Mark Chance
Boingy! Boingy!
Elite Undead Guardians
This group of spell-stitched vampire spawn were in cahoots with a group of giants. They were assigned to guard one of the main passages through a cavern complex.
[sblock=Spell-stitched vampire spawn; CR 5 (x4)]
Always E Medium undead
Init +6; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Common, Giant
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AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
hp 29 (4 HD); DR 5/silver, fast healing 2, turn resistance +4
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 cold 10, electricity 10
SR 12
Fort +3, Ref +7, Will +7
-----
Spd 30 ft. (6 squares)
Melee slam +5 (1d6+4 plus energy drain), or
Melee Touch inflict moderate wounds +5 (2d8+4, Will half 14)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Atk Options blood drain, energy drain
Special Actions gaseous form, spider climb
Spell-Like Abilities (CL 4th):
2/day - inflict moderate wounds (Will half 14), ray of enfeeblement, shocking grasp
1/day - desecrate, mage armor, stinking cloud (Fort 15)
-----
Abilities Str 16, Dex 14, Con --, Int 13, Wis 13, Cha 14
Skills Bluff +6, Concentration +7, Climb +8, Profession (spelunker) +4, Diplomacy +4, Hide +10, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Profession [spelunker]), Toughness
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Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit points.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Weaknesses: Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires.[/sblock]
These ghouls were assigned to another area of the cavern complex, guarding the hidden stairs that led down to the more important areas of the dungeon.
[sblock=Assassin guards; CR 10 (x2)
Ghoul rogue 3/assassin 6]
CE Medium undead
Init +6; Senses darkvision 60 ft., low-light vision, Listen +10, Spot +11
Languages Common, Draconic, Giant
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AC 22 (+4 Dex, +2 natural, +6 armor), touch 14, flat-footed 22; improved uncanny dodge, trap sense +1
hp 71 (11 HD); turn resistance +2
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
Fort +3, Ref +12, Will +8; evasion, trap sense +1
-----
Spd 30 ft. (6 squares)
Melee bite +11 (1d6+2 plus paralysis) and 2 claws +9 (1d3+1 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options Combat Casting, death attack (Fort 19), ghoul fever, paralysis, poison use, sneak attack +5d6
Combat Gear two doses of dragon bile poison
Special Actions trapfinding
Assassin Spells Known (CL 6th):
3rd - deep slumber (Will 16), false life, nondetection
2nd - alter self, cat's grace, invisibility, spider climb
1st - ghost sound (Will disbelief 14), jump, true strike (x2)
-----
Abilities Str 14, Dex 19, Con --, Int 16, Wis 14, Cha 17
Skills Balance +16, Climb +14, Concentration +5 (+9 for casting defensively), Disable Device +14, Disguise +11, Hide +15, Jump +14, Listen +10, Move Silently +15, Search +14, Spot +11
Feats Combat Casting, Multiattack, Quick Reconnoiter, Weapon Finesse
Possessions combat gear, plus +3 studded leather armor
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Ghoul Fever (Su): Disease - bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Poison (Ex): Both ghouls have two doses of dragon bile poison. Given time, they coat their claws with this substance. Contact DC 26; 3d6 Str initial; 0 secondary.[/sblock]
This group of spell-stitched vampire spawn were in cahoots with a group of giants. They were assigned to guard one of the main passages through a cavern complex.
[sblock=Spell-stitched vampire spawn; CR 5 (x4)]
Always E Medium undead
Init +6; Senses darkvision 60 ft., Listen +11, Spot +11
Languages Common, Giant
-----
AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
hp 29 (4 HD); DR 5/silver, fast healing 2, turn resistance +4
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 cold 10, electricity 10
SR 12
Fort +3, Ref +7, Will +7
-----
Spd 30 ft. (6 squares)
Melee slam +5 (1d6+4 plus energy drain), or
Melee Touch inflict moderate wounds +5 (2d8+4, Will half 14)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Atk Options blood drain, energy drain
Special Actions gaseous form, spider climb
Spell-Like Abilities (CL 4th):
2/day - inflict moderate wounds (Will half 14), ray of enfeeblement, shocking grasp
1/day - desecrate, mage armor, stinking cloud (Fort 15)
-----
Abilities Str 16, Dex 14, Con --, Int 13, Wis 13, Cha 14
Skills Bluff +6, Concentration +7, Climb +8, Profession (spelunker) +4, Diplomacy +4, Hide +10, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (Profession [spelunker]), Toughness
-----
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit points.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Weaknesses: Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires.[/sblock]
These ghouls were assigned to another area of the cavern complex, guarding the hidden stairs that led down to the more important areas of the dungeon.
[sblock=Assassin guards; CR 10 (x2)
Ghoul rogue 3/assassin 6]
CE Medium undead
Init +6; Senses darkvision 60 ft., low-light vision, Listen +10, Spot +11
Languages Common, Draconic, Giant
-----
AC 22 (+4 Dex, +2 natural, +6 armor), touch 14, flat-footed 22; improved uncanny dodge, trap sense +1
hp 71 (11 HD); turn resistance +2
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
Fort +3, Ref +12, Will +8; evasion, trap sense +1
-----
Spd 30 ft. (6 squares)
Melee bite +11 (1d6+2 plus paralysis) and 2 claws +9 (1d3+1 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options Combat Casting, death attack (Fort 19), ghoul fever, paralysis, poison use, sneak attack +5d6
Combat Gear two doses of dragon bile poison
Special Actions trapfinding
Assassin Spells Known (CL 6th):
3rd - deep slumber (Will 16), false life, nondetection
2nd - alter self, cat's grace, invisibility, spider climb
1st - ghost sound (Will disbelief 14), jump, true strike (x2)
-----
Abilities Str 14, Dex 19, Con --, Int 16, Wis 14, Cha 17
Skills Balance +16, Climb +14, Concentration +5 (+9 for casting defensively), Disable Device +14, Disguise +11, Hide +15, Jump +14, Listen +10, Move Silently +15, Search +14, Spot +11
Feats Combat Casting, Multiattack, Quick Reconnoiter, Weapon Finesse
Possessions combat gear, plus +3 studded leather armor
-----
Ghoul Fever (Su): Disease - bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
Poison (Ex): Both ghouls have two doses of dragon bile poison. Given time, they coat their claws with this substance. Contact DC 26; 3d6 Str initial; 0 secondary.[/sblock]