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Hong's Britannia 3E NPC collection

A horrible viscous blob. One of these things ate a PC's arm once.


Spawn of corruption: Advanced gibbering mouther; CR 7; Large Aberration; HD 8d8+64 (100 hp); Init +0; Spd 20 ft, swim 30 ft; AC 20 (touch 9, flat-footed 20); BAB +6; Grap +14; Atk +9 melee (x6) (1d3+4 plus disease, bite); S/R 10 ft/10 ft; SA Gibbering, stench, engulf, disease; SQ Amorphous, DR 5/slashing, darkvision 60 ft, tremorsense 60 ft; AL CN; SV Fort +10, Ref +5, Will +7; Str 19, Dex 11, Con 26, Int 3, Wis 13, Cha 13.

Skills and Feats: Listen +8, Spot +13, Swim +12, Improved Overrun, Lightning Reflexes, Power Attack.

SA — Gibbering (Su): As soon as a spawn of corruption spots potential food, it begins a constant gibbering as a free action. All creatures (other than chaos spawn) within 60 ft are dazed for 1d3 rounds (Will negates, DC 15). This is a sonic, mind-affecting, compulsion effect, and a creature that successfully saves cannot be affected by the same spawn for 24 hours.

SA — Stench (Ex): Spawn of corruption are constantly surrounded by a 20-ft-radius spread cloud of noxious gas that affects creatures (except spawn) as by stinking cloud. The Fort save DC to negate the effect is 20. Unlike an actual stinking cloud, the gas surrounding the spawn does not block line of sight; a DC 20 Spot check reveals its presence to those who aren’t already aware of it.

SA — Engulf (Ex): If the spawn of corruption succeeds in overrunning an opponent, it can make a full attack with 12 mouths on that opponent in the same round. The spawn’s bonus on the overrun Strength check is +12. The opponent cannot choose to avoid the overrun.

SA — Disease (Ex): Gibbering gout — bite, Fort DC 20, incubation period 1 day, damage 1d10 Dex, 1d6 Int. If the victim is reduced to 0 Dex or 0 Int, it turns into a spawn of corruption.

SQ — Amorphous (Ex): Not subject to critical hits or flanking.
 

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A horror from the sewers: a poo elemental, basically. Based on the ooze paraelemental from MotP, with frills thrown in.


Stink Spirit: Huge fiendish ooze paraelemental; CR 9; Huge Elemental (earth, water, spirit); HD 16d8+80 (170 hp); Init +4; Spd 20 ft, swim 50 ft; AC 21 (touch 12, flat-footed 17); BAB +12; Grap +25; Atk +17/+12/+7 melee (2d10+10 plus 1d6 acid, slam); S/R 10 ft/15 ft; SA Acid, smite good (+16 damage), stench; SQ DR 10/magic, SR 21, resistances, elemental traits; AL NE; SV Fort +15, Ref +9, Will +5; Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11.

Skills and Feats: Listen +18, Spot +18, Cleave, Great Cleave, Power Attack, Sunder.

SA — Stench (Ex): Stink spirits are constantly surrounded by a 20-ft-radius spread cloud of noxious gas that affects creatures (except stink spirits) as by stinking cloud. The Fort save DC to negate the effect is 23. Unlike an actual stinking cloud, the gas surrounding the stink spirit does not block line of sight; a DC 20 Spot check reveals its presence to those who aren’t already aware of it.

SQ — Resistances (Ex): Cold resistance 10, fire immunity.
 

The boss of the three monsters posted above. Based on a gibbering mouther, heavily tweaked. This thing, and one of its minions, killed two party members and knocked most everyone else down to single hit points. Sorcs with d4 HD probably should not stay within charging distance of something that gets 12 attacks per round.

The fiend of corruption makes its lair on the deepest level of Dungeon Avarice, in a cave at the bottom of a 100-foot chasm. The embodiment of self-indulgence and greed, it constantly hungers for material wealth, an obsession that has filled its mind so completely it has forgotten its own name. But its hunger can never be sated; such is the curse of its nature.

The fiend is surrounded by an immense treasure hoard: gold, art objects, magic items, etc. If confronted by foes, it will pretend to bargain for its life, offering up parts of its hoard as a ransom. Any creature that actually accepts this offer is subject to a dominate effect (Will save DC 21) bringing it under the control of the fiend of corruption. Such unfortunates eventually waste away, becoming ghouls or devouring spirits.

The treasure is really utterly worthless, having decayed long ago in the fetid environment of the dungeon. However, the fiend’s force of will keeps its appearance constant, effectively cloaking the hoard in a permanent illusion. The Will save DC to recognise the illusion when interacted with is 21. If the fiend is killed, the illusion is immediately dispelled.

