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Garnfellow's World [Updated 12.26.05]

Bithunes

Bithunes: bone devil Assassin 2/Fiend of Possession 4; CR 15; Large Outsider (Evil, Extraplanar, Lawful); HD 10d8+70 plus 2d6+14 plus 4d6+28; hp 181; Init +10; Spd 40 ft; AC 26, touch 15, flat-footed 26; BAB +13; Grp +21; Atk +18 melee (1d8+4, bite); Full Atk +18 melee (1d8+4, bite) and +16 melee (1d4+2, 2 claws) and +16 melee (3d4+2 plus poison, sting); Space/Reach 10 ft/10 ft; SA animate object, control object, curse, death attack, fear aura, poison, possess creature, sneak attack +1d6, spell-like abilities, spells, summon devil; SQ DR 15/good, darkvision 60 ft, ethereal form, hide presence +25, immunity to fire and poison, magic item, possess object, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft, uncanny dodge; SR 26; AL LE; SV Fort +18, Ref +20, Will +14; Str 18, Dex 22, Con 24, Int 16, Wis 17, Cha 20.

Skills and Feats: Bluff +24, Concentration +20, Diplomacy +21, Disguise +22 (+24 when being observed), Hide +24, Intimidate +21, Knowledge (the planes) +13, Listen +13, Move Silently +16, Search +13, Sense Motive +21, Spellcraft +8 (+10 to decipher spells on scrolls), Spot +13, Survival +11 (+13 on other planes or when following tracks), Use Magic Device +10 (+12 related to scrolls); Improved Damage Reduction, Improved Initiative, Improved Spell Resistance, Multiattack, Skill Focus (Hide), Weapon Finesse.

Animate Object (Su): Bithunes can force an object with no inherent moving parts to animate, effectively animating it as though with the animate objects spell. Bithunes can also possess (and animate) Gargantuan objects.

Control Object (Su): When possessing an object with some inherent mobility, Bithunes can control the object’s movement. It can cause a vehicle or similar object to move at a speed up to 40 feet. Other moving parts—such as a clock’s hands or a cross-bow’s firing mechanism—are under its control. Exerting control is itself a free action, though actually moving an object requires a move action.

Curse (Su): Bithunes can make a possessed item radiate a corrupt and befouling nature. Anyone touching the object must make a DC 19 Will save or fall under the effect of a bestow curse spell. The affected creature does not know that the curse came from the item, and in fact might not know right away that it is affected by a curse. Nothing about the object’s appearance suggests that it is possessed. The curse lasts until it is removed, even if Bithunes vacates the object it had possessed.

Death Attack: If Bithunes studies its victim for 3 rounds and then makes a melee sneak that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Bithunes’s choice). While studying the victim, Bithunes can undertake other actions so long as its attention stays focused on the target and the target does not detect Bithunes or recognize Bithunes as an enemy. If the victim of such an attack fails a DC 15 Fortitude save against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+2 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Bithunes has completed the 3 rounds of study, it must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if Bithunes does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.

Fear Aura (Su): Bithunes can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by Bithunes’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Possess Creature (Su): Bithunes can possess creatures as well as objects. It must be in ethereal form and adjacent to its target, and it must use a standard action to attempt possession. A protection from evil spell or similar magic wards a creature against being possessed in this manner. An unprotected target must make a DC 19 Will saving throw. An evil creature takes a –2 penalty on this saving throw, as does any creature that is engaged in an evil act at the time the possession attempt occurs (at the DM’s discretion). If the saving throw is successful, that creature is immune to Bithunes’s possession attempts for one day. If the saving throw is failed, the creature is possessed, though it is not necessarily aware of this fact. Bithunes becomes a part of the possessed victim, so it is no longer ethereal. It cannot be targeted by spells or attacks separately from the victim, including attacks from ethereal creatures. Damage taken by the possessed creature has no effect on Bithunes. If the victim dies, Bithunes is forced back into its ethereal form. It can sense anything the victim can, even including the benefits of blindsight or other exceptional senses the victim may have. At any time, Bithunes can communicate with the victim telepathically, projecting words in any language the victim understands directly into its thoughts. Bithunes is constantly aware of the victim’s current thoughts. It can also choose to probe the creature’s memories as well, but the victim is allowed a DC 19 Will save. If this saving throw is successful, Bithunes cannot probe that creature’s thoughts for one day.

