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Characters for the Liberation of Tenh (Updated 11/10/03)
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<blockquote data-quote="(contact)" data-source="post: 522077" data-attributes="member: 41"><p><strong>Villains from Chapter 42</strong></p><p></p><p><strong>The Rotted Ones</strong></p><p></p><p><strong>Maskaleyne, male human (rotted one), Sor 11: </strong> CR 13; HD 11d4+33; hp 64 (86*); Init +6; spd 30 ft., fly 30 ft. (good); AC 16 (+3 Dex, +2 armor, +1 natural) and +7 shield spell, +5 ghost form spell; Atk Ranged touch +9 ranged (per spell), or bite +7 (1d6, x2); SA Spells, Half-Fiend Spell Abilities; SQ Darkvision 60 ft., Elemental Resistance 20; AL CE; Sv Fort +8 (+10*), Ref +8, Will +9; Str 12, Dex 16, Con 17 (20*), Int 16, Wis 10, Cha 19 (21) </p><p></p><p>*Including pre-cast endurance spell.</p><p></p><p><strong>Skills and Feats</strong> : Concentration +11, Spellcraft +14; Arcane Preparation, Chain Spell (+3 lvls), Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Weapon Focus (Ray).</p><p></p><p><strong>Rotted One Abilities (Sp)</strong> : Damage resistance 10/+3, darkvision 60 ft., elemental resistance 20 (cold, electricity, fire), immune to critical hits, regeneration 5.</p><p></p><p><strong>Spell-Like Abilities (Sp)</strong> : 1/day—vile sight (blasphemy); Darkvision 60 ft.; Acid, cold, electricity and fire resistance 20.</p><p></p><p><strong>Spells</strong> (6/7/7/7/6/4; base save DC: 15+level or 19+level for necromantic spells): 1st—expeditious retreat, protection from good, negative energy ray* (touch, DC 20 Ref, 5d6), ray of enfeeblement (1d6+5 Str)*, shield; 2nd—detect thoughts, endurance, invisibility, summon swarm, tasha’s hideous laughter; 3rd—chain ray of enfeeblement*, haste, lightning bolt, vampiric touch*; 4th—dimension door, enervation*, fear*; 5th—hold monster, ghostform (1 min/lvl, 50% miss chance, +5 deflection AC). *Necromantic spells. </p><p></p><p><strong>Prepared Spells</strong> : 4th--chain ray of enfeeblement (x2).</p><p></p><p><strong>Possessions</strong> : Bracers of armor +2, eyes of doom (continual deathwatch, eyebite 1/week, doom effect: Will save DC 11, once per round as free action), scroll teleport (x3); 11,500 gpv in treasure.</p><p></p><p><strong> Rotted Trolls (3):</strong> CR 6; Large Giant; HD 6d8+36; hp 63; Init +2 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural) (flatfooted 16, touch 11); Atk 2 claws +9 melee (1d6+6, x2), bite +4 melee (1d6+3, x2); Reach 5 ft. by 5 ft./10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE; Sv Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6.</p><p></p><p><strong>Rotted One Abilities (Sp)</strong>: Damage resistance 5/+1, darkvision 60 ft., elemental resistance 10 (cold, electricity, fire), immune to critical hits, regeneration 5.</p><p></p><p><strong>Spell-Like Abilities (Sp)</strong>: 1/day--Blasphemy, contagion, poison.</p><p></p><p><strong>Skills and Feats</strong>: Listen +5, Spot +5; Alertness, Iron Will</p><p></p><p><strong>Rend (Ex)</strong>: If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p></p><p><strong>Regeneration (Ex)</strong>: Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.</p><p></p><p></p><p><strong>The Hextorian Envoy (EL 13)</strong></p><p></p><p></p><p><strong>Senior Mandel, male human Cleric of Hextor 13</strong>: CR 13; Medium humanoid; HD 13d8+26; hp 84; Init +4; Spd 20 ft.; AC 24 (touch 12, flat-footed 24); Atk +1 heavy flail of wounding +12/+7 melee (1d10+2, 19-20 x2) or mw heavy crossbow* +11 ranged (1d10+1, 19-20 x2); SA Rebuke undead 4/day; SQ Spontaneous casting (inflict spells); AL LE; SV Fort +12, Ref +6, Will +13; Str 12, Dex 11, Con 14, Int 12, Wis 20, Cha 12.