Creatures and NPCs from my Story Hour

From the first module I ran (Tomb of the lizardman king) (no, it's not a purchased module).

King Siluth, and his Queen (Sinyee)

King Siluth, male lizardfolk Bbn12: CR 13; Size M (6 ft., 3 in. tall); HD 2d8+6 + 12d12+36; hp 143; Init +2 (+2 Dex); Spd 40 ft.; AC 25 (+2 Dex, +5 Natural, +1 two-weapon defense, +3 breastplate); Attack +20/+20/+15/+10 melee (+23/+23/+18/+13 raging); SV Fort +11 (+13 while Raging), Ref +7, Will +8 (+2 Iron Will; +11 while raging); AL LE; Str 22, Dex 15, Con 17, Int 13, Wis 14, Cha 11.

Skills:
Balance +2 (+2 Dex, -4 Armor, +4 ranks)
Climb +5 (+5 Str, -4 Armor, +4 ranks)
Diplomacy +10 (+0 Cha, +10 ranks)
Handle Animal +10 (+0 Cha, +10 ranks)
Intimidate +15 (+5 Str, +10 ranks)
Jump +17 (+5 Str, -4 Armor, +10 Boots, +6 ranks)
Knowledge (Local) +11 (+1 Int, +10 ranks)
Listen +16 (+2 Wis, +14 ranks)
Sense Motive +7 (+2 Wis, +5 ranks)
Speak Language (Draconic) +11 (+1 Int, 10 ranks)
Survival +12 (+2 Wis, +10 ranks)
Spot +16 (+2 Wis, +14 ranks)
Swim +9 (+5 Str, +4 ranks)

Feats:
Iron Will, Combat Expertise, Two-weapon defense, Power Attack, Weapon Focus, Two-weapon fighting

Special Abilities:
Rage 4/day (+6 Str, +6 Con (+36 hit points), +3 Will Saves, -2 AC)
Damage reduction 2/- (physical damage is reduced by 2)
Improved Uncanny dodge (can not be flanked)
Trap Sense +4 (+4 to Reflex saves to avoid traps)

Possessions:
+3 Bronze Breastplate (+8 armor), +2 bronze short sword, +2 bronze short sword, Boots (+10 to Jump Skill)
Siluth’s Helm
Detects as: Moderate Conjuration
Item History: King Siluth, a legendary lizardfolk king, commissioned this helm to be created for him to provide a means of quick escape and superiority in combat against his enemies. He alone has worn it since its creation.
Description: This bronze helmet is mostly plain aside from some artistry on the nosepiece.
Powers: The helm is command-word activated, and allows the wearer to cast dimension door two times per day. The command word “Nor” is an ancient Draconic word, which means, “move hastily”.
SS: 9 4th level slots (4 command-word use-per item +5 two uses per day) (caster level 7, spell level 4); Market Price 16,200gp, Creation Cost: 8,100gp.


Queen Sinyee, female lizardfolk Sor10: CR 11; Size M (6 ft., 8 in. tall); HD 2d8+10 + 10d4+50; hp 91; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (+1 Dex, +1 Rin, +5 Natural); Attack +7/+2 melee, or +7/+2 ranged; SV Fort +9, Ref +6, Will +8; AL LE; Str 13, Dex 12, Con 20, Int 12, Wis 10, Cha 21 (+2 amulet).

Skills:
Alchemy +11 (+1 Int, +10 ranks)
Concentration +15 (+5 Con, +10 ranks)
Knowledge (Arcana) +6 (+1 Int, 5 ranks)
Knowledge (Religion) +5 (+1 Int, 4 ranks)
Listen +10 (+0 Wis, +10 ranks)
Speak Language (Draconic) +11 (+1 Int, 10 ranks)
Spellcraft +11 (+1 Int, +10 ranks)
Spot +10 (+0 Wis, +10 ranks)
Swim +3 (+1 Str, +2 ranks)

Feats:
Combat casting, Extend Spell, Spell Focus (Enchantment), Improved Initiative, Silent Spell.

