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Garnfellow's World [Updated 12.26.05]

Garnfellow

Explorer
Busirane's (Improved) Unshackled

I finally got my copy of Green Ronin’s Advanced Bestiary, and man does that book rock. One template immediately jumped out for Frilond use: the Broken Soul template models creatures submitted to terrible torture... creatures not unlike the Unshackled. Given Busirane’s loss of two Unshackled in the last few months, it does not seem unreasonable to assume that he would step up the production of even more wretched troops.

The Broken Soul template adds several special attacks that have saving throws tied to Charisma—which means the DC for these abilities are low enough to be nearly inconsequential against the PCs (although one unlucky roll on that baleful gaze would be pretty devastating). But the ability adjustments along with the new resistances and damage reduction still make this a more than worthwhile addition.

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Busirane’s Unshackled: male Half-Troll Broken Soul Ogre Bbn 4/War Hulk 3; CR 14; Large Giant; HD 4d8+47 plus 4d12+44 plus 3d12+33; hp 199; Init +0; Spd 40 ft; AC 21, touch 9, flat-footed 21; BAB +7; Grp +27; Atk +16 melee (2d6+39, +1 large spiked chain); Full Atk +16/+11 melee (2d6+39, +1 large spiked chain) or +22 melee (1d8+16, bite) and +16 melee (1d6+8, 2 claws) or +22/+17 ranged (2d8+16, rock); Space/Reach 10 ft/10 ft (20 ft with chain); SA agonized wail, baleful gaze, great swing, mighty rock throwing, rage 2/day, rend 2d6+22, torturous touch; SQ ability boost (Str +6), damage reduction 5/–, darkvision 60 ft, fast healing 5, fast movement, no time to think, resistances, scent, trap sense +1, uncanny dodge; SV Fort +19, Ref +3, Will +4; Str 42, Dex 10, Con 33, Int 3, Wis 12, Cha 1.

Skills and Feats: Climb +23, Intimidate +14; Cleave, Diehard (b), Endurance (b), Exotic Weapon Proficiency (spiked chain), Large and In Charge, Power Attack, Toughness (b).

Possessions: +1 large spiked chain, 170 gp.

Agonized Wail (Ex): As a standard action, an Unshackled can emit an agonized wail that inspires terror in every creature within 120 feet that has less than 11 HD. Each potentially effected opponent must succeed on a DC 10 Will save or become shaken. This condition lasts until the affected opponent is out of range. A successful saving throw renders an opponent immune to that Unshackled’s agonized wail for 1 minute.

Baleful Gaze (Su): Any creature within 60 feet that meet the Unshackled’s gaze must succeed on a DC 10 Fortitude save or take 1d4 points of Strength drain, 1d4 points of Constitution drain, and 1d4 points of Charisma drain. Whatever the results of the saving throw, the creature cannot be affected by the Unshackled’s baleful gaze again for 1 minute.

Great Swing (Ex): As a full-round action, an Unshackled can choose three squares adjacent to one another (he must threaten all of them). His attack roll applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender. If the Unshackled uses a special attack, this special attack affects only the first target; the other creatures are attacked normally.

Walls and similar obstacles can block a great swing. Start with one square that the Unshackled threatened. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. The Unshackled may skip creatures, attacking only those he wants to. If an Unshackled drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.

Mighty Rock Throwing (Ex): An Unshackled can throw rocks that deal 2d8+15 points of damage with a range increment of 50 feet. The Unshackled uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds.

Rage (Ex): While an Unshackled rages, the following changes to his statistics are in effect: (Str 46, Con 37, AC -2, +22 hit points, +2 to all melee attacks and damage, Fort save +25, Will save +5, Climb +25). His fit of rage lasts 16 rounds. At the end of the rage, the Unshackled loses the rage modifiers and restrictions and becomes fatigued (Str 39, Dex 8, -1 to AC, -1 to all melee attacks and damage, Ref save +2, Climb +22, can't charge or run) for the duration of the current encounter.

Rend (Ex): If an Unshackled hits with two or more claw attacks against the same opponent, it latches on to the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+22 damage.

Torturous Touch (Su): An Unshackled can deliver a torturous touch by making a successful melee touch attack against a target. Any creature struck by this attack must succeed on a DC 10 Fortitude save or take 2d6 points of slashing damage and 1d6 points of Dexterity damage. Furthermore, the affected creature immediately falls prone and lies convulsing and helpless for 1d4 rounds.

Fast Healing (Ex): An Unshackled heals 5 points of damage each round so long as he has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation.

Fast Movement (Ex): An Unshackled’s land speed is faster than the norm for his race by +10 feet.

No Time to Think (Ex): An Unshackled is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma-based skills. The only exception is the Intimidate skill, which works normally.

Resistances (Ex): An Unshackled has resistance 5 to acid, cold, electricity, fire, and sonic.