Possess Object (Su): While in ethereal form, Bithunes can possess an object on the Material Plane. The object must be at least Tiny and no larger than Huge. Magic items and attended items receive DC 19 Will saving throws. Unattended nonmagic items are automatically possessed. Bithunes becomes part of the object it possesses, so it is no longer ethereal. It is aware of what is going on around the object—it can see and hear up to 60 feet away as if using its normal senses (it does not gain blindsight). In any round in which it takes no other action (such as using a spell-like ability), it extends its senses to twice their normal range (120 feet). Bithunes is vulnerable to spells that specifically affect outsiders or creatures of its alignment (such as holy word and holy smite, as well as chaos hammer or order’s wrath) and mind-affecting spells or effects, but it is unaffected by physical attacks or standard magical effects (such as fireball). Harming the object does not harm Bithunes, although if the object is destroyed, it is forced back into its ethereal form. While possessing an object, Bithunes can use any ability it has that requires no physical action, such as using a spell-like ability or telepathy.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 18), wall of ice. Caster level 12th. The save DC is Charisma-based.

Summon Devil (Sp): Once per day Bithunes can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Ethereal Form (Su): At will, Bithunes can become ethereal, as though using etherealness (caster level 19th). Possessing an object or creature effectively ends a use of this ability, so time spent in another body or object does not count against the duration of this ability.

Hide Presence (Ex): When Bithunes is in possession of an object or creature, it can attempt to hide its presence by making a special Hide check. This “mental” Hide check uses its Intelligence modifier instead of its Dexterity modifier. A successful check allows Bithunes to avoid virtually anything that would betray its presence in the possessed creature or object. The creature can pass through a magic circle against evil, enter a temple warded by forbiddance, or escape detection via detect evil. The DC for this Hide check is the same as the saving throw DC for the spell Bithunes is trying to avoid. It gains a +4 circumstance bonus on this check if it is not controlling the possessed creature or object at the time of the check. When possessing a creature, Bithunes can make this Hide check to protect the possessed creature from the full effects of alignment-based spells such as holy smite. If it makes a successful Hide check against the save DC of the spell, the possessed creature takes damage appropriate to its actual alignment, but if it fails the Hide check, the possessed creature is affected as if it were Bithunes. Making this check is not an action; Bithunes can do it in response to another creature’s action (such as casting detect evil).

Magic Item (Su): Bithunes can make a possessed weapon or armor function as a magic item. It can bestow powers on the item with a value equivalent to an enhancement bonus of up to +4. If the possessed item is already magical, Bithunes can increase the powers on it by the same amount. When it uses this power on a non-magic item, the possessed item does not actually become magical. Detect magic does not reveal an aura on the item, though detect evil does. If while possessing an item Bithunes attempts to possess a creature that uses the item or keeps it on its person, the target’s save DC increases by 1 for each day the possessed item has been on its person or in its use, to a maximum of +10. A character who makes a DC 25 Search check while examining the possessed item can tell that there is “something strange” about it.

Uncanny Dodge (Ex): Bithunes retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. (It still loses any Dexterity bonus to AC if immobilized.)

Spells Known: (cast 2/day, DC 14): 1—disguise, obscuring mist, true strike.
 

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Sir Reginald the Penitent

Sir Reginald is a counterpoint to the Vavasor: a powerful ally of the PCs, a knight-errant, and a devout servant of the Five. Reginald has traveled the Frounter for many years, performing good deeds and battling evil.

Sir Reginald’s father was an infamous brigand and his mother was a wanton woman who nevertheless had a vision of the Five soon after her only son was conceived. She left the infant Reginald in the care of a Bergenian abbey near Canglen and entered herself into a nunnery. After spending much of his youth as a wandering knight, Reginald eventually met his father and slew him in battle. The guilt for this deed drove Reginald into the Bergenian monastery at Heremac, where he dwelt as a mysterious, silent oblate for four years. Reginald has since assumed the title "Reginald the Penitent" and is once again active on the Frounter. He has slain a giant near Bellenore and has undertaken missions for Lady Isabelle of Derwich. In the spring of *910 Reginald was captured and imprisoned by the Geaunt, until rescued by the PCs. The next spring Reginald undertook a quest to restore the maimed Lord Charles of Antace. After a long and arduous trek to the end of the world, Reginald found the Chalice of Amalthea and restored Charles in the fall of *913, and together the two heroes successfully led reinforcements to the siege at Antace.

