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

Mark Chance

Boingy! Boingy!
The Wasfae

The wasfae are a mighty race of devilish creatures. In its normal form, a wasfae appears to be an unholy combination of humanoid and wasp. Its insectile head sports powerful mandibles, and its abdomen is highly flexible with a dangerous stinger. A wasfae has the uncanny ability to transform into a swarm of oversized fiendish wasps.

[sblock=Wafsa (normal form); CR 10]
Always LE Medium outsider (evil, extraplanar, lawful, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal (can only speak through host creature)
-----
AC AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Dodge
hp 107 (16 HD)
Immune cold, poison, petrification
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +12, Ref +13, Will +13
-----
Spd 40 ft. (8 squares)
Melee sting +19 (2d4+3 plus poison) and 2 claws +14 (1d6+1) and bite +14 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +16; Grp +19
Attack Options poison
Special Actions alternate form, hive mind
-----
Abilities Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +22, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +22, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
Environment a lawful evil–aligned plane
Organization solitary, team (2–4), or troop (6–11)
Treasure standard
Advancement 17-32 HD (Medium)
-----
Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.
[/sblock]
[sblock=Wafsa (swarm form)]
Always LE Diminutive outsider (evil, extraplanar, lawful, shapechanger, swarm)
Init +13; Senses darkvision 60 ft., low-light vision, Listen +22, Spot +22
Language Infernal
-----
AC AC 23 (+4 size, +9 Dex), touch 23, flat-footed 14; Dodge
hp 139 (16 HD)
Immune cold, poison, petrification, weapon damage
Resist electricity 10, fire 10, sonic 10
SR 18
Fort +14, Ref +19, Will +13
-----
Spd 5 ft. (1 square), fly 40 ft. (perfect)
Melee swarm (3d6 plus poison)
Space 10 ft.; Reach 0 ft.
Base Atk +16; Grp --
Attack Options distraction, inhabit, poison
Special Actions alternate form, hive mind
-----
Abilities Str 7, Dex 28, Con 18, Int 10, Wis 12, Cha 11
Skills Bluff +10, Diplomacy +4, Disguise +19 (+21 when acting in character), Hide +30, Knowledge (arcana) +10, Knowledge (the planes) +9, Listen +22, Move Silently +30, Sense Motive +10, Spot +22, Survival +1 (+3 on other planes), Use Magic Device +19
Feats Ability Focus (poison), Alertness, Dodge, Improved Initiative, Iron Will, Toughness
-----
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 22 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Hive Mind (Ex): All wasfae within 50 feet of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No wasfa in a group is considered flanked unless all of them are.

Inhabit (Ex): A wasfa in swarm form can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.

If a wasfa swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a wasfa swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster spell on the victim. The wasfa quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.

A wasfa–inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if inhabiting a Small host.

A remove disease or heal spell cast on an inhabited victim forces the wasfa swarm to abandon its host.

Poison (Ex): Injury, Fortitude DC 24, initial and secondary damage 1d6 Strength. The save DC is Constitution-based.[/sblock]
 
Last edited:

log in or register to remove this ad



Mark Chance

Boingy! Boingy!
The Khephren

I recently re-read Lovecraft's "Imprisoned with the Pharaohs" and was inspired to create this nasty piece of work.

[sblock=Khephren; CR 13]
Always E Large Undead
Init +2; Senses darkvision 60 ft., low-light vision, Listen +20, Spot +20
Language Common, Draconic, Sphinx
-----
AC 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
hp 81 (12 HD); DR 5/-
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), energy drain, fatigue, massive damage, mind-affect effects, nonlethal damage, paralysis, poison, sleep, stunning
Resist acid 10, cold 10, electricity 10
SR 22
Vulnerability fire
Fort +6, Ref +6, Will +11
-----
Spd 50 ft. (10 squares), fly 80 ft. (poor); Flyby Attack
Melee bite +14 (1d8+9 plus mummy rot) and 2 claws +9 (2d4+4 plus mummy rot)
Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +19
Attack Options despair, Great Cleave, mummy rot, pounce & rake, Power Attack, roar 3/day, smite good 1/day
Cleric Spells Prepared (CL 6th):
3rd - dispel magic, inflict serious wounds (Will half 16), invisibility purge, magic circle against good*
2nd - eagle's splendor, hold person (Will 15), inflict moderate wounds (Will half 15), resist energy, shatter*
1st - command (Will 14), detect good, divine favor, inflict light wounds* (Will half 14), shield of faith
0 - detect magic, guidance (x2), resistance (x2)
*Domain spell. Domains: Death, Destruction, Evil
Spell-Like Abilities (CL 12th):
3/day - darkness, poison (Fort 18)
1/day - blasphemy (Will 21), contagion (Fort 18), desecrate, unholy blight (Will partial 18)
-----
Abilities Str 29, Dex 14, Con --, Int 20, Wis 17, Cha 19
Skills Bluff +11, Concentration +11, Diplomacy +8, Hide +13, Intimidate +21, Knowledge (any one) +20, Knowledge (any two) +12, Listen +20, Move Silently +17, Search +12, Sense Motive +10, Spot +20, Survival +18 (+20 to find or follow tracks)
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Great Fortitude (B), Power Attack, Toughness (B), Track
Environment warm deserts
Organization solitary
Treasure standard
Advancement 13–18 HD (Large); 19–36 HD (Huge)
-----
Despair (Su): At the mere sight of a khephren, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same khephren's despair ability for 24 hours. The save DC is Charisma-based.