Scent (Ex): An Unshackled can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Trap Sense (Ex):
An Unshackled gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): An Unshackled retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Physical Description: An Unshackled is a horrible, bestial figure, naked save for dark red paint smeared across its warty hide. An Unshackled’s form is bent and slouching, its body covered with terrible scars, brands, and burn marks. Some are missing ears and others have had one of their eyes gouged out. They have greasy matted hair, wiry limbs, and small, sharp teeth.
 
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Turanil

First Post
Hey, I am going to make a compilation document of the NPC that were submitted to both of the NPCs thread below (see link in sig.). This will be a free document for download on Enworld and any other place that accepts D&D downloads.

I would like to know if I can also incorporate some of the NPCs found in your thread?

Thanks.
 

Garnfellow

Explorer
Turanil said:
Hey, I am going to make a compilation document of the NPC that were submitted to both of the NPCs thread below (see link in sig.). This will be a free document for download on Enworld and any other place that accepts D&D downloads.

I would like to know if I can also incorporate some of the NPCs found in your thread?

Thanks.

Sounds like a most worthy project. Please go ahead!
 


Garnfellow

Explorer
The Count of Kirke

In addition to the Advanced Bestiary, I’ve also been poring over Green Ronin’s equally excellent Black Company Campaign Setting, a fantastic and gritty blend of D&D and D20 Modern rules. As Olive suggested a few posts back, there’s a lot to steal for my own campaign, including some nice low- and no- magic renditions of the standard D&D classes. The Noble class, for example, is a no-magic version of the Bard. I decided to try to stat out Sir Hamral’s liege, Sir Durrell, the Count of Kirke, using this class. I’m not completely sold – at least not yet. As with the Marshall class, I really like the concept of a class that buffs other characters using exhortation and a commanding presence, but I wonder if the Noble, like the Marshall, may be somewhat underpowered.

I also recognize the extreme difficulty of trying to model social class within a d20 framework. There have been some nice attempts, but nothing yet that’s really worked. I think the fundamental problem is that the d20 system is premised on balance: every character is supposed to be roughly equivalent to all other characters of the same level. But social class is inherently asymmetrical and unbalanced. A 1st-level Aristocrat princeling should have it all over the 1st-level Commoner. Maybe the way to model social class is to use level adjustments, just as with race... so that the first level princeling may have only 1 HD, but a whopping +4 LA. Hmmmmmmmmm.

In any case, here’s Sir Durrell using the Black Company’s Noble class. The Battlefield Inspiration feat is from the Minatures Handbook. Improved Toughness is from the Complete Warrior. (As an aside, I notice that this feat is showing up with unnatural regularity with my recent creations. Granted, many of these have been undead, constructs, or important NPCs, but still... it makes me wonder whether this feat might be too good.)

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Sir Durrell, Count of Kirke: male fighter 8/noble 6; CR 14; HD 8d10+16 plus 6d8+12; hp 114; Init -1; Spd 20 ft; AC 22, touch 10, flat-footed 22; BAB +12; Grp +13; Atk +16 melee (1d8+4/17–20, +1 keen longsword) or +14 melee (1d8+2/x3, +1 heavy lance); Full Atk +16/+11/+6 melee (1d8+4/17–20, +1 keen longsword); SQ diplomat, education, inspire courage, inspire competence, inspire complacency, organize; SV Fort +12, Ref +6, Will +10; Str 13, Dex 9, Con 12, Int 10, Wis 12, Cha 14.

Skills and Feats: Bluff +9, Diplomacy +18, Gather Information +7, Handle Animal +7, Intimidate +18, Knowledge (architecture and engineering) +5, Knowledge (nobility and royalty) +9, Listen +3, Ride +15, Sense Motive +11.

Feats: Battlefield Inspiration, Greater Weapon Focus (longsword), Improved Toughness, Leadership, Mounted Combat, Negotiator, Power Critical (longsword), Ride-By-Attack, Spirited Charge, Trample, Weapon Focus (longsword), Weapon Specialization (longsword).

Possessions: +2 chainmail, +2 heavy steel shield, +1 keen longsword, +1 heavy lance, ring of protection +1, amulet of natural armor +1, cloak of resistance +2, amulet of health +2, 405 gp.

Diplomat (Ex): Durrell has a +2 bonus to all Bluff, Diplomacy, Intimidate, and Sense Motive skill checks.

Education (Ex): Durrell has a +2 bonus to all Knowledge skill checks. He also adds this bonus to untrained Intelligence checks to discover common knowledge.

