Dwarven Vengance Monsters

Voadam

Legend
Orcs

30 Orc, 1st–level warrior: CR 1/2; LA +0; Medium humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13 (+3
studded leather armor), touch 10, flat-footed 13; Base Atk +1; Grp +4; Atk Falchion +5 melee (2d4+4/18–20) or
javelin +1 ranged (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ darkvision 60 ft., light sensitivity; AL
CE; SV Fort +3, Ref +0, Will –2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6.
Languages: The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by
someone else who speaks Orc. Some orcs know Goblin or Giant as well.
Skills and Feats: Listen +1, Spot +1; Alertness.
Possessions: Falchion, studded leather, javelin.
Description/Combat: An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing
vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow–green, and
deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about
210 pounds. Females are slightly smaller.
Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of
1st level. Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least
time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as
a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war
(such as honoring a truce) only as long as it is convenient for them.
Environment: Temperate hills
Organization: Gang (2–4), squad (11–20 plus 2 3rd–level sergeants and 1 leader of 3rd–6th level), or band
(30–100 plus 150% noncombatants plus 1 3rd–level sergeant per 10 adults, 5 5th–level lieutenants, and 3 7th–
level captains)
Treasure: Standard
Advancement: By character class
 

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Voadam

Legend
Elite Orcs

Elite Orcs

8 Orcs, 4th level barbarians: CR 4; LA +0; Medium humanoid; HD 4d12+12; hp 34(42); Init +0; Spd 30 ft.; AC 18 (+6
breastplate, +1 dex +1 dodge), touch 12, flat-footed 16; Base Atk +4; Grp +9(11); Atk Battle Axe +10 melee (1d8+5(+7/ +7/+10 x3) or
javelin +1 ranged (1d6+3); Full Atk (same); Space/Reach 5 ft./5 ft.; SA —; SQ darkvision 60 ft., light sensitivity; AL
CE; SV Fort +6, Ref +2, Will 0; Str 20, Dex 13, Con 14, Int 8, Wis 9, Cha 7.
 

Voadam

Legend
Orc Cleric

Orc Clr5: CR 5; ECL 5; Size M (5 ft, 9 in tall); HD 5d8; hp 22; Init +0; Spd 30 ft, 30 ft; AC 13, touch 10, FF 13; BAB +3; Grapple +3; Atk: +4 melee (1d8, Morningstar), +4 ranged (1d4, Sling); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref +1, Will +6; Str 11, Dex 10, Con 10, Int 7, Wis 15, Cha 9.

Skills and Feats: Concentration +3, Craft (Other) +3, Hide +1, Move Silently +1; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Exotic Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Spell Focus (Enchantment).

Clr Domains: Death, Destruction

Clr Spells Prepared (5/5/4/2):
0--(Save DC 12) 6
1--(Save DC 13) 4 Cause fear, Inflict light wounds, cure light wounds, obscuring mist, bless, summon monster I
2--(Save DC 14) 2Death knell, Shatter, shadowy darkness, summon monster II,
3--(Save DC 15) Contagion, Animate Dead

Possessions: 82 gp, 2 sp, 1 cp, Potion of lesser restoration, Scroll of darkness (div), Masterwork studded leather armor, Potion of blur, Masterwork silver dagger, Oil of darkness, Potion of invisibility, Potion of cure moderate wounds, Masterwork sling.
 

Voadam

Legend
Orc Barbarian 10

Orc Barbarian 10
Medium Humanoid (Orc)