</p><p></p><p>*includes +1 bolts.</p><p></p><p><strong>Skills and Feats</strong>: Bluff +4, Concentration +18, Diplomacy +4, Heal +9, Intimidate +4, Knowledge (Religion) +9, Scry +5, Sense Motive +9, Spellcraft +5; Blind Fight, Combat Casting, Improved Initiative, Martial Weapon Proficiency (Heavy Flail), Maximize Spell, Scribe Scroll, Spell Penetration, Weapon Focus (Heavy Flail).</p><p></p><p><strong>Spells Prepared</strong> (6/8/7/6/6/5/3/2; base DC = 15 + spell level): 1st—bane, bless, command (x2), cure light wounds, doom (x2), inflict light wounds*; 2nd—aid, cure moderate wounds, hold person (x2), silence, spiritual weapon*, zone of truth; 3rd—contagion*, dispel magic, invisibility purge, prayer, protection from elements, searing light; 4th—cure critical wounds, discern lies, divine power*, greater magic weapon (+4), poison, summon monster IV; 5th—circle of doom, ethereal jaunt, flame strike*, greater command, spell resistance; 6th—animate objects, blade barrier*, word of recall; 7th—blasphemy, disintegrate*</p><p></p><p>*Domain spell. <strong>Domains</strong>: Destruction (smite 1/day), War.</p><p></p><p><strong>Possessions</strong>: +2 full plate, amulet of natural armor +2, ring of protection +2, +1 heavy flail of wounding, masterwork heavy crossbow, 10 +1 bolts, cloak of resistance +2, ioun stone (vibrant purple, with heal spell stored in it), lantern of revealing, periapt of Wisdom +2.</p><p></p><p><strong>Senior Otham, male human monk 9: </strong> CR 9; Medium Humanoid; HD 9d8+18; hp 66; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 60 ft., AC 17 or 18 (flatfooted 15, touch 17 or 18), ( +1 Dodge); Atk Unarmed +9/+6 melee for 1d10+2 (x2) or light crossbow +9 ranged for 1d8 (19-20, x2); SA Unarmed Strike, Flurry of Blows, Stunning Attack (DC 17); SQ Deflect Arrows, Improved Evasion, Still Mind, Slow Fall (50 ft.), Purity of Body, Wholeness of Body, Leap of the Clouds; AL LE; Sv Fort +8, Ref +8, Will +9 (+11 vs. Enchantments); Str 14, Dex 14, Con 14, Wis 16, Int 10, Cha 8.</p><p></p><p><strong>Skills and Feats</strong>: Balance +14, Hide +14, Jump +44, Move Silently +14, Tumble +14; Deflect Arrows, Dodge, Mobility, Improved Initiative, Improved Trip, Spring Attack, Weapon Focus (Unarmed)</p><p></p><p><strong>Flurry of Blows (Ex)</strong>: Senior Otham may make one extra attack in a round at his highest base attack, but this attack and any other attack made that round suffer a –2 penalty apiece. Senior Otham must use a full attack action to strike with a flurry of blows.</p><p></p><p><strong>Stunning Attack (Su)</strong>: Senior Otham can use this ability once per round, but no more than once per level per day. A foe struck by his Stunning Attack is forced to make a Fortitude save (DC = 10 +1/2 Level + Wis Mod). In addition to receiving normal damage, if the saving throw fails, the opponent is stunned for 1 round.</p><p></p><p><strong>Possessions</strong>: MW light crossbow, 20 silvered arrows, amulet of health +2, amulet of natural armor +1, necklace of fireball I, ring of jumping, stone of alarm, potion of alter self, potion of bull’s strength, 2 potions cure moderate wounds (5th), potion of ghoul touch, general adventuring gear, devotional diorama of carved obsidian and jade worth 500 gp, burnished and engraved steel bracers delineating Brother Otham’s lineage worth 500 gp, woven silk sash set with obsidian and steel worth 200 gp, 100 gp in assorted trade-bars and coins</p><p></p><p><strong>Senior Sedent, male human Ftr 9:</strong> CR 9; Medium Humanoid; HD 9d10; hp 54; Init +1 (Dex); Spd 20 ft., AC 18 (flatfooted 16, touch 12); Atk +1 Flaming spiked chain +14/+9 melee (2d4+8 plus 1d6 fire, 19-20 