Add +6 when concealed against a background of stone.)
Possessions combat gear plus javelin of lightning (5d6, Ref half 14)
-----
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.[/sblock]
 
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Mark Chance

Boingy! Boingy!
The Deep Mother

The Deep Mother was the BBEG in a recent adventure I ran. She laired in a watery, disease-infested, filth-strewn series of caves. Therein she engaged in unholy rites to Incabulos in efforts to breed plague-carrying fiendish skum. The PCs defeated her minions and drove her off, but only after losing two party members.

[sblock=Deep Mother; CR 9
Advanced aboleth]
LE Huge aberration (aquatic)
Init +1; Senses darkvision 60 ft., Listen +20, Spot +20
Languages Aboleth, Aquan, Common, Undercommon
-----
AC 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Combat Expertise
hp 152 (16 HD)
Fort +10, Ref +6, Will +16
-----
Speed 10 ft. (2 squares), swim 60 ft.
Melee 4 tentacles +18 (1d6+8 plus slime)
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +28
Atk Options enslave (Will 22), Improved Disarm (+18 + 4 per size difference), Improved Trip (+20 Str check), mucus cloud, slime (Fort 23)
Psi-Like Abilities (CL 16th):
At will - hypnotic pattern (DC 16), illusory wall (DC 18), mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), veil (DC 20)
-----
Abilities Str 26, Dex 12, Con 20, Int 15, Wis 18, Cha 18
Feats Alertness, Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Iron Will
Skills Bluff +9, Concentration +15, Diplomacy +8, Disguise +4*, Intimidate +6, Knowledge (the planes) +10, Knowledge (religion) +10, Listen +20, Sense Motive +9, Spot +20, Swim +8 (*Add +2 when in Disguise and acting in character.)
-----
Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 22 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 23 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 23 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]

The Deep Mother was served by various skum, including a skum cleric of Incabulos:

[sblock=Skum; CR 6
Cleric 4]
CE Medium aberration (aquatic)
Init +1; Senses darkvision 60 ft., Listen +8, Spot +8
Languages Aquan, Common
-----
AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
hp 39 (6 HD)
Immune disease
Fort +6, Ref +4, Will +10
-----
Speed 20 ft. (4 squares), swim 40 ft.
Melee bite +7 (2d6+3) and 2 claws +5 (1d4+1), or
Melee Touch inflict serious wounds +7 (3d8+5, Will half 14), inflict moderate wounds +7 (2d8+4, Will half 15), or inflict light wounds +7 (1d8+4, Will half 14)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Atk Options rake +5 melee (1d6+1), smite (+4 attack roll and damage)
Combat Gear divine scroll (inflict serious wounds [Will half 14], CL 5th), wand of cure moderate wounds (12 charges), potion of barkskin +2, potion of greater magic fang +2, potion of mage armor (x3)
Cleric Spells Prepared (CL 4th):
2nd - bear's endurance, resist energy, silence, shatter* (Will 15)
1st - bless, cure light wounds (x2), divine favor, inflict light wounds* (Will 14 half)
0 - detect magic, guidance (x2), resistance (x2)
* Domain spell. Domains: Destruction, Pestilence.
-----
Abilities Str 16, Dex 12, Con 14, Int 13, Wis 16, Cha 10
SQ amphibious
Feats Alertness, Lightning Reflexes, Multiattack
Skills Concentration +8, Hide +4, Knowledge (religion) +7, Listen +8, Move Silently +4, Spot +8, Swim +6
Possessions combat gear, plus necklace set with two small pearls and bits of coral (95 gp), 4 pp, 60 gp
-----
Skills: Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater. A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Lupigriff Riders

I created this gang of lupigriff riders for a recent adventure I ran, but the PCs never encountered them. In retrospect, I decided the encounter would've just been too difficult for the party. Maybe I'll use them some other time.

[sblock=Lupigriff Rider (x4); CR 6
Goblin druid 6]
Various E Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., Listen +3, Spot +3
Languages Common, Goblin
-----
AC 19 (+1 size, +3 Dex, +3 armor, +2 shield), touch 14, flat-footed 16
hp 33 (6 HD)
Fort +6, Ref +5, Will +8; +4 against spell-like abilities of fey
-----
Speed 30 ft. (6 squares); trackless step, woodland stride
Melee masterwork shortspear +6 (1d4, 20 ft. range increment), or
Ranged sling +9 (1d4+1, 50 ft. range increment), or
Ranged Touch net +8 (entangle, 10 ft. range)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +0
Atk Options aspect of nature 2/day, spontaneous summon nature's ally
Special Actions wild empathy +6
Combat Gear potion of cure moderate wounds
Druid Spells Prepared (CL 6th):
3rd - call lightning (Ref half 16), mass resist energy
2nd - cat's grace, gust of wind (Fort 15), soften earth and stone
1st - cure light wounds, magic fang, shillelagh
0 - detect magic, flare (Fort 13), guidance (x2), resistance
-----
Abilities Str 10, Dex 16, Con 13, Int 10, Wis 16, Cha 6
Feats Exotic Weapon Proficiency (net), Mounted Archery, Mounted Combat
SQ nature sense
Skills Concentration +10, Handle Animal +7, Hide +5*, Knowledge (nature) +7, Listen +3, Move Silently +5*, Ride +18, Spot +3, Survival +9* (*Hide and Move Silently include -2 armor check penalty. Add +2 to Survival checks made in aboveground natural environments.)
Possessions combat gear, plus +1 leather armor, 50 +1 sling bullets, heavy wooden shield, masterwork shortspear, net, sling
-----
Aspect of Nature (Su): Choose one of the following:
Aquatic: The druid grows gills, enabling her to breathe underwater (while retaining her ability to breathe air). Webbing between her fingers and her toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