Reginald was built using the Divine Agent prestige class from the Manual of the Planes.

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Sir Reginald the Penitent: male human Pal 12/Divine Agent 4; CR 16; HD 12d10+36 plus 4d8+12; hp 140; Init +0; Spd 20 ft; AC 22, touch 11, flat-footed 22; BAB +15; Grp +16; Atk +20 melee (1d8+4/17–20, longsword); Full Atk +20/+15/+10 melee (1d8+4/17–20, longsword); SA smite evil 3/day, spells, turn undead; SQ aura of courage, aura of good, contact, detect evil, divine grace, divine health, godly gift (protection from energy), lay on hands, menacing aura, remove disease 3/week, special mount; AL LG; SV Fort +15, Ref +8, Will +13; Str 13, Dex 10, Con 16, Int 11, Wis 14, Cha 16.

Skills and Feats: Concentration +8, Craft (swordmaking) +7, Diplomacy +10, Disguise +7, Gather Information +5, Handle Animal +8, Heal +11, Knowledge (religion) +11, Profession (monastic) +6, Ride +9, Sense Motive +6; Blind-Fight, Improved Critical (longsword), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Weapon Focus (longsword).

Smite Evil (Su): 3/day, Reginald may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals +12 extra points of damage. If Reginald accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Turn Undead (Su): Reginald may use this ability 6 times per day with a +2 synergy bonus. He turns undead as a 9th-level cleric.

Aura of Courage (Su): Reginald is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Reginald is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): Reginald’s aura of good is of overwhelming power.

Contact (Su): Reginald may be contacted mentally by the Five or Their agents, usually to impart particular knowledge and orders to him. This contact only functions one way; Reginald cannot initiate the contact, question the orders, or ask for clarifications. The contact normally occurs in one of Reginald’s dreams. Contact from the Five rarely interrupts Reginald’s normal actions.

Detect Evil (Sp): At will, Reginald can use detect evil, as the spell.

Divine Grace (Su): Reginald gains a +3 bonus on all saving throws.

Divine Health (Ex): Reginald is immune to all diseases, including supernatural and magical diseases.

Godly Gift (Sp): Once/day Reginald may cast protection from energy as a spell-like ability. Caster level 4th.

Lay on Hands (Su): Reginald can heal wounds (his own or those of others) by touch. Each day he can heal 15 hit points of damage. Reginald may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, Reginald can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Reginald decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Menacing Aura (Ex): Reginald generates an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack the Regniald must attempt a DC 14 Will save. Those who fail the saving throw are shaken (-2 morale penalty to attacks, checks, and saves) for one full day or until they successfully damage Reginald. A creature that makes its initial saving throw or damages Reginald is immune to Reginald’s aura for one day.

Remove Disease (Sp): Reginald can produce a remove disease effect, as the spell, three times per week.

Special Mount (Sp): Once per day, as a full-round action, Reginald may magically call a heavy warhorse from the celestial realms. This ability is the equivalent of a 4th-level spell. The mount immediately appears adjacent to Reginald and remains for 24 hours; it may be dismissed at any time as a free action.

Spells Prepared (2/1/1, DC 12 + spell level): 1—divine favor, sanctuary*; 2—bull’s strength; 3—magic circle against evil. Reginald casts spells as a 7th-level cleric. * Domain spell. Granted Domain: Protection (Reginald can generate a protective ward as a supernatural ability which grants someone he touches a +7 resistance bonus equal on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.).

Possessions: JOYEUSE +3 holy sword, +2 chainmail, +2 large steel shield, +1 ring of protection.
 
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Prince Busirane's Bodyguard

All of the Ruckish Princes employ specially trained guards that also serve as body doubles. These guards travel with the princes and live with them in their palaces. On the battlefield, these guards dress exactly like their assigned princes and are often indistinguishable from their masters to friend and foe alike. This is extremely hazardous duty, since a guard is frequently subject to enemy attacks and assassination attempts from disgruntled rucks—to say nothing of the wrath from an angered prince.