Hit Dice: 10d12+10 (80)
Initiative: +1
Speed: 40 ft
Armor Class: 19 (+6 breastplate+1, +1 dex, +2 bracers of armor) Touch 11, Flat-footed 19
Base Attack/Grapple: +10/+15
Attack: Shocking Thundering Greataxe+1 +20 melee (1d12+9 + 1d6 electricity/17-20 +1d8 sonic DC14 deafen) or javelin +10 ranged (1d6+7)
Full Attack: Shocking Thundering Greataxe+1 +20/+15 melee (1d12+9 + 1d6 electricity/17-20 +1d8 sonic DC14 deafen) or javelin +10/+5 ranged (1d6+7)
Space/Reach: 5 ft/5 ft
Special Qualities: Rage 3/day, Improved Uncanny Dodge, Trap Sense +3, DR 2/—, Illiterate, Darkvision 60 ft, Light Sensitivity
Saves: Fort +8, Ref +3, Will +1
Abilities: Str 24, Dex 12, Con 12, Int 8, Wis 7, Cha 6
Skills: Climb +11 (+6 in armor), Listen +8, Survival +4, Intimidate +6, Tumble +5
Feats: Weapon Focus (Greataxe), Power Attack, Improved Sunder, Improved Critical (Greataxe)
Languages: Orc
Possessions: Gauntlets of Ogre Power, Belt of Giant Strength
Challenge Rating: 10
Alignment: Often Chaotic Evil

[edit]Combat
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.

Trap Sense (Ex): Gain a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Greater Rage (Ex): An Orc Barabarian 10 can rage twice per day. While raging, the following stats change for 7 rounds:

Hit Dice: 10d12+40 (105)
Armor Class: 17 (+6 breastplate+1, +1 dex, +2 bracers of armor, -2 rage)
Attack: Greater Shocking Greataxe +21 melee (1d12+11 + 1d6 electricity/17-20 +1d8 sonic DC14 deafen) or javelin +10 ranged (1d6+9)

Full Attack: Greater Shocking Greataxe+1 +22/+17 melee (1d12+11 + 2d6 electricity/17-20) or javelin +11/+6 ranged (1d6+9)

Saves: Fort +9, Ref +3, Will +3

Abilities: Str 28, Dex 12, Con 16, Int 8, Wis 7, Cha 6
Skills: Cannot use Charisma-, Dexterity-, or Intellegence-based skills except for Balance, Excape Artist, Intimidate, and Ride.
 

Voadam

Legend
teratomorph

Teratomorph

335 hp fly 50 ft. 30 feet square 15' reach
AC 3, slam +28 4d6+16 plus entorpic touch F 30
F +15, R +7, W +5
entropic touch, portalwake, warp reality,
SR 32 blindsight 240', detect law 20' dimensional instability,
lightning immunity, acid immunity, poison immunity,
no crits

Entropic Touch, F DC 30
d20
1-7 physical mutation d6 str or dex drain
8-13 tissue annihilation 2d4 con
14-18 transformation 5d20 subdual and poly any
19 bonding auto grappled, +44 grapple for auto damage next round and entropic touch
20 absorption instant death no body left transform into chaos beast

portalwake
once a round 120' DC 20 Reflex save or plane shift opponent

Warp reality
when move or attack 120 foot chaos emanation warping terrain -4 circumstance on opponent attacks 10% chance d20
1-4 entangel and obscuring mist
5-8 color spary and glitterdust
9-12 Stinking cloud and spike growth
13-14 spike stones and cloudkill
15-16 insect plague and mind fog
17-18 acid fog and transmute rock to mud
19 Fire storm and reverse gravity
20 Earthquake and prismatic spray (one roll for everybody)
Caster 20 DC 10+ spell level

Dimensional instability 20% miss chance as it phases

Shapeless horror the size of a cottage. Its body consists of thick translucent irridescent slime coated coils of opque tissue that shift and move. Beneath its slimy hide bursts of energy flash, lighting portions ofs form momentarily. Sections of the ooze periodically emit beams of light or crackling energy, while other sections fade into smoke or vanish altogether.
 

