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Dog Moon's Creatures [Updated 10-05-13]

Dog Moon

Loreliana Grayeth

Loreliana Grayeth
High Elf Unicorn Ranger 1/Cleric 1/Harper Paragon 7 (CR: 13)
Large Monstrous Humanoid
7d8+7d10+84 ; hp 181
Init +3
Spd: 60 ft. (40 ft. in armor)
AC: 24 (-1 size, +3 Dex, +6 natural, +6 armor), touch 12, flat-footed 21

BA/Grapple: +11/+20
Attack: Horn +19 melee (1d8+8) and 2 hooves +11 melee (1d4+2)
S/R: 10ft/5ft
SA: Smite evil 3/day (+3 Atk, +7 damage)
SQ: Darkvision 60ft, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, immunity to magic sleep, +2 racial saving throw bonus against enchantment spells or effects, Auto Search on secret door within 5 feet, Favored Enemy (Undead), Detect Evil at Will (Sp), Harper Knowledge (+8), Favored Enemy (Evil), Celestial Spells, Exalted Companion, Favored Enemy (Zhentarim)

AL Chaotic Good
Fort 12, Ref 14, Will 12
Str 20, Dex 17, Con 22, Int 13, Wis 18, Cha 16

Skills: Diplomacy +13, Jump +6, Listen +11, Move Silently +4, Perform +8, Sense Motive +8, Spot +11, Survival +8
Languages: Sylvan, Common, Elf

Feats: Alertness, Track (Bonus), Sacred Vow, Vow of Obedience, Exalted Companion (Bonus), Extra Smite, Power Attack

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. Elves get a +2 racial bonus on Listen, Search and Spot checks.

Note: The horn is considered as a +3 weapon.

Spells (As 8th level cleric) (5/4/4/3) Domains: Animal, Healing
1st-Bless, Comprehend Languages, Hide from Undead, Obscuring Mist, Shield of Faith, Calm Animal(D)
2nd-Bull's Strength, Align Weapon, Lesser Restoration, Resist Energy, Hold Animal(D)
3rd-Dispel Magic, Protection from energy, Searing Light (x2), Dominate Animal(D)
4th-Freedom of Movement, Summon Monster IV(x2), Summon Nature's Ally IV(D)

Harper Knowledge(Ex): Like Bard ability, except based on Harper Paragon levels + Int mod.

Celestial Spells(Ex): Can cast spells from Book of Exalted Deeds as if she were a celestial.

Favored Enemies: Undead +4 (+5 v. evil undead)
Evil +1
Zhentarim +2 (+3 v. evil Zhentarim)

Sacred Vow: +2 perfection bonus on Diplomacy checks.

Vow of Obedience: +4 perfection bonus on Will saving throws against compulsion spells and effects.

Equipment 15,200gp.
Bracelet of Friends [2 charms remaining; Fenworth, the other blank] 9500gp.
+1 Breastplate of Calling 4,950gp
Potion of Fly 750gp

Loreliana appears to be a beautiful centaur with clean white hair, golden locks down to her shoulders, and bright emerald green eyes. Although she no longer has the head of a unicorn, the horn still remains on her head. An sense of awe surrounds her, an aura of goodness. She herself is pure and fights against that which attempts to ruin that same purity in others.

Loreliana was born from a union with a druid and her trusted companion, a Unicorn (Don't ask-it's suspected that a polymorph spell was used). When Loreliana was young, she witnessed her parents killed by a powerful undead wizard. She hunted undead for a short time before she was succumbed to the powers of several intelligent undead. However, she did not die in that battle. A man, Doran, a cleric of Mielikki, saved her from the undead. He cured her and while she was recovering, he taught her about his Goddess. Loreliana became a firm believer in the Goddess that sent Doran to save her.

