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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4148694" data-attributes="member: 2795"><p><strong>The Tenebrous Templars</strong></p><p></p><p><span style="color: limegreen">This nasty sextet of villains combine stealth and guile with spell power and a religious zeal for murder and undeath. The Tongue of Orcus, Aldesal, Yohandi, and Ahsyrel make use of material from <u>Liber Mortis</u>. I took some liberties with a few items here and there. For example, Orcus's favored weapon is the mace, not the claw, but I didn't like the idea of Blood-Caw wielding a weapon. I guess you could let the PCs make a DC 19 Knowledge (religion) check to know Orcus's favored weapon for some of his more monstrous followers is the claw rather than the mace.</span></p><p></p><p>[sblock=The Tenebrous Templars; EL 16]</p><p><strong>Ahsryel Wightspawn:</strong> Ahsyrel is a swarm-shifter deathlock, an undead shapechanger born from the corpse of a powerful spellcaster whose was killed by a fiendish spider swarm. Unfortunately, the body could not remain quiet in the grave. Ahsryel remembers very little of its mortal life. It now exists to serve Orcus by bringing as many creatures as possible into an intimate embrace with undeath. On this hellish mission, Ahsryel is served by five powerful evil creatures whose devotion to Orcus cannot be questioned.</p><p></p><p><strong>Aldesal Vobert:</strong> Ahsryel's most dangerous weapon is the choker Aldesal Vobert. (Bonus points to whomever unscrambles that name to reveal the name of a real world monster.) Aldesal is one of two clerics of Orcus affiliated with the Tenebrous Templars. It is also an accomplished assassin and master of stealth. Although Aldesal can hold its own in a straight-up fight, it prefers to kill by ambush. Its specialty is slaying enemy spellcasters, a task its constrict attack makes it well-suited to.</p><p></p><p><strong>Blood-Caw and Chopsis:</strong> These monsters provide the Tenebrous Templars with some raw savagery. Blood-Caw is an outcast achaierai. Chopsis is a hieracosphinx. Both are unholy soldiers devoted to the cause of Orcus.</p><p></p><p><strong>The Tongue of Orcus:</strong> If Aldesal is Ahsyrel's most dangerous weapon, the Tongue of Orcus is the lurking terror's subtle. This doppleganger's real name is lost somewhere in a list of aliases as long as a fire giant's arm. Among the Tenebrous Templars, it is referred to simply as "the Tongue" or "Tongue". It serves as the Templars' advance party. The Tongue disguises itself, moves into a community, and then uses its change shape, <em>detect thoughts</em>, and remarkable interaction skills to sow seeds of paranoia, fear, and anger. Its methods run the gamut from spreading malicious gossip to committing violent crimes while disguised as someone important within the community. Once the Tongue's work is done, it gets word to the other Templars, who then descend upon the strife-torn community like jackals savaging a dying rabbit.</p><p></p><p><strong>Yohandi</strong>: Yohandi is the sole human member of the Tenebrous Templars. She is also Ahsyrel's consort and the most versatile spellcaster of the group. Yohandi performs a support role within the Tenebrous Templars. She uses her spells to buff her comrades and herself. Give Yohandi too much to prepare, and she shows up for a fight with at a few augmented undead to bolster the Templars' numbers.</p><p>[/sblock]</p><p>[sblock=Ahsryel Wightspawn; CR 12</p><p>Swarm-shifter deathlock rogue5/lurking terror 3]</p><p>CE Medium undead (shapechanger)</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 90 ft., Listen +13, Spot +13</p><p><strong>Language</strong> Abyssal, Common, Infernal</p><p>-----</p><p><strong>AC</strong> 21 (+4 Dex, +1 natural, +4 armor, +2 deflection), touch 16, flat-footed 21; trap sense +1, uncanny dodge</p><p><strong>hp</strong> 71 (11 HD); <strong>turn resistance</strong> +2 (+6 within 60 ft. of Yohandi)</p><p><strong>Undead Traits</strong> immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +10, <strong>Will</strong> +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> bite +9 (1d4+3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +7</p><p><strong>Atk Options</strong> Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form</p><p><strong>Spell-Like Abilities</strong> (CL 11th)<strong>:</strong></p><p>At will - <em>detect magic, inflict minor wounds</em> (Will 13), <em>read magic</em></p><p>3/day - <em>cause fear</em> (Will 14), <em>magic missile</em> (5 missiles), <em>summon monster I</em></p><p>2/day - <em>death knell</em> (Will 15), <em>ghoul glyph</em> (Fort partial 15)</p><p>-----</p><p><strong>Abilities</strong> Str 12, Dex 19, Con --, Int 18, Wis 14, Cha 17</p><p><strong>SQ</strong> trapfinding</p><p><strong>Feats</strong> Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi)</p><p><strong>Skills</strong> Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone)</p><p><strong>Possessions</strong> <em>+1 studded leather</em>, arcane scroll (<em>blink, displacement</em>) (CL 5th), <em>amulet of mighty fists +2, potion of barkskin +3, ring of protection +2</em>, plus 1225 gp</p><p></p><p><strong>Ahsyrel's Swarm of Undead Flies Form</strong></p><p>CE Fine undead (shapechanger, swarm)</p><p><strong>Init</strong> +8; <strong>Senses</strong> darkvision 90 ft., Listen +4, Spot +4</p><p><strong>Language</strong> Abyssal, Common, Infernal</p><p>-----</p><p><strong>AC</strong> 22 (+8 size, +4 Dex), touch 22, flat-footed 22; trap sense +1, uncanny dodge</p><p><strong>hp</strong> 71 (11 HD); <strong>turn resistance</strong> +2 (+6 within 60 ft. of Yohandi)</p><p><strong>Undead Traits</strong> immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, <em>sleep</em> effects, stunning</p><p><strong>Swarm Traits</strong> immune to spells that target a specific number of creatures (including single target spells)</p><p><strong>Immune</strong> weapon damage</p><p><strong>Swarm Vulnerabilities</strong> see below</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +14, <strong>Will</strong> +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1, -10 penalty on saves versus spells or abilities that effect an area (or double damage if no save is allowed)</p><p>-----</p><p><strong>Speed</strong> Fly 40 ft. (8 squares) (perfect)</p><p><strong>Melee</strong> swarm (3d6 plus disease)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 0 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> --</p><p><strong>Atk Options</strong> Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form</p><p><strong>Spell-Like Abilities</strong> (CL 11th)<strong>:</strong></p><p>At will - <em>detect magic, inflict minor wounds</em> (Will 13), <em>read magic</em></p><p>3/day - <em>cause fear</em> (Will 14), <em>magic missile</em> (5 missiles), <em>summon monster I</em></p><p>2/day - <em>death knell</em> (Will 15), <em>ghoul glyph</em> (Fort partial 15)</p><p>-----</p><p><strong>Abilities</strong> Str 2, Dex 27, Con --, Int 18, Wis 14, Cha 17</p><p><strong>SQ</strong> hivemind, swarm traits, trapfinding</p><p><strong>Feats</strong> Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi)</p><p><strong>Skills</strong> Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone)</p><p>-----</p><p><strong>Daunting Presence (Ex):</strong> As a standard action against an intelligent foe within 30 feet who has line of sight, causes that creature to be shaken for 10 minutes (Will save DC 17 negates).</p><p></p><p><strong>Deathly Power (Ex):</strong> Add lurking terror class level to save DCs of all extraordinary and supernatural abilities. This modifier is included in Ahsryel's stat blocks.</p><p></p><p><strong>Disease (Ex) (swarm form only):</strong> Red ache - swarm attack, Fortitude save DC 21, incubation period 1d3 days, damage 1d8 Dex. The save is Charisma-based.</p><p></p><p><strong>Distraction (Ex) (swarm form only):</strong> Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 18). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check.</p><p></p><p><strong>Hide in Plain Sight (Ex):</strong> Use the Hide skill even when being observed as long as it has cover or concealment.</p><p></p><p><strong>Immune to Weapon Damage (Ex) (swarm form only):</strong> Weapon attacks are useless against a swarm of Fine creatures.</p><p></p><p><strong>Swarm Form (Su):</strong> As a standard action, Ahsyrel can transform into or from a swarm of undead flies. Assuming swarm form absorbs all its equipment into swarm form. Transforming either to swarm form or back again infuses Ahsyrel with negative energy, healing 11 hit points of damage. Some feats and skills may not be usable in swarm form.</p><p></p><p><strong>Swarm Vulnerabilities (swarm form only):</strong> A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. A weapon with a special ability such as flaming or frost deal its energy damage with a hit even if the swarm is immune to weapon damage. High winds treat a Fine swarm as if it were a single Fine creature.[/sblock]</p><p>[sblock=Aldesal Vobert; CR 12</p><p>Advanced choker cleric 5/assassin 4]</p><p>NE Medium aberration</p><p><strong>Init</strong> +6; <strong>Senses</strong> darkvision 60 ft., Listen +7, Spot +7</p><p><strong>Language</strong> Abyssal, Undercommon</p><p>-----</p><p><strong>AC</strong> 22 (+2 Dex, +4 natural, +6 armor), touch 12, flat-footed 22; uncanny dodge</p><p><strong>hp</strong> 109 (16 HD)</p><p><strong>Fort</strong> +10, <strong>Ref</strong> +11, <strong>Will</strong> +13; +4 versus poison, +2 versus mind-affecting spells/abilities and disease</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares), climb 10 ft.