Busirane is known to employ at least three of these doubles. The following guard was built using the survivor prestige class from Savage Species. Note that the improved evasion ability gained from survivor levels cannot be used while wearing chainmail.

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Busirane’s Bodyguard: male ruck Expert 2/Warrior 4/Survivor 5; CR 10; HD 2d6+7 plus 4d8+8 plus 5d6+10; hp 79; Init +5; Spd 20 ft; AC 19, touch 12, flat-footed —; BAB +5; Grp +6; Atk +7 melee (2d4+2/18-20, +1 ruckblade-); Full Atk +7 melee (2d4+2/18-20, +1 ruckblade) or +7 ranged (1d6+1, javelin); SA poison; SQ improved uncanny dodge, DR 5/—, low-light vision; SV Fort +10, Ref +6, Will +9; Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 15.

Skills and Feats: Bluff +10, Diplomacy +9, Disguise +17 (+19 when observed), Handle Animal +4, Intimidate +12, Listen +7, Ride +3, Sense Motive +9, Spot +7; Alertness, Improved Initiative, Skill Focus (Disguise), Toughness.

Poison: Injury, Fort DC 14, initial damage 1d4 Str, secondary damage 1d4 Str.

Improved Uncanny Dodge (Ex): The bodyguard retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. Busirane’s bodyguard cannot be flanked except by rogues of 9th level or higher.

Possessions: +1 ruckblade, +2 chainmail, necklace of protection +1, potion of heroism, potion of haste, potion of cure moderate wounds, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 3 doses of black-blade venom, 249 gp.
 
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Orestes, Black-Blade Captain of War

Orestes is a feared Black-Blade captain of war, a vassal to Prince Busirane who is renown for both his steely resolve and his cunning warcraft. Orestes is revered by his Black-Blade troops, and is one of the few rucks who can temper Busirane’s impulsive nature on the battlefield. Orestes commanded a large force of Black-Blades at Gwynnon, where he nearly killed St. James. Later Orestes fought with great distinction at the siege of Antace, where he led many daring night raids against the Pentian camps. At Antace Orestes avenged his dead brother Enceladus by slaying Cuthred of Stowcross. Orestes also incurred the everlasting hatred of Valerius for slaying the magician’s servant, Mot. Orestes wields Narthanc, the famed sword once owned by Prince Briareus.

Orestes was built using the Marshall core class from the Miniatures Handbook, which was also the source for his Battlefield Inspiration feat and his ruckblade’s Maiming special ability.

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Orestes: male ruck Brb 1/Ftr 6/Marshall 7; CR 14; HD 1d12+2 plus 6d10+12 plus 7d8+14; hp 111; Init +4; Spd 30 ft; AC 18, touch 11, flat-footed 18; BAB +12; Grp +15; Atk +18 melee (2d4+8/15–20 x1d4, +2 maiming ruckblade); Full Atk +18/+13/+8 melee (2d4+8/15–20 x1d4, +2 maiming ruckblade) or +13/+8/+3 ranged (1d6+3, javelin); SA poison, rage 1/day; SQ fast movement, grant move action 1/day, low-light vision, minor aura +3 (accurate strike, master of tactics, motivate constitution, over the top), major aura +2 (motivate ardor, motivate urgency); SV Fort +14, Ref +4, Will +8; Str 16, Dex 10, Con 14, Int 13, Wis 12, Cha 16.

Skills and Feats: Bluff +8, Climb +3*, Diplomacy +15, Handle Animal +8, Intimidate +16, Jump +3*, Knowledge (geography) +4, Listen +6, Ride +8, Sense Motive +10, Spot +5, Survival +11 (+13 to prevent getting lost or to avoid natural hazards), Swim +3*; Battlefield Inspiration, Combat Expertise, Improved Critical (ruckblade), Improved Initiative, Improved Trip, Leadership, Quick Draw, Skill Focus (Diplomacy), Weapon Focus (ruckblade), Weapon Specialization (ruckblade). * Includes –4 armor check penalty.

Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Str, secondary damage 1d6 Str.