The two of them traveled together for a short time, becoming friends. However, it wasn't long before an evil group called the Zhentarim attacked the pair of them. Though they managed to defeat the Zhentarim, Doran was mortally injured. Before he died, he gave her important information about the Zhentarim and told her to give it to a man named Fenworth. Loreliana buried her friend and left to find Fenworth. It wasn't too difficult to find the man. He was apparently well known. When Loreliana finally met him, she found out he was part of the organization called the Harpers, a group whose purpose is to fight evil. Loreliana gave him the information. Fenworth asked if she would like to continue what Doran was doing and with a 'yes' she joined the Harpers and helped them fight evil.

Loreliana's main goal is the total annihilation of the Zhentarim, though she knows it will not be easy. She attempts to convince herself that she is doing this for the good of all that is good, but in her heart, she knows that she is doing this only for vengeance. She hopes that maybe someday, she will be unable to find it in her heart to let this matter drop, but for now, she cannot.

She has pretty much standard tactics. She is cautious, but not overly so. She tries to summon her creatures first and attack with her animal companion. She is not afraid to leave battle, even if she is fighting undead or the Zhentarim because she knows that if she lives, she can kill even more than she can kill if she fights them to the death.

Adventure Hooks
1. Hook: The PCs are hired to break into a 'den of evil' and make sure it no longer exists.

Background: The 'Den of Evil' is actually the Zhentarim. This group hates Loreliana and is attempting to eradicate her. They have sent several groups after her, but the first group she encountered she annihilated. She then spoke with Fenworth who suggested hiring adventurers to destroy the Zhentarim base while she worries about the groups after her. [Most of the background info can be found in Loreliana's background.]

Adventure: The PCs must enter the building and destroy the Zhentarim group, a simple adventure.

Continuing the Adventure: This adventure in and of itself will be finished when the base is destroyed and the groups killed. However, this can lead to more adventures as the PCs have just made themselves targets of the Zhentarim.

2. Hook: The PCs are hired by a group of lumberers to stop those who have been attacking and killing lumber workers.

Background: The Humans are continuously trying to gain further entrance into the forest, but the forest creatures are fighting back against them, trying to keep the Human lumberers away from their home. During one battle in which the Centaurs are losing, Loreliana appears and though she doesn't kill any of the Humans, she beats them back and they are forced to retreat. The problem is is that the Humans aren't evil, but they just don't understand the inhabitants of the forest. The Centaurs see one of their 'Angels' and decide that she must be there to save her and they spread the word to the other forest creatures. The Humans, on the other hand, are worried because of this great new threat, so they hire a group of adventurers to enter the forest and destroy their enemies.

Adventure: The PCs enter the forest with the intent of defeating the forest creatures, but they shortly find out that the forest dwellers are not truly evil and are just protecting the forest. The PCs then must figure out how to resolve this conflict with as little bloodshed as possible.

Options: The PCs agree to go into the forest. Everything happens as above.


The PCs agree to go into the forest and they don't care about the forest dwellers. They kill many before the forest dwellers flee. The reputation of the PCs to Sylvan creatures has been ruined beyond repair, though the Humans praise them for their great deeds.


The PCs decide not to go into the forest. They attack the Humans, which leads to the opposite situation as the previous option.

Continuing the Adventure: The first option is the best because hopefully, everyone will end up fairly happy in the end. This adventure can continue if the other two options occur, meaning that the PCs will probably be dragged into a miniature war between Humans and Sylvan creatures, their options deciding which side they fight on. If the first option occurs, this adventure ends, but likely the PCs will have made a few minor friends.

Cleric Class: Player's Handbook
Harper Paragon Class: Player's Guide to Faerun
High Elf: Player's Handbook
Ranger Class: Player's Handbook
Tauric Template: Savage Species
Unicorn: Monster Manual

Base Race: http://www.enworld.org/showpost.php?p=2839863&postcount=10
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Hanging in there. Better than the alternative.
Dog Moon said:
Okay, they've been modified a little, and I gave Horace +1 Chitin Armor. Chitin sounds fitting, don'tcha think? ;)
Sounds perfect. :lol: I've seen chitin armor before, but I don't remember what book. Dragon Compendium?