Mummy Rot (Su): Supernatural disease - bite or claw, Fortitude DC 20, incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. The save DC is Charisma-based.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Pounce (Ex): If a khephren charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 2d4+4 plus mummy rot.

Roar (Su): Three times per day khephren can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 20 Will save or be affected as though by a fear spell for 2d6 rounds.

If the khephren roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save).

If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 20 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 20 Fortitude save or be thrown to the ground and take 2d8 points of damage.

The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 20 Reflex save. Other khephrens and androsphinxes are immune to these effects. The save DCs are Charisma-based.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.[/sblock]
 

Mark Chance

Boingy! Boingy!
Orcs & Goblins, Introduction

Preparing for our next campaign once we're finished returning to the Temple of Elemental Evil, I've heavily house ruled much of core rules while at the same time remaining faithful to the basic mechanics. Most of my players have a couple decades experience with D&D's various incarnations. This time around, by changing so many assumptions, it'll be much easier to catch them off guard with even things as seemingly mundane as orcs and goblins.

Goblins & Orcs
Goblins and orcs persistently trouble civilized areas, especially since the Evil Rune Tribe reclaimed the ruins of Andar as their own. Although goblins and orcs are distinct races, they are so often found in each other's company that they are considered together here in one section. Furthermore, there are three different types of goblins: gobbos, snufflers, and snotlings. Different types of orcs include boldogs, snagas, and uruk-hai.

[sblock=Common Goblin Traits]
Gobbos and Snufflers: -2 Strength, +2 Dexterity, -2 Charisma. Snotlings: -6 Strength, +4 Dexterity, -2 Charisma.
Darkvision 60 ft.
Light Sensitivity: Goblins are dazzled in bright sunlight or within the radius of a daylight spell.
+4 racial bonus on Ride and Stealth checks.
Languages: Goblin, Orc. Goblins with an Intelligence of 12 or more also speak Common.
The goblin warriors presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Environment temperate hills and plains
Organization gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults
and 1 leader of 4th-6th level), warband (10–24 with worg mounts), or tribe (40-400 plus 100% noncombatants
plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24
worgs, and 2-4 dire wolves)
Demographics Gobbos and snufflers each account for 50% of any given group of goblins. Snotlings account for the other 50% of the group. Leaders are invariably gobbos or snufflers.
Treasure standard
Advancement by character class; Favored Class rogue

Description/Combat
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Snotlings are about half this size. A goblin's eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors.

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
[/sblock]
[sblock=Common Orc Racial Traits]
+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma (except for boldogs; see below).
Darkvision 60 ft.
Light Sensitivity: Most orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Languages: Goblin, Orc. Orcs with an Intelligence of 12 or more also speak Common.
The orc warriors presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Environment temperate hills and plains
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)
Demographics Snagas account for 85% of the orcs in any given group. Boldogs account for 10% of the group, as the tendency toward demon-blood runs strong in orcs. The dreaded uruk-hai account for the remaining 5%. Leader orcs can be of any type, but are most often boldogs or uruk-hai.
Treasure standard
Advancement by character class; Favored Class barbarian

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. Uruk-hai are taller, but not considerably heavier. Boldogs have a decidedly fiendish cast to their appearance, including claws, fangs, and reptilian eyes. Females are slightly smaller. Most orcs encountered away from their homes are warriors. 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.
[/sblock]
 
Last edited:

Mark Chance

Boingy! Boingy!
Orcs & Goblins

These are the stats for the various orcs and goblins. The minor differences (e.g. the Notice skill entries) reflect house-rule changes for my campaign-under-construction.

[sblock=Boldog (CR 1)]
1st-level warrior
Usually CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft., Notice +2
-----
AC 16 (+2 Dex, +1 natural, +3 bezainted armor), touch 12, flat-footed 14
hp 6 (1 HD); DR 5/magic
Immune poison
Resist acid 5, cold 5, electricity 5, fire 5
Weakness light sensitivity
Fort +4, Ref +2, Will -2
-----
Speed 30 ft. (6 squares)
Melee 2 claws +6 (1d4+5) and bite +1 (1d6+2), or
Melee falchion +6 (2d4+7/18-20) and bite +1 (1d6+2), or
Ranged javelin +3 (1d6+5, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +6
-----
Abilities Str 21, Dex 15, Con 14, Int 12, Wis 7, Cha 8
Feats Alertness
Skills Climb +8*, Jump +6*, Notice +2 (*Includes -1 armor check penalty.)
-----
Damage Reduction (Su): A boldog’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Abilities: A boldog has the following ability score modifiers: Str +8, Dex +4, Con +2, Int +2, -2 Wisdom, Cha +0. Before racial adjustments, the boldog warrior's ability scores were Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Possessions: falchion, bezainted armor, javelin.
[/sblock]
[sblock=Gobbo (CR 1/3)]
1st-level warrior
Usually NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., Notice +5
-----
AC 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
hp 5 (1 HD)
Weakness light sensitivity
Fort +3, Ref +1, Will -1
-----
Speed 30 ft. (6 squares)
Melee morningstar +2 (1d6), or
Ranged javelin +3 (1d4, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
-----
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Feats Alertness
Skills Notice +5, Ride +5, Stealth +10* (*Includes -1 armor check penalty.)
-----
Skills and Feats: Gobbo cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +9, Stealth +8* (*including -1 armor check penalty).