</p><p><strong>Melee</strong> 2 tentacles +15 melee (1d4+4), or</p><p><strong>Ranged</strong> <em>+1 magebane returning throwing axe</em> +13 (1d6+5), or</p><p><strong>Ranged (versus arcane target)</strong> <em>+1 magebane returning throwing axe</em> +15 (1d6+7 plus 2d6)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 15 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +19</p><p><strong>Atk Options</strong> constrict 1d4+4, death attack, improved grab, poison use, Profane Lifeleech, quickness, rebuke undead (+2 rebuking checks) (4/day), sneak attack +2d6</p><p><strong>Assassin Spells Known</strong> (CL 4th)<strong>:</strong></p><p>2nd (2/day) - <em>alter self, invisibility, undetectable alignment</em></p><p>1st (4/day) - <em>feather fall, ghost sound, jump, obscuring mist, true strike</em></p><p><strong>Cleric Spells Prepared</strong> (CL 5th)<strong>:</strong></p><p>3rd (2+1/day) - <em>dispel magic, magic circle against good*, prayer</em></p><p>2nd (3+1/day) - <em>bull's strength, hold person, invisibility*, resist energy</em></p><p>1st (4+1/day) - <em>bane</em> (Will DC 14), <em>disguise self*, divine favor, shield of faith</em> (x2)</p><p>0 (5/day) - <em>detect magic, guidance</em> (x2), <em>resistance</em> (x2)</p><p>* Domain spell. <strong>Domains</strong> Evil (cast evil spells at +1 caster level), Trickery.</p><p>-----</p><p><strong>Abilities</strong> Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 12</p><p><strong>Feats</strong> Brew Potion, Improved Initiative (B), Lightning Reflexes, Profane Lifeleech, Stealthy, Tomb-Born Resilience, Tomb-Tainted Soul</p><p><strong>Skills</strong> Bluff +10, Climb +11*, Diplomacy +3, Disguise +6 (+8 if it knows its observed and tries to act in character), Hide +22*, Intimidate +3, Knowledge (religion) +6, Listen +7, Move Silently +13*, Spot +7 (*Includes -1 armor check penalty.)</p><p><strong>Possessions</strong> <em>+2 chain shirt, +1 magebane returning throwing axe, lesser silent metamagic rod, oil of greater magic fang +1, potion of inflict moderate wounds</em>, plus 700 gp</p><p>-----</p><p><strong>Constrict (Ex):</strong> Aldesal deals 1d4+4 points of damage with a successful grapple check against a Huge or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.</p><p></p><p><strong>Death Attack:</strong> If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.</p><p></p><p>If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a choker must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.</p><p></p><p><strong>Poison Use:</strong> Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.</p><p></p><p><strong>Profane Lifeleech (Su):</strong> As a standard action, spend two rebuke undead attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect cannot reduce a creature's hit points to less than 0. Aldesal is healed an amount of damage equal to the total amount of hit points that it drains from affected creatures.</p><p></p><p><strong>Quickness (Su):</strong> Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.</p><p></p><p><strong>Tomb-Tainted Soul (Ex):</strong> Aldesal is healed by negative energy and harmed by positive energy as if it were an undead creature.</p><p></p><p><strong>Skills:</strong> A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock]</p><p>[sblock=Blood-Caw; CR 9</p><p>Achaierai pious templar 4]</p><p>CE Large outsider (chaotic, evil, extraplanar)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., Listen +13, Spot +13</p><p><strong>Language</strong> Infernal</p><p>-----</p><p><strong>AC</strong> 23 (-1 size, +2 Dex, +2 armor, +10 natural), touch 11, flat-footed 21; Dodge, Mobility</p><p><strong>hp</strong> 79 (10 HD); <strong>DR</strong> 1/-</p><p><strong>SR</strong> 19</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +8, <strong>Will</strong> +13; mettle, True Believer (+2 insight bonus to 1 save once/day)</p><p>-----</p><p><strong>Speed</strong> 50 ft. (10 squares)</p><p><strong>Melee</strong> 2 claws +13 (2d6+5) and bite +7 (4d6+1), or</p><p><strong>Melee (with Smite)</strong> claw +17 (2d6+9) and claw +13 (2d6+5) and bite +7 (4d6+1)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +10; <strong>Grp</strong> +17</p><p><strong>Atk Options</strong> smite 1/day, Spring Attack</p><p><strong>Blackguard Spells Prepared</strong> (CL 4th)<strong>:</strong></p><p>2nd (2/day) - <em>bull's strength, cure moderate wounds</em></p><p>1st (2/day) - <em>corrupt fang</em> x2</p><p><strong>N.B.</strong> <em>Corrupt fang</em> works like <em>bless weapon</em> but affects one natural weapon per casting and improves that weapon's effectiveness against good foes. Blood-Caw uses this on its claws and fangs in order to automatically confirm critical hits.</p><p>-----</p><p><strong>Abilities</strong> Str 17, Dex 14, Con 17, Int 11, Wis 18, Cha 21</p><p><strong>Feats</strong> Dodge, Mobility, Spring Attack (B), True Believer, Weapon Focus (claw), Weapon Specialization (claw) (B)</p><p><strong>Skills</strong> Balance +8, Climb +12, Concentration +10, Diplomacy +7, Hide +7, Knowledge (religion) +4, Jump +13 (+21 with running start), Listen +13, Move Silently +11, Sense Motive +13, Spot +13</p><p><strong>Possessions</strong> <em>bracers of armor +2</em>, divine scroll (<em>cure serious wounds, inflict serious wounds</em>) (CL 5th), <em>potion of greater magic fang +2, potion of heroism, wand of shatter</em> (50 charges), plus 800 gp</p><p>-----</p><p><strong>Black Cloud (Ex):</strong> Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fort save or be affected for 3 hours as though by an <em>insanity</em> spell (caster level 16th). The save DC is Constitution-based.