Rage (Ex): While Orestes rages, the following changes to his statistics are in effect: (Str 20, Con 18, AC -2, +28 hit points, +2 to all melee attacks and damage or +3 damage with ruckblade, Fort save +16, Will save +10, Climb +5, Jump +5, Swim +5). His fit of rage lasts 7 rounds. At the end of the rage, Orestes loses the rage modifiers and restrictions and becomes fatigued (Str 14, Dex 8, -1 to AC, -1 to all melee attacks and damage, Ref save +3, Climb +2, Jump +2, Ride +7, Swim +2, can't charge or run) for the duration of the current encounter.

Auras (Ex): Orestes exerts an aura that affects all allies within 60 feet (including himself) who can hear and understand him. Projecting an aura is a swift action. The aura remains in effect until Orestes uses a free action to dismiss it or activates another aura of the same kind (major or minor). Orestes can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Orestes takes his first turn. Orestes’ aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Orestes’ auras are circumstance bonuses that do not stack with each other.

Minor Aura (Accurate Strike): Bonus on rolls made to confirm critical hits.

Minor Aura (Master of Tactics): Bonus on damage rolls when flanking.

Minor Aura (Motivate Constitution): Bonus on Constitution checks and Constitution-based skill checks.

Minor Aura (Over the Top): Bonus on damage rolls when charging.

Major Aura (Motivate Ardor): Bonus on damage rolls.

Major Aura (Motivate Urgency): Allies' base land speed is increased by 10 feet.

Grant Move Action (Ex): Once per day, as a standard action, Orestes may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after Orestes’ turn is over. A character can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost.

Possessions: +2 chainmail, NARTHANC, +2 maiming ruckblade, 2 masterwork javelins, ring of protection +1, amulet of health +2 (already figured into the statistics above), 2 doses of greater black-blade venom, potion of heroism, potion of haste, 2 potions of cure light wounds, 138 gp.

Tactics: Orestes is a master of lightning quick night raids. He and his elite troop will usually steal close to enemy positions under cover of night. Prior to engaging the enemy, Orestes will drink his potions of haste (+1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves, +30 ft speed) and heroism (+2 morale bonus on attack rolls, saves, and skill checks), activate his Over the Top minor aura and his Motivate Urgency major aura, and lead a charge into the enemy, attempting to catch the opposition by surprise. During this charge, Orestes and his troop have +10 ft base speed, -2 to AC, +2 to hit, and +3 damage. On the next round Orestes will rage, activate his Motivate Attack major aura (giving himself and his allies +2 damage), and make a full attack, gaining an additional attack due to the haste. The next round he will activate his Accurate Strike minor aura (giving himself and his allies a +3 bonus to confirm criticals) and make a second full attack. Following this he has 1 round left on his haste potion and 2 rounds left on his heroism potion. If Orestes is reduced to 60 or less hit points, or if he loses 6 or more members of his troop, on his turn he will activate his Motivate Urgency major aura and withdraw. His troopers will follow suit on their turn.
 
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Orestes' Troop

Orestes is always accompanied by at least a dozen members of his elite troop. These soldiers were built using the Tactical Soldier prestige class from the Miniatures Handbook.

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Orestes’ Trooper (12): male ruck Ftr 5/Tactical Soldier 1; CR 6; HD 5d10+5 plus 1d10+1; hp 39; Init +1; Spd 20 ft; AC 17, touch 11, flat-footed 15; BAB +6; Grp +7; Atk +9 melee (2d4+3/18–20, ruckblade); Full Atk +9/+4 melee (2d4+3/18–20, ruckblade) or +8/+3 ranged (1d6+1, javelin); SA poison; SQ flanker, low-light vision; SV Fort +7, Ref +2, Will +1; Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 6.

Skills and Feats: Intimidate +3, Sense Motive +2; Cleave, Combat Reflexes, Great Cleave, Power Attack, Weapon Focus (ruckblade), Weapon Specialization (ruckblade).

Poison (Ex): Injury, Fortitude DC 13, initial damage 1 Str, secondary damage 1d3 Str.

Flanker (Ex): A member of Orestes’ Troop can designate any adjacent square as the square from which flanking an enemy against an ally is determined. He may designate the square at the beginning of his turn or at any time during his turn. The designated square remains his effective square for flanking until he is no longer adjacent to it or until he chooses a different square. The trooper can even choose a square that is impassable or occupied.