If the orange stone of Sacrifice is brandished before the fiend of corruption, it flares up in a blaze of searing light that causes 20d6 points of damage to the fiend, stuns it for 1d4+1 rounds, and leaves it shaken for another 2d6 rounds afterwards. The light also dispels the illusion on the hoard as well as any other ongoing spell-like and supernatural effects cast by the fiend. The character holding the stone must make a Fort save (DC 25) after one minute or die, consumed by the stone’s release of power. The character also loses one level at this point, regardless of whether the save was successful; this level loss cannot be repaired by any means. If the save was failed, the character can be resurrected as usual.



Fiend of Corruption: advanced fiendish gibbering mouther; CR 14; Huge Aberration (spirit); HD 16d8+160 (250 hp); Init +3; Spd 10 ft, swim 20 ft; AC 21 (touch 8, flat-footed 21); BAB +12; Grap +29; Atk +20 melee (x6) (1d4+9 plus disease, bite); S/R 15 ft/10 ft; SA Stench, engulf, disease, smite good 1/day (+16 damage); SQ Spell-like abilities, amorphous, DR 10/slashing, good and magic, SR 21, resistances, darkvision 60 ft, tremorsense; AL CE; SV Fort +15, Ref +6, Will +11; Str 28, Dex 9, Con 30, Int 13, Wis 13, Cha 22.
Skills and Feats: Listen +16, Spot +22, Swim +24, Improved Initiative, Improved Overrun, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (suggestion), Weapon Focus (bite).

Spell-Like Abilities: At will — veil; 3/day — cloudkill (DC 21, centered on self only), suggestion (DC 19); 1/day — acid fog (centered on self only). Caster level 16th.

SQ — Resistances (Ex): Cold resistance 10, fire resistance 10, acid immunity, poison immunity.

SA — Stench (Ex): The fiend of corruption is constantly surrounded by a 20-ft-radius spread cloud of noxious gas that affects creatures (except its spawn) as by stinking cloud. The Fort save DC to negate the effect is 28. Unlike an actual stinking cloud, the gas surrounding the spawn does not block line of sight; a DC 20 Spot check reveals its presence to those who aren’t already aware of it.

SA — Engulf (Ex): If the fiend of corruption succeeds in overrunning an opponent, it can make a full attack with 12 mouths on that opponent in the same round. The fiend’s bonus on the overrun Strength check is +21. The opponent cannot choose to avoid the overrun.

SA — Disease (Ex): Gibbering gout — bite, Fort DC 28, incubation period 1 day, damage 1d10 Dex, 1d6 Int. If the victim is reduced to 0 Dex or 0 Int, it turns into a spawn of corruption.

SQ — Amorphous (Ex): Not subject to critical hits or flanking.
 


Altamont Ravenard said:
If he's a 13th level NPC, why is he only CR 10? Shouldn't he be CR 13?
Oops, forgot to mention I have a rule of thumb when it comes to classes:

1st-4th -> CR = level
5th-8th -> CR = level -1
9th-12th -> CR = level -2
13th-16th -> CR = level -3
17th-20th -> CR = level -4

Basically it's been my experience that a single NPC of Nth level generally isn't equal to a CR N encounter, when N is large.
 

Bump redux!

A Britannian vampire. By "vampire", I mean an undead, daylight-shunning monster that drains blood and possesses a bunch of supernatural powers, not necessarily the stereotypical gothic horror beastie.

Vampires often work in conjunction with bloodmages (qv), who share their taste for blood and their link to the dark side. The distinction between bloodmage and vampire can be a rather fuzzy one at times.


Vampire: CR 11; Large Undead (spirit); HD 12d12 (85 hp); Init +6; Spd 40 ft, fly 80 ft (perfect); AC 26 (touch 11, flat-footed 24); BAB +6; Grap +18; Atk +14/+14 melee (1d8+8 plus energy drain, 2 claws) and +8 melee (1d6+4 plus blood drain, bite); S/R 10 ft/10 ft; SA Blood drain, energy drain, domination, spell-like abilities; SQ Resistances, alternate form, DR 10/Britannian steel and magic, fast healing 5, SR 22, turn resistance +6, undead traits; AL CE; SV Fort +4, Ref +8, Will +13; Str 26, Dex 15, Con —, Int 17, Wis 20, Cha 21.

Skills and Feats: Concentration +20, Hide +17, Move Silently +17, Search +19, Sense Motive +20, Spot +20, Survival +5, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus (claw).

