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NPC Request - High level Clerics for ToEE


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JohnnFour

Explorer
justinsluder said:
Just posting to see if you found any of these useful.

Yes, very much. Thank you both! Sorry, I was madly prepping for Thursday's session and then was away on the weekend.

These NPCs are perfect for Romag, Alrem, Kelno, and Belsornig.

We stopped on Thursday with the PCs having just taken out the guards in the tower. The guards were lead by an ogre mage, but I played him poorly. Fortunately, I've added more ogre magi in the Temple and should get lots of practice. :)

Next session begins with an elder air elemental approaching the PCs in the ruined tower in whirlwind form. The outer wall of wind will part and Kelno will step through. He's the last air priest and is fighting for survival amongst the Temple factions. He'll offer to lead the PCs into the dungeon, bypassing all the traps. He'll point the PCs to Romag's area, and not tell them other entrance options are about. Should be a fun encounter.
 

JohnnFour

Explorer
Update

The PCs encountered Kelno, the Chief Air Priest two sessions ago. He arrived inside an elder air elemental, and was standing on a pair of small air elementals chariot-like. He had captured a number of Hommlett villagers and arranged a meeting with the PCs to negotiate. He wanted to steer the PCs to the Temple entrance nearest Romag to give his arch enemy a little pain.

However, the negotiations fell apart and Kelno fled the scene within his Elder Air Elemental ride. The wizard unexpectedly cast Dismissal upon the elemental and somehow managed to succeed the ginormous DC! Then he rolled under 20% for the check. I secretly ruled that Kelno and his pets were dismissed to the Air Node, where he awaits rescue or the appearance of the PCs....

Last session the PCs defeated the Temple's outer defenses, which I placed to scale things up. They had to whack a boneyard and a devourer working in concert. They finally set foot within the Temple for the first time. The players cheered and now I wait to see what entrance they'll use.

Thanks again for the stat blocks.
 


Twinswords

First Post
terrible fire lizards

Orginal for a tiamat fire temple but useable for the fire section.

Protector of the fire shrine
Half dragon (red) 5 headed pyrohydra of legend
huge sized male dragon
HD: 5d12+58= ( 97hp),
Ini: +9,
Speed: 20 ft., 20ft swim, 40 ft. fly
AC: 27 (+4 dex +15 natural armour -2 size)
Base Attack/grapple: +5, +24
Attack: 5 bites +14 (2d6+6)
Full Attack: 5 bites +14 (2d6+6)
Face/Reach: 15 ft / 10 ft,
Saves: Fort +18, Ref +11, Will +7,
Abilities: Str 35, Dex 18, Con 32, Int 6, Wis 12, Cha 15,
Align: neutral evil,
skills: listen +9 spot +9 swim +19,intimdate +10
Feats: Combat reflexes, iron will, toughness, multi attack, improved ini.
Special Abilities: Darkvision 60ft., low light vision, fast healing 15, scent, breath weapon: fire 3d6 20 feet cone each head every 1d4 rounds Ref DC 23, Reflective hide (counts as permanent spell turning) immunities: mind affecting, fear, sleep, paralysis, fire
Cr:10
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of cold or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A icy weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. cold or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by cold or acid.
A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.
Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Kobold fire cleric
Small sized male kobold (humanoid, dragonblood, repetilian)
Kobold cleric 3/ warmage 4/ mystic theurge 2
HD: 3d8+4d6+2d4+9 ( 49hp),
Ini: +1,
Speed: 30 ft.,
AC: 17 (+1 dex +4 chitin chain mail, +1 natural armour +1 size)
Base Attack/grapple: +5, +1
Attack: small heavy mace +6 (1d6) small light crossbow +7 (1d6)
Full Attack: small heavy mace +6 (1d6) small light crossbow +7 (1d6)
Face/Reach: 5 ft / 5 ft,
Saves: Fort +5, Ref +3, Will +13,
Abilities: Str 10, Dex 12, Con 12, Int 16 Wis 16, Cha 16,
Align: Lawful Evil,
Languages: draconic
skills: Craft trapmaking +5, Knowledge arcane: +12, knowledge: religion +11, concentration +13, spellcraft +15, sense motive +15, intimidate+10
Feats: Combat casting, fiery burst, practiced spell caster (warmage), practised spell caster (cleric).
Possession: masterwork small licht crossbow, masterwork small heavy mace, chitin chain mail armour.
Special Abilities: Darkvision 60ft. , light sensitivity, armoured mage (light), warmage edge (+3 damage per damage spell of warmage list) advanced learning: jet of steam, turn fire, spontaneous domain casting. Domains: fire, evil

Spells per day: Warmage: 6,7,6,4 caster level 9 (10 if fire spell) DC13 plus spell level
Cleric: 5, 4+1, 3+1, 2+1 caster level 9 (10 if fire spell) DC 13 plus spelllevel
Cleric spells prepared:
0st: cure minor x2, detect magic, read magic, resistance
1st: bless, shield of faith, cure light wounds, burning hands x2
2nd: silence, hold person produce flame x2
3rd: magic circle vs good, prayer, searing light
 

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