Possessions: morningstar, leather armor, light shield, javelin.
[/sblock]
[sblock=Snaga (CR 1/2)]
1st-level warrior
Usually CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., Notice +4
-----
AC 13 (+3 bezainted armor), touch 10, flat-footed 13
hp 5 (1 HD)
Weakness light sensitivity
Fort +3, Ref +0, Will -2
-----
Speed 30 ft. (6 squares)
Melee falchion +4 (2d4+4/18-20), or
Ranged javelin +1 (1d6+3, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +4
-----
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Alertness
Skills Notice +4 (Apply -1 armor check penalty where applicable.)
-----
Possessions: falchion, bezainted armor, javelin.
[/sblock]
[sblock=Snotling (CR 1/4)]
1st-level warrior
Usually NE Tiny humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., Notice +5
-----
AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12
hp 5 (1 HD)
Immune disease
Weakness light sensitivity
Fort +3, Ref +2, Will -1
-----
Speed 20 ft. (4 squares)
Melee longspear +0 (1d4-2), or
Ranged javelin +5 (1d3-2, 30 ft. range increment)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with longspear)
Base Atk +1; Grp -9
Attack Options swarmfighting
-----
Abilities Str 7, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Feats Alertness
Skills Notice +5, Ride +6, Stealth +14
-----
Swarmfighting (Ex): Snotlings fight in gangs. Up to four snotlings can fight within a single space without penalty. Each snotling that threatens a foe grants the gang a +1 morale bonus to attack rolls (to a maximum +4 bonus). Also, a gang of up to four snotlings can attempt to overwhelm a single Small or Medium-size creature with a special grapple check. Each snotling that participates grants the gang a +1 morale bonus to the melee touch attack to initiate the grapple (to a maximum +4 bonus). The snotlings provoke an attack of opportunity, but even if successful this attack of opportunity doesn't prevent the grapple (although it may reduce the gang's bonuses). If the melee touch attack succeeds, the gang makes a single grapple check with a +2 morale bonus to the grapple check per snotling (maximum +8 bonus).

Skills and Feats: Snotling cavalry (mounted on giant rats) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +1, Ride +10, Stealth +14.

Possessions: longspear, javelin.
[/sblock]
[sblock=Snuffler (CR 1/3)]
1st-level warrior
Usually NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent, Notice +5
-----
AC 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
hp 5 (1 HD)
Weakness light sensitivity
Fort +3, Ref +1, Will -1
-----
Speed 30 ft. (6 squares)
Melee morningstar +2 (1d6), or
Ranged javelin +3 (1d4, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
-----
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Feats Alertness, Skill Focus (Survival) (B)
Skills Notice +5, Ride +5, Stealth +9*, Survival +4 (*Includes -1 armor check.)
-----
Skills and Feats: Snuffler cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat. This change plus different allocation of skill points yields Notice +0, Ride +9, Stealth +8*, Survival +4 (*including -1 armor check penalty).

Possessions: morningstar, leather armor, light shield, javelin.
[/sblock]
[sblock=Uruk-Hai (CR 2)]
1st-level warrior
Usually CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., Notice +2
-----
AC 13 (+3 bezainted armor), touch 10, flat-footed 13
hp 16 (3 HD)
Fort +3, Ref +3, Will -2
-----
Speed 30 ft. (6 squares)
Melee falchion +5 (2d4+4/18-20), or
Melee (Power Attack) falchion +3 (2d4+8/18-20), or
Ranged javelin +2 (1d6+3, 30 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Atk Options Power Attack
-----
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Alertness, Endurance (B), Power Attack
Skills Notice +2, Ride +5 (Apply -1 armor check penalty where applicable.)
-----
Notes: An uruk-hai has two humanoid Hit Dice. These grant BAB +1, Fort +0, Ref +3, and Will +0. Its humanoid class skills are Climb, Handle Animal, Intimidate, Jump, Ride, and Swim, with skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. It receives Endurance as a bonus feat.