Possessions: potion of keen edge, potion of cure serious wounds, potion of haste, masterwork ruckblade, masterwork ruckish chain armor, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 6 doses of lesser black-blade venom, 174 gp.
 
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Penthilus

Penthilus is the young son of Orestes and already a formidable warrior in his own right. Penthilus always accompanies his father, serving as his chief lieutenant and bodyguard.

Penthilus: male ruck Fighter 6/Marshall 2/Tactical Soldier 4; CR 12; HD 6d10 plus 2d8 plus 4d10; hp 66; Init +3; Spd 30 ft; AC 20, touch 13, flat-footed 17; BAB +11; Grp +14; Atk +16 melee (2d4+7/15–20 plus 1d6 electricity, +1 shock ruckblade); Full Atk +16/+11/+6 melee (2d4+7/15–20 plus 1d6 electricity, +1 shock ruckblade) or +14/+9/+4 ranged (1d6+3, javelin); SA poison; SQ defensive shield, flanker, interpose 3/day, low-light vision, minor aura +2 (master of tactics), major aura +1 (motivate attack); SV Fort +13, Ref +7, Will +7; Str 16, Dex 16, Con 11, Int 10, Wis 10, Cha 14.

Skills and Feats: Bluff +4, Climb +4, Diplomacy +9, Handle Animal +7, Intimidate +10, Jump +4, Ride +8, Sense Motive +6, Spot +2, Swim +4; Cleave, Combat Reflexes, Dodge, Improved Critical (ruckblade), Mobility, Power Attack, Sidestep, Skill Focus (Diplomacy), Spring Attack, Weapon Focus (ruckblade), Weapon Specialization (ruckblade).

Auras (Ex): Penthilus exerts an aura that affects all allies within 60 feet (including himself) who can hear and understand him. Projecting an aura is a swift action. The aura remains in effect until Penthilus uses a free action to dismiss it or activates another aura of the same kind (major or minor). Penthilus can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Penthilus takes his first turn. Penthilus’ aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Penthilus’ auras are circumstance bonuses that do not stack with each other.

Minor Aura (Master of Tactics): Bonus on damage rolls when flanking.

Major Aura (Motivate Attack): Bonus on attack rolls.

Defensive Shield (Ex): Whenever Penthilus fights defensively, he provides up to two adjacent allies a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (though Penthilus’ rolls still do).

Flanker (Ex): Penthilus can designate any adjacent square as the square from which flanking an enemy against an ally is determined. He may designate the square at the beginning of his turn or at any time during his turn. The designated square remains his effective square for flanking until he is no longer adjacent to it or until he chooses a different square. Penthilus can even choose a square that is impassable or occupied.

Interpose (Ex): When an enemy threatens Penthilus in melee and makes a successful attack against an adjacent ally of his, Penthilus may take the damage (and other effects) of the blow as if he had been hit instead.

Possessions: +2 chain shirt, FURLGRIM, +1 shock ruckblade, amulet of natural armor +1, cloak of resistance +1, potion of bull’s strength, 290 gp.
 
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Splayfoot

OK, time for a brief digression. Inspired by Olive’s nifty “Minions for Lesser Planar Binding” thread, I’ve dusted off my own list of customized planar binding monsters. I had originally done up a nice list for Valerius last winter.

At the time Valerius had gathered a sizable roster of entities to call upon, but because of the Vavasor’s corrupted teachings, a disproportionate number of these names belonged to devils just itching to be brought into the visible world. Valerius, true to his 18 Intelligence, has so far avoided summoning up any of these fiends, sticking to the few elementals that were known to him. However, as the campaign nears its conclusion, Valerius may likely face several desperate situations in which the snares of Hell will once again be laid across his path. And sometimes, needs must when the devil drives...

Of course, I had avoided updating my list to 3.5, in part knowing that the revised edition introduced some big changes to both the planar binding spells (lowering the HD caps to 6, 12, and 18) and to the devils themselves.