x2) or heavy crossbow +13/+8 ranged (1d10, 19-20 x2); Reach 10 ft.; AL LE; Sv Fort +6, Ref +6, Will +2; Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 8</p><p></p><p><strong>Skills and Feats</strong>: Climb +12*, Craft (Calligraphy) +13, Handle Animal +11, Move Silently +6*; Blind-Fighting, Combat Reflexes, Exotic Weapon (Spiked Chain), Expertise, Improved Critical, Improved Disarm, Improved Trip, Power Attack,Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)</p><p>* Senior Sedent suffers a –3 check penalty due to his armor</p><p></p><p><strong>Possessions</strong>: +1 flaming spiked chain, MW light crossbow, 10 silvered bolts, +1 breastplate, +1 cloak of resistance, dust of tracelessness, everburning torch, potion of bull’s strength, 2 potions of cure moderate wounds (5th), potion of sneaking, general adventuring gear, 200 gp in trade bars and coins.</p><p>Note: Brother Sedent has reach with his spiked chain, and may make up to 4 attacks of opportunity per round. The spiked chain adds +2 to Brother Sedent’s disarm attempts.</p><p></p><p><strong>Senior Velsham, male human Sor 9:</strong> CR 9; Medium Humanoid; HD 9d4; hp 24; Init +4 (Improved Initiative); Spd 30 ft., AC 11 or 18 (flatfooted 11 or 18, touch 11 or 18), (+7 cover— shield); Atk +4 ranged MW light crossbow (1d8, 19-20 x2) or +3 ranged alchemist’s fire (1d6); SA spells; AL LE; Fort +5, Ref +4, Will +6; Str 8, Dex 9, Con 10, Int 16, Wis 10, Cha 18</p><p></p><p><strong>Skills and Feats</strong>: Alchemy +13, Concentration +10, Diplomacy +10, Gather Information +10, Knowledge (Arcana) +13, Scry +9, Spellcraft +11; Alertness (from familiar); Improved Initiative, Lightning Reflexes, Silent Spell, Spell Focus (Enchantment), Spell Focus (Evocation)</p><p></p><p><strong>Possessions</strong>: MW light crossbow, 20 bolts, bracers of armor +2, brooch of shielding, pipes of the sewers, wand of hold person (40 chgs.), scroll with detect thoughts, fire shield, 2 potions of cure moderate wounds (5th), potion of love, potion of charisma, general adventuring gear (incl. 2 alchemist fire, 1 vial acid, tanglefoot bag), small masterwork graven plaque, worn as a necklace, detailing the 13 Doctrines of the Obsidian Realization (in Infernal) (worth 250 gp), 100 gp in various coins.</p><p></p><p><strong>Spells</strong> (6/7/7/7/6/3): 0—arcane mark, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st—charm person*, change self, color spray, magic missile*, shield; 2nd—invisibility, see invisibility, summon swarm, tasha’s hideous laughter*; 3rd—dispel magic, haste, lightning bolt*; 4th—charm monster*, scrying; 5th—teleport.</p><p>*This spell is either an Enchantment or Evocation spell, Senior Velsham’s focus schools.</p><p></p><p><strong>Vishny, female Rat:</strong> Tiny Animal; HD special (9 HD); hp 12; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 20 (flatfooted 18, touch 20); Atk Bite +8 melee (1d3-4); Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Scent, Improved Evasion, Share Spells, Speak With Master, Speak With Rats, Empathic Link; Sv Fort +5, Ref +4, Will +7; Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2 </p><p> Skills and Feats: Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (Bite)</p><p> Possessions: ring of protection +1</p><p></p><p><strong>Senior Abbot of the Obsidian Realization, Cornugon (Baatezu):</strong> see <em>Monster Manual</em></p><p> </p><p><strong>Possessions</strong>: Cloak of protection +2, dust of delusion</p><p></p><p></p><p><strong>Iuzian Away Team</strong> </p><p></p><p><strong>Meepil the Red, male hafling Ftr4/Rog5:</strong> CR 9; Small humanoid; HD 5d6+15 plus 4d10+12; hp 74; Init +10 (+6 Dex, +4 Imp Init); Spd 20 ft.; AC 22/26 (flatfooted N/A, touch 18/22) (+6 Dex, +4 armor, +1 size, +1 deflection / +4 haste); BAB +7/+2; Atk +1 shock MC shortbow +15/+15/+10 ranged* (1d6+9 plus 1d6 electricity); MW dagger +9/+4 melee (1d4+2); SA Sneak Attack +3d6, SQ Uncanny Dodge (Dex bonus to AC), Evasion, halfling traits; AL NE; Sv Fort +10, Ref +13, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 12, Cha 10.