(Cydra) Halfling Rogues Gallery (my players stay out!)

the Jester

Legend
Hi guys!

First of all, to make it perfectly explicit, my players, shoo!

I thought the halfling party from my story hour deserved their own RG thread now that they are starting to encounter more leveled and advanced creatures. To start with, I'll post a few of the more interesting sahuagin they fought. Eventually I'll work on developing stuff for them here, too. Tonight's stroy hour update- assuming I finish it before I crash- will feature this fellow.

(You'll note that I put this together before the new stat block came out. I want to try that out! :))

Ssahth (CR 5): Sahuagin fighter 3; medium monstrous humanoid (aquatic);
AC 16, touch 11, flat-footed 15
Init +1
Spd 30’//60’
HD 2d8 + 3d10 +10; hp 40
BAB/Grapple +5/+9
Atk Trident +10 melee (1d8+4/19-20) or heavy crossbow +6 ranged (1d8/19-20)
FA Trident +10 melee (1d8+4/19-20) and bite +7 melee (1d4+2) and 2 rakes +7 melee (1d4+2)
SA Blood frenzy (+2 str and con, -2 AC, does not end until all enemies are dead)
SV Fort + 6, Ref +5, Will +5
Str 18, Dex 13, Con 12, Int 14, Wis 13, Cha 9

Skills & Feats: Handle Animal +7, Hide +6, Listen +6, Profession (hunter) +4, Ride +10, Spot +6, Survival +1; Great Fortitude, Mounted Combat, Multiattack (B), Ride-By Attack, Spirited Charge

Gear: Trident +1, keen, 55 gp, two opals (100 gp value).

You may note that I often ignore suggested wealth level for npcs (and pcs) and when generating npcs I usually either roll or choose stats for them rather than using an array.

More to come...
 

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Tzalraugh (CR 6)
Half-fiendish huge shark; huge outsider (evil, extraplanar)
HD 10d8+30; hp 69
Init +8
Spd //60’
AC 18, touch 12, flat-footed 14
BAB/Grapple +7/+22
Atk Claw +12 melee (1d8+7)
FA 2 claws +12 melee (1d8+7) and bite +7 melee (2d6+3)
Space/Reach 15’/10’
SA Smite good (1/day gain +10 damage vs. a good foe), spell-like abilities (3/day- darkness, poison (DC 11); 1/day- contagion (DC 11), desecrate, unholy blight; CL10)
SQ Blindsense, darkvision 60’, immunity to poison, keen scent, resistance to acid 10, cold 10, electricity 10 and fire 10, DR 5/magic, SR 20
SV Fort +12, Ref +11, Will +4
Str 25, Dex 19, Con 17, Int 5, Wis 12, Cha 4;

Skills & Feats: Intimidate +3, Knowledge (local, religion) +3, Listen +14, Spot +14, Swim +18; Improved Bull Rush, Improved Charge, Improved Initiative, Power Attack.


In the Nine Hells, Sekolah, the Great Shark, sometimes ravages fiendish sharks, leaving them the vessels of his offspring. Tzalraugh is the son of a near-deific fiendish shark child of Sekolah. He has come to the sahuagin here in order to demand great sacrifices (thus triggering the sahuagin raids on surface vessels).
 

Okay, here are two more baddies from the halflings' sahaugin adventure and its aftermath.

First up is Jeblix, the sahuagin spellcaster that was threatening the mermaid.

Jeblix (CR 5), Sahuagin female elementalist 4
Medium monstrous humanoid (aquatic)
HD 6d8+30; hp 60
Init +1
Spd 30’//60’
AC 18, touch 11, flat-footed 17
BAB/Grapple +5/+7
FA Trident +7 melee (1d8+3) and bite +5 melee (1d4+1) and 2 rakes +5 melee (1d4+1); or heavy crossbow +x ranged (1d10/19-20)
SA Blood frenzy, spells
SQ Blindsense 30’, darkvision 60’, light blindness, perceive elemental, speak with elementals, speak with sharks, strain resistance 1
SV Fort +13, Ref +7, Will +10
str 14, dex 13, con 20, int 14, wis 18, cha 9;

Skills & Feats: Concentration +10, Handle animal +4, Hide +6, Listen +9, Profession (hunter) +4, Ride +3, Spellcraft +5, Spot +8, Survival +4; Great Fortitude, Iron Will, Lightning Reflexes, Multiattack (B)

Gear Shark leather armor, trident, knife of sacrifice (allows an evil divine spellcaster to make a sacrifice to a dark power per the rules in the BoVD*; functions once per month), ruby pendant (1500 gp value)

Spells (save DC 15 + spell level; strain 0- 1d3, 1st- 1d4, 2nd- 1d6):

2nd level- chill metal, protection from elements, water walk;
1st level- bane, bless, cure light wounds (packs two but one has already been cast), metamorphose liquids;
0th level- curse water (2), detect magic (2), endure elements.


*That is a rule I don't typically use.
 

Finally, some of you may be wondering what the heck the thing in the shipwreck was. Well, here you go...

Blezzvigrin (CR 8), advanced skulvyn demon
Large outsider (aquatic, chaotic, evil, extraplanar)
HD 12d8+24; hp 83
Init +3
Spd 10’//50’
AC 18, touch 12, flat-footed 15
BAB/Grapple +12/+21
Atk Bite +16 melee (1d8+5) or tail +16 melee (1d4+5 plus wounding)
FA Bite +16 melee (1d8+5) and 2 claws +14 melee (1d4+2), or 4 tail lashes +16 melee (1d4+5 plus wounding)
Space/Reach 10’/10’
SA Slow aura (DC 18), wounding tails
SQ DR 5/good or silver, SR 12, scent
SV Fort +10, Ref +11, Will +7
Str 20, Dex 16, Con 15, Int 5, Wis 8, Cha 11

Skills & Feats: Hide +15, Listen +14, Move Silently +18, Spot +14, Swim +27; Ability Focus (slow aura), Combat Reflexes, Multiattack.

Wounding- A wound caused by Blezzvigrin's tail bleeds for one point of additional damage each round.


This is a great example of a plot hook that our heroes missed/passed up/killed off- it could have led to an adventure with a sea hag and swarms (er, schools) of barracuda. Ah well, can't win them all.
 

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