• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Characters for the Liberation of Tenh (Updated 11/10/03)

The Cadaverous Ones

Anton Rex, human Invoker 5 (Cadaverous One): CR 7, Medium Undead; HD 6d12, hp 42, Init +9 (+5 Dex, +4 improved initiative), spd 40 ft., AC 22 or 26 or 33 (+5 Dex, +6 natural, +1 deflection, +4 mage armor, +7 shield), Atk Slam +5 (1d6+3, x2); SA DC 16; SQ Cadaverous one qualities, undead; Fort +1, Ref +8, Will +5; Str 16, Dex 20, Con –, Int 20, Wis 13, Cha 18; AL CE
Skills and Feats: concentration +8, Handle Animal +8, Heal +3, Knowledge (history) +8, Knowledge (Nobility) +8, Ride +9, Scry +9, Spellcraft +13, Spot +15, Listen + 3, Hide +13, Move Silently +13, Search +13, Sense Motive +9; Combat Casting, Scribe Scroll, Craft Wand, Spell Focus: Evocation, Improved Initiative, Alertness, Combat Reflexes, Dodge, Lightning Reflexes.
Possessions: ring of protection +1, wand of lightning bolt (5th , 15 chgs), scroll web, spectral hand, vampiric touch (5th), potion of inflict serious wounds (10th)
Spells Prepared (4/6/4/3): 0—detect magic, read magic, resistance, disrupt undead; 1st—mage armor x2, magic missile x2, protection from good, shield; 2nd—cat's grace, darkness, resist elements (fire), ghoul touch; 3rd—invisibility sphere, lightning bolt, vampiric touch
Spellbook: 0—all, 1st—burning hands, mage armor, [magic missile], mount, protection from good, shield; 2nd—cat's grace, [darkness], darkvision, ghoul touch, spectral hand, web; dispel magic, protection from elements (fire), [lightning bolt], invisibility sphere, vampiric touch

Aelniir, human Cleric 3 (Cadaverous One): CR 5, Medium Undead; HD 3d12, hp 24, Init +6 (+2 dex, +4 improved initiative), spd 30 ft., AC 27 or 29 (+2 dex, +6 natural, +7 armor, +2 shield, +2 deflection [shield of faith]), Atk Slam +9 (1d6+7, x2) or morningstar +10 (1d8+7, x2); SA DC 15; SQ Cadaverous one qualities, undead; Fort +3, Ref +5, Will +8; Str 24, Dex 14, Con –, Int 15, Wis 20, Cha 19; AL CE
Skills and Feats: Concentration +6, Diplomacy + 10, Knowledge (History) +3, Knowledge (Religion) +3, Hide +8, Move Silently, +8, Spot +13; Alertness, Blind Fighting, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (morningstar)
Possessions: MW half plate, MW lg. steel shield, MW morningstar, cloak of whispers and shadows, scroll of silence, potion of inflict light wounds (5th), inflict serious wounds (10th)
Domain: Evil and Chaos spells cast at +1 level
Spells Prepared: (4/4+1/2+1): 1st—bless, magic weapon, obscuring mist, [protection from good], shield of faith; 2nd—bull's strength, [desecrate], enthrall

Ahlana, elven Cleric 2, Wizard 2 (Cadaverous One): CR 6 , Medium Undead; HD 4d12, hp 30, Init +9 (+5 dex, +4 improved initiative), spd 40 ft., AC 27 or 29 (+5 dex, +6 natural, +4 mage armor); Atk Slam +6 (1d6+3, x2) or wand of inflict moderate wounds +6 (2d8+5, x2); SA DC 16; SQ Cadaverous one qualities, undead; Fort +4, Ref +8, Will +11; Str 17, Dex 21, Con --, Int 19, Wis 18, Cha 18; AL CE
Skills and Feats: Concentration +7, Knowledge (Arcana) +11, Knowledge (Religion) +11, Profession (Scribe) +11, Spellcraft +11, Hide +13, Move Silently +13, Spot +16, Listen +14; Spell Focus (Illusion), Scribe Scroll, Still Spell, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes
Possessions: Cloak of resistance, mw morning star, wand of inflict moderate wounds (5th level, 2d8+5, DC 12 Will 1/2), scroll mirror image, invisibility, potion inflict light wounds (5th)
Domain: Evil and Chaos spells cast at +1 level
Spells Prepared:
Cleric (4/3+1): 0—create water, guidance, resistance (x2); 1st—doom, obscuring mist, [protection from good], random action
Wizard (4/3): 0—detect magic, read magic, ghost sound, arcane mark; 1st—color spray (DC 17), silent image (DC 17), ray of enfeeblement, charm person.
Spellbook: 1st—color spray, silent image, ray of enfeeblement, charm person, magic missile, message, shield, sleep