Possessions: falchion, bezainted armor, javelin.
[/sblock]
 
Last edited:


Mark Chance

Boingy! Boingy!
Bricriu

Angel Black said:
I like it ! All this are great ideas ! :heh:

Thanks! Here's another, one of a few I worked up from various Irish myths:

[sblock=Bricriu (brick roo), pl. bricruis (CR 4)]
Medium Fey
Hit Dice: 5d6 (17 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 natural, +2 leather armor), touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack/Full Attack: short sword +2 melee (1d6/19-20), or light crossbow +4 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: bring strife
Special Qualities: DR 5/cold iron, low-light vision
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 11, Dex 14, Con 10, Int 13, Wis 13, Cha 16
Skills: Bluff +17, Gather Information +10, Hide +7, Diplomacy +17, Disguise +11 (+13 when it knows its being observed and tries to act in character), Forgery +6, Intimidate +7, Listen +9, Move Silently +7, Perform (choose one) +9, Sense Motive +7, Spot +9
Feats: Deceitful, Persuasive
Environment: Temperate hills and forests
Organization: Solitary, pair, coterie (3-5), or conspiracy (6-11)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Also known as Strife Bringers, bricruis are malevolent fey creatures who delight in causing chaos, dissension, and mistrust.

Only the unobservant easily mistake an undisguised bricrui for human. In its undisguised form, a bricrui presents an eerie, androgynous appearance: lovely almond-shaped eyes with delicate eyebrows and lashes, a strong jaw usually lightly bearded, slender neck and broad shoulders, a barrel chest, and narrow waist with full hips. Hair and eye color tends toward darker earth tones standing in sharp contrast to alabaster skin. Most bricruis stand about five and half feet tall and weight in the neighborhood of 140 pounds.

Bricruis speak Common and Sylvan.

Combat
Bricruis avoid combat, preferring to rely on deceived, cajoled, or charmed creatures to do their fighting. A bricrui's first action in combat is almost always to use their bring strife supernatural ability. A round or two after this, the bricrui likely attempts to flee.

Bring Strife (Su): A bricrui can bring strife simply by speaking. When it speaks and desires to bring strife, up to two creatures (the bricrui's choice) within a 30-foot spread (except bricruis) must succeed on a DC 15 Will save or be affected by charm monster or crushing despair (caster level 7th; the bricrui chooses the effect). A creature that successfully saves against any of the bricriu's effects cannot be affected by the same bricriu for 24 hours.

The save DC is Charisma-based. This is a sonic mind-affecting ability that is not language dependent (although the bricrui faces normal difficulties ordering a charmed creature if unable to speak a language that creature understands).

Skills: Bricruis have a +4 racial bonus on Bluff, Diplomacy, Listen, Perform, and Spot checks. They do not suffer a Disguise check penalty for being disguised as a different gender.[/sblock]
 

Mark Chance

Boingy! Boingy!
More From Irish Mythology

Here are some more entries inspired by Irish mythology:

[sblock=Fir Bolg (feer bul ug), pl. fir bolgs (CR 1/2)]
Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 studded leather), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack/Full Attack: spear +2 melee (1d8+1, x3), or javelin +4 ranged (1d6+1, 60 ft. range increment)
Space/Reach: 5 ft./5 ft.
Special Attacks: spear throwing
Special Qualities: elven traits, spear catching
Saves: Fort +2, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: Climb +4*, Hide +2*, Jump +4*, Listen +1, Spot +1 (*Includes -1 armor check penalty.)
Feats: Weapon Focus (javelin)
Environment: Temperate hills and forests
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

A fir bolg appears much like a high elf at first glance. A more careful study reveals differences. Fir bolgs tend to be taller than high elves but without the addition of much mass. Their ears rise to slightly forked points. They live on fruits and grains, though they occasionally hunt for fresh meat. Fir bolgs prefer dark or dully clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

Many fir bolg lands were long ago conquered by the fomors. While some fir bolgs continue to resist the fomors, a larger number have become collaborators, trading their service against the fomors' enemies in exchange for special privileges and status.

Fir bolgs speak Elven, and most also know Common and Giant. A fir bolg typically weighs 110 pounds and stands about 5-1/2 feet tall.

Combat
Given their prowess at throwing spears, fir bolgs prefer to start combat at range. A fir bolg warrior typically carries three or four javelins in addition to his spear. The stat block above shows a 1st-level fir bolg warrior. His unmodified ability scores are Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8.

Spear Throwing (Ex): Adult fir bolgs are accomplished spear throwers and receive a +1 racial bonus on attack rolls when throwing spears or javelins. (This bonus is included in the stat block above.) Furthermore, when throwing a spear or a javelin only, fir bolgs are treated as if they have the Point Blank Shot and Far Shot feats.

Elven Traits: Fir bolgs possess the following racial traits.
-- +2 Dexterity, -2 Constitution.
-- Medium size.
-- A fir bolg’s base land speed is 30 feet.
-- Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
-- Low-light vision.
-- Weapon Proficiency: Fir bolgs are automatically proficient with the javelin, lance, longspear, shortspear, and spear.
-- +2 racial bonus on Hide, Listen, and Spot checks.
-- Automatic Languages: Common, Elven. Bonus Languages: Giant, Gnoll, Gnome, Goblin, Orc, Sylvan.
-- Favored Class: Ranger.