</p><p></p><p>*Includes Rapid Shot feat, and +3 bonus from greater magic weapon on arrows.</p><p></p><p><strong>Skills and Feats</strong>: Balance +12, Bluff +12, Climb +10, Decipher Script +5, Escape Artist +16,</p><p>Hide +18, Intimidate +6, Jump +6, Listen +8, Move Silently +18, Search +10, Sense Motive +10, Spot +13, Tumble +16, Use Magic Device +16; Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Short Composite Bow), Weapon Specialization (Short Compostite Bow).</p><p></p><p><strong>Possessions</strong>: mw chain shirt, mw buckler, +1 shock mighty composite short bow (+2 Str bonus), mw dagger, portable hole, potion of cure serious wounds, potion of invisibility, potion of jump, scroll of improved invisibility (x2); gear value = 25,750 gp.</p><p></p><p><strong>Hamanih-hamanah Gnome Cleric 10 of Elemental Water:</strong> CR 10; HD 10d8+80; hp 135; Initiative: +7 (+3 Dex, Imp Init); Spd 20 ft.; AC 21/25 (flatfooted 18, touch 14/18) (+7 armor*, +3 Dex, +1 size / +4 haste); BAB +7/+2; Atk bead of force +10 ranged touch (5d6 plus special), +1 returning dagger +11/+6 ranged (1d4+3, 19-20 x2); SA domain powers, spells, rebuke undead; SQ Gnome qualities; AL CE; Sv Fort +15, Ref +6, Will +12; Str 16*, Dex 16, Con 26*, Int 12, Wis 20*, Cha 10.</p><p>*AC assumes magic vestment.</p><p></p><p><strong>Skills and Feats</strong>: Concentration +20, Hide +5, Knowledge (Religion) +14, Listen +6, Spellcraft +12, Spot +6; Improved Initiative, Spell Focus (Transmutation), Point Blank Shot, Precise Shot.</p><p></p><p><strong>Possessions</strong>: chain shirt (magic vestment), bead of force (x2) (5d6 in 10 ft. spread, Ref save DC 16, duration 3 minutes), darkwood shield, pearl of power (1st level), periapt of Wisdom +2, +1 returning dagger; total gear value = 15,257 gp.</p><p></p><p><strong>Spells Prepared</strong> (6/6+1/5+1/4+1/4+1/3+1; DC:15 + spell level, +2 for Transmutations): 1st--cure light wounds, endure elements, entropic shield, obscuring mist*, random action (x2), remove Fear; 2nd--aid, bull's strength, cure moderate wounds, fog cloud*, shield other (x2); 3rd--cure serious wounds, magic vestments, bestow curse (x2), magic circle vs. good*; 4th--cure critical wounds, dimensional anchor, giant vermin, greater magic weapon (for arrows), unholy blight; 5th--dispel good, healing circle, ice storm, spell resistance.</p><p></p><p>* Domain spell. <strong>Domains</strong>: Evil, Water (command water creatures).</p><p></p><p></p><p><strong>Dragon, Juvenile Black:</strong> CR 6; Medium-size Dragon (Water); HD 13d12+26; hp 110; Init +0; Spd 60 ft., fly 150 ft.(poor), swim 60 ft.; AC 22 (+12 natural); Atk: Bite +16 melee (1d8+3), 2 claws +11 melee (1d6+1), 2 wings +11 melee (1d4+1); SA: Breath weapon (Line of acid, 8d4, save DC 18); SQ: Acid immunity, water breathing; AL: CE; SV: Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10.</p><p></p><p><strong>Skills and Feats</strong>: Listen +13, Search +13, Spot +13, and 39 more skill points; Cleave, Flyby Attack, Hover, Improved Initiative.</p><p></p><p><strong>Toughie, female human Ftr9:</strong> CR 9; Medium humanoid; HD 9d10+9; hp 61; Init +9; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Atk +2 composite longbow +20/+15 ranged* (1d8+7/19-20 x3) or greatsword +11/+6 melee (2d6+3, 19-20 x2); AL NE; Sv Fort +7, Ref +8, Will +3; Str 14, Dex 20, Con 12, Int 11, Wis 10, Cha 10.