</p><p></p><p><strong>Mettle (Su):</strong> If the pious templar makes a Will or Fortitude saving throw that would nromally reduce the spell's effects, he suffers no effects from the spell at all.</p><p></p><p><strong>Smite (Su):</strong> Once per day, the pious templar may make a single melee attack with a +4 attack bonus and damage bonus equal to his pious templar level.[/sblock]</p><p>[sblock=Chopsis; CR 9</p><p>Hieracosphinx divine crusader 4]</p><p>CE Large magical beast</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., low-light vision, Listen +13, Spot +15</p><p><strong>Language</strong> Common, Draconic, Sphinx</p><p>-----</p><p><strong>AC</strong> 21 (-1 size, +3 Dex, +8 natural, +1 armor), touch 12, flat-footed 18</p><p><strong>hp</strong> 93 (13 HD)</p><p><strong>Resist</strong> electricity 5</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +10, <strong>Will</strong> +12</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), fly 90 ft. (poor); Flyby Attack</p><p><strong>Melee</strong> +17 melee (1d10+6) and 2 claws +13 melee (1d6+3)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +12; <strong>Grp</strong> +22</p><p><strong>Atk Options</strong> Cleave, death touch (1/day), pounce, Power Attack, rake (1d6+3)</p><p><strong>Divine Crusader Spells Prepared</strong> (CL 4th)<strong>:</strong></p><p>2nd (2/day) - <em>death knell</em> (x2) (Will 13)</p><p>1st (3/day) - <em>cause fear</em> (x3) (Will 12)</p><p><strong>Domain</strong> Death</p><p>-----</p><p><strong>Abilities</strong> Str 23, Dex 17, Con 14 (12), Int 10, Wis 20, Cha 12</p><p><strong>Feats</strong> Cleave, Flyby Attack, Power Attack, Weapon Focus (claw)</p><p><strong>Skills</strong> Concentration +10, Knowledge (religion) +4, Listen +13, Spot +15</p><p><strong>Possessions</strong> <em>bracers of armor +1, necklace of fireballs (Type I), pink rhomboid ioun stone</em> (+2 Con), <em>ring of lesser healing</em>, plus 270 gp</p><p>-----</p><p><strong>Pounce (Ex):</strong> If a sphinx charges a foe, it can make a full attack, including two rake attacks.</p><p></p><p><strong>Rake (Ex):</strong> Attack bonus +17 melee, damage 1d6+3.</p><p></p><p><strong>Skills:</strong> Hieracosphinxes have a +4 racial bonus on Spot checks.</p><p></p><p><strong><em>Ring of Lesser Healing:</em></strong> Upon command as a standard action that doesn not provoke attacks of opportunity, up to three times per day, this ring enables its wearer to cast <em>cure light wounds</em> (caster level 1st). Faint conjuration; CL 1st; Forge Ring, <em>cure light wounds</em>; Price 1,080 gp.[/sblock]</p><p>[sblock=The Tongue of Orcus; CR 9</p><p>Doppelganger bard 2/evangelist 4]</p><p>NE Medium monstrous humanoid (shapechanger)</p><p><strong>Init</strong> +1; <strong>Senses</strong> darkvision 60 ft., Listen +8, Spot +6</p><p><strong>Languages</strong> Common, Elven, Gnome, Goblin, Infernal</p><p>-----</p><p><strong>AC</strong> AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14</p><p><strong>hp</strong> 59 (10 HD)</p><p><strong>Immune</strong> <em>sleep</em> effects, charm effects</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +9, <strong>Will</strong> +15</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> slam +8 (1d6), or</p><p><strong>Ranged</strong> <em>+1 flaming shortbow</em> +9/+4 (1d6 plus 1d6 fire/x3, range increment 60 ft.)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +8</p><p><strong>Atk Options</strong> countersong, <em>detect thoughts, fascinate</em>, inflame the righteous, inspire courage +1, inspire dread</p><p><strong>Special Action</strong> change shape, fast talk, skill mastery (Bluff, Diplomacy, Disguise, Sense Motive)</p><p><strong>Bard Spells Known</strong> (CL 2nd)<strong>:</strong></p><p>1st (1/day) - <em>expeditious retreat, undetectable alignment</em></p><p>0 (3/day) - <em>detect magic, ghost sound</em> (Will disbelief 11), <em>light, mage hand, message</em></p><p>-----</p><p><strong>Abilities</strong> Str 10, Dex 12, Con 14, Int 17, Wis 18, Cha 16</p><p><strong>SQ</strong> bardic knowledge +5, bardic music (2/day), great orator (4/day)</p><p><strong>Feats</strong> Great Fortitude, Lingering Song, Negotiator, Requiem</p><p><strong>Skills</strong> Bluff +20 (+24 if it can read opponent's mind), Diplomacy +13, Disguise +16 (+18 when it knows its being observed and tries to act in character), Gather Information +11, Intimidate +9, Listen +8, Knowledge (religion) +11, Perform (oratory) +14, Sense Motive +17, Spot +6</p><p><strong>N.B.</strong> Add +10 circumstance bonus to Disguise checks when using change shape. Add +4 circumstance bonus to Disguise checks if it can read opponent's mind.</p><p><strong>Possessions</strong> <em>+1 flaming shortbow</em>, one <em>arrow of slaying</em> (DM's choice), two <em>potions of cure moderate wounds, potion of mage armor, potion of misdirection</em>, quiver with 20 arrows, plus 438 gp</p><p>-----</p><p><strong>Change Shape (Su):</strong> A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A <em>true seeing</em> spell or ability reveals its natural form.</p><p></p><p><strong><em>Detect Thoughts</em> (Su):</strong> A doppelganger can continuously use <em>detect thoughts</em> as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.