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<blockquote data-quote="Wolf72" data-source="post: 321110" data-attributes="member: 265"><p><strong>some more!</strong></p><p></p><p><strong> Axiomatic Blood Spirit Warrior [trooper, sergeant]</strong></p><p><strong>Medium Humanoid (TrueBlood)</strong></p><p>Hit Dice: 1d8 (8hp) [13hp, 18hp]</p><p>Initiative: +4 (Imp Init)</p><p>Speed: 20’ (30’ w/o armor)</p><p>AC: 19 (+7 MW half-plate, +2 MW large shield) (or 21 w/ optional armor)</p><p>Attacks: +2 melee: MW bastard sword, +2 ranged MW javelin (2) [+3, +5 melee, +3, +4 ranged]</p><p>Damage: 1d10: bastard sword , 1d6: javelin (incr 30 ft)</p><p>Face/Reach: 5x5/5</p><p>Spec Attk: Smite Chaos (1x/day, +1 dmg) [+2, +3 dmg]</p><p>Spec Qual: Darkvision 60’, Fire/Elec/Cold/Sonic resist: 5, SR 2 [SR 4, 6], Linked Minds (MotP p197-8)</p><p>Saves: Fort: +2 [+3], Refl +0 [+1], Will +0 [+1] </p><p>Abilities: Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 13 (+1)</p><p>Skills: Intimidate +5 , Listen +1 [+1, +2] Spot +1, [+2, +2]</p><p>Feats: Exotic Weapon: Bastard Sword, Improved Initiative [weapon focus: bastard sword]</p><p>Clim/Terr: any land </p><p>Org: 2-5 (Team)</p><p>C.R. ½ [1, 2]</p><p>Treasure: None</p><p>Alignment: Always lawful neutral</p><p>Adv: By character class (warrior)</p><p></p><p>These perfect warriors are representations of all that the Blood Spirits stand for. Certain holy places are permanently guarded by these stalwart troops.</p><p></p><p></p><p><strong> Hell’s Horses (fiendish heavy warhorse)</strong></p><p><strong>Large magical beast</strong></p><p>Hit Dice: 4d8 +12 (32)</p><p>Initiative: +1 (dex)</p><p>Speed: 50 ft</p><p>AC: 16 (-1 size, +2 leather barding, +1 dex, +4 natural)</p><p>Attacks: 2 hooves +6 melee; bite +1 melee</p><p>Damage: Hoof 1d6+4; bite 1d4+2</p><p>Face/Reach: 5x10/5 ft</p><p>Spec Attks: Smite Good (1/day +4 dmg)</p><p>Spec Qual: Darkvision 60’, Cold/fire resist: 5, SR 8, Scent </p><p>Saves: Fort +7, Refl +5, Will +2</p><p>Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 3, Wis 13 (+1), Cha 6</p><p>Skills: Listen +7, Spot +7</p><p>Feats: </p><p>Climate/Terrain: Any land</p><p>Organziation: Domesticated</p><p>C.R. 2</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: </p><p></p><p>Hell’s Horses willingly (well after they are domesticated/broken) serve as steeds, many warriors go through great trials to capture one.</p><p></p><p></p><p><strong> Smoke Jaguar (dire template leopard)</strong></p><p><strong>Large-size animal</strong></p><p>Hit Dice: 5d8+25 (50hp)</p><p>Initiative: +4 (dex)</p><p>Speed: 40 ft, climb 20ft</p><p>AC: 18 (-1 size, +4 dex, +5 natural)</p><p>Attacks: Bite +12 melee; 2 claws +7 melee</p><p>Damage: Bite 1d8 +9; claw 1d4 +4</p><p>Face/Reach: 5x10/5</p><p>Spec Attk: Pounce, improved grab, rake 1d4+4</p><p>Spec Qual: Scent</p><p>Saves: Fort +9, Refl +8, Will +2</p><p>Abilities: Str 28 (+9), Dex 19 (+4), Con 21 (+5), Int 2, Wis 12 (+1), Cha 6</p><p>Skills: Balance +12, Climb +17, Hide +8 (+16 in heavy growth), Listen +6, Move silently +9, Spot +6</p><p>Feats: </p><p>Clim/Terr: Warm forest or plains</p><p>Org: Solitary or pair</p><p>C.R. 4</p><p>Treasure: </p><p>Alignment: Always neutral</p><p>Advancement: </p><p></p><p></p><p><strong> Star Adder (fiendish giant constrictor)</strong></p><p><strong>Huge magical beast</strong></p><p>Hit Dice: 11d8+11 (63hp)</p><p>Initiative: +3 (dex)</p><p>Speed: 20 ft, climb 20 ft, swim 20 ft</p><p>AC: 15 (-2 size, +3 dex, +4 natural)</p><p>Attacks: Bite +13 melee</p><p>Damage: Bite 1d8 +10</p><p>Face/Reach: 15x15/10</p><p>Spec Attk: Smite good (1x/day +20 dmg), improved grab, constrict 1d8 +10</p><p>Spec Qual: Scent, SR 22, DR 5/+2, darkvision 60’, Cold/Fire resist 15, </p><p>Saves: Fort +8, Refl +10, Will +4</p><p>Abilities: Str 25 (+7), Dex 17 (+3), Con 13 (+1), Int 3, Wis 12 (+1), Cha 2</p><p>Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9</p><p>Feats: </p><p>Clim/Terr: Warm forest and aquatic</p><p>Org: Solitary</p><p>C.R. 7</p><p>Treasure: </p><p>Alignment: Always neutral</p><p>Advancement: </p><p></p><p></p><p></p><p></p><p></p><p><strong> Cloud Cobra (viper)</strong></p><p><strong>Medium-size elemental (air)</strong></p><p>Hit Dice: 2d8 (12hp)</p><p>Initiative: +6 dex</p><p>Speed: 20 ft, climb 20 ft, swim 20 ft, fly 100 ft (perfect), </p><p>AC: 19 (+6 dex, +3 natural)</p><p>Attacks: Bite +7 melee</p><p>Damage: Bite 1d4-1, poison (DC 11, 1d6 con)</p><p>Face/Reach: 5x5/5</p><p>Spec Attk: Air Mastery, poison</p><p>Spec Qual: Elemental, Darkvision 60’, scent</p><p>Saves: Fort +3, Refl +9, Will +1</p><p>Abilities: Str 8 (-1), Dex 23 (+6), Con 11, Int 1, Wis 12 (+1), Cha 2</p><p>Skills: Balance +14, Climb +14, Hide +15, Listen +9, Spot +9</p><p>Feats: Fly-by attack, weapoon finesse: bite</p><p>Clim/Terr: Termperate and warm land, tropical forests, tree tops</p><p>Org: Solitary</p><p>C.R. 1</p><p>Treasure: </p><p>Alignment: Always neutral</p><p>Advancement:</p></blockquote><p></p>
[QUOTE="Wolf72, post: 321110, member: 265"] [b]some more![/b] [b] Axiomatic Blood Spirit Warrior [trooper, sergeant] Medium Humanoid (TrueBlood)[/b] Hit Dice: 1d8 (8hp) [13hp, 18hp] Initiative: +4 (Imp Init) Speed: 20’ (30’ w/o armor) AC: 19 (+7 MW half-plate, +2 MW large shield) (or 21 w/ optional armor) Attacks: +2 melee: MW bastard sword, +2 ranged MW javelin (2) [+3, +5 melee, +3, +4 ranged] Damage: 1d10: bastard sword , 1d6: javelin (incr 30 ft) Face/Reach: 5x5/5 Spec Attk: Smite Chaos (1x/day, +1 dmg) [+2, +3 dmg] Spec Qual: Darkvision 60’, Fire/Elec/Cold/Sonic resist: 5, SR 2 [SR 4, 6], Linked Minds (MotP p197-8) Saves: Fort: +2 [+3], Refl +0 [+1], Will +0 [+1] Abilities: Str 11, Dex 11, Con 11, Int 10, Wis 11, Cha 13 (+1) Skills: Intimidate +5 , Listen +1 [+1, +2] Spot +1, [+2, +2] Feats: Exotic Weapon: Bastard Sword, Improved Initiative [weapon focus: bastard sword] Clim/Terr: any land Org: 2-5 (Team) C.R. ½ [1, 2] Treasure: None Alignment: Always lawful neutral Adv: By character class (warrior) These