Augustine Arguela, human Cleric 1, ex-Paladin 6, Blackguard 2 (Cadaverous One): CR 11 , Medium Undead; HD 9d12, hp 60, Init +6 (+2 Dex, +4 improved initiative), spd 30 ft., AC 27 or 29 (+2 dex, +6 natural, +9 armor, +2 deflection shield of faith); Atk Greatsword +18/+13 (2d6+10 plus 2d6 unholy plus poison, 17-20 x2) or Slam +15 (1d6+7, x2); SA DC 19, Blackguard abilities; SQ Cadaverous one qualities, undead; Fort +17, Ref +16, Will +17; Str 24, Dex 15, Con –, Int 13, Wis 15, Cha 20; AL CE
Skills and Feats: Diplomacy +17, Hide +15, Intimidate +7, Knowledge (Religion)+4, Move Silently +8, Ride +9; Cleave, Focus (Greatsword), Great Cleave, Improved Critical (Greatsword), Power Attack, Sunder, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes
Possessions: Full plate armor +1, cloak of whispers and shadows, amulet of resistance +2, +2 unholy greatsword, 2 doses Purple Worm poison (DC 24, initial 1d6 Str, secondary 1d6 Str), headband of desecrate, potion of displace self, potion of cause critical wounds (10th)
Blackguard Abilities: Poison Use, Detect Good (at will), Dark Blessing, Smite Good (2/day, +5 to hit, +2 damage), Lay on Hands (1/day cure 10 hp), Sneak Attack +1d6
Domains: War (free Martial Proficiency and Weapon Focus), Trickery (Bluff, Disguise and Hide are class skills)
Spells Prepared:
Blackguard (-/2): 1st—cause fear, inflict light wounds
Cleric (3/2+1): 0—detect magic, detect poison (x2); 1st—[change self], detect good, shield of faith

Daniere, human Fighter 5 (Cadaverous One): CR 7 , Medium Undead; HD 5d12, hp 36, Init +8 (+4 Dex, +4 improved initiative), spd 40 ft., AC 25 (+4 dex, +6 natural, +5 armor); Atk Longsword +13 (1d8+8 and 1d6 fire, 19-20 x2) or Light crossbow +11 (1d8 and 1d6 electricity, 19-20 x2) or Slam +12 (1d6+7, x2); SA DC 15; SQ Cadaverous one qualities, undead; Fort +5, Ref +5, Will +3; Str 24, Dex 19, Con –, Int 16, Wis 13, Cha 17; AL CE
Skills and Feats: Climb +11, diplomacy +6, jump +11, listen +14, ride +10, search +13, spot +14, tumble +6; Alertness, Combat Reflexes, Dodge, Expertise, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Whirlwind Attack
Possessions: +2 studded leather armor, cloak of resistance, +1 flaming longsword, MW light crossbow, 10 arrows of shocking burst, potion displace self, 2 potions invisibility, 2 potions inflict critical wounds (10th)

Egil, human Fighter 6 (Cadaverous One): CR 8 , Medium Undead; HD 6d12, hp 42, Init +8 (+4 Dex, +4 improved initiative), spd 30 ft., AC 30 (+4 dex, +6 natural, +7 armor, +3 shield); Atk Longsword +14/9 (1d8+10 17-20 x2) or MC longbow +11/6 (1d8+6, 19-20 x2) or Slam +13 (1d6+7, x2); SA DC 15; SQ Cadaverous one qualities, undead; Fort +6, Ref +9, Will +5; Str 24, Dex 19, Con –, Int 15, Wis 15, Cha 15; AL CE
Skills and Feats: Craft (Armorsmithing) +4, Craft (Weaponsmithing) +4, Knowledge (Religion) +5, Listen +10, Ride +11, Search +13, Spot +13, Wilderness Lore +4; Alertness, Combat Reflexes, Dodge, Expertise, Improved Bull’s Rush, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Mounted Combat, Ride-By Attack
Possessions: MW Full Plate, MW lg. steel shield, cloak of resistance, +1 keen longsword, MC longbow [+5], 5 arrows +1, potion invisibility, potion haste, potion protection from fire, 2potions inflict critical wounds (10th)