Spear Catching (Ex): A fir bolg with at least one hand free can catch spears, javelins, and other spear-like projectiles thrown at him. Once per round, a fir bolg that would normally be hit by a spear can make a Reflex save (DC 15) to catch it as a free action. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The spear can immediately be thrown back at the original attacker (even though it isn’t the fir bolg's turn) or kept for later use. The fir bolg must not be flat-footed and must be aware of the attack in order to make a spear catching attempt.[/sblock]
Child of Lir Template
In ages past, Aoife (eef eh), a jealous sorceress, cursed King Lir's children, transforming them into immortal white swans. Only after nine centuries was the curse broken by another king named Lairgren (lye er gren). Lir's children changed from swans to aged humans and died peacefully. For freeing the children, Lairgren and his wife received a blessing from Fionnuala (fin noo la), Lir's eldest child. Her blessing bestowed magical powers to Lairgren's descendants down to the present day.

Of course, the magic of Fionnuala's blessing has been diluted by countless branches in Lairgren's family tree. Nevertheless, a Child of Lir still possesses some magical powers, including the ability to polymorph into a great swan (see below).

[sblock=Creating a Child of Lir]
"Child of Lir" is an inherited template that can be added to any human or half-human (hereafter called the base creature). "Child of Lir" uses all the base creature’s statistics and abilities except as noted here.

Size and Type: The base creature's size and type do not change, but it does gain the shapechanger subtype.

Hit Dice and Hit Points: A Child of Lir uses the base creature's Hit Dice and hit points in either form.

Speed: In great swan form, a Child of Lir has a base speed of 10 feet, but can fly at a speed of 80 feet with average maneuverability.

Armor Class: The base creature gains a +1 natural armor class bonus in both humanoid and great swan form.

Attacks and Damage: In swam form, the Child of Lir attacks with its wings and bite, just as does a great swan.

Special Attacks: The base creature retains its special attacks (if any), but these are not usable in great swan form. Regardless of form, the Child of Lir has the following special attacks.

Arcane's Foe (Ex): Arcane spellcasters cannot cast defensively if within a space threatened by a Child of Lir. An arcane spellcaster who tries to do so automatically fails his Concentration check. Arcane spellcasters threatened by a Child of Lir are aware of the ability before trying to cast while threatened.

Disrupt Arcane (Su): A Child of Lir who readies an action to disrupt an arcane spellcaster inflicts double damage if the attack is successful. This ability works only with a melee attack.

Special Qualities: The base creature retains all special qualities (if any) regardless of form. The creature acquires these special qualities.

Alternate Form (Su): A Child of Lir can shift into great swan form as though using the polymorph spell on itself, though its gear is not affected, and it does not regain hit points for changing form. It does not assume the ability scores of the great swan, but instead adds the animal’s physical ability score modifiers to its own ability scores (see below). Changing to or from great swan form is a standard action. A slain Child of Lir reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Damage Reduction (Ex): In great swan form, a Child of Lir has damage reduction 5/cold iron.

Low-Light Vision (Ex): A Child of Lir has low-light vision in any form.

Ability Scores: All Children of Lir gain a +2 bonus to Charisma. When in great swan form, it gains the following ability score bonuses: Strength +2, Dexterity +2, and Constitution +2.

Skills and Feats: In great swan form, a Child of Lir receives a +8 racial bonus on Swim checks. The Child of Lir receives Alertness as a bonus feat.

Organization: Solitary, pair, or family (3-4). A Child of Lir can often be found living among normal examples of the base creature.

Challenge Rating: As base creature +1.

Advancement: By character class.

Level Adjustment: Same as the base creature +2.[/sblock]
[sblock=Sample Child of Lir (CR 4)]
hp 16 (3 HD)
Fir bolg ranger 3
LE Medium humanoid (elf, shapechanger)
Init +3; Senses low-light vision; Listen +11, Spot +11
Languages Common, Elven, Giant
---
AC 17, touch 13, flat-footed 14
Immunity sleep spells and effects
Fort +4, Ref +6, Will +1
---
Speed 30 ft. (6 squares)
Melee spear +4 (1d8+1, x3)
Ranged javelin +8 (1d6+1, 60 ft. range increment), or
Ranged javelin +6/+6 (1d6+1, 60 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options arcane's foe, disrupt arcane, favored enemy +2 (humanoid [elf]), spear throwing
Special Actions alternate form, spear catching, wild empathy +3
---
Abilities Str 12, Dex 17, Con 12, Int 13, Wis 10, Cha 10
SQ +2 racial saving throw bonus against enchantment spells or effects
Feats Alertness (B), Endurance (B), Quick Draw, Rapid Shot (B), Track (B), Weapon Focus (javelin)
Skills Bluff +6, Hide +11*, Move Silently +9*, Sense Motive +6, Survival +6
Possessions chain shirt, plus other equipment totalling appropriate value
---
Alternate Form (Su): A Child of Lir can shift into great swan form as though using the polymorph spell on itself, though its gear is not affected, and it does not regain hit points for changing form. It does not assume the ability scores of the great swan, but instead adds the animal’s physical ability score modifiers to its own ability scores (see below). Changing to or from great swan form is a standard action. A slain Child of Lir reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.