</p><p></p><p><strong>Inflame the Righteous (Su):</strong> This ability wreathes the Tongue and his allies within 30 feet in divine flame. This duplicates the <em>fire shield</em> spell (caster level 9th). Damage caused by this ability is purely divine and not subject to a creature's resistance to or immunity to fire. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak.</p><p></p><p><strong>Inspire Dread (Su):</strong> Inspire hopelessness in all enemies within 30 feet. This imposes a -4 penalty on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak. This is a mind-affecting ability.</p><p></p><p><strong>Lingering Song (Ex):</strong> The Tongue's inspire courage bardic music ability's effects last for 1 minute after an inspired ally stops hearing him perform.</p><p></p><p><strong>Requiem (Ex):</strong> The Tongue's mind-affecting bardic music abilities can effect the undead.</p><p></p><p><strong>Skills:</strong> A doppelganger has a +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4148694, member: 2795"] [b]The Tenebrous Templars[/b] [color=limegreen]This nasty sextet of villains combine stealth and guile with spell power and a religious zeal for murder and undeath. The Tongue of Orcus, Aldesal, Yohandi, and Ahsyrel make use of material from [u]Liber Mortis[/u]. I took some liberties with a few items here and there. For example, Orcus's favored weapon is the mace, not the claw, but I didn't like the idea of Blood-Caw wielding a weapon. I guess you could let the PCs make a DC 19 Knowledge (religion) check to know Orcus's favored weapon for some of his more monstrous followers is the claw rather than the mace.[/color] [sblock=The Tenebrous Templars; EL 16] [b]Ahsryel Wightspawn:[/b] Ahsyrel is a swarm-shifter deathlock, an undead shapechanger born from the corpse of a powerful spellcaster whose was killed by a fiendish spider swarm. Unfortunately, the body could not remain quiet in the grave. Ahsryel remembers very little of its mortal life. It now exists to serve Orcus by bringing as many creatures as possible into an intimate embrace with undeath. On this hellish mission, Ahsryel is served by five powerful evil creatures whose devotion to Orcus cannot be questioned. [b]Aldesal Vobert:[/b] Ahsryel's most dangerous weapon is the choker Aldesal Vobert. (Bonus points to whomever unscrambles that name to reveal the name of a real world monster.) Aldesal is one of two clerics of Orcus affiliated with the Tenebrous Templars. It is also an accomplished assassin and master of stealth. Although Aldesal can hold its own in a straight-up fight, it prefers to kill by ambush. Its specialty is slaying enemy spellcasters, a task its constrict attack makes it well-suited to. [b]Blood-Caw and Chopsis:[/b] These monsters provide the Tenebrous Templars with some raw savagery. Blood-Caw is an outcast achaierai. Chopsis is a hieracosphinx. Both are unholy soldiers devoted to the cause of Orcus. [b]The Tongue of Orcus:[/b] If Aldesal is Ahsyrel's most dangerous weapon, the Tongue of Orcus is the lurking terror's subtle. This doppleganger's real name is lost somewhere in a list of aliases as long as a fire giant's arm. Among the Tenebrous Templars, it is referred to simply as "the Tongue" or "Tongue". It serves as the Templars' advance party. The Tongue disguises itself, moves into a community, and then uses its change shape, [i]detect thoughts[/i], and remarkable interaction skills to sow seeds of paranoia, fear, and anger. Its methods run the gamut from spreading malicious gossip to committing violent crimes while disguised as someone important within the community. Once the Tongue's work is done, it gets word to the other Templars, who then descend upon the strife-torn community like jackals savaging a dying rabbit. [b]Yohandi[/b]: Yohandi is the sole human member of the Tenebrous Templars. She is also Ahsyrel's consort and the most versatile spellcaster of the group. Yohandi performs a support role within the Tenebrous Templars. She uses her spells to buff her comrades and herself. Give Yohandi too much to prepare, and she shows up for a fight with at a few augmented undead to bolster the Templars' numbers. [/sblock] [sblock=Ahsryel Wightspawn; CR 12 Swarm-shifter deathlock rogue5/lurking terror 3] CE Medium undead (shapechanger) [b]Init[/b] +8; [b]Senses[/b] darkvision 90 ft., Listen +13, Spot +13 [b]Language[/b] Abyssal, Common, Infernal ----- [b]AC[/b] 21 (+4 Dex, +1 natural, +4 armor, +2 deflection), touch 16, flat-footed 21; trap sense +1, uncanny dodge [b]hp[/b] 71 (11 HD); [b]turn resistance[/b] +2 (+6 within 60 ft. of Yohandi) [b]Undead Traits[/b] immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Fort[/b] +3, [b]Ref[/b] +10, [b]Will[/b] +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] bite +9 (1d4+3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +7 [b]Atk Options[/b] Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form [b]Spell-Like Abilities[/b] (CL 11th)[b]:[/b] At will - [i]detect magic, inflict minor wounds[/i] (Will 13), [i]read magic[/i] 3/day - [i]cause fear[/i] (Will 