SA — Spell-Like Abilities: At will — detect good, detect magic, gaseous form, haste; 3/day — darkness, dimension door (self only), ethereal jaunt, unholy aura (DC 22), unholy blight (DC 19); 1/day — destruction (DC 21). Caster level 18th.

SA — Blood Drain (Su): 1d4 permanent Con drain.

SA — Energy Drain (Su): 1 negative level, Fort DC 21 negates.

SA — Dominate (Su): As dominate person, Will DC 21 negates.

SQ — Resistances (Ex): Cold and electricity resistance 10.

Powerup Results (haste, unholy aura): AC 31 (touch 16, flat-footed 28); Grap +19; Atk +15/+15/+15 melee (1d8+8 plus energy drain, 2 claws) and +9 melee (1d6+4 plus blood drain, bite); SV Fort +8, Ref +13, Will +17.


Notes:
- Based on the blood fiend from the FF, but with the natural armour toned down and the extra pair of arms removed.
- Some of the spell-like abilities are rejigged, and the ability to turn into a bat, rat or wolf removed. These vampires have no link to the natural world.
 
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hong said:
Vampires often work in conjunction with bloodmages (qv), who share their taste for blood and their link to the dark side. The distinction between bloodmage and vampire can be a rather fuzzy one at times.

And just to show how fuzzy that distinction can be, a vampire with bloodmage levels.


Blood fiend: vampire battlemage 4/bloodmage 2; CR 14; Large Undead (spirit); HD 18d12 (125 hp); Init +6; Spd 40 ft, fly 80 ft (perfect); AC 26 (touch 11, flat-footed 24); BAB +10; Grap +22; Atk +18/+18 melee (1d8+8 plus energy drain, 2 claws) and +12 melee (1d6+4 plus blood drain, bite); S/R 10 ft/10 ft; SA Spells, blood drain, energy drain, domination, spell-like abilities; SQ Accursed, blood magic, bloodpool, resistances, alternate form, DR 10/Britannian steel and magic, fast healing 5, SR 25, turn resistance +6, undead traits; AL CE; SV Fort +6, Ref +10, Will +18; Str 26, Dex 15, Con —, Int 17, Wis 20, Cha 21.

Skills and Feats: Concentration +26, Hide +17, Knowledge (arcana) +17, Move Silently +17, Search +19, Sense Motive +20, Spellcraft +17, Spot +20, Survival +5, Arcane Strike, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Quicken Spell, Weapon Focus (claw).

SA — Spell-Like Abilities: At will — detect good, detect magic, gaseous form, haste; 3/day — darkness, dimension door (self only), ethereal jaunt, unholy aura (DC 22), unholy blight (DC 19); 1/day — destruction (DC 21). Caster level 18th.

SA — Blood Drain (Su): 1d4 permanent Con drain.

SA — Energy Drain (Su): 1 negative level, Fort DC 21 negates.

SA — Dominate (Su): As dominate person, Will DC 21 negates.

SQ — Resistances (Ex): Cold and electricity resistance 10.

Bloodpool (Su): This blood fiend's bloodpool can hold up to 180 hit points or 18 Charisma points. It can use its bloodpool to power up to 1st level spells.

Spells Per Day (6/7/5/3, save DC = 15 + spell level): 0 — acid splash, arcane mark, daze, mage hand, open/close, prestidigitation, ray of frost; 1st — hold portal, magic missile, shield, true strike; 2nd — bull’s strength; 3rd — earthbolt.

Powerup Results (unholy aura, shield, bull’s strength, haste): Spd 70 ft, fly 110 ft (perfect); AC 35 (touch 16, flat-footed 32); Grap +25; Atk +21/+21/+21 melee (1d8+10 plus energy drain, 2 claws) and +15 melee (1d6+5 plus blood drain, bite); SV Fort +10, Ref +15, Will +22; Str 30.


Notes:
- See previous posts for bloodmage and battlemage stats.
 


Heh. The knight who got slimed by one of those things insists that it never happened, it was all a bad dream... unfortunately, the brown stains on his armour say otherwise.


Hong "brown stains on the inside AND outside, that is" Ooi
 

A band of evil adventurers from way back. Well, some were more evil than others.

Joshua the Black (hi Josh!) headed up the Black Veils, a company of assassins and adventurers for hire. They were looking for the semi-mythical "Heart of the Forest", a gem of great value supposed to be in the keeping of the Shadow Druids of the Deep Forest. The Shadow Druids themselves were harrying a human woodcutting settlement, in a scenario reminiscent of Princess Mononoke. You don't know how hard it was to keep from making lumberjack jokes.

The PCs came on the scene to stop the druids, and ended up fighting these guys when they stole the gemstone. They restored the gem to the druids, and all ended happily... for that session, anyway.