Cool High Elf Unicorn NPC. Remind me not to play a LE dude. :p
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Dog Moon

Jdvn1 said:
Sounds perfect. :lol: I've seen chitin armor before, but I don't remember what book. Dragon Compendium?

Cool High Elf Unicorn NPC. Remind me not to play a LE dude. :p

Stormwrack is where I got it from. Probably the only thing I've used from that book since I'm not DMing and no water campaigns. [Ignoring the lake in Cauldron, of course]. I think there's like Chitine Web or something from Underdark and I'm pretty sure there's another, probably older, book with Chitine Armor in it.

Her attacks would hurt if you were an Evil Undead working for the Zhentarim. ;)

Dog Moon

Zakraylia, the Fallen Lillend

Half Medusa Half Fiend Lillend (CR: 11)
Large Outsider (Chaotic, Extraplanar, Good)

HD: 7d8+21 ; 77 hp
Init +6
Spd: 20 ft, fly 70 ft. (average)
AC: 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16

BA/Grapple: +7/+16
Attack: Short sword +14/+9 melee (1d8+8 +2d6 v. Good creatures/19-20) and tail slap +11 melee (2d6+3) and snakes +11 melee (1d4+3 plus poison) and bite +11 (1d8+3) and Claw +11 (1d6+3)
S/R: 10 ft./10 ft.
SA: Constrict 2d6+5, improved grab, spells, spell-like abilities
SQ: Bardic Music [6th level Bard], Darkvision 60 ft., immunity to poison, resistance to acid, cold, electricity, fire 10, DR 5/magic

AL Chaotic evil
Fort +8, Ref +11, Will +8
Str 24, Dex 23, Con 17, Int 18, Wis 16, Cha 22

Skills: Appraise +14, Concentration +13, Diplomacy +18, Hide +12, Knowledge (arcana) +14,
Listen +13, Move Silently +16, Perform (any one) +16, Sense Motive +13, Spellcraft +14,
Spot +13, Survival +17
Languages: Abyssal, Celestial, Common, Draconic, Infernal, Sylvan

Feats: Ability Focus [Poison], Multiattack, Sudden Extend
Advancement: 8-10 HD (Large); 11-21 HD (Huge)

Petrifying Gaze (Su): A half-medusa’s gaze is less potent than its full-blooded parent; creatures are not turned to stone simply by looking at it. However, it can focus its power upon a single creature within 30 feet. The targeted opponent can avoid the gaze as normal and, if it fails to avoid the half-medusa’s gaze, it must succeed at a Fortitude save (DC 19) or be permanently turned to stone. The half-medusa can use this ability a number of times per day equal to 7.

Poison (Ex): Snakes, Fortitude save (DC 17); initial Strength damage equal to the snakes’ bite damage and secondary Strength damage equal 8.

Medusa Blood (Ex): For all special abilities and effects, a half-medusa is considered both a medusa and the base creature. Half-medusa, for instance, are immune to the gaze attacks of medusas, and vice versa.

A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (4/3; save DC 14 + spell level)
1— charm person, cure light wounds, improvisation, sleep;
2— hold person, invisibility, sound burst.

Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light, poison; 1/day—charm person (DC 15), desecrate, speak with animals, speak with plants, unholy blight. Caster level 10th. The save DCs are Charisma-based.

Skills: Lillends have a +4 racial bonus on Survival checks.

Equipment 20,300gp.
Tiara of Disguise 2,000gp.
+1 Unholy Short Sword 18,300gp

In her natural form, Zakraylia has the appearance of a Lillend, humanoid torso with a serpent's tail where her legs should be, and great wings sprouting from her back. Unlike a pure Lillend, however, her scales, wings, and hair are a crimson red with dead black streaks. Her skin is darkened and scaly. She is a monstrosity of what she once was.