Now that I’ve finally got all of my planar binding monsters cleaned up and updated to 3.5, I’ll start posting them here. I’ve already provided details on a quintet of spined devils to Olive’s thread. Here’s a nasty brute by the name of Splayfoot, a malebranche devil from the Monster Manual II. (Note that, after much consideration, I’ve decided that the MMII’s CR of 9 is not just wrong, it’s silly and dangerous wrong. I think CR 13 is much closer to the right number.)

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SPLAYFOOT is a gigantic spirit of war, terrifying when aroused, which serves in the Iron Guard.

Splayfoot: malebranche; CR 13; Huge Outsider (Devil, Evil, Extraplanar, Lawful); HD 16d8+128; hp 201; Init -2; Spd 40 ft, fly 120 ft (average); AC 23, touch 6, flat-footed 23; BAB +16; Grp +36; Atk +27 melee (2d8+12, huge masterwork trident); Full Atk +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, gore) or +27/+22/+17/+12 melee (2d8+12, huge masterwork trident) and +24 melee (2d6+6, bite) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, gore) or +26 melee (2d8+12, 2 claws) and +24 melee (2d6+6, bite); Space/Reach 15 ft/15 ft; SA charge, fear aura, improved grab; SQ DR 10/good, darkvision 60 ft, immunity to fire and poison, regeneration 8, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 20; AL LE; SV Fort +23, Ref +8, Will +9; Str 35, Dex 6, Con 26, Int 9, Wis 8, Cha 12.

Skills and Feats: Balance +12, Bluff +13, Climb +21, Diplomacy +15, Intimidate +30, Jump +23, Listen +11, Move Silently +10, Search +11, Spot +11, Tumble +12; Cleave, Flyby Attack, Great Cleave, Improved Sunder, Multiattack, Power Attack

Charge (Ex): Splayfoot typically begins a battle with a flying charge at an opponent on the ground. In addition to the normal benefits and hazards of a charge, this tactic allows Splayfoot to make a single gore attack (+26 melee) that deals 6d6+18 points of damage. The creature can also charge while moving on the ground, if it wishes.

Fear Aura (Su): Splayfoot can radiate a 15-foot radius aura of fear as a free action. Affected creatures must succeed on a DC 18 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by Splayfoot’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Splayfoot must hit an opponent of up to Large size with a claw attack. If it gets a hold, Splayfoot may attempt to grapple as a free action without provoking an attack of opportunity. Splayfoot has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but Splayfoot is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Regeneration (Ex): Splayfoot takes normal damage from acid, from holy weapons, and from attacks that deal holy damage.

Physical Description: Splayfoot appears as a hulking, horned devil with great wings, underslung jaw, large, batlike ears, and a long tail. Its body is covered in scales, and it carries a huge two-tined fork.

The fell spirit named Splayfoot dwells in the Iron Palace in Dis, and serves as a captain in Dispater’s Iron Guard under Bel, the pit fiend commander.
 
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Olive said:
thanks for the pimp!

Just while you raise the subject of MM2 and wrong CRs, what's you call on the advespa devil?

The CR 3 advespa is a pretty tough case. It’s a classic example of pairing a fairly weak monster with some relatively powerful abilities. As a theoretical example, imagine the difficulty of assigning a CR to a ½ HD bunny rabbit that can disintegrate opponents with its bite attack. Such situations are even more problematic at low levels, where parties lack resources and the margin for error is much smaller.

I like to use a method described in Savage Species to help peg CRs—comparing the monster’s stats against the stats of typical NPCs, usingthe charts in the DMG for reference. The advespa’s AC of 17 is worse than a typical 1st-level fighter’s; its best attack bonus of +8 and 30 hp are between a 3rd- and 4th-level fighter’s. This quick comparison suggests that CR 3 passes the straight-face test.

But then there are the special abilities, some of which would be hard for low level characters to deal with. The advespa has /4/ claw attacks each doing 8.5 average damage each AND a sting that does 4.5 average damage and poison. That’s a heck of a lot of damage to dish out each round. And its other defenses compensate for its low AC: DR 5/silver or good, spell resistance 15, regeneration 2 -- to say nothing of its typical devilish immunities to fire and poison as well as acid and cold resistance 10. Oh yeah, the thing can fly, too.

Of all these abilities, it’s the multiple attacks that trouble me the most. The poison does “only” Strength damage and has a DC of 15, which even 1st-level fighters should make 50% of the time.