</p><p></p><p>*Attack bonuses assume greater magic weapon on arrows</p><p></p><p><strong>Skills and Feats</strong>: Heal +3, Hide +6, Jump +6, Ride +8, Search +3, Spot +6; Dodge, Improved Critical (Composite Longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow).</p><p></p><p><strong>Possessions</strong>: Studded leather armor, +2 composite longbow, 50 arrows, 1 slaying arrow (elf), 1 slaying arrow (human).</p><p></p><p><strong>Roper</strong>: see <em>Monster Manual</em>.</p><p></p><p><strong>Possessions</strong>: Bracelet of friends (5).</p><p></p><p><strong>Rust Monster (4):</strong> see <em>Monster Manual</em>.</p></blockquote><p></p>
[QUOTE="(contact), post: 522077, member: 41"] [b]Villains from Chapter 42[/b] [b]The Rotted Ones[/b] [b]Maskaleyne, male human (rotted one), Sor 11: [/b] CR 13; HD 11d4+33; hp 64 (86*); Init +6; spd 30 ft., fly 30 ft. (good); AC 16 (+3 Dex, +2 armor, +1 natural) and +7 shield spell, +5 ghost form spell; Atk Ranged touch +9 ranged (per spell), or bite +7 (1d6, x2); SA Spells, Half-Fiend Spell Abilities; SQ Darkvision 60 ft., Elemental Resistance 20; AL CE; Sv Fort +8 (+10*), Ref +8, Will +9; Str 12, Dex 16, Con 17 (20*), Int 16, Wis 10, Cha 19 (21) *Including pre-cast endurance spell. [b]Skills and Feats[/b] : Concentration +11, Spellcraft +14; Arcane Preparation, Chain Spell (+3 lvls), Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Weapon Focus (Ray). [b]Rotted One Abilities (Sp)[/b] : Damage resistance 10/+3, darkvision 60 ft., elemental resistance 20 (cold, electricity, fire), immune to critical hits, regeneration 5. [b]Spell-Like Abilities (Sp)[/b] : 1/day—vile sight (blasphemy); Darkvision 60 ft.; Acid, cold, electricity and fire resistance 20. [b]Spells[/b] (6/7/7/7/6/4; base save DC: 15+level or 19+level for necromantic spells): 1st—expeditious retreat, protection from good, negative energy ray* (touch, DC 20 Ref, 5d6), ray of enfeeblement (1d6+5 Str)*, shield; 2nd—detect thoughts, endurance, invisibility, summon swarm, tasha’s hideous laughter; 3rd—chain ray of enfeeblement*, haste, lightning bolt, vampiric touch*; 4th—dimension door, enervation*, fear*; 5th—hold monster, ghostform (1 min/lvl, 50% miss chance, +5 deflection AC). *Necromantic spells. [b]Prepared Spells[/b] : 4th--chain ray of enfeeblement (x2). [b]Possessions[/b] : Bracers of armor +2, eyes of doom (continual deathwatch, eyebite 1/week, doom effect: Will save DC 11, once per round as free action), scroll teleport (x3); 11,500 gpv in treasure. [b] Rotted Trolls (3):[/b] CR 6; Large Giant; HD 6d8+36; hp 63; Init +2 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural) (flatfooted 16, touch 11); Atk 2 claws +9 melee (1d6+6, x2), bite +4 melee (1d6+3, x2); Reach 5 ft. by 5 ft./10 ft.; SA Rend 2d6+9; SQ Regeneration 5, scent, darkvision 90 ft.; AL CE; Sv Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. [b]Rotted One Abilities (Sp)[/b]: Damage resistance 5/+1, darkvision 60 ft., elemental resistance 10 (cold, electricity, fire), immune to critical hits, regeneration 5. [b]Spell-Like Abilities (Sp)[/b]: 1/day--Blasphemy, contagion, poison. [b]Skills and Feats[/b]: Listen +5, Spot +5; Alertness, Iron Will [b]Rend (Ex)[/b]: If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. [b]Regeneration (Ex)[/b]: Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. [b]The Hextorian Envoy (EL 13)[/b] [b]Senior Mandel, male human Cleric of Hextor 13[/b]: CR 13; Medium humanoid; HD 13d8+26; hp 84; Init +4; Spd 20 ft.; AC 24 (touch 12, flat-footed 24); Atk +1 heavy flail of wounding +12/+7 melee (1d10+2, 19-20 x2) or mw heavy crossbow* +11 ranged (1d10+1, 19-20 x2); SA Rebuke undead 4/day; SQ Spontaneous