perfect warriors are representations of all that the Blood Spirits stand for. Certain holy places are permanently guarded by these stalwart troops. [b] Hell’s Horses (fiendish heavy warhorse) Large magical beast[/b] Hit Dice: 4d8 +12 (32) Initiative: +1 (dex) Speed: 50 ft AC: 16 (-1 size, +2 leather barding, +1 dex, +4 natural) Attacks: 2 hooves +6 melee; bite +1 melee Damage: Hoof 1d6+4; bite 1d4+2 Face/Reach: 5x10/5 ft Spec Attks: Smite Good (1/day +4 dmg) Spec Qual: Darkvision 60’, Cold/fire resist: 5, SR 8, Scent Saves: Fort +7, Refl +5, Will +2 Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 3, Wis 13 (+1), Cha 6 Skills: Listen +7, Spot +7 Feats: Climate/Terrain: Any land Organziation: Domesticated C.R. 2 Treasure: None Alignment: Always neutral Advancement: Hell’s Horses willingly (well after they are domesticated/broken) serve as steeds, many warriors go through great trials to capture one. [b] Smoke Jaguar (dire template leopard) Large-size animal[/b] Hit Dice: 5d8+25 (50hp) Initiative: +4 (dex) Speed: 40 ft, climb 20ft AC: 18 (-1 size, +4 dex, +5 natural) Attacks: Bite +12 melee; 2 claws +7 melee Damage: Bite 1d8 +9; claw 1d4 +4 Face/Reach: 5x10/5 Spec Attk: Pounce, improved grab, rake 1d4+4 Spec Qual: Scent Saves: Fort +9, Refl +8, Will +2 Abilities: Str 28 (+9), Dex 19 (+4), Con 21 (+5), Int 2, Wis 12 (+1), Cha 6 Skills: Balance +12, Climb +17, Hide +8 (+16 in heavy growth), Listen +6, Move silently +9, Spot +6 Feats: Clim/Terr: Warm forest or plains Org: Solitary or pair C.R. 4 Treasure: Alignment: Always neutral Advancement: [b] Star Adder (fiendish giant constrictor) Huge magical beast[/b] Hit Dice: 11d8+11 (63hp) Initiative: +3 (dex) Speed: 20 ft, climb 20 ft, swim 20 ft AC: 15 (-2 size, +3 dex, +4 natural) Attacks: Bite +13 melee Damage: Bite 1d8 +10 Face/Reach: 15x15/10 Spec Attk: Smite good (1x/day +20 dmg), improved grab, constrict 1d8 +10 Spec Qual: Scent, SR 22, DR 5/+2, darkvision 60’, Cold/Fire resist 15, Saves: Fort +8, Refl +10, Will +4 Abilities: Str 25 (+7), Dex 17 (+3), Con 13 (+1), Int 3, Wis 12 (+1), Cha 2 Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9 Feats: Clim/Terr: Warm forest and aquatic Org: Solitary C.R. 7 Treasure: Alignment: Always neutral Advancement: [b] Cloud Cobra (viper) Medium-size elemental (air)[/b] Hit Dice: 2d8 (12hp) Initiative: +6 dex Speed: 20 ft, climb 20 ft, swim 20 ft, fly 100 ft (perfect), AC: 19 (+6 dex, +3 natural) Attacks: Bite +7 melee Damage: Bite 1d4-1, poison (DC 11, 1d6 con) Face/Reach: 5x5/5 Spec Attk: Air Mastery, poison Spec Qual: Elemental, Darkvision 60’, scent Saves: Fort +3, Refl +9, Will +1 Abilities: Str 8 (-1), Dex 23 (+6), Con 11, Int 1, Wis 12 (+1), Cha 2 Skills: Balance +14, Climb +14, Hide +15, Listen +9, Spot +9 Feats: Fly-by attack, weapoon finesse: bite Clim/Terr: Termperate and warm land, tropical forests, tree tops Org: Solitary C.R. 1 Treasure: Alignment: Always neutral Advancement: [/QUOTE]
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