Sister Keriann Croller, human Cleric 9 (Cadaverous One): CR 11 , Medium Undead; HD 9d12, hp 60, Init +6 (+2 Dex, +4 improved initiative), spd 30 ft., AC 28 or 30 plus 20% miss chance (+2 dex, +6 natural, +7 armor, +3 shield, +2 deflection shield of faith); Atk Rod of Withering +12/+7 (DC 14 Fort, 1d4 Str and 1d4 Con) or MC light crossbow +10/+5 (1d8+6, 19-20 x2) or Slam +11 (1d6+5, x2); SA DC 17; SQ Cadaverous one qualities, undead; Fort +7, Ref +9, Will +12; Str 20, Dex 14, Con –, Int 14, Wis 20, Cha 16; AL CE
Skills and Feats: Concentration +12, Heal +14, Hide +13, Knowledge (Religion) +14, Sense Motive +16, Spot +13; Alertness, Combat Reflexes, Dodge, Improved Bull’s Rush, Improved Initiative, Lightning Reflexes, Power Attack, Spell Focus (Enchantment), Spell Focus (Necromancy)
Possessions: MW Full Plate, MW lg steel shield, rod of withering, circlet of blur, chime of interruption, pearl of wisdom +2, 5 +1 bolts coated in deathblade poison (DC 20 initial 1d6 Con, secondary 2d6 Con)(1,800 gp), deck of many things
Domains: Trickery (Bluff, Disguise and Hide are class skills), Evil (Evil spells at +1 caster level)
Spells Prepared: (6/6+1/5+1/4+1/3+1/2+1) 0—daze, detect magic, guidance x2, resistance x2; 1st—bless, cause fear* x2, command*, detect good, divine favor, [protection from good]; 2nd—aid, bull’s strength, death knell, desecrate, [invisibility], resist elements (fire), spiritual weapon; 3rd—contagion x2*, dispel magic, glyph of warding, invisibility purge,[magic circle against good]; 4th—giant vermin, inflict critical wounds*, summon monster IV, [unholy blight]; 5th—[dispel good], slay living*, spell resistance
*Enchantment or Necromantic spell

Lady Amyryth, half-orc ex-Paladin 4 (Cadaverous One): CR 6 , Medium Undead; HD 4d12, hp 30, Init +6 (+2 Dex, +4 improved initiative), spd 30 ft., AC 28 plus 20% miss chance (+2 dex, +6 natural, +7 armor, +3 shield); Atk Greatsword +11 (2d6+10 19-20 x2) or MW shortspear +11 for (1d8+7, x3) or Slam +11 (1d6+7, x2); SA DC 17; SQ Cadaverous one qualities, undead; Fort +5, Ref +6, Will +4; Str 25, Dex 14, Con –, Int 14, Wis 15, Cha 21; AL CE
Skills and Feats: Diplomacy +8, Craft (Sculptor) +3, Handle Animal +8, Heal +5, Knowledge (Nature) +4, Listen +10, Ride +5, Sense Motive +12, Spot +10; Alertness, Cleave, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack
Possessions: MW Full Plate, MW lg. steel shield, MW greatsword, 3 MW shortspears, cloak of resistance, potion of blur, potion of invisibility, potion of inflict critical wounds (10th)

Little Leaf, elven Fighter 3 (Cadaverous One): CR 5 , Medium Undead; HD 3d12, hp 18, Init +8 (+4 Dex, +4 improved initiative), spd 40 ft., AC 25 plus 20% miss chance (+4 dex, +6 natural, +5 armor); Atk MC Longbow +8 (1d8+5) Shortspear +9 (1d8+6, x3) or Slam +8 (1d6+5, x2); SA DC 12; SQ Cadaverous one qualities, undead; Fort +3, Ref +7, Will +2; Str 21, Dex 19, Con –, Int 16, Wis 13, Cha 13; AL CE
Skills and Feats: Climb +9, Jump +9, Listen +10, Search +10, Spot +13, Wilderness Lore +3; Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot
Possessions: Elven Chain, MC Longbow [+5], +1 shortspear, potion blur, potion invisibility, potion inflict critical wounds.