casting (inflict spells); AL LE; SV Fort +12, Ref +6, Will +13; Str 12, Dex 11, Con 14, Int 12, Wis 20, Cha 12. *includes +1 bolts. [b]Skills and Feats[/b]: Bluff +4, Concentration +18, Diplomacy +4, Heal +9, Intimidate +4, Knowledge (Religion) +9, Scry +5, Sense Motive +9, Spellcraft +5; Blind Fight, Combat Casting, Improved Initiative, Martial Weapon Proficiency (Heavy Flail), Maximize Spell, Scribe Scroll, Spell Penetration, Weapon Focus (Heavy Flail). [b]Spells Prepared[/b] (6/8/7/6/6/5/3/2; base DC = 15 + spell level): 1st—bane, bless, command (x2), cure light wounds, doom (x2), inflict light wounds*; 2nd—aid, cure moderate wounds, hold person (x2), silence, spiritual weapon*, zone of truth; 3rd—contagion*, dispel magic, invisibility purge, prayer, protection from elements, searing light; 4th—cure critical wounds, discern lies, divine power*, greater magic weapon (+4), poison, summon monster IV; 5th—circle of doom, ethereal jaunt, flame strike*, greater command, spell resistance; 6th—animate objects, blade barrier*, word of recall; 7th—blasphemy, disintegrate* *Domain spell. [b]Domains[/b]: Destruction (smite 1/day), War. [b]Possessions[/b]: +2 full plate, amulet of natural armor +2, ring of protection +2, +1 heavy flail of wounding, masterwork heavy crossbow, 10 +1 bolts, cloak of resistance +2, ioun stone (vibrant purple, with heal spell stored in it), lantern of revealing, periapt of Wisdom +2. [b]Senior Otham, male human monk 9: [/b] CR 9; Medium Humanoid; HD 9d8+18; hp 66; Init + 5 (+1 Dex, +4 Improved Initiative); Spd 60 ft., AC 17 or 18 (flatfooted 15, touch 17 or 18), ( +1 Dodge); Atk Unarmed +9/+6 melee for 1d10+2 (x2) or light crossbow +9 ranged for 1d8 (19-20, x2); SA Unarmed Strike, Flurry of Blows, Stunning Attack (DC 17); SQ Deflect Arrows, Improved Evasion, Still Mind, Slow Fall (50 ft.), Purity of Body, Wholeness of Body, Leap of the Clouds; AL LE; Sv Fort +8, Ref +8, Will +9 (+11 vs. Enchantments); Str 14, Dex 14, Con 14, Wis 16, Int 10, Cha 8. [b]Skills and Feats[/b]: Balance +14, Hide +14, Jump +44, Move Silently +14, Tumble +14; Deflect Arrows, Dodge, Mobility, Improved Initiative, Improved Trip, Spring Attack, Weapon Focus (Unarmed) [b]Flurry of Blows (Ex)[/b]: Senior Otham may make one extra attack in a round at his highest base attack, but this attack and any other attack made that round suffer a –2 penalty apiece. Senior Otham must use a full attack action to strike with a flurry of blows. [b]Stunning Attack (Su)[/b]: Senior Otham can use this ability once per round, but no more than once per level per day. A foe struck by his Stunning Attack is forced to make a Fortitude save (DC = 10 +1/2 Level + Wis Mod). In addition to receiving normal damage, if the saving throw fails, the opponent is stunned for 1 round. [b]Possessions[/b]: MW light crossbow, 20 silvered arrows, amulet of health +2, amulet of natural armor +1, necklace of fireball I, ring of jumping, stone of alarm, potion of alter self, potion of bull’s strength, 2 potions cure moderate wounds (5th), potion of ghoul touch, general adventuring gear, devotional diorama of carved obsidian and jade worth 500 gp, burnished and engraved steel bracers delineating Brother Otham’s lineage worth 500 gp, woven silk sash set with obsidian and steel worth 200 gp, 100 gp in assorted trade-bars and coins [b]Senior Sedent, male human Ftr 9:[/b] CR 9; Medium Humanoid; HD 9d10; hp 54; Init +1 (Dex); Spd 20 ft., AC 18 (flatfooted 16, touch 12); Atk +1 Flaming spiked chain +14/+9 melee (2d4+8 plus 1d6 fire, 19-20 x2) or heavy crossbow +13/+8 ranged (1d10, 19-20 x2); Reach 10 ft.; AL LE; Sv Fort +6, Ref +6, Will +2; Str 17, Dex 16, Con 10, Int 13, Wis 8, Cha 8 [b]Skills and