Zakraylia was born different from all the other Lillend, and she knew it ever since she was young. A little voice deep within herself going against her natural feelings. She learned that whenever she gave into that voice, she committed some terrible act. At first it was only a little theft and though that felt wrong, she wasn't caught and she didn't stop, at least not until the day she killed a fellow Lillend. Afterwards, she shoved away that voice deep within herself and ignored it completely. She was never caught for the deed, but her guilty conscience would not let her escape completely free.

She began to help people even moreso than what Lillend are expected to do as if she could make up for what she had done. She gave the poor her money, gave food to the hungry, slayed evil that was troubling people, but that guilt still did not leave her. It drove her to great acts of kindness, but the frustration that nothing she did would help drove her over the edge. She began to do anything, no matter how dangerous. Repeatedly she was almost killed in foolish attempts to stop some great evil.

It did not end until the day she encountered a Medusa. She hadn't known what to expect and though she managed to catch the Medusa off guard, the creature turned to her and everything disappeared except for her deepest thoughts, of which there were only two: to escape and to commit evil acts. She prayed for freedom, yearned for it, yet it was long in coming.

Zakraylia doesn't know who freed her, and she doesn't know whether to thank her patron or not. She became free, but her body was fused with the Medusa she had sought to kill. She heard the voice of the Medusa and that deep voice she had heard when younger chimed in even louder than before since it had an ally. She could not fend herself from two voices and she did the only thing which allowed her to avoid going insane: she gave in to the voices.

She is no longer in control and watches miserably as she commits horrible acts of violence against others. She no longer has no goals in life beyond what to bring pain to next victim.

In a battle she is next expecting, she attempts to talk her way out of it, if possible. If not, she opens up with her petrifying gaze, followed by normal attacks. If entering a battle she is aware of, it is generally her ambushing someone who believes her to be good and an ally.

Adventure Hooks
Adventure Hooks Background
Two hundred years ago in the city of Klargef was an event that changes the lives of all its citizens. There was a great battle beneath the city of Angels and Demons. It waged for a long time and though the citizens above were not a part of this battle, the ground frequently shook and sounds of battle drifted to the surface. Finally a man named Baramus gathered together a small number of soldiers and led them beneath the city. They encountered the Demons and fought them off. The battle turned before this brave man and as they allied with the Angels, they drove the Demons out of Klargef. Baramus and one of the Angels, during this time, fell in love. She returned into the city above ground with him. He was proclaimed a hero. He settled down with the unnamed Angel and after a time, the tales became nothing more than stories and the name Baramus was nearly forgotten.

Few people know what it was the Angels and Demons fought over, and the Angels locked away the item and set a Guardian before it for all eternity. The item is a powerful artifact, said to be able to change an Angel into an Evil version of herself and a Demon into a Good version of itself.

Zakraylia herself fought in this battle alongside the Angels. A little known fact, a thing only hinted at in a rare few stories, was that she also fell in love with Baramus, but he did not love her because of the shape of her body.

1. Hook: The PCs are approached by a man named Willem, a historian in the city of Klargef. He hires them to put a stop to this.

Background: Zakraylia is killing descendants of Baramus [a fact Willem himself only recently discovered]. He believes that it is out of vengeance for her spurned heart. These people are being brutally tortured before finally being killed. Worst of all, this is occurring to entire families. After the third family was killed, the city of Klargef became a terrified city and people began to stay in their homes, though that did not stop two more families from being killed. Willem approaches the PCs when there is but a single family remaining.

Adventure: A simple adventure, the goal of the PCs is to protect the remaining family and stop Zakraylia from her reign of terror.

Options: The PCs kill Zakraylia. She is now evil and can be killed without repercussions.


The PCs realize that she is a Lillend and know that Lillend's are generally Good creatures and that something bad must have happened to turn her into what she is now. However, it is unlikely that the PCs will be able to convince Zakraylia to become good no matter what they do. The problem the PCs find themselves in if they want to save her is that killing her is bad, but they can't let her escape because she will then go after the last of Baramus's descendants, and then later the PCs. Of course then the PCs need to figure out how to turn her...