Lucius Maturin, human Rogue 5, assassin 2 (Cadaverous One): CR 9 , Medium Undead; HD 7d12, hp 48, Init +10 (+6 Dex, +4 improved initiative), spd 40 ft., AC 25 plus 20% miss chance (+6 dex, +6 natural, +3 armor); Atk Bastard Sword +10 (1d10+7 plus poison, 19-20 x2) or Light crossbow + 11 (1d8 plus poison) or Slam +9 (1d6+5, x2); SA DC 17; SQ Cadaverous one qualities, undead; Fort +1, Ref +15, Will +2; Str 20, Dex 22, Con –, Int 16, Wis 12, Cha 18; AL CE
Skills and Feats: Alchemy +7, Bluff +14, Disable Device +16, Disguise +12, Hide +24, Listen +17, Move Silently +24, Open Lock +16, Search +21, Sense Motive +17, Spot +17; Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Exotic Weapon (bastard sword), Mobility.
Possessions: 2 doses Purple Worm poison (DC 24, initial 1d6 Str, secondary 1d6 Str)*, +1 studded leather armor, +1 bastard sword, MW light crossbow, 5 bolts coated with Viper Venom (DC 11, 1d6 Con primary and secondary)*, potion of blur, potion of inflict critical wounds (10th)
*1 dose of Purple Worm poison applied to bastard sword
Special Ablities: Uncanny Dodge (retain Dex bonus), Evasion, Sneak Attack +3d6, Death Attack (3 rds, DC 15), Poison Use
Spells Prepared: (-/2) obscuring mist, spider climb

“Whistlin’” Pippin Burrfur, Rogue 3 (Cadaverous One): CR 5 , Small Undead; HD 3d12, hp 24, Init +10 (+6 Dex, +4 improved initiative), spd 40 ft., AC 25 plus 20% miss chance (+6 dex, +6 natural, +3 armor); Atk 2 short swords +3 (1d6+2, 19-20 x2) or Thrown dagers +9 (1d4+poison, x2) or Slam +4 (1d4+2, x2); SA DC 14, Sneak attack +2d6; SQ Evasion, Uncanny Dodge (Dex), Cadaverous one qualities, undead; Fort +2, Ref +12, Will +2; Str 15, Dex 23, Con –, Int 10, Wis 11, Cha 16; AL CE
Skills and Feats: Disable Device +12, Hide +20, Listen +9, Move Silently +20, Open Lock +12, Pick Pockets +12, Search +14, Sense motive +9, Spot +9, Tumble +12; Alertness, Ambidexterity, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Two Weapon Fighting
Possessions: MW studded leather armor, cloak of resistance, 2 MW shortswords, MC short bow [+2], MW thieve’s tools, potions of blur, potion of hiding, potion of invisibility, 2 potions of detect thoughts

Tisha, human Invoker 5 (Cadaverous One): CR 7 , Medium Undead; HD 5d12, hp 36, Init +7 (+3 Dex, +4 improved initiative), spd 40 ft., AC 19 or 26 plus 20% miss chance (+3 dex, +6 natural, +7 shield); Atk Light crossbow + 5 (1d8, x2) or Slam +5 (1d6+3, x2); SA DC 15; SQ Cadaverous one qualities, undead; Fort +1, Ref +6, Will +8; Str 17, Dex 16, Con –, Int 21, Wis 18, Cha 17; AL CE
Skills and Feats: Alchemy +10, Concentration +8, Forgery +9, Heal +7, Hide +11, Knowledge (Arcana) +11, Knowledge (History) +11, Listen +12, Move Silently +13, Spellcraft +14, Profession (Scribe) +13, Scry +10, Spot +12
Possessions: cloak of resistance +1, wand of flame arrow (5th, 45 chgs), potion blur, potion inflict moderate wounds (5th), scroll dimension door, wall of fire, summon monster IV (all at 7th level, DC 8 caster level check),
Barred School: Transmutation
Spells Prepared: (4/6/4/3) 0—arcane mark, daze, detect magic, read magic; 1st— grease, magic missile* x3, protection from good, shield; 2nd—darkness*, invisibility, summon swarm, web; lightning bolt* x2, protection from elements (fire)
Spellbook: All the above, plus 1st—Nystul’s undetectable aura; 2nd—obscure object; 3rd—explosive runes, nondetection
 

log in or register to remove this ad

Very nice to see these...

I see Jespo has been re-equiped!