Feats[/b]: Climb +12*, Craft (Calligraphy) +13, Handle Animal +11, Move Silently +6*; Blind-Fighting, Combat Reflexes, Exotic Weapon (Spiked Chain), Expertise, Improved Critical, Improved Disarm, Improved Trip, Power Attack,Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain) * Senior Sedent suffers a –3 check penalty due to his armor [b]Possessions[/b]: +1 flaming spiked chain, MW light crossbow, 10 silvered bolts, +1 breastplate, +1 cloak of resistance, dust of tracelessness, everburning torch, potion of bull’s strength, 2 potions of cure moderate wounds (5th), potion of sneaking, general adventuring gear, 200 gp in trade bars and coins. Note: Brother Sedent has reach with his spiked chain, and may make up to 4 attacks of opportunity per round. The spiked chain adds +2 to Brother Sedent’s disarm attempts. [b]Senior Velsham, male human Sor 9:[/b] CR 9; Medium Humanoid; HD 9d4; hp 24; Init +4 (Improved Initiative); Spd 30 ft., AC 11 or 18 (flatfooted 11 or 18, touch 11 or 18), (+7 cover— shield); Atk +4 ranged MW light crossbow (1d8, 19-20 x2) or +3 ranged alchemist’s fire (1d6); SA spells; AL LE; Fort +5, Ref +4, Will +6; Str 8, Dex 9, Con 10, Int 16, Wis 10, Cha 18 [b]Skills and Feats[/b]: Alchemy +13, Concentration +10, Diplomacy +10, Gather Information +10, Knowledge (Arcana) +13, Scry +9, Spellcraft +11; Alertness (from familiar); Improved Initiative, Lightning Reflexes, Silent Spell, Spell Focus (Enchantment), Spell Focus (Evocation) [b]Possessions[/b]: MW light crossbow, 20 bolts, bracers of armor +2, brooch of shielding, pipes of the sewers, wand of hold person (40 chgs.), scroll with detect thoughts, fire shield, 2 potions of cure moderate wounds (5th), potion of love, potion of charisma, general adventuring gear (incl. 2 alchemist fire, 1 vial acid, tanglefoot bag), small masterwork graven plaque, worn as a necklace, detailing the 13 Doctrines of the Obsidian Realization (in Infernal) (worth 250 gp), 100 gp in various coins. [b]Spells[/b] (6/7/7/7/6/3): 0—arcane mark, detect magic, detect poison, ghost sound, light, mage hand, read magic, resistance; 1st—charm person*, change self, color spray, magic missile*, shield; 2nd—invisibility, see invisibility, summon swarm, tasha’s hideous laughter*; 3rd—dispel magic, haste, lightning bolt*; 4th—charm monster*, scrying; 5th—teleport. *This spell is either an Enchantment or Evocation spell, Senior Velsham’s focus schools. [b]Vishny, female Rat:[/b] Tiny Animal; HD special (9 HD); hp 12; Init +2 (Dex); Spd 15 ft., climb 15 ft.; AC 20 (flatfooted 18, touch 20); Atk Bite +8 melee (1d3-4); Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.; SQ Scent, Improved Evasion, Share Spells, Speak With Master, Speak With Rats, Empathic Link; Sv Fort +5, Ref +4, Will +7; Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2 Skills and Feats: Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (Bite) Possessions: ring of protection +1 [b]Senior Abbot of the Obsidian Realization, Cornugon (Baatezu):[/b] see [I]Monster Manual[/I] [b]Possessions[/b]: Cloak of protection +2, dust of delusion [b]Iuzian Away Team[/b] [b]Meepil the Red, male hafling Ftr4/Rog5:[/b] CR 9; Small humanoid; HD 5d6+15 plus 4d10+12; hp 74; Init +10 (+6 Dex, +4 Imp Init); Spd 20 ft.; AC 22/26 (flatfooted N/A, touch 18/22) (+6 Dex, +4 armor, +1 size, +1 deflection / +4 haste); BAB +7/+2; Atk +1 shock MC shortbow +15/+15/+10 ranged* (1d6+9 plus 1d6 electricity); MW dagger +9/+4 melee (1d4+2); SA Sneak Attack +3d6, SQ Uncanny Dodge (Dex bonus to AC), Evasion, halfling traits; AL NE; Sv Fort +10, Ref +13, Will +7; Str 14, Dex 20, Con 16, Int 10, Wis 12, Cha 10. *Includes Rapid Shot feat, and +3 bonus from greater magic weapon on