Continuing the Adventure: See below.

2. Hook: The PCs are either asked by a pair of Lillend to help out their fallen sister by recovering an item which will revert her back to her old self or, if done as the second part of the pair, the PCs find out information about the item that the Angels and Demons fought over several hundred years ago. This could be either through Baramus or perhaps one of his contacts. If so desired, the Lillend could show up anyway.

Adventure: The PCs must travel beneath the city of Klargef and retrieve the sealed item. Really, this can be as easy or as difficult as you desire.

Options: The item is all but lost to time and the only guardian is the one given the task to protect the item by the Angels.


Zakraylia has a Demon benefactor. He wants this item and is contect to let the PCs find it for him. However, he does not want Zakraylia to touch it because he fears she will revert back to her old self and the voices within her will disappear. This benefactor has sent out some Demons, some to free Zakraylia, some to kill Baramus, and some to wait for the PCs to defeat the Guardian and then defeat the PCs while they are injured.

Ending/Continuing the Adventure: This adventure ends either when the PCs revert Zakraylia back to her normal self in which case they will have gained an ally and a powerful enemy [the Demon benefactor] who will be angry at them and will later attempt to kill them and revert Zakraylia back again to her Evil self. Or when the PCs fail to grab the item and it is spirited away. This will come back to haunt the PCs when the Demon benefactor begins turning Angels into Demons. The PCs's goal must then be to steal it from him, preferably before an all-out breaks loose, although that could certainly be an alternative option as well.

Half-Fiend Template: Monster Manual
Half-Medusa Template: Book of Templates: Deluxe Edition [Named Padrafyte]
Lillend: Monster Manual
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Dog Moon

Hlikar of the Brokenclaw Tribe

(Note: The two claw attacks are from paws)
Hlikar of the Brokenclaw Tribe
Gnoll Dire Wolverine Warchief 5 (CR: 11)
Large Monstrous Humanoid
7d8+5d10+70 ; hp 152
Init +3
Spd: 30 ft., climb 10 ft.
AC: 23 (-1 size, +3 dex, +4 nat, +5 chain shirt, +2 lg. stl. Shield), touch 12, flat-footed 20

BA/Grapple: 10/20
Attack: 2 claws +11 (2d4+3) and heavy flail +17 (1d10+7/19-20)
S/R: 10ft/5ft
SA: Rage
SQ: Low-light vision, scent, Darkvision 60ft

Fort 11, Ref 9, Will 9
Str 22, Dex 17, Con 20, Int 8, Wis 11, Cha 16

Skills: Bluff +5, Climb +7, Diplomacy +6, Sense Motive +3, Spot +3
Languages: Gnoll

Feats: Power Attack, Cleave, Leadership, Vengeful Fury, Fengeful Fury (Improved)

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Tribal Frenzy (Ex): (+6 Str) A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but each take 1 point of damage per round as long as the Strength boost remains in effect.

Vengeful Fury
You develop a close emotional tie to your friends. If they fall in combat, you find yourself overcome with rage and anger, allowing you to fight with incredible strength and tenacity.
Prerequisite: Constitution 13
Benefit: If one of your friends falls in combat, you may enter a rage (as for the barbarian character class). You can use this option only if a close, personal friend is reduced to –1 or fewer hit points or becomes otherwise incapacitated. Your DM may rule that an ally, such as a man-at-arms or a hireling, does not count as a friend for the purposes of activating
this feat.

Vengeful Fury, Improved
Vengeance spurs you on to greater deeds. If your friends or allies fall in combat, you redouble your efforts to defeat your
Prerequisite: Vengeful Fury
Benefit: For each ally who falls during an encounter, you gain a +1 bonus to attack and damage rolls for the rest of the encounter. This bonus cannot exceed +5. An ally is defined as a friend, cohort, person under your command, henchman, or other important NPC that you have developed a friendship with. You do not gain this benefit for summoned creatures or those conjured by spells or magical items.
Special: This feat works very well for villains who surround themselves with a number of flunkies or bodyguards.