14), [i]magic missile[/i] (5 missiles), [i]summon monster I[/i] 2/day - [i]death knell[/i] (Will 15), [i]ghoul glyph[/i] (Fort partial 15) ----- [b]Abilities[/b] Str 12, Dex 19, Con --, Int 18, Wis 14, Cha 17 [b]SQ[/b] trapfinding [b]Feats[/b] Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi) [b]Skills[/b] Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone) [b]Possessions[/b] [i]+1 studded leather[/i], arcane scroll ([i]blink, displacement[/i]) (CL 5th), [i]amulet of mighty fists +2, potion of barkskin +3, ring of protection +2[/i], plus 1225 gp [b]Ahsyrel's Swarm of Undead Flies Form[/b] CE Fine undead (shapechanger, swarm) [b]Init[/b] +8; [b]Senses[/b] darkvision 90 ft., Listen +4, Spot +4 [b]Language[/b] Abyssal, Common, Infernal ----- [b]AC[/b] 22 (+8 size, +4 Dex), touch 22, flat-footed 22; trap sense +1, uncanny dodge [b]hp[/b] 71 (11 HD); [b]turn resistance[/b] +2 (+6 within 60 ft. of Yohandi) [b]Undead Traits[/b] immune to ability damage, ability drain, critical hits, disease, death effects, death from massive damage, effects that require Fortitude saves (unless it works on objects or is harmless), energy drain, exhaustion, fatigue, mind-affecting spells and abilities, nonlethal damage, paralysis, poison, [i]sleep[/i] effects, stunning [b]Swarm Traits[/b] immune to spells that target a specific number of creatures (including single target spells) [b]Immune[/b] weapon damage [b]Swarm Vulnerabilities[/b] see below [b]Fort[/b] +3, [b]Ref[/b] +14, [b]Will[/b] +9; +2 to all saves if within 60 ft. of Yohandi, evasion, trap sense +1, -10 penalty on saves versus spells or abilities that effect an area (or double damage if no save is allowed) ----- [b]Speed[/b] Fly 40 ft. (8 squares) (perfect) [b]Melee[/b] swarm (3d6 plus disease) [b]Space[/b] 10 ft.; [b]Reach[/b] 0 ft. [b]Base Atk[/b] +6; [b]Grp[/b] -- [b]Atk Options[/b] Daunting Presence (Will 20), deathly power, hide in plain sight, sneak attack +3d6, swarm form [b]Spell-Like Abilities[/b] (CL 11th)[b]:[/b] At will - [i]detect magic, inflict minor wounds[/i] (Will 13), [i]read magic[/i] 3/day - [i]cause fear[/i] (Will 14), [i]magic missile[/i] (5 missiles), [i]summon monster I[/i] 2/day - [i]death knell[/i] (Will 15), [i]ghoul glyph[/i] (Fort partial 15) ----- [b]Abilities[/b] Str 2, Dex 27, Con --, Int 18, Wis 14, Cha 17 [b]SQ[/b] hivemind, swarm traits, trapfinding [b]Feats[/b] Alertness, Daunting Presence, Improved Initiative, Lifebond (Yohandi) [b]Skills[/b] Bluff +8, Climb +9, Concentration +9, Diplomacy +7, Disable Device +9, Disguise +8 (+10 when it knows its observed and tries to act in character), Escape Artist +12, Hide +18, Intimidate +10, Knowledge (arcana) +10, Listen +13, Move Silently +17, Open Lock +9, Search +12, Sense Move +7, Sleight of Hand +11, Spellcraft +12 (+14 to decipher spells on scrolls), Spot +13, Use Magic Device +8 (+10 to checks related to scrolls), Use Rope +4 (+6 to bind someone) ----- [b]Daunting Presence (Ex):[/b] As a standard action against an intelligent foe within 30 feet who has line of sight, causes that creature to be shaken for 10 minutes (Will save DC 17 negates). [b]Deathly Power (Ex):[/b] Add lurking terror class level to save DCs of all extraordinary and supernatural abilities. This modifier is included in Ahsryel's stat blocks. [b]Disease (Ex) (swarm form only):[/b] Red ache - swarm attack, Fortitude save DC 21, incubation period 1d3 days, damage 1d8 Dex. The save is Charisma-based. [b]Distraction (Ex) (swarm form only):[/b] Any living creature vulnerable to a swarm's damage that begins its turn with the swarm in its square is nauseated for 1 round (Fort DC 18). Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. [b]Hide in Plain Sight (Ex):[/b] Use the Hide skill even when being observed as long as it has cover or concealment. [b]Immune to Weapon Damage (Ex) (swarm form only):[/b] Weapon attacks are useless against a swarm of Fine creatures. [b]Swarm Form (Su):[/b] As a standard action, Ahsyrel can transform into or from a swarm of undead flies. Assuming swarm form absorbs all its equipment into swarm form. Transforming either to swarm form or back again infuses Ahsyrel with negative energy, healing 11 hit points of damage. Some feats and skills may not be usable in swarm form. [b]Swarm Vulnerabilities (swarm form only):[/b] A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. A weapon with a special ability such as flaming or frost deal its energy damage with a hit even if the swarm is immune to weapon damage. High winds treat a Fine swarm as if it were a single Fine creature.