arrows. [b]Skills and Feats[/b]: Balance +12, Bluff +12, Climb +10, Decipher Script +5, Escape Artist +16, Hide +18, Intimidate +6, Jump +6, Listen +8, Move Silently +18, Search +10, Sense Motive +10, Spot +13, Tumble +16, Use Magic Device +16; Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Short Composite Bow), Weapon Specialization (Short Compostite Bow). [b]Possessions[/b]: mw chain shirt, mw buckler, +1 shock mighty composite short bow (+2 Str bonus), mw dagger, portable hole, potion of cure serious wounds, potion of invisibility, potion of jump, scroll of improved invisibility (x2); gear value = 25,750 gp. [b]Hamanih-hamanah Gnome Cleric 10 of Elemental Water:[/b] CR 10; HD 10d8+80; hp 135; Initiative: +7 (+3 Dex, Imp Init); Spd 20 ft.; AC 21/25 (flatfooted 18, touch 14/18) (+7 armor*, +3 Dex, +1 size / +4 haste); BAB +7/+2; Atk bead of force +10 ranged touch (5d6 plus special), +1 returning dagger +11/+6 ranged (1d4+3, 19-20 x2); SA domain powers, spells, rebuke undead; SQ Gnome qualities; AL CE; Sv Fort +15, Ref +6, Will +12; Str 16*, Dex 16, Con 26*, Int 12, Wis 20*, Cha 10. *AC assumes magic vestment. [b]Skills and Feats[/b]: Concentration +20, Hide +5, Knowledge (Religion) +14, Listen +6, Spellcraft +12, Spot +6; Improved Initiative, Spell Focus (Transmutation), Point Blank Shot, Precise Shot. [b]Possessions[/b]: chain shirt (magic vestment), bead of force (x2) (5d6 in 10 ft. spread, Ref save DC 16, duration 3 minutes), darkwood shield, pearl of power (1st level), periapt of Wisdom +2, +1 returning dagger; total gear value = 15,257 gp. [b]Spells Prepared[/b] (6/6+1/5+1/4+1/4+1/3+1; DC:15 + spell level, +2 for Transmutations): 1st--cure light wounds, endure elements, entropic shield, obscuring mist*, random action (x2), remove Fear; 2nd--aid, bull's strength, cure moderate wounds, fog cloud*, shield other (x2); 3rd--cure serious wounds, magic vestments, bestow curse (x2), magic circle vs. good*; 4th--cure critical wounds, dimensional anchor, giant vermin, greater magic weapon (for arrows), unholy blight; 5th--dispel good, healing circle, ice storm, spell resistance. * Domain spell. [b]Domains[/b]: Evil, Water (command water creatures). [b]Dragon, Juvenile Black:[/b] CR 6; Medium-size Dragon (Water); HD 13d12+26; hp 110; Init +0; Spd 60 ft., fly 150 ft.(poor), swim 60 ft.; AC 22 (+12 natural); Atk: Bite +16 melee (1d8+3), 2 claws +11 melee (1d6+1), 2 wings +11 melee (1d4+1); SA: Breath weapon (Line of acid, 8d4, save DC 18); SQ: Acid immunity, water breathing; AL: CE; SV: Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10. [b]Skills and Feats[/b]: Listen +13, Search +13, Spot +13, and 39 more skill points; Cleave, Flyby Attack, Hover, Improved Initiative. [b]Toughie, female human Ftr9:[/b] CR 9; Medium humanoid; HD 9d10+9; hp 61; Init +9; Spd 30 ft.; AC 18 (touch 15, flat-footed 13); Atk +2 composite longbow +20/+15 ranged* (1d8+7/19-20 x3) or greatsword +11/+6 melee (2d6+3, 19-20 x2); AL NE; Sv Fort +7, Ref +8, Will +3; Str 14, Dex 20, Con 12, Int 11, Wis 10, Cha 10. *Attack bonuses assume greater magic weapon on arrows [b]Skills and Feats[/b]: Heal +3, Hide +6, Jump +6, Ride +8, Search +3, Spot +6; Dodge, Improved Critical (Composite Longbow), Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow). [b]Possessions[/b]: Studded leather armor, +2 composite longbow, 50 arrows, 1 slaying arrow (elf), 1 slaying arrow (human). [b]Roper[/b]: see [i]Monster Manual[/i]. [b]Possessions[/b]: Bracelet of friends (5). [b]Rust Monster (4):[/b] see [i]Monster Manual[/i]. [/QUOTE]
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Characters for the Liberation of Tenh (Updated 11/10/03)
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