Flight: The druid grows wings (feathery or batlike, at her option) that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load).

Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid). In addition, the bite delivers a toxic venom (Fortitude save DC 10 + 1/2 druid's level + druid's Con modifier; initial and secondary damage 1d6 Con).

Scent: The druid gains the scent ability.

Speed: The druid gains a +30-foot enhancement bonus to her base land speed.

Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls). The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword of the druid's size (1d6 for a Medium druid, or 1d4 for a Small druid), while the claws deal piercing and slashing damage equal to a dagger of the druid's size (1d4 for a Medium druid, or 1d3 for a Small druid).​
Skills: Goblins get a +4 size bonus on Hide checks, and a +4 racial bonus on Move Silently and Ride checks.[/sblock]

A lupigriff is sort of like a hippogriff, but with wolfish traits rather than equine traits:

[sblock=Lupigriff (x4); CR 2
Always N Medium magical beast]
Init +3; Senses darkvision 60 ft., low-light vision, scent, Listen +5, Spot +8
-----
AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
hp 30 (4 HD)
Fort +6, Ref +5, Will +2
-----
Speed 50 ft. (10 squares), fly 100 ft. (average); Wingover
Melee 2 claws +6 (1d3+2) and bite +1 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Atk Options screech
-----
Abilities Str 14, Dex 17, Con 15, Int 2, Wis 15, Cha 8
Feats Track, Wingover
Skills Hide +7, Listen +5, Move Silently +6, Spot +8, Survival +3* (*Add +4 to Survival checks when tracking by scent.)
Advancement 5-8 HD (Medium); 9-12 HD (Large)
-----
Carrying Capacity: A light load for a lupigriff is up to 87 pounds; a medium load, 88-174 pounds; and a heavy load, 175-263 pounds.

Screech (Ex): As a standard action, a lupigriff may unleash a piercing screech. This sonic attack affects all creatures in a 10-foot cone. Creatures in the area of effect must make a DC 14 Fortitude save or be stunned for 1 round. A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. The save DC is Constitution-based.

Skills: Lupigriffs have a +2 racial bonus on Listen checks and a +5 racial bonus on Spot checks. They have a +1 racial bonus on Move Silently, and a +2 racial bonus on Hide checks. Lupigriffs have a +4 racial bonus on Survival checks when tracking by scent.

Training a Lupigriff: A lupigriff requires training before it can bear a rider in combat. Training a lupigriff requires six weeks of work and a DC 25 Handle Animal check. Riding a lupigriff requires an exotic saddle. A lupigriff can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check. Lupigriff eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. Professional trainers charge 500 gp to rear or train a lupigriff.[/sblock]

Just to further complicate things, each goblin druid has a dire bat animal companion:

[sblock=Dire Bat (x4)
Animal companion]
N Large animal
Init +6; Senses blindsense 40 ft., Listen +13, Spot +9
-----
AC 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16
hp 45 (6 HD)
Fort +8, Ref +11, Will +4; evasion
-----
Speed 20 ft. (4 squares), fly 40 ft. (good); Flyby Attack
Melee bite +7 melee (1d8+6)
Space 10 ft.; Reach 5 ft.
Base Atk +4; Grp +12
-----
Abilities Str 18, Dex 23, Con 17, Int 2, Wis 14, Cha 6
SQ link, share spells
Skills Hide +4, Listen +13, Move Silently +11, Spot +9
Feats Alertness, Flyby Attack, Stealthy
-----
Blindsense [40 ft.] (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Airamis

I don't picture Airamis as being a dedicated villain. Likewise, he isn't going to terribly devoted to the cause of good. He could throw in his lot with a bad guy, working for money and prestige, only to turn against his employer when the going gets too tough.