Against a 3rd-level fighter (AC 21, hp 27), an advespa using its full attack does an average of 14 points of damage each round, meaning the fighter probably won’t survive two rounds under that sort of attack. This is nasty, but on the other end of the equation the fighter is doing an average of 4 points of damage each round. If you figure a full 4 member party, the advespa probably won’t last much more than 2 rounds either.

As I wrote earlier, the problem with pegging low-level CRs is that your margin of error is so small and so easily susceptible to bad rolls one way or another. Against 4 3rd-level characters, I could easily see the advespa getting wiped out quickly and I can also see the advespa mopping the floor with the PCs – it wouldn’t take much to tip the encounter one way or another. In a situation like this, my design instincts are to play it conservative and bump up the CR to 4. Better safe than sorry . . .
 
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Bristlebrawn, Hellforged Spirit of Earth

Bristlebrawn was built using the spiked devil, a hellforged fiend from Mike Mearl’s article “By Evil Bound,” from Dragon 306.

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The curious and taciturn earth spirit BRISTLEBRAWN serves as chief porter to the infernal Duke known as the Winged Wolf, a vassal of the Lord of Iron Rod and Staff.

Bristlebrawn: spikèd devil Bbn3; CR 9; Large Outsider (Earth, Evil, Extraplanar, Lawful); HD 9d8+36 plus 3d12+12; hp 120; Init +0; Spd 40 ft, burrow 20 ft; AC 19, touch 9, flat-footed 19; BAB +12; Grp +21; Atk +16 melee (2d6+5, slam); Full Atk +16 melee (2d6+5, 2 slams); Space/Reach 10 ft/5 ft; SA hail of spikes, piercing grapple, rage 1/day; SQ DR 5/silver or good, darkvision 60 ft, fast movement, fire resistance 10, hellforged, trap sense +1, uncanny dodge; SR 18; AL LE; SV Fort +13, Ref +7, Will +9; Str 20, Dex 11, Con 18, Int 8, Wis 14, Cha 12.

Skills and Feats: Bluff +9, Climb +15, Intimidate +20, Jump +13, Listen +18, Search +11, Spot +15, Survival +15 (+17 following tracks); Cleave, Improved Grapple, Improved Natural Attack (slam), Improved Sunder, Power Attack.

Hail of Spikes (Su): Once every 1d4 rounds, Bristlebrawn can project a 30-ft cone of sharp spikes from its body. Each creature in the area must make a DC 18 Reflex save or take 3d4 points of piercing damage. The save DC is Constitution-based. These spikes are a living part of Bristlebrawn’s body, and they continue to burrow into the victim’s flesh for 3 rounds after striking, doing 1d4 points of additional damage each round. A successful DC 20 Heal check or the application of any healing magic kills the burrowing spikes and stops the continuing damage. The damage from multiple successful hails of spikes attacks is cumulative (that is, a creature that fails its save against hail of spike attacks from two spiked devils takes 6d4 points of damage initially and 2d4 points of damage for each of the 3 rounds thereafter). However, only one successful Heal check is required to kill all the spikes in the victim’s body.

Piercing Grapple (Ex): With a successful grapple check, Bristlebrawn can crush an opponent against its body, dealing 2d8+7 points of piercing damage.

Rage (Ex): While Bristlebrawn rages, the following changes to its statistics are in effect: (Str 24, Con 22, AC -2, +24 hit points, +2 to all melee attacks and damage, Fort save +15, Will save +11, Climb +17, Jump +15). Its fit of rage lasts 9 rounds. At the end of the rage, Bristlebrawn loses the rage modifiers and restrictions and becomes fatigued (Str 18, Dex 9, -1 to AC, -1 to all melee attacks and damage, Ref save +6, Climb +14, Jump +12, can't charge or run) for the duration of the current encounter.

Hellforged (Ex): Bristlebrawn is immune to critical hits and is not subject to death from massive damage.

Trap Sense (Ex): Bristlebrawn gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Physical Description: Bristlebrawn’s body has a head, a torso, two legs, but there the resemblance to a humanoid form ends. The fact that each body part is nearly spherical gives the creature a lumbering appearance and a graceless stride. Its chest, arms, and legs are dotted with hundreds of sharp, iron spikes.
 
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Into the Woods

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