Equipment 20,650gp.
+1 Torturous (x2) Heavy Flail 18,000gp.
+1 chain shirt 1150gp.
Potion of Cure Moderate (x2) 600gp.
Potion of Heroism 900gp.

Torturous (Ghostwalk)
Upon a successful hit, the target of this weapon must make a Fortitude save (DC 12) or be stunned for 1 round from pain. This ability can be applied to a weapon a second time; doing so increases the Fortitude save DC to 17.
Moderate necromancy; CL 5th; Craft Magic Arms and Armor, death knell; Price: +1 bonus.

Hlikar is a brutish man combining the traits of a fearful hyena and a large wolverine, although both parts are separated at the waist, hyena traits above and wolverine below. The fur covering his entire body, both halves is a brownish-gray color with dark colored spots. His eyes are bright yellow and filled with a frequently not so hidden rage. At his belt rests a heavy flail and though he may not always be wearing it, a chain shirt is never far from sight. A warleader, he is always ready for a battle and he is a fiersome warrior.

Hartish was the greatest Gnoll leader of all time. He was a brilliant leader and led his people ravaging across the lands. It seemed as though none could stop him, but unfortunately, as is the way of Good people, Good created a large force and crushed Hartish's army, though it was not an easy battle and it cost Good many lives. The war scattered the Gnoll army. For a long time, the Gnolls have known poverty in their separate little villages. However, Hartish's offspring, Hlikar, hated to see his people suffering so greatly. Hlikar was not the most intelligent Gnoll, was about average for their kind, but he was charismatic and with the help of a good (intelligent) advisor, Hlikar gathered the Gnolls in his village under his support. He built up his village strong and began the long task of gathering the Gnolls once again. He is doing it as hush-hush as he possibly can because he doesn't want word of his power to spread. If that occurred, it is likely that the forces of Good which destroyed his father's army might destroy his as well before it is even formed. Hlikar isn't sure what he plans to do once the Gnolls are united. His advisor believes that slowly growing in might and taking land little by little will prove to be a better plan, but Hlikar has the blood of battling running through his veins and he might not be able to prevent himself from battling for long.

Hlikar is afraid not of battling, but of dying. He is cautious up until the battle begins where he is suddenly a fearsome machine who thinks of nothing as he attacks and fights. Once the battle lust has him, he will fight to the death. With his battle lust, those around him wonder how long his campaign to gather Gnolls will actually last.

Adventure Hooks
1. Hook: The PCs are hired to assassinate Hlikar or Hlikar's advisor.

Background: Most people do not believe that the Gnolls are capable of gathering strength so shortly after such a devastating war. Because of this, when a man by the name of Vikton claimed that the current Gnoll leader is gaining a following quickly, the people laughed at him. Without anywhere else to turn, Vikton decided he had to rely on adventurers.

Adventure: To assassinate the Gnoll leader and/or his advisor.

Ending the Adventure: The Gnoll leader and/or his advisor is dead.

Continuing the Adventure: If the PCs did not kill one or both, they are asked to return to finish the job. If they kill only Hlikar, his advisor will find someone to replace him and will begin to send assassins after the PCs. If the advisor dies but not Hlikar, the Gnoll leader will do nothing except strengthen his position in the Gnoll army, find another trusted advisor and continue the preparations for war. He knows that being provoked into acting is a poor decision. When the war comes, however, if the PCs were spotted, Hlikar will personally hunt them down.

2. Hook: The PCs have been hired to hunt down what is claimed to be a mutated Gnoll of some sort.

Background: The previous Gnoll leader, Hartish, was thought to have been killed, but he was instead

captured by a group of people who have experimented on him. He was recently set free to see what sort of carnage he could create. It did not take long before the rumors of a mutated Gnoll reached Hlikar's advisor's ears, and he sent several groups of Gnoll scouts to check out the rumors. The experimenters then hired the PCs in an attempt to determine Hartish's combat capabilities.