[sblock=Airamis; CR 10
Advanced air mephit fighter 1/duelist 5]
CN Small outsider (air, extraplanar)
Init +11; Senses darkvision 60 ft., Listen +14, Spot +14
Languages Auran, Common, Elven
-----
AC 20 (+1 size, +5 Dex, +1 canny defense, +3 natural), touch 17, flat-footed 14; Dodge, enhanced mobility, Mobility
hp 72 (12 HD); DR 5/magic; fast healing 2
Fort +9, Ref +16, Will +6; grace +2
-----
Spd 30 ft. (6 squares), fly 60 ft. (perfect)
Melee 2 claws +18 (1d3+1), or
Melee +1 Small rapier +19/+14/+9 (1d4+2 plus 1d6 precise strike/15-20), or
Ranged masterwork Small composite longbow [Str 12] +19/+14/+9 (1d6+1/x3, 110 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +9
Atk Options breath weapon, precise strike +1d6, Spring Attack, summon mephit
Combat Gear potion of heroism
Spell-Like Abilities:
1/hour - blur (CL 3rd)
1/day - gust of wind (DC 16, CL 6th)
-----
Abilities Str 12, Dex 20, Con 13, Int 12, Wis 10, Cha 14
SQ improved reaction +2
Skills Balance +7, Bluff +11, Diplomacy +15, Escape Artist +19, Hide +18, Intimidate +6, Jump +3, Listen +14, Move Silently +19, Perform (wind instruments) +7, Sense Motive +5, Spot +14, Tumble +15, Use Rope +5 (+7 when binding)
Feats Dodge, Improved Critical (rapier), Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Possessions combat gear, plus +1 Small rapier, boots of elvenkind, masterwork Small composite longbow [Str 12], quiver with 20 arrows
-----
Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. 15-foot cone of dust and grit, damage 1d8, Reflex DC 15 half. The save DC is Constitution-based and includes a +1 racial bonus.

Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when he moves out of a threatened square.

Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to his normal damage roll. When making a precise strike, he cannot attack with a weapon in his other hand or use a shield. His precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd–level spell.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Half-Dragon Shark Zombie

I broke the rules with this one. With this first example, I didn't double the base creature HD. I applied to the half-dragon template after the zombie template.

[sblock=Half-Dragon Shark Zombie; CR 5
NE Huge undead (aquatic)]
Init +1; Senses darkvision 60 ft., low-light vision
-----
AC 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
hp 68 (10 HD)
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +3, Ref +4, Will +7
-----
Spd swim 60 ft. (12 squares), fly 60 ft. (average)
Melee claw +13 (1d8+15) or bite +13 (2d6+13) or slam +13 (2d6+15)
Space 15 ft.; Reach 10 ft.
Base Atk +5; Grp +23
Atk Options breath weapon
-----
Abilities Str 31, Dex 13, Con --, Int --, Wis 10, Cha 1
Skills Swim +10
Feats Toughness
-----
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Breath Weapon (Su): Once per day, this monster breathes a 60-foot-line of lightning. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 15) reduces damage by half.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Skills: A half-dragon shark zombie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
[sblock=Uber Half-Dragon Shark Zombie; CR 8
NE Huge undead (aquatic)]
Init +1; Senses darkvision 60 ft., low-light vision
-----
AC 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
hp 133 (20 HD)
Immune ability damage (Str, Dex, Con), ability drain, critical hits, death effects, disease, effects that require Fort saves (unless the effect works on objects or is harmless), electricity, energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Fort +6, Ref +7, Will +12
-----
Spd swim 60 ft. (12 squares), fly 60 ft. (average)
Melee claw +18 (1d8+15) or bite +18 (2d6+13) or slam +18 (2d6+15)
Space 15 ft.; Reach 10 ft.
Base Atk +10; Grp +28
Atk Options breath weapon
-----
Abilities Str 31, Dex 13, Con --, Int --, Wis 10, Cha 1
Skills Swim +10
Feats Toughness
-----
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Breath Weapon (Su): Once per day, this monster breathes a 60-foot-line of lightning. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 20) reduces damage by half.

Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Skills: An uber half-dragon shark zombie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
 
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Mark Chance

Boingy! Boingy!
Covey of Hags

I've always liked hags in D&D. Here's a covey of hags designed to function in a network of flooded sea caves. For added challenge, guard the covey with 1d8 merrow and 1d4 aquatic hill giants. For the aquatic hill giants, just add the aquatic subtype, a 40 ft. swim speed, and Swim +7 to the skill list. No need to change the CR.

BTW, I cheated a bit on the annis. She shouldn't be able to meet the prereq for Improved Swimming with just her annis HD. I don't think a 1 rank nudge unbalances her build.