In an unexpected twist, Varimer the sniper assassin got separated from her buddies in the final chaotic fight scene, and got rescued by the party's knight. If there's one thing I'll say about Darius, he's a total munchkin (but in a good way). If there's TWO things I'll say about Darius, he has a fine sense of occasion. Varimer is now an NPC in the party, and she and the knight are conducting a romance of sorts.



Joshua the Black: male human kgt4*/ftr6; CR 10; Medium Humanoid (human); HD 10d10+40 (110 hp); Init +2; Spd 20 ft; AC 26 (touch 12, flat-footed 25); BAB +10; Grap +14; Atk +18/+13 melee (1d8+9/17–20, +2 keen longsword); AL LE; SV Fort +17, Ref +6, Will +12; Str 18, Dex 13, Con 18, Int 12, Wis 14, Cha 15.
* as an ex-knight, Joshua cannot gain more knight levels.

Skills and Feats: Diplomacy +7, Intimidate +15, Weapon Focus (longsword), Weapon Specialisation (longsword), Soul of Battle, Great Fortitude, Iron Will, Power Attack, Cleave, Expertise, Fortune’s Favour, Indomitable, Endurance.

Equipment: +2 keen longsword, +1 full plate, +3 medium fortification heavy shield, helm of resistance +2.



Garmorn: male half-orc rgr1/ftr1/bbn8; CR 10; Medium Humanoid (orc, spirit); HD 1d8+1d10+8d12+50 (135 hp); Init +2; Spd 50 ft; AC 21 (touch 13, flat-footed 19); BAB +10; Grap +15; Atk +17/+12 melee (1d10+9 plus 1d6 electricity, +2 shock greatclub); SA Rage 3/day; SQ Uncanny dodge, improved uncanny dodge, trap sense +2, DR 1/–, half-orc traits; AL CE; SV Fort +17, Ref +9, Will +7, Str 20, Dex 14, Con 20, Int 8, Wis 12, Cha 13.

Skills and Feats: Intimidate +14, Survival +14, Track, Power Attack, Cleave, Fortune’s Favour, Dodge, Iron Will.

Equipment: +2 shock greatclub, +3 chain shirt, amulet of natural armour +1, ring of protection +1, headband of resistance +2, boots of striding and springing.

Powerup Results (rage): 155 hp; AC 19; Atk +19/+14 melee (1d10+12 plus 1d6 electricity, +2 shock greatclub); SV Fort +19, Will +11; Str 24, Con 24.



Remus: male human rog10; CR 10; Medium Humanoid (human); HD 10d6+30 (72 hp); Init +8; Spd 40 ft; AC 20 (touch 14, flat-footed 16); BAB +7; Grap +9; Atk +13/+8 melee (1d6+4/15–20, +2 Britannian steel rapier), or +12/+7 ranged (1d6, m’work shortbow); SA Sneak attack +5d6; SQ Evasion, uncanny dodge, improved uncanny dodge, trap sense +3, hide in plain sight; AL CN; SV Fort +8, Ref +13, Will +6, Str 14, Dex 18, Con 16, Int 15, Wis 12, Cha 13.

Skills and Feats: Bluff +13, Disguise +15, Gather Information +14, Hide +27, Move Silently +22, Sense Motive +10, Spot +15, Improved Initiative, Weapon Finesse, Dodge, Mobility, Spring Attack.

Equipment: +2 Britannian steel rapier, masterwork shortbow, +2 chain shirt of silence and greater shadows, amulet of air stride, boots of speed, ring of resistance +2, potion of invisibility, 40 arrows.

Powerup Results (boots of speed): Spd 60 ft; AC 21 (touch 15, flat-footed 16); Atk +14/+14/+9 melee (1d6+4/15–20, +2 Britannian steel rapier), or +13/+13/+8 ranged (1d6, m’work shortbow); SV Ref +14.



Enchilios: male woodland spirit folk mag10; CR 10; Medium Humanoid (human, spirit); HD 10d4+10 (40 hp); Init +2; Spd 30 ft; AC 15 (touch 12, flat-footed 13); BAB +5; Grap +4; Atk +5 melee (1d8, +1 light mace), or +8 ranged (1d8, m’work light crossbow); SA Spells; SQ Woodland spirit folk traits; AL N; SV Fort +8, Ref +8, Will +12; Str 9, Dex 15, Con 14, Int 14, Wis 15, Cha 20.

Skills and Feats: Bluff +15, Concentration +15, Spellcraft +14, Brew Potion, Cosmopolitan (Bluff), Empower Spell, Fortune’s