As a 7th level sorcerer, shouldn't hendricus have one more 3rd level spell known, or am I missremembering the rules?

Ancalagon
 

Ah, I should have checked back on this earlier. The Cadaverous Ones were definitely a wee bit low level to take on the liberators. Ah well the best laid plans of Mice and Cambions... If you could post the Cadaverous One template as well that would be good.
 

The Cadaverous One Template

CADAVEROUS ONE TEMPLATE

In the depths of their wicked citadels, Evil clerics enter into dark pacts in their master's name. Extraplanar allies of Evil are invited to possess the corpses of powerful mortals, and a bargain is struck: In exchange for some dark service or murder, these 'cadaverous ones' are set loose upon the prime material, free to terrorize and practice abominable cruelties.

Cadaverous ones are desiccated undead, pale and sunken. They possess no particular stench, but require deep shadows or the cover of night if they wish to pass unmarked amongst the living. Cadaverous ones move with a supernatural grace and agility that betrays them even in the dimmest of conditions as something more than human.

Hit Dice: Increase to d12.

Speed: The base creature’s speed improves by +10 ft.

AC: The base creature's natural armor improves by +6

Attacks: A cadaverous one retains all the attacks of the base creature, and gains a slam attack.

Damage: A Medium-Size cadaverous one's slam attack does 1d6 plus strength modifier, if any.

Special Attacks: The cadaverous one gains the following attacks with a DC of (10 + 1/2 HD + Cha mod.):

Withering Gaze (Su): A cadaverous one can crush his opponent's will just by looking into her eyes. This is a free action that targets one opponent per round. The target must succeed at a Will save or be overcome with despair as though affected by an emotion spell cast by a 12th level sorcerer. The ability has a range of 30 ft, and can only be attempted once per opponent, per day.

Energy Drain (Su): Living creatures hit by a cadaverous one's slam attack (or unarmed attack, if the base creature possesses one) suffer 2 negative levels.

Create Spawn (Su): Any humanoid slain by a cadaverous one's slam attack becomes a spectre in 1d4 rounds. These spawn are under the command of the cadaverous one that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Blood Drain (Su): A cadaverous one can drain blood like a vampire, by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of permanent Constitution drain each round the pin is maintained.

Command Undead (Su): A cadaverous one can command or rebuke undead as a cleric of a level equal to the cadaverous one's hit dice.

Special Qualities:

Darkvision (Ex) : Cadaverous ones can see in the dark, up to 120 ft.

Damage Reduction (Su) : A cadaverous one's dessicated body is unnaturally tough, giving the creature damage reduction 15/+1.

Turn Resistance (Ex) : A cadaverous one has +4 turn resistance (see MM, pg 10).

Resistance (Ex) : A cadaverous one has cold and electricity resistance 20.

Fast Healing (Ex) : A cadaverous one heals 5 points of damage each round so long as it has 1 hit point remaining.

Heart Stone (Su): In the ritual that creates cadaverous ones, the corpse's heart is transformed into a crystalline magic item called the Heart Stone. The heart stone of a cadaverous one functions very similarly to the phylactery of a Lich, so if the cadaverous one is slain, it will reform within 1-10 days unless it’s Heart Stone is destroyed. Most cadaverous ones keep their Heart Stones within their bodies, but in rare instances will hide their Heart Stone, hoping to keep it safe. In this case, the cadaverous one cannot journey any further than five miles from its Heart Stone.

Fire Weakness (Ex): Cadaverous ones are dry and evaporated. They suffer -2 inherent penalties to all saving throws versus fire attacks, and suffer +1 points of damage per die, when hurt by fire.

Saves: Same as the base creature.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As undead creatures, cadaverous ones have no Constitution score.

Skills: Cadaverous ones receive a +8 racial bonus to Hide, Listen, Move Silently, Search, Sense Motive and Spot checks.

Feats: Cadaverous ones are fast and nimble monstrosities. Cadaverous ones gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and does not already have these feats.