Inspire Competence (Ex): Twice per day Durrell can use his command of speech and presence to help an ally succeed at a task. The ally must be within 20 feet and able to see and hear Durrell. Durrell must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Durrell’s inspiring words. Certain uses of this ability are not feasible. The effect lasts as long as Durrell concentrates, up to a maximum of 1 minute. Durrell can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Inspire Complacency (Ex): Twice per day Durrell may convince any number of targets within 20 feet to relax their vigilance and let down their guard. Durrell must succeed a Bluff or Diplomacy check opposed by the target’s Sense Motive checks. Those targets Durrell beats take a -2 circumstance penalty to all Listen and Spot skill checks for 3 rounds. This ability is a full-round action and is language-dependent and mind-affecting.

Inspire Courage (Su): If Durrell spends a full round action speaking words of encouragement, he may inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear Durrell speak and be within 30 feet. The effect lasts for 2 rounds. An ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Organize (Ex): Durrell can use his talents with leadership to maximize efficiency in those working together. Whenever two or more characters use the aid another action to improve a skill check, Durrell may make an aid another check. If he succeeds, the primary character gains a +4 bonus to the skill check. Durrell may not use this ability for Trained Only skills in which he does not have ranks.

Physical Description: A burly man of medium height and early middle age, dressed in fine livery. His face is serious, and grey streaks run through his dark black hair and beard.

Personality Traits: Fierce, proud, and honorable.
 
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Garnfellow

Explorer
Gory-Moon Veteran Scouts

The Gory-Moon are a tribe of small, furtive ruck-men skilled in sneaking and sorcery. They are frequently employed as scouts and spies by King Tereus.

These veteran scouts have several useful spells from the Miniatures Handbook (lesser acid orb, baleful transposition, veil of shadows, blast of flame) and the Complete Adventurer (arrow mind, sniper’s shot, swift fly)

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Gory-Moon Veteran Scouts (4): male ruck-men Rogue 4/Sorcerer 6/Arcane Trickster 3; CR 13; Small Humanoid (ruck); HD 4d6+4 plus 6d4+6 plus 3d4+3; hp 47; Init +3; Spd 30 ft; AC 18, touch 14, flat-footed —; BAB +7 Grp +2; Atk +13 ranged (1d4+2 plus 1d6 cold/x3, +2 short bow) or +8 melee (1d4-1/19–20, masterwork short sword); Full Atk +8/+3 melee (1d4-1/19–20, masterwork short sword) or +11/+6/+11 ranged (1d4+2 plus 1d6 cold/x3, +2 short bow); SA impromptu sneak attack 1/day, sneak attack +3d6, spells; SQ darkvision 60 ft, evasion, ranged legerdemain 1/day, trap sense +1, trapfinding; AL NE; SV Fort +6, Ref +13, Will +10; Str 9, Dex 16, Con 12, Int 12, Wis 11, Cha 16.

Skills: Balance +10, Concentration +12, Craft (Poison) +6, Decipher Script +8, Disable Device +4, Escape Artist +6, Hide +21, Jump +1, Knowledge (Arcana) +6, Listen +8, Move Silently +17, Search +6, Sleight of Hand +6, Spellcraft +3, Spot +8, Tumble +8, Use Magic Device +8, Use Rope +6. Gory-Moon rucks have a +4 racial bonus on Move Silently and Hide checks.

Feats: Dodge, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run.

Spells Known (cast 6/7/7/7/4): 0—acid splash, dancing lights, detect magic, ghost sound, mage hand, open/close, prestidigitation, ray of frost; 1—arrow mind, lesser acid orb (+10 ranged touch, 5d8 damage), magic missile (190 ft, 5 missiles doing 1d4+1 damage), sniper’s shot, true strike; 2—baleful transposition (DC 15 Will), cat’s grace, swift fly, veil of shadows; 3—dispel magic, haste, major image; 4—blast of flame (60 ft cone of fire, 9d6 damage, DC 17 Reflex half), greater invisibility.

Impromptu Sneak Attack: Once per day a Gory-Moon veteran scout can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Evasion (Ex): If a Gory-Moon veteran scout makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Ranged Legerdemain: A Gory-Moon veteran scout can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and a scout cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. A scout can use ranged legerdemain once per day. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.

Trap Sense (Ex): A Gory-Moon veteran scout has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Trapfinding: A Gory-Moon veteran scout can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Uncanny Dodge (Ex): A Gory-Moon veteran scout retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Possessions: +2 leather armor, +2 shortbow, +1 frost arrows (20), cloak of resistance +1, masterwork short sword, 648 gp.

Physical Description: Pale-skinned, slinking creatures the size of a human child, with long, spindly limbs and large dark eyes.
 

Garnfellow

Explorer
The Alligiant Guardsman of Hecatesseus

The magen were a series of life-like constructs introduced in the classic module X1: Castle Amber. Magen are created through alchemical processes, out of charged gelatin that is shaped with molds. The following was built using Gez’s 3e conversion, posted over in this thread: http://www.enworld.org/showthread.php?t=65135

I'm quietly implementing the "class dodge bonus" rule from Green Ronin's Advanced Gamemaster's Guide, which gives these constructs an additional +3 Dodge bonus to AC.

