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Angel's NPCs for All Occasions (Evil SOBs)
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<blockquote data-quote="Angelsboi" data-source="post: 24964" data-attributes="member: 1219"><p>“Scythe”, male human Dru4: CR 4; Size M; HD 4; hp 4d8+4 (28); Init +1; Spd 20 ft.; AC 15 (Touch 11, Flat-footed 14); Atk +6 (Scythe 2d4+5 x4) or +5 (Mighty Longbow 1d8+3 x2); SA Nature sense, animal companion, woodland stride, trackless step, resist natures lure; SQ spells; AL CN; SV Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 13, Int 10, Wis 18, Cha 15; Height 6 ft. 3 in.</p><p> Languages Spoken: Common, Druidic</p><p> Skills and feats: Animal Empathy +4, Handle Animal +7, Heal +7, Knowledge (Nature) +4, Spellcraft +3, Wilderness Lore +7, Intimidation +7, Spot +6, Listen +6; Knowledge (planes) 1; Weapon Focus (scythe), Point Blank Shot, Rapid Shot, Bullheaded</p><p> Spells Prepared (5/4/3; base DC = 14 + spell level): 0—Guidence, Know Direction, Shockwave, resistance, Detect Magic; 1st—Summon Natures Ally I, Endure Elements (fire), Magic Fang x2; 2nd—Blood Frenzy, Flame Weapon, Summon Natures Ally II; </p><p> Possessions: Masterworked Scythe, Might Composite Longbow +3, 40 arrows, Hide Armor, Wolfheaded Cloak of Natural Armor (+1), Potion of Bull Strength (1d4+1/4 hours), Cure Light Wounds x4 (1d8+1), 50 gp, 10 sp</p><p> Description: A large imposing figure who bears a large scythe. His facial features can not be made out in the hooded cloak he wears. It is reminiscent of a wolf. He appears to be wearing hide armor and carries a longbow strapped to his back. He is a rather grim man searching for his sister who went missing around these parts. An old gypsy woman told him to come when five met on a full moon whee a skull chewed a rose. So he arrived at the Deadly Rose and set about his business killing the patrons. <em>In my Ravenloft PbeM game, the PCs all met at a inn called the deadly rose. There were four of them there. He needs to get to his sister and he was told killing the patrons would open the way.</em></p><p></p><p><strong><em>Used the DMG Variant pg 96. Druids summon allies as per their element. Cleric summon Celestial (if they are good), Infernal (if they are evil) and if they worship a god of an element, they can use the elemental template from MotP. They may also use the Chaotic and Axiom templates depending on their god. They must pick one though.</em></strong></p><p></p><p>Animal Companions </p><p>Scythe’s Animal Companion Coal: CR 2; Medium Animal; HD. 3d8+3; HP 32; Speed 40; Init +1, AC. 13 (+1 Dex, +2 Natural) (touch 11, flat-footed 12); Atk +9 (claws 1d4+7), Atk +9 (bite1d6+7); SQ Scent; AL N; SV Fort +6 Ref +4 Will +1; Str. 25, Dex 12, Con 16, Int 7, Wis 10, Cha 7.</p><p>Skills and Feats: Listen +3, Spot +6, Swim +11, Climb +9; </p><p></p><p>Scythe’s Animal Companions Yotee and Cotee: CR 1; Medium Animal; HD. 2d8+5; HP 25; Speed 50; Init +3, AC. 15 (+3 Dex, +2 Natural) (touch 13, flat-footed 12); Atk +2 (bite1d6+2); SA Trip; SQ Scent; AL N; SV Fort +7 Ref +5 Will +0; Str. 11, Dex 16, Con 21, Int 6, Wis 10, Cha 3.</p><p>Skills and Feats: Hide +4, Listen +5, Move Silently +5, Spot +3, Wilderness Lore +0 (+4 racial when tracking by scent)</p><p></p><p>Summoning Spells</p><p></p><p>Summon Natures Ally I Urth: CR 1; Tiny Outsider Earth Element Animal; HD. 1d8+2; HP 10; Speed 10 (fly 60 average/Burrow 10); Init +2, AC. 20 (+2 Dex, +2 size, +6 natural) (touch 14, flat-footed 17); Atk +3 (Claws 1d4+3); SA Earth Mastery; SQ Weapon Finesse (claws), Immunities, Darkvision 60; AL N; SV Fort +4 Ref +4 Will +2; Str. 16, Dex 15, Con 14, Int 2, Wis 15, Cha 7.</p><p>Skills and Feats: Listen +6, Spot +6 (+10 in daylight)</p><p></p><p>Summon Natures Ally I Terra: CR 2; Medium Outsider Earth Element Animal; HD. 2d8+5; HP 26; Speed 50 (Burrow 20); Init +4, AC. 19 (+4 Dex, +5 Natural) (touch 14, flat-footed 15); Atk +7 (bite1d6+5); SA Trip, Earth Mastery; SQ Scent, Immunities, Darkvision 60; AL N; SV Fort +7 Ref +6 Will +2; Str 18, Dex 19, Con 21, Int 3, Wis 15, Cha 6.</p><p>Skills and Feats: Hide +5, Listen +7, Move Silently +6, Spot +5, Wilderness Lore +2 (+6 racial when tracking by scent)</p></blockquote><p></p>