Voadam

Legend
Enkhidus

Forlorn
Medium Outsider (Extraplanar) Hit Dice: 10d8+40 (85 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), fly 90 ft. (good)
AC: 27 (+3 Dex, +14 natural), touch 13, flatfooted 24
Base Attack/Grapple: +10/+15 Attack: Bastard sword +15 melee (1d10+7/1920) or claw +15 melee (1d6+5)
Full Attack: Bastard sword +15/+10 melee (1d10+7/1920) and tail +10 melee touch (dismiss); or 2 claws +15 melee (1d6+5) and tail +10 melee touch (dismiss)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of doubt, dismiss, spelllike abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., dispel, lowlight vision, immunity to acid, cold, disease, fire, petrification, and poison, resistance to electricity 10, spell resistance 25
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 20, Dex 17, Con 19, Int 18, Wis 15, Cha 21 Skills: Balance +13, Bluff +16, Concentration +14, Diplomacy +20, Disguise +16, Escape Artist +13, Hide +13, Intimidate +17, Knowledge (the planes) +17, Listen +12, Move Silently +13, Search +14, Sense Motive +12, Spot +12, Swim +15
Feats: Dodge, Flyby Attack, Improved Initiative, Iron Will Environment: Any Outer Plane Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Usually neutral Advancement: 11-16 HD (Medium); 17-24 HD (Large)

The solitary forlorn is the rare offspring of a celestial and a demon or a devil. It hails from the Outer Planes, however it has no plane to call its own. Forlorns spend their lives wandering the planes, searching vainly for a home, a cause, or something to belong to. However, due to their nature, they seem to never find whatever it is they seek. Forlorns are mistrusted by all other outsiders, and are rarely welcome in any Outer Plane. Many forlorn attempt to disguise themselves as one aspect of their nature or another, or as a mortal in order to survive. Forlorn are difficult to describe, as each one has a different mixture of divine and infernal features. A typical forlorn looks like a beautiful finefeatured human, with feathered bat wings, claws, and scaly armor partially covering much of their slender body. Forlorns always have a barbed tail with magical properties. While a forlorn has no interest in taking sides, it often acts to keep the balance of the planes. Frequently this means repelling invaders from where they don’t belong as well as sometimes helping out the underdog. Despite its efforts to help, a forlorn is generally not liked, even by those it protects. The nature of a forlorn seems to make most creatures feel uneasy around it, and forlorns generally cannot keep friends or companions around for long. The forlorn is typically the child of the fallen, although its wanderlust causes it to leave its parents at an early age. A forlorn typically speaks Infernal or Abyssal, as well as Celestial, Common, and one other language. Combat A forlorn has little interest in killing, but is motivated to send creatures back to their rightful places. If attacked, it defends itself to the best of its ability. If attacking, it uses its spells and powers to stop fights, to scare off invaders, and to dispel unnatural conditions. In melee, the forlorn attacks with its tail and sword, or its tail and claws if unarmed. A forlorn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Aura of Doubt (Su): Any creature within 30 feet who sees the forlorn must succeed on a DC 20 Will save or become overcome with doubt in itself and in everything it believes in, forgetting its own alignment and abandoning its causes. Those affected stop what they are doing and become introspective and pensive, acting as if dazed. The effect lasts as long as the creatures remain in the area, and for 1d4+1 rounds after leaving the presence of the forlorn. This is a mindaffecting compulsion effect. The save DC is Charisma based. The forlorn can dismiss or create this aura as a standard action.

Dismiss (Su): If the tail of a forlorn strikes an extraplanar creature with the evil, good, lawful, or chaotic subtypes, the creature must succeed on a DC 20 Will save or be returned to its home plane. The save DC is Charismabased.

SpellLike Abilities: At will—detect chaos, detect evil, detect good, detect law, detect magic, fear (DC 19), remove fear; 3/day—confusion (DC 19), harm (DC 21), heal, wall of force; 1/day—bestow curse (DC 19), remove curse. Caster level 10th. The save DCs are Charismabased. Dispel Magic (Su): A forlorn can create a dispel magic effect (caster level 10th) from its tail at will.

Campaign The forlorn is an enigmatic creature, and can most easily be used as a mysterious reoccurring character. The forlorn may show up and save a group of adventurers at one point, and at another it may act to prevent them from achieving their goal. A forlorn makes an excellent double agent, working for both sides so that neither gains any ground for their cause. It is also possible that a forlorn shows up to help the characters when their world is invaded by creatures of the Outer Planes or to direct the party to foil the mission of an ash maiden.maiden should not be easy either; she should have loyal guards and henchmen ready at all times to defend her person. She is ruthless and persistent, not above seducing a man or two to make things go her way.
 

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