Our PCs have destroyed almost all of Hecatesseus’s creations, and thwarted his plans to resurrect the colossus and transfer his consciousness into an adamantine construct. All that is left now is a final showdown, wherein Hec will empty his laboratory of all his creations in one last attempt to destroy his hated enemies.

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The Alligiant Guardsman of Hecatesseus, demos magen Ftr 10: CR 12; Medium Construct; HD 3d10 plus 10d10 plus 13; hp 84; Init +1; Spd 30 ft; AC 21, touch 14, flat-footed 17; BAB +12; Grp +13; Atk +16 melee (1d8+3/17–20, masterwork longsword); Full Atk +16/+11/+6 melee (1d8+3/17–20, masterwork longsword) or +16/+11/+6 ranged (1d8+3/19–20 x3, masterwork 12 Strength composite longbow) SQ construct traits; AL N; SV Fort +8, Ref +5, Will +4; Str 13, Dex 12, Con –, Int 11, Wis 10, Cha 10.

Skills: Climb +6, Craft (bronzeworking) +5, Jump +6, Listen +8, Spot +8, Swim +6.

Feats: Alertness, Greater Weapon Focus (longbow), Greater Weapon Focus (longsword), Improved Critical (longbow), Improved Critical (longsword), Improved Toughness, Run, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longbow), Weapon Specialization (longsword).

Construct Traits: The guard is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The guard is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the guard cannot be raised or resurrected.

Possessions: masterwork chain shirt, masterwork longsword, masterwork 12 Strength composite longbow, 20 arrows.

Physical Description: A hairless creature with grayish-white skin, its face painted to resemble the face of Hecatesseus.
 
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Garnfellow

Explorer
The Pliant Attendant of Hecatesseus

The Pliant Attendant of Hecatesseus, Caldron Magen Ftr 6: CR 8; Medium Construct; HD 4d10 plus 6d10; hp 55; Init +6; Spd 60 ft; AC 17, touch 14, flat-footed 13; BAB +9 Grp +11; Atk/Full Atk +12 melee (1d8+5/19–20, slam); Space/Reach 5 ft/20 ft; SA acid, improved grab; SQ construct traits; AL N; SV Fort +6, Ref +5, Will +3; Str 15, Dex 14, Con —, Int 11, Wis 10, Cha 10.

Skills: Climb +23, Jump +15.

Feats: Combat Reflexes, Hold the Line, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Trip (b), Stand Still, Weapon Focus (slam), Weapon Specialization (slam),

Acid: The attendant may secrete an acid that will inflict 1d10 points of damage each round to a grappled (or grappling) creature. This is in addition to normal grapple damage.

Improved Grab: If an attendant hits an opponent of up to one size larger than itself, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +11). The attendant has the option to conduct the grapple normally, or simply use its long arm to hold the opponent (-20 penalty on grapple check, but the caldron is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Construct Traits: The attendant is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The attendant is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the attendant cannot be raised or resurrected.

Physical Description: A hairless creature with grayish-white skin, its face painted to resemble the face of Hecatesseus.
 

Garnfellow

Explorer
The Fulgurant Adherent of Hecatesseus

The Fulgurant Adherent of Hecatesseus, Galvan Magen Ftr 7: CR 10; Medium Construct; HD 5d10 plus 7d10; hp 66; Init +6; Spd 40 ft; AC 19, touch 14, flat-footed 15; BAB +10; Grp +12; Atk/Full Attack +12 melee (1d6+3, slam); SQ construct traits; AL N; SV Fort +6, Ref +7, Will +3; Str 15, Dex 15, Con —, Int 11, Wis 10, Cha 11.

Skills: Concentration +6, Listen +8, Spellcraft +4, Spot +8.

Feats: Ability Focus (lightning bolt), Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Practiced Magic, Skill Focus (Concentration), Spring Attack.

Spells-like abilities (caster level 9): 3/day—lightning bolt (DC 15).

Construct Traits: The adherent is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The adherent is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the adherent cannot be raised or resurrected.

Physical Description: A hairless creature with grayish-white skin, its face painted to resemble the face of Hecatesseus.
 

Gez

First Post
Nice to see the Magens used.

I liked to see a paladin with a sword named Joyeuse. :) I always felt Charlemagne's sword had a nifty name ("Joyous").

A suggestion for Iseltis, the Augment Healing feat (Complete Divine) rather than Toughness. (+2 hp cured per spell level, I consider 0-level spells as being level 1/2 for this purpose.) It stacks with Healing Hands and result in some very impressive numbers of hp cured.


I like the idea of a badguy that creates lots and lots of constructs, it's definitely the kind of arcanists I tend to use. I'll have to give a better look at some of your creations. :D
 

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