[QUOTE="Angelsboi, post: 24964, member: 1219"] “Scythe”, male human Dru4: CR 4; Size M; HD 4; hp 4d8+4 (28); Init +1; Spd 20 ft.; AC 15 (Touch 11, Flat-footed 14); Atk +6 (Scythe 2d4+5 x4) or +5 (Mighty Longbow 1d8+3 x2); SA Nature sense, animal companion, woodland stride, trackless step, resist natures lure; SQ spells; AL CN; SV Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 13, Int 10, Wis 18, Cha 15; Height 6 ft. 3 in. Languages Spoken: Common, Druidic Skills and feats: Animal Empathy +4, Handle Animal +7, Heal +7, Knowledge (Nature) +4, Spellcraft +3, Wilderness Lore +7, Intimidation +7, Spot +6, Listen +6; Knowledge (planes) 1; Weapon Focus (scythe), Point Blank Shot, Rapid Shot, Bullheaded Spells Prepared (5/4/3; base DC = 14 + spell level): 0—Guidence, Know Direction, Shockwave, resistance, Detect Magic; 1st—Summon Natures Ally I, Endure Elements (fire), Magic Fang x2; 2nd—Blood Frenzy, Flame Weapon, Summon Natures Ally II; Possessions: Masterworked Scythe, Might Composite Longbow +3, 40 arrows, Hide Armor, Wolfheaded Cloak of Natural Armor (+1), Potion of Bull Strength (1d4+1/4 hours), Cure Light Wounds x4 (1d8+1), 50 gp, 10 sp Description: A large imposing figure who bears a large scythe. His facial features can not be made out in the hooded cloak he wears. It is reminiscent of a wolf. He appears to be wearing hide armor and carries a longbow strapped to his back. He is a rather grim man searching for his sister who went missing around these parts. An old gypsy woman told him to come when five met on a full moon whee a skull chewed a rose. So he arrived at the Deadly Rose and set about his business killing the patrons. [I]In my Ravenloft PbeM game, the PCs all met at a inn called the deadly rose. There were four of them there. He needs to get to his sister and he was told killing the patrons would open the way.[/I] [b][I]Used the DMG Variant pg 96. Druids summon allies as per their element. Cleric summon Celestial (if they are good), Infernal (if they are evil) and if they worship a god of an element, they can use the elemental template from MotP. They may also use the Chaotic and Axiom templates depending on their god. They must pick one though.[/I][/b] Animal Companions Scythe’s Animal Companion Coal: CR 2; Medium Animal; HD. 3d8+3; HP 32; Speed 40; Init +1, AC. 13 (+1 Dex, +2 Natural) (touch 11, flat-footed 12); Atk +9 (claws 1d4+7), Atk +9 (bite1d6+7); SQ Scent; AL N; SV Fort +6 Ref +4 Will +1; Str. 25, Dex 12, Con 16, Int 7, Wis 10, Cha 7. Skills and Feats: Listen +3, Spot +6, Swim +11, Climb +9; Scythe’s Animal Companions Yotee and Cotee: CR 1; Medium Animal; HD. 2d8+5; HP 25; Speed 50; Init +3, AC. 15 (+3 Dex, +2 Natural) (touch 13, flat-footed 12); Atk +2 (bite1d6+2); SA Trip; SQ Scent; AL N; SV Fort +7 Ref +5 Will +0; Str. 11, Dex 16, Con 21, Int 6, Wis 10, Cha 3. Skills and Feats: Hide +4, Listen +5, Move Silently +5, Spot +3, Wilderness Lore +0 (+4 racial when tracking by scent) Summoning Spells Summon Natures Ally I Urth: CR 1; Tiny Outsider Earth Element Animal; HD. 1d8+2; HP 10; Speed 10 (fly 60 average/Burrow 10); Init +2, AC. 20 (+2 Dex, +2 size, +6 natural) (touch 14, flat-footed 17); Atk +3 (Claws 1d4+3); SA Earth Mastery; SQ Weapon Finesse (claws), Immunities, Darkvision 60; AL N; SV Fort +4 Ref +4 Will +2; Str. 16, Dex 15, Con 14, Int 2, Wis 15, Cha 7. Skills and Feats: Listen +6, Spot +6 (+10 in daylight) Summon Natures Ally I Terra: CR 2; Medium Outsider Earth Element Animal; HD. 2d8+5; HP 26; Speed 50 (Burrow 20); Init +4, AC. 19 (+4 Dex, +5 Natural) (touch 14, flat-footed 15); Atk +7 (bite1d6+5); SA Trip, Earth Mastery; SQ Scent, Immunities, Darkvision 60; AL N; SV Fort +7 Ref +6 Will +2; Str 18, Dex 19, Con 21, Int 3, Wis 15, Cha 6. Skills and Feats: Hide +5, Listen +7, Move Silently +6, Spot +5, Wilderness Lore +2 (+6 racial when tracking by scent) [/QUOTE]
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