Adventure: The PCs must find and stop Hartish, the Gnoll Mutant.

Options: The PCs kill Hartish. The Gnoll scouts wait and attempt to return the body back to the Gnolls for proper funeral rites.


The PCs encounter one of the Gnoll scouting groups. The Gnolls will not attempt to fight at first because it is not their purpose. They do not want to draw attention to themselves. They are simply trying to learn about the Mutant Gnoll. The PCs may or may not kill them, depending on what goes on. In the end, the Gnolls request the body for proper buriel rites if they were not killed by the PCs.


The PCs do not kill Hartish but instead follow him back to its lair, the place where it was experimented on. This might not be the easiest thing because the PCs do not know that Hartish was 'working' for someone. They might decide simply to kill it and be done with everything. If they do follow it, they find their hirers as those behind the Gnoll Mutant and the trouble it caused.

Continuing the Adventure: If the experimenters were not all killed, they will flee and begin working on plans of vengeance. If they weren't found out about, they will continue to create mutations and loose them into the world. If destroyed totally, the adventure completely ends, unles you decide to turn them into a small group working for a larger one. Likely nothing will happen with the Gnolls, whether allied or killed.

Dire Wolverine: Monster Manual
Gnoll: Monster Manual
Tauric Template: Savage Species
Warchief Class: Miniature's Handbook

Grentok, Hlikar's Advisor: http://www.enworld.org/showpost.php?p=2881505&postcount=26
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Hanging in there. Better than the alternative.
It's been a week. I haven't had a chance to read all through this and comment on everything, but I do want to see new stuff. [/whine]


Dog Moon

Jdvn1 said:
It's been a week. I haven't had a chance to read all through this and comment on everything, but I do want to see new stuff. [/whine]


Hehe. Sorry. Been busy doing other stuff and updating the Adventure Hooks in an attempt to give a little more detail and perhaps make them a little more coherent. It was much easier/quicker to not give any information about the creatures, but just putting up their stats. ;)

I'll try to put up the next one by the end of tomorrow.


Hanging in there. Better than the alternative.
Ah, didn't notice the edits. I'll forgive you, then. :p

So a Gnoll Dire Wolverine is essentially a Gnoll? How do you combine the Wolverine? Did you take the Wolverine stat enhancements and just apply them?

Dog Moon

Jdvn1 said:
Ah, didn't notice the edits. I'll forgive you, then. :p

So a Gnoll Dire Wolverine is essentially a Gnoll? How do you combine the Wolverine? Did you take the Wolverine stat enhancements and just apply them?

Whew, I've been forgiven. :D Well, for that mistake anyway. :eek:

Like most of the creatures in this thread so far [will be pulling away from that any time now, I promise], they're made from the Tauric template, although I realize now that Hlikar's description poorly describes him. ALTHOUGH, if I did combine them, I would use the Amalgam Template from Advanced Bestiary.

Better description: Gnoll top half, Dire Wolverine bottom half.

My bad. Will fix that in a little bit, as well as the word 'eyes'. "His are yellow." Must edit slightly more carefully, apparently. Not as bad as the time I made these high level CR 3 creatures cause I'd take a creature, advance it, add a couple of templates and class levels, and would forget to modify the CR so it didn't say 3. Woulda love seeing a DM use that and slaughter a group and say 'The source I got it from says the CR is 3.' :lol:

Thanks for the responses though. I'm waiting for the 'Comment on everything' you mentioned in your previous post. ;) Wonder what I can do to draw even more attention to myself. Hmmmm.
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Hanging in there. Better than the alternative.
Oh, that makes more sense... I need to read up on the Tauric template. :uhoh: I don't have Advanced Bestiary, so you'll have to describe the Amalgamed creature when you use it.

And, this is a pretty low traffic part of the boards anyway. Mark Chance has a good thread in Rogues Gallery, but I'm not sure which is higher traffic.

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