-----------------------------------------------------------
Climate/Terrain: Any land or underground
Organization: Solitary, pair, or gang (2-5)
Challenge Rating: Same as the base creature +2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character classv
 
Last edited:

The Hill Giant Orcish Contingent

THE IUZIAN MISSION TO THE HILL GIANTS:
(From chapters 34 and 35 )

Orc Sniper, male orc Rogue 2/ Fighter 4 / Deepwood Sniper 3: CR 9; Medium-Size Humanoid; HD 2d6+4 plus 4d10+8 plus 3d8+6; hp 70; Init +3 (+3 Dex); Spd 20 ft.; AC 21 (flatfooted 18, touch 13), BAB +8/+3; Atk MC longbow +14/+9 (1d8+6, 18-20/x3) or greataxe +13/+8 (1d12+6, 20/x3); SA Light Sensitivity, Sneak Attack +1d6, Evasion, Keen Arrows, Magic Weapon, Concealment Reduction 10%, Projectile Improved Critical +1, Range Increment +30 ft., Safe Poison Use, Darkvision (60 ft.); AL: CE; Sv Fort +8, Ref +11, Will +4; Str 18, Dex 16, Con 14, Int 10, Wis 8, Cha 6.

Skills and Feats: Balance +5, Hide +6, Jump +10, Listen +4, Move Silently +6, Search +5, Spot +5, Tumble +5; Far Shot, Improved Critical (MC Longbow), Iron Will, Point Blank Shot, Precise Shot, Weapon Focus (MC Longbow), Weapon Specialization (MC Longbow).

Possessions: +1 breastplate, +1 buckler, cloak of resistance +1, MW greataxe, MC Longbow (Str 18), 25 MW arrows; 2 potions of cure moderate wounds, potion of invisibility.


Orc Skirmisher, male orc Fighter 9: CR 9; Medium-Size Humanoid; HD 9d10+27; hp 76; Init +1 (+1 Dex); Spd 30 ft.; AC 20 (flatfooted 19, touch 11), BAB +9/+4; Atk Glaive +18/+13 melee (1d10+13, x3), or Greataxe +17/+12 (1d12+11); SA: Orc Blood,-1 to all attack rolls, saves, and checks while in bright light.; Vision: Darkvision (60') AL: CE; Sv: Fort +10, Ref +5, Will +4; Str 22, Dex 12, Con 16, Int 6, Wis 6, Cha 6.

Skills and Feats: Climb +12, Jump +12; Blind-Fight, Cleave, Improved Bull Rush, Iron Will, Power Attack, Weapon Focus (Greataxe, Glaive), Weapon Specialization (Greataxe, Glaive).

Possessions: Full plate, MW buckler, MW glaive, +1 greataxe, 2 potions of cure moderate wounds, potion of endurance, potion of bull’s strength.


Iuzian Emissary, female lamia Transmuter 5: CR 11; Medium-Size Magical Beast; HD 9d10+27 plus 5d4+15; hp 122; Init +3 (+3 Dex); Spd 60 ft.; AC 20 or 27 (+3 Dex, +5 natural, +2 shield, +7 shield spell) (flatfooted 17 or 24, touch 13 or 20); BAB +11; Atk Touch +8 melee touch (Wisdom Drain) and Dagger of Venom +9 melee (1d4 plus poison 1/day, 19-20 x2); SA Wisdom Drain, Spell-Like Abilities; SQ Darkvision (60 ft.); AL CE; Sv Fort +10, Ref +10, Will +10; Str 8, Dex 17, Con 16, Int 18, Wis 16, Cha 12.

Skills and Feats: Bluff +13, Concentration +21, Diplomacy +5, Hide +15, Sense Motive +5, Spellcraft +12; Ambidexterity, Dodge, Extra Spell (2nd level), Greater Spell Focus (Transmutation), Mobility, Scribe Scroll, Silent Spell, Spell Focus (Transmutation), Two Weapon Fighting.

Possessions: dagger of venom, ring of force shield, wand of hold person (10 chgs, DC 13), wand of invisibility (10 chgs.), scroll of darkness, hypnotic pattern, see invisibility, 2 potions cure moderate wounds.

Dagger of Venom: +1 weapon, 1/day poison spell on successful melee attack—1d10 Con primary and secondary, DC 14.

Spell-Like Abilities: (DC 11 + spell lvl) 1/day—charm person, major image, mirror image, suggestion.

Wisdom Drain (Su): By making a successful touch attack, a lamia permanently drains 1 point of Wisdom.

Wizard Spells Prepared: (4/5/4/3; DC 14 + spell level, +4 for Alterations) 0—daze, detect magic, detect poison, read magic; 1st— expeditious retreat, ray of enfeeblement, reduce*, shield, spider climb; 2nd— blindness / deafness*, cat’s grace, darkness, endurance; 3rd— dispel magic, haste, slow*

*Alteration spell.
 