[sblock=Brynhildr; CR 10
Annis sharklord 4]
NE Large monstrous humanoid
Init +0; Senses darkvision 60 ft., low-light vision, Listen +13, Spot +13
Languages Common, Giant
-----
AC 19 (-1 size, +10 natural), touch 9, flat-footed 19; DR 2/bludgeoning
hp 75 (11 HD)
SR 19
Fort +8, Ref +9, Will +9
-----
Spd 40 ft. (8 squares)
Melee 2 claws +18 (1d6+8) and bite +13 (1d6+4), or
Melee bite +18 (2d6+8) and 2 claws +13 (1d6+4) (with wild aspect)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +23
Atk Options improved grab, Power Attack, rake (1d6+8), rend (2d6+12), wild aspect 1/day
Special Actions animal bond, wild empathy +8 (+12 to influence sharks)
Spell-Like Abilities:
At will - detect animals (sharks only) (CL 4th)
3/day - disguise self, fog cloud (CL 8th)
1/day - speak with animals (sharks only) (CL 4th)
-----
Abilities Str 26, Dex 10, Con 14, Int 17, Wis 16, Cha 14
SQ first totem
Skills Bluff +8, Climb +12, Diplomacy +4, Disguise +8 (+10 when acting in character), Handle Animal +10 (+14 with sharks), Hide +2, Intimidate +10, Jump +16, Knowledge (nature) +9, Listen +13, Ride +2, Spot +13, Survival +3 (+5 in aboveground natural environments), Swim +18
Feats Alertness, Blind-Fight, Improved Swimming, Power Attack
-----
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Improved Swimming: Swim 20 ft. as a move action.

Rake (Ex): Attack bonus +18 melee, damage 1d6+8. An annis can attack a grappled foe with both claws at no penalty.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.

Wild Aspect (Su): For 4 minutes, grants primary shark bite attack and the ability to breathe water.[/sblock]
[sblock=Hildr; CR 10
Sea hag shugenja 6]
NE Medium monstrous humanoid (aquatic)
Init +0; Senses darkvision 60 ft., Listen +8, Spot +8
Languages Common, Giant
-----
AC 13 (+3 natural), touch 10, flat-footed 13
hp 64 (9 HD)
SR 14
Fort +8, Ref +5, Will +10
-----
Spd 30 ft. (6 squares), swim 40 ft.
Melee 2 claws +12 (1d4+6)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +12
Atk Options evil eye, horrific appearance
Spell-Like Ability (CL 6th):
At will - sense elements
Shugenja Spells Known (CL 6th, water focus):
3rd (4/day) - cure serious wounds*, dispel magic, water walk
2nd (6/day) - augury*, barkskin, locate object
1st (8/day) - bless, cure light wounds*, disguise self, obscuring mist, shield of faith
0 (6/day) - create water, cure minor wounds*, daze (Will 15), detect magic, detect poison, guidance, read magic, resistance
* Order of the Gentle Rain spell.
-----
Abilities Str 22, Dex 10, Con 16, Int 10, Wis 14, Cha 20
SQ amphibious
Skills Concentration +9, Diplomacy +11, Hide +2, Knowledge (religion) +8, Listen +8, Spellcraft +6, Spot +8, Swim +6
Feats Alertness, Great Fortitude, Brew Potion, Toughness
-----
Amphibious (Ex): Although sea hags are aquatic, they can survive indefinitely on land.

Evil Eye (Su): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 16 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 16 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.

Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 16 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.

Skills: A sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
[sblock=Sigrdrifa; CR 10
Green hag horizon walker 5]
CE Medium monstrous humanoid
Init +1; Senses darkvision 120 ft., Listen +13, Spot +14
Languages Common, Giant
-----
AC 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
hp 105 (14 HD)
SR 18
Fort +10, Ref +8, Will +10
-----
Spd 30 ft. (6 squares), swim 40 ft.
Melee 2 claws +19 (1d4+5), or
Melee Touch weakness touch +19 (2d4 Str damage, Fort DC 17)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +19
Atk Options Blind-Fight, weakness, terrain mastery
Special Actions Combat Casting
Spell-Like Abilities (CL 9th):
At will - dancing lights, disguise self, ghost sound (DC 13), invisibility, pass without trace, tongues, water breathing
-----
Abilities Str 20, Dex 12, Con 17, Int 12, Wis 16, Cha 16
SQ mimicry
Skills Balance +6, Climb +10, Concentration +11, Knowledge (geography) +9, Knowledge (nature) +3 (unskilled), Hide +14, Listen +13, Move Silently +10, Spot +14, Survival +8 (+10 to keep from getting lost or to avoid natural hazards)
Feats Alertness, Blind-Fight, Combat Casting, Endurance, Track
-----
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.

Terrain Mastery: Grants +1 insight bonus on attack and damage rolls against aquatic, forest, hill, marsh, and underground creatures.

Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.[/sblock]
[sblock=Covey Spell-Like Abilities] 3/day - animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), polymorph, veil (DC 19), vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate. Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp.

Hag Eye: A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points.

Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.[/sblock]
 
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