[/sblock] [sblock=Aldesal Vobert; CR 12 Advanced choker cleric 5/assassin 4] NE Medium aberration [b]Init[/b] +6; [b]Senses[/b] darkvision 60 ft., Listen +7, Spot +7 [b]Language[/b] Abyssal, Undercommon ----- [b]AC[/b] 22 (+2 Dex, +4 natural, +6 armor), touch 12, flat-footed 22; uncanny dodge [b]hp[/b] 109 (16 HD) [b]Fort[/b] +10, [b]Ref[/b] +11, [b]Will[/b] +13; +4 versus poison, +2 versus mind-affecting spells/abilities and disease ----- [b]Speed[/b] 20 ft. (4 squares), climb 10 ft. [b]Melee[/b] 2 tentacles +15 melee (1d4+4), or [b]Ranged[/b] [i]+1 magebane returning throwing axe[/i] +13 (1d6+5), or [b]Ranged (versus arcane target)[/b] [i]+1 magebane returning throwing axe[/i] +15 (1d6+7 plus 2d6) [b]Space[/b] 5 ft.; [b]Reach[/b] 15 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +19 [b]Atk Options[/b] constrict 1d4+4, death attack, improved grab, poison use, Profane Lifeleech, quickness, rebuke undead (+2 rebuking checks) (4/day), sneak attack +2d6 [b]Assassin Spells Known[/b] (CL 4th)[b]:[/b] 2nd (2/day) - [i]alter self, invisibility, undetectable alignment[/i] 1st (4/day) - [i]feather fall, ghost sound, jump, obscuring mist, true strike[/i] [b]Cleric Spells Prepared[/b] (CL 5th)[b]:[/b] 3rd (2+1/day) - [i]dispel magic, magic circle against good*, prayer[/i] 2nd (3+1/day) - [i]bull's strength, hold person, invisibility*, resist energy[/i] 1st (4+1/day) - [i]bane[/i] (Will DC 14), [i]disguise self*, divine favor, shield of faith[/i] (x2) 0 (5/day) - [i]detect magic, guidance[/i] (x2), [i]resistance[/i] (x2) * Domain spell. [b]Domains[/b] Evil (cast evil spells at +1 caster level), Trickery. ----- [b]Abilities[/b] Str 18, Dex 14, Con 16, Int 12, Wis 16, Cha 12 [b]Feats[/b] Brew Potion, Improved Initiative (B), Lightning Reflexes, Profane Lifeleech, Stealthy, Tomb-Born Resilience, Tomb-Tainted Soul [b]Skills[/b] Bluff +10, Climb +11*, Diplomacy +3, Disguise +6 (+8 if it knows its observed and tries to act in character), Hide +22*, Intimidate +3, Knowledge (religion) +6, Listen +7, Move Silently +13*, Spot +7 (*Includes -1 armor check penalty.) [b]Possessions[/b] [i]+2 chain shirt, +1 magebane returning throwing axe, lesser silent metamagic rod, oil of greater magic fang +1, potion of inflict moderate wounds[/i], plus 700 gp ----- [b]Constrict (Ex):[/b] Aldesal deals 1d4+4 points of damage with a successful grapple check against a Huge or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components. [b]Death Attack:[/b] If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 15) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. [b]Improved Grab (Ex):[/b] To use this ability, a choker must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block. [b]Poison Use:[/b] Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. [b]Profane Lifeleech (Su):[/b] As a standard action, spend two rebuke undead attempts to deal 1d6 points of damage to all living creatures within a 30-foot burst. This effect cannot reduce a creature's hit points to less than 0. Aldesal is healed an amount of damage equal to the total amount of hit points that it drains from affected creatures. [b]Quickness (Su):[/b] Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round. [b]Tomb-Tainted Soul (Ex):[/b] Aldesal is healed by negative energy and harmed by positive energy as if it were an undead creature. [b]Skills:[/b] A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.[/sblock] [sblock=Blood-Caw; CR 9 Achaierai pious templar 4] CE Large outsider (chaotic, evil, extraplanar) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., Listen +13, Spot +13 [b]Language[/b] Infernal ----- [b]AC[/b] 23 (-1 size, +2 Dex, +2 armor, +10 natural), touch 11, flat-footed 21; Dodge, Mobility [b]hp[/b] 79 (10 HD); [b]DR[/b] 1/- [b]SR[/b] 19 [b]Fort[/b] +12, [b]Ref[/b] +8, [b]Will[/b] +13; mettle, True Believer (+2 insight bonus to 1 save once/day) ----- [b]Speed[/b] 50 ft. (10 squares) [b]Melee[/b] 2 claws +13 (2d6+5) and bite +7 (4d6+1), or [b]Melee (with Smite)[/b] claw +17 (2d6+9) and claw +13 (2d6+5) and bite +7 (4d6+1) [b]Space[/b] 10 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +10; [b]Grp[/b] +17 [b]Atk Options[/b] smite 1/day, Spring Attack [b]Blackguard Spells Prepared[/b] (CL 4th)[b]:[/b] 2nd (2/day) - [i]bull's strength, cure moderate wounds[/i] 1st (2/day) - [i]corrupt fang[/i] x2 [b]N.B.[/b] [i]Corrupt fang[/i] works like [i]bless weapon[/i] but affects one natural weapon per casting and improves that weapon's effectiveness against good foes. Blood-Caw uses this on its claws and fangs in order to automatically confirm critical hits. ----- [b]Abilities[/b] Str 17, Dex 14, Con 17, Int 11, Wis 18, Cha 21 [b]Feats[/b] Dodge, Mobility, Spring Attack (B), True Believer, Weapon Focus (claw), Weapon Specialization (claw) (B) [b]Skills[/b] Balance +8, Climb +12, Concentration +10, Diplomacy +7, Hide +7, Knowledge (religion) +4, Jump +13 (+21 with running start), Listen +13, Move Silently +11, Sense Motive +13, Spot +13 [b]Possessions[/b] [i]bracers of armor +2[/i], divine scroll ([i]cure serious wounds, inflict serious wounds[/i]) (CL 5th), [i]potion of greater magic fang +2, potion of heroism, wand of shatter[/i] (50 charges), plus 800 gp ----- [b]Black Cloud (Ex):[/b] Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fort save or be affected for 3 hours as though by an [i]insanity[/i] spell (caster level 16th). The save DC is Constitution-based. [b]Mettle (Su):[/b] If the pious templar makes a Will or Fortitude saving throw that would nromally reduce the spell's effects, he suffers no effects from the spell at all. [b]Smite (Su):[/b] Once per day, the pious templar may make a single melee attack with a +4 attack bonus and damage bonus equal to his pious templar level.