Last edited:


The Bleeding Stone, from Chapter 38.


Tenders of the Stone, frost giant Clr 3: CR 11; Large Giant (Cold); HD 14d8+70 plus 3d8+15; hp 160; Init -1 (Dex); Spd 40 ft.; AC 21 (flatfooted 21, touch 8) (-1 size, -1 Dex, +9 natural, +4 chain shirt); Atk Huge greataxe +18/+13 melee (2d8+13), or rock +9/+4 ranged (2d6+9); Face/Reach: 5 ft. by 5 ft./10 ft.; SA Rock throwing, Smite; SQ Rock catching, cold subtype; AL CE; SV Fort +15, Ref +4, Will +9; Str 29, Dex 9, Con 21, Int 10, Wis 15, Cha 11.

Skills and Feats: Climb +13, Jump +13, Spot +6; Blind-Fighting, Cleave, Iron Will, Power Attack.

Smite: 1/day the Tenders of the Stone may make a smite attack at +4 to hit that inflicts +3 points of damage.

Spells per day (4/4/3; DC = 12 + spell level): 0—create water, cure minor wounds, guidance, resistance; 1st—entropic shield, magic weapon, obscuring mist, protection from law*; 2nd—endurance, resist fire, shatter*.

*Domain spell. Domains: Destruction, Chaos.


The Bleeding Stone, Huge Animated Object, Psion (Seer) 10: CR 16; HD 8d10 plus 10d4; hp 69; Init -1 (Dex); Spd --; AC 3 (-2 Size, -5 Dex); BAB +14; Atk 4 Slam +19 melee (2d6+7); Face/Reach 10 ft. by 20 ft./10 ft.; SA Inanimate Manifestation, Psychokinetic Touch; SQ Commune with Iuz, Construct Qualities, Hardness 8, Object Qualities; Fort +5, Ref +4, Will +16; Str 20, Dex --, Con --, Int 12, Wis 19, Cha 6

Skills and Feats: Sense Motive +17, Scry +14; Inertial Armor, Power Touch, Psionic Fist, Stand Still.

Inanimate Manifestation (Su): The Bleeding Stone manifests its powers without using gestures or speech of any kind.

Psychokinetic Touch (Su): The Bleeding Stone’s “hands” are invisible solid thought constructs, with 30 ft. reach. As invisible objects, they gain +2 to hit (calculated in stat block).

Commune with Iuz (Sp): Once a day, the Bleeding Stone can commune directly with Iuz as the spell cast by a 9th level cleric.

Construct Qualities: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Hardness (Ex): The Bleeding Stone has Hardness 8.

Object Qualities: Half damage from ranged weapons, acid, fire and lightning attacks. Quarter damage from cold attacks. (See Players Handbook, pg 135).

Psionic Powers Discovered (7/4/3/3/2/1; power points 59): 0—lesser natural armor, detect psionics / magic, 5 more; 1st—combat precognition, object reading, psycholuminescence, vigor; 2nd— combat prescience, ectoplasmic cocoon, reach; 3rd— displacement, duodimensional hand, remote viewing; 4th—dissolving touch, divination. ; 5th—recall agony.
 
Last edited:

The Bleeding Stone -- yeeesh!

Any chance we could see a bit of backstory on this nasty idea? Given the commune with Iuz ability, I'm guessing this is some foul creation of his, given the Int score and the unusally high Wis for an animated object.
 
Last edited:

Damn, Rackabello-- I wasn't ignoring you, I just forgot to subscribe to this thread!

The backstory as far as I have it is actually in the logs-- the players know as much as I know at this point.

Credit should go to Piratecat, who helped me design the Bleeding Stone. I'd created a clerical entity, but I thought a psionisicst would be much more creepy (and it was)! Piratecat took my sad, generic bleeding stone, and gave me back a mega-bad-ass uber freaky boss monster Bleeding Stone.
 

Firstly - thank you for the threads! I have now gained another SH addiction (I don't know whether a :-) or a :-( is more appropriate!) along with PC, Wulf, FU's Vietnamese SH, and Les Terres Anciennes...

Can I ask a couple of character questions? How are stats done (4d6? Point buy?) and how did Elenthal get 7 Feats (did he swap out Track, Two-weapon Fighting and Ambidexterity for the anti-giant Feats?)
 

Into the Woods

Remove ads

Top