Sorcerer Spells Known (9/5/4/3/2/1); Spells Per Day (6, 8/7/7/6/4):
DC 15, 16/17/18/19/20 (Enchantment spells’ DC 17, 18/19/20/21/22)
0th – Arcane Mark, Daze, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Read Magic, Resistance
1st – Charm Person, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield
2nd – Blur, Daze Monster, Mirror Image, Touch of Idiocy
3rd – Dispel Magic, Hold Person, Suggestion
4th – Confusion, Crushing Despair
5th – Dominate Person

Possessions:
+2 Charisma Amulet, Wand of Magic Missile (CL: 10; 17 charges), Ring of Protection +1, Cloak of Resistance +1
 

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Copper Golem
Code:
[b]Large Construct[/b]
[b]Hit Dice:[/b]	10d10 (55 hp)
[b]Initiative:[/b]	+0
[b]Speed:[/b]	20 ft. (can't run)
[b]AC:[/b]		25 (-1 size, +16 natural)
[b]Attacks:[/b]	2 slams +14 melee
[b]Damage:[/b]	Slam 2d10+8
[b]Face/Reach:[/b]	5 ft. by 5 ft./10 ft.
[b]Special Attacks:[/b]	Shocking Grasp, Energy Buildup
[b]Special Qualities:[/b]	Construct, magic immunity,	damage reduction 20/+2
[b]Saves:[/b]	Fort +3, Ref +3, Will +3
[b]Abilities:[/b]	Str 26, Dex 11, Con –, Int –, Wis 11, Cha 1
[b]Climate/Terrain:[/b]	Any land and underground
[b]Organization:[/b]	Solitary or gang (2-4)
[b]Challenge Rating:[/b]	9
[b]Treasure:[/b]	None
[b]Alignment:[/b]	Always neutral
[b]Advancement:[/b]	11-17 HD (Large);	18-32 HD (Huge)

COPPER GOLEM
Copper golems are, in many respects, like iron golems. They are made of polished copper, stand about 10-11 feet tall, and weigh over 4,000 pounds. Fine copper wiring encircles the golem from head to toe. Its hands are large, flat, and smooth on the underside, like mallets with fingers. Copper golems do not speak and do not give off an odor. Copper golems do occasionally give off very faint pops and crackles as electrical energy arcs off their body.

Combat
Copper golems attack much like other golems – with their large, maul-like fists. Copper golems are great energy receptors, and build up a static charge in their bodies merely by walking around. This charged builds up after 1d4+1 rounds of the golem moving about, performing mundane activities. Merely touching a copper golem results in 1d8+10 damage of shock. This releases the built-up energy in the golem. This energy does not rebuild if the golem is stationary.

Shocking Grasp (Ex): On the first round of combat, and 1d4+1 rounds thereafter, the copper golem releases an electrical buildup in the form of static electricity. The damage releases during a melee attack – the golem hits someone, or someone strikes the golem with a metallic weapon. If the copper golem misses, the charge remains until it successfully hits. The charge inflicts 1d8+10 points of electrical damage in addition to any physical damage the fists inflict.

Energy Buildup (Ex): A copper golem is an amazing receptor for electrical energy. Any electrical attacks inflicted on it are stored in the creature as potential energy. These attacks deal no damage to the golem, but the golem relinquishes the energy back into its foes during the next melee attack. The extra damage inflicted is equal to half the damage that the lightning attack would have done. For example, a lightning bolt hurled at a copper golem would normally do 24 points of damage. The golem stores this as 12 points of potential damage and inflicts it back onto its opponent on the next successful melee attack or if someone strikes the creature with a metal weapon. Energy stored in this fashion doesn’t affect its own natural energy buildup released with its Shocking Grasp ability. It’s possible that both can coincide in the same round, and to the same target.

Magic Immunity (Ex): Copper Golems are immune to most spells, supernatural abilities, and spell-like effects. Copper golems absorb all forms electrical energy. All cold-based attacks slow the copper golem’s electrical buildup by two additional rounds. This causes the Shocking Grasp ability to delay by 1d4+3 rounds, instead of 1d4+1 rounds.
 

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