[/sblock] [sblock=Chopsis; CR 9 Hieracosphinx divine crusader 4] CE Large magical beast [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., low-light vision, Listen +13, Spot +15 [b]Language[/b] Common, Draconic, Sphinx ----- [b]AC[/b] 21 (-1 size, +3 Dex, +8 natural, +1 armor), touch 12, flat-footed 18 [b]hp[/b] 93 (13 HD) [b]Resist[/b] electricity 5 [b]Fort[/b] +12, [b]Ref[/b] +10, [b]Will[/b] +12 ----- [b]Speed[/b] 30 ft. (6 squares), fly 90 ft. (poor); Flyby Attack [b]Melee[/b] +17 melee (1d10+6) and 2 claws +13 melee (1d6+3) [b]Space[/b] 10 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +12; [b]Grp[/b] +22 [b]Atk Options[/b] Cleave, death touch (1/day), pounce, Power Attack, rake (1d6+3) [b]Divine Crusader Spells Prepared[/b] (CL 4th)[b]:[/b] 2nd (2/day) - [i]death knell[/i] (x2) (Will 13) 1st (3/day) - [i]cause fear[/i] (x3) (Will 12) [b]Domain[/b] Death ----- [b]Abilities[/b] Str 23, Dex 17, Con 14 (12), Int 10, Wis 20, Cha 12 [b]Feats[/b] Cleave, Flyby Attack, Power Attack, Weapon Focus (claw) [b]Skills[/b] Concentration +10, Knowledge (religion) +4, Listen +13, Spot +15 [b]Possessions[/b] [i]bracers of armor +1, necklace of fireballs (Type I), pink rhomboid ioun stone[/i] (+2 Con), [i]ring of lesser healing[/i], plus 270 gp ----- [b]Pounce (Ex):[/b] If a sphinx charges a foe, it can make a full attack, including two rake attacks. [b]Rake (Ex):[/b] Attack bonus +17 melee, damage 1d6+3. [b]Skills:[/b] Hieracosphinxes have a +4 racial bonus on Spot checks. [b][i]Ring of Lesser Healing:[/i][/b] Upon command as a standard action that doesn not provoke attacks of opportunity, up to three times per day, this ring enables its wearer to cast [i]cure light wounds[/i] (caster level 1st). Faint conjuration; CL 1st; Forge Ring, [i]cure light wounds[/i]; Price 1,080 gp.[/sblock] [sblock=The Tongue of Orcus; CR 9 Doppelganger bard 2/evangelist 4] NE Medium monstrous humanoid (shapechanger) [b]Init[/b] +1; [b]Senses[/b] darkvision 60 ft., Listen +8, Spot +6 [b]Languages[/b] Common, Elven, Gnome, Goblin, Infernal ----- [b]AC[/b] AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 [b]hp[/b] 59 (10 HD) [b]Immune[/b] [i]sleep[/i] effects, charm effects [b]Fort[/b] +6, [b]Ref[/b] +9, [b]Will[/b] +15 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] slam +8 (1d6), or [b]Ranged[/b] [i]+1 flaming shortbow[/i] +9/+4 (1d6 plus 1d6 fire/x3, range increment 60 ft.) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +8; [b]Grp[/b] +8 [b]Atk Options[/b] countersong, [i]detect thoughts, fascinate[/i], inflame the righteous, inspire courage +1, inspire dread [b]Special Action[/b] change shape, fast talk, skill mastery (Bluff, Diplomacy, Disguise, Sense Motive) [b]Bard Spells Known[/b] (CL 2nd)[b]:[/b] 1st (1/day) - [i]expeditious retreat, undetectable alignment[/i] 0 (3/day) - [i]detect magic, ghost sound[/i] (Will disbelief 11), [i]light, mage hand, message[/i] ----- [b]Abilities[/b] Str 10, Dex 12, Con 14, Int 17, Wis 18, Cha 16 [b]SQ[/b] bardic knowledge +5, bardic music (2/day), great orator (4/day) [b]Feats[/b] Great Fortitude, Lingering Song, Negotiator, Requiem [b]Skills[/b] Bluff +20 (+24 if it can read opponent's mind), Diplomacy +13, Disguise +16 (+18 when it knows its being observed and tries to act in character), Gather Information +11, Intimidate +9, Listen +8, Knowledge (religion) +11, Perform (oratory) +14, Sense Motive +17, Spot +6 [b]N.B.[/b] Add +10 circumstance bonus to Disguise checks when using change shape. Add +4 circumstance bonus to Disguise checks if it can read opponent's mind. [b]Possessions[/b] [i]+1 flaming shortbow[/i], one [i]arrow of slaying[/i] (DM's choice), two [i]potions of cure moderate wounds, potion of mage armor, potion of misdirection[/i], quiver with 20 arrows, plus 438 gp ----- [b]Change Shape (Su):[/b] A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A [i]true seeing[/i] spell or ability reveals its natural form. [b][i]Detect Thoughts[/i] (Su):[/b] A doppelganger can continuously use [i]detect thoughts[/i] as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. [b]Inflame the Righteous (Su):[/b] This ability wreathes the Tongue and his allies within 30 feet in divine flame. This duplicates the [i]fire shield[/i] spell (caster level 9th). Damage caused by this ability is purely divine and not subject to a creature's resistance to or immunity to fire. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak. [b]Inspire Dread (Su):[/b] Inspire hopelessness in all enemies within 30 feet. This imposes a -4 penalty on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts 3 rounds after the Tongue ceases to speak. This is a mind-affecting ability. [b]Lingering Song (Ex):[/b] The Tongue's inspire courage bardic music ability's effects last for 1 minute after an inspired ally stops hearing him perform. [b]Requiem (Ex):[/b] The Tongue's mind-affecting bardic music abilities can effect the undead. [b]Skills:[/b] A doppelganger has a +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.[/sblock] [/QUOTE]
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