Arcane's Foe (Ex): Arcane spellcasters cannot cast defensively if within a space threatened by a Child of Lir. An arcane spellcaster who tries to do so automatically fails his Concentration check. Arcane spellcasters threatened by a Child of Lir are aware of the ability before trying to cast while threatened.

Favored Enemy (Ex): Against elves, this Child of Lir enjoys a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Disrupt Arcane (Su): A Child of Lir who readies an action to disrupt an arcane spellcaster inflicts double damage if the attack is successful. This ability works only with a melee attack.

Spear Throwing (Ex): Adult fir bolgs are accomplished spear throwers and receive a +1 racial bonus on attack rolls when throwing spears or javelins. (This bonus is included in the stat block above.) Furthermore, when throwing a spear or a javelin only, fir bolgs are treated as if they have the Point Blank Shot and Far Shot feats.

Spear Catching (Ex): A fir bolg with at least one hand free can catch spears, javelins, and other spear-like projectiles thrown at him. Once per round, a fir bolg that would normally be hit by a spear can make a Reflex save (DC 15) to catch it as a free action. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The spear can immediately be thrown back at the original attacker (even though it isn’t the fir bolg's turn) or kept for later use. The fir bolg must not be flat-footed and must be aware of the attack in order to make a spear catching attempt.[/sblock]
[sblock=Great Swan; CR 1]
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d4+1)
Full Attack: 2 slams +2 melee (1d4+1) and bite -3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 12, Dex 13, Con 14, Int 2, Wis 14, Cha 8
Skills: Listen +7, Spot +7, Swim +9
Feats: Alertness
Environment: Temperate coastal regions
Organization: Solitary or pair
Challenge Rating: 1
Advancement: 3-6 HD (Medium)
Level Adjustment: --

A great swan appears much like a normal swan except for its size. This majestic bird's wingspan reaches 10 feet. In many lands, great swans are considered sacred birds whom the gods use to deliver omens to mortals.

Combat
Great swans are not aggressive except when defending their nests. They feed on fish, frogs, and snakes. When defending itself, a great swan bludgeons its foe with its powerful wings and bites with its beak.

Skills: A great swan receives a +8 racial bonus on Swim checks.

Animal Companion: With the GMs permission, a 1st-level druid can choose a great swan as an animal companion.[/sblock]
 

Mark Chance

Boingy! Boingy!
Peace's Takers

I statted these bad guys out at the request of a fellow DM.

[sblock=Peace Meilaender; CR 12
Human rogue 6/fighter 2/dervish 4]
LE Medium humanoid (human)
Init +7; Senses Listen +7, Spot +7
Languages Common
-----
AC 20 (+3 Dex, +1 dervish, +1 shield, +5 armor), touch 14, flat-footed 20; Combat Expertise, Dodge, Mobility, Two-Weapon Defense, uncanny dodge
hp 78 (12 HD)
Fort +8, Ref +12, Will +5; evasion, trap sense +2
-----
Speed 35 ft. (7 squares)
Melee +14/+9 +1 keen scimitar (1d6+3/15-20), or
Melee (Dervish Dance) +14/+9 +1 keen scimitar (1d6+5/15-20), or
Melee (Two-Weapon Fighting) +12/+7 +1 keen scimitar (1d6+3/15-20) and +12 +1 keen scimitar (1d6+2/15-20), or
Melee (Dervish Dance plus Two-Weapon Fighting) +12/+7 +1 keen scimitar (1d6+5/15-20) and +12 +1 keen scimitar (1d6+4/15-20), or
Ranged masterwork composite shortbow [+2 Str] +14/+9 (1d6+2/x3, 70 ft. range increment)
Ranged Touch tanglefoot bag +13 (DC 15 Reflex, 10 ft. range increment), or
Ranged Touch (Two-Weapon Fighting) tanglefoot bag +11/+11 (DC 15 Reflex, 10 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +12
Atk Options dance of death, dervish dance 2/day, Improved Feint, slashing blades, sneak attack +3d6, Spring Attack, Two-Weapon Fighting
-----
Abilities Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 12
SQ fast movement +5 ft., movement mastery, trapfinding
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Mobility, Spring Attack (B), Two-Weapon Defense (B), Two-Weapon Fighting (B), Weapon Focus (scimitar) (B)
Skills (Ranks) Balance +10 (5), Bluff +8 (7), Diplomacy +3 (0), Disable Device +9 (9), Escape Artist +16 (13), Intimidate +3 (0), Jump +17 (13), Listen +7 (8), Move Silently +8 (0), Open Lock +9 (6), Perform (dance) +13 (12), Search +9 (9), Spot +7 (8), Tumble +18 (13), Use Rope +3 (+5 to bind someone) (0)
Possessions two +1 keen scimitars, +2 silent moves studded leather, potion of barkskin +3, potion of cure serious wounds, potion of invisibility, potion of shield of faith +3, four tanglefoot bags, masterwork composite shortbow [+2 Str], quiver with 20 arrows, plus another 70 gp unspent
-----
Dance of Death (Ex): Gains the benefits of the Cleave feat while performing a dervish dance. He does not have to move 5 feet before making the extra attack granted by this ability.

Dervish Dance (Ex): While in a dervish dance, can take a full attack option for melee attacks and still move up to his speed. Must move at least 5 feet between each attack, and cannot return to the square he just exited. Provokes attacks of opportunity as normal, but can Tumble, et cetera. If completed from making his move, his full attack ends. He gains a +2 damage bonus to slashing weapon attacks while dervish dancing. Duration equals 6 rounds. At the end of the dervish dance, he is fatigued for the duration of the encounter.

Movement Mastery (Ex): Can always take 10 on Jump, Perform (dance), and Tumble checks.

Slashing Blades (Ex): A scimitar is treated as a light weapon.[/sblock]
[sblock=Gilbert of the Changing Fist; CR 8
Human monk 1/transmuter 5/enlightened fist 2]
LE Medium humanoid (human)
Init +2; Senses Listen +10, Spot +10
Languages Common, Draconic, Infernal
-----
AC 16 (+2 Dex, +2 monk, +2 armor), touch 14, flat-footed 14
hp 34 (8 HD)
Fort +3, Ref +6, Will +9
-----
Speed 40 ft. (8 squares)
Melee +5 unarmed strike (1d6), or
Ranged Touch tanglefoot bag +5 (DC 15 Reflex, 10 ft. range increment), or
Ranged Touch +5 wand of lesser orb of cold (2d8 cold, 30 ft. range), or
Ranged Touch (Double Wand Wielder) +3 wand of lesser orb of cold (2d8 cold, 30 ft. range) and +3 wand of lesser orb of sound (1d6 sonic, 25 ft. range)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options ki strike (magic), fist of energy, Stunning Fist (4/day, Fort DC 16)
Spells Prepared (4+1/4+1/4+1/3+1 per day; CL 6th):
3rd - dispel magic, haste*, protection from energy, ray of exhaustion
2nd - acid arrow, cat's grace*, false life, resist energy, see invisibility
1st - expeditious retreat*, grease (x2), magic missile, shield
0 - dancing lights, detect magic, message*, ray of frost, resistance
* Bonus Transmutation spell. Prohibited Schools: Enchantment, Illusion.
-----
Abilities Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 8
SQ monk abilities (3rd level for certain class features)
Feats Combat Casting (B), Double Wand Wielder, Craft Wand (B), Improved Unarmed Strike (B), Scribe Scroll (B), Stunning Fist (B), Two-Weapon Fighting, Weapon Finesse
Skills (Ranks) Balance +5 (0), Concentration +13 (8), Diplomacy +1 (0), Escape Artist +7 (5), Hide +7 (5), Jump +8 (+12 with 20 ft. running start) (6), Knowledge (arcana) +11 (8), Listen +10 (8), Sense Motive +7 (5), Spellcraft +11 (+13 to learn transmutation) (6), Spot +10 (8), Tumble +10 (6), Use Rope +2 (+4 to bind someone) (0)
Possessions arcane scroll (bear's endurance, protection from arrows, web, CL 3rd), arcane scroll (dispel magic, fireball, lightning bolt, CL 5th), bracers of armor +2, two potions of cure moderate wounds, two potions of mage armor, wand of lesser orb of cold (3rd level) (50 charges), wand of lesser orb of sound (1st level) (50 charges), one tanglefoot bag, plus 75 gp unspent
Spellbook all wizard spells listed above, including those on arcane scrolls and in wands
-----
Fist of Energy (Su): Spend a Stunning Fist use to imbue unarmed strikes with +1d6 fire damage or +1d6 electricity damage for 1 round.

N.B.: Regarding grease, creatures with fewer than 5 ranks in Balance are considered flat-footed while balancing. Peace, Ezekiel, and Newark could exploit this via sneak attack.[/sblock]
[sblock=Ezekiel; CR 6
Human rogue 4/ranger 2]
NE Medium humanoid (human)
Init +2; Senses Listen +9, Spot +9
Languages Common
-----
AC 16 (+2 Dex, +1 natural, +3 armor), touch 12, flat-footed 16; uncanny dodge
hp 35 (6 HD)
Fort +6, Ref +9, Will +3; evasion, trap sense +1
-----
Speed 30 ft. (6 squares)
Melee masterwork shortspear +7 (1d6+1 plus poison, 40 ft. range increment), or
Ranged masterwork shortspear +8 (1d6+1 plus poison, 40 ft. range increment), or
Ranged (Point Blank Shot) masterwork shortspear +9 (1d6+2 plus poison), or
Ranged (Rapid Shot) masterwork shortspear +5/+5 (1d6+1 plus poison, 40 ft. range increment), or
Ranged (Point Blank Shot & Rapid Shot) masterwork shortspear +6/+6 (1d6+2 plus poison), or
Ranged Touch tanglefoot bag +7 (DC 15 Reflex, 20 ft. range increment), or
Ranged (Point Blank Shot) tanglefoot bag +8 (DC 15 Reflex, 20 ft. range increment), or
Ranged (Rapid Shot) tanglefoot bag +5/+5 (DC 15 Reflex, 20 ft. range increment), or
Ranged (Point Blank Shot & Rapid Shot) tanglefoot bag +6/+6 (DC 15 Reflex, 20 ft. range increment)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Atk Options favored enemy (human) +2, Point Blank Shot, Precise Shot, Rapid Shot, sneak attack +2d6
-----
Abilities Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 8
SQ trapfinding, wild empathy +1
Feats Far Shot, Point Blank Shot (B), Precise Shot, Quick Draw, Rapid Shot (B), Track (B)
Skills (Ranks) Balance +4 (0), Bluff +6 (7), Diplomacy +3 (0), Disable Device +7 (7), Hide +8 (6), Intimidate +1 (0), Jump +8 (5), Listen +9 (7), Move Silently +8 (6), Open Lock +9 (7), Search +5 (5), Sense Motive +9 (7), Survival +6 (+8 to find or follow tracks) (4), Spot +9 (7), Tumble +11 (7)
Possessions amulet of natural armor +1, four jumping caltrops (CAd 133), potion of blur, potion of invisibility, potion of shield of faith +3, three masterwork shortspears, three weapon capsule retainers (one per shortspear), three quickfrost alchemical capsules (CAd 122), masterwork studded leather, two tanglefoot bags, three doses of Large scorpion venom, plus 44 gp unspent.
-----
Favored Enemy (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against humans. +2 bonus on weapon damage rolls against humans.

Poison: All three masterwork shortspears are pre-poisoned with Large scorpion venom. Injury Fort DC 18; initial and secondary damage 1d6 Str.[/sblock]
[sblock=Newark; CR 6
Half-vampire human rogue 3/fighter 2]
NE Medium humanoid (human)
Init +8; Senses Listen +9, Spot +9
Languages Common, Elven
-----
AC 20 (+4 Dex, +2 natural, +4 armor), touch 14, flat-footed 16; Combat Expertise
hp 32 (5 HD); DR 5/magic or silver; fast healing 1
Resist cold 5, electricity 5
Fort +6, Ref +7, Will +2; evasion, trap sense +1
-----
Speed 30 ft. (6 squares)
Melee masterwork spiked chain +9 (2d4+3), or
Melee Touch (Improved Trip) masterwork spiked chain +9 (Strength check +6 plus free attack if successful), or
Melee slam +6 (1d6+2), or
Ranged Touch tanglefoot bag +8 (DC 15 Reflex, 10 ft. range increment), or
Ranged (flaming, frost, or shock arrow) masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d6 cold, electricity, or fire/x3, 70 ft. range increment), or
Ranged (burrowing arrow) masterwork composite shortbow [+2 Str] +8 (1d6+3 plus 1d8 upon removal/x3, 70 ft. range increment)
Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
Base Atk +4; Grp +6
Atk Options children of the night, Combat Reflexes (up to 5 AoO/round), Improved Trip, sneak attack +2d6
-----
Abilities Str 14, Dex 18, Con 14, Int 13, Wis 12, Cha 10
SQ trapfinding
Feats Combat Expertise (B), Combat Reflexes, Exotic Weapon Proficiency (spiked chain) (B), Improved Initiative (B), Improved Trip, Weapon Finesse (B)
Skills (Ranks) Balance +5* (0), Bluff +8 (6), Climb +9* (8), Diplomacy +2 (0), Escape Artist +9* (6), Hide +11* (6), Intimidate +6 (4), Jump +11* (8), Listen +9 (6), Move Silently +11* (6), Search +7 (6), Spot +9 (6), Tumble +11* (6), Use Rope +4 (+6 to bind someone) (0) (*Includes -1 armor check penalty.)
Possessions five +1 burrowing arrows (CW 135), five +1 flaming arrows, five +1 frost arrows, five +1 shock arrows, oil of sonic weapon (CAd 157), potion of cure moderate wounds, potion of invisibility, masterwork chain shirt, masterwork composite shortbow [+2 Str], masterwork spiked chain, quiver, two tanglefoot bags, plus 160 gp unspent
-----
Children of the Night (Su): Once per day, summon 1d4 rat swarms, 1d3 bat swarms, or 1d6 wolves as a standard action. Creatures arrive in 2d6 rounds and serve the half-vampire for up to 1 hour.

Fast Healing (Ex): A half-vampire's fast healing only kicks in when the half-vampire is reduced to less than one-half his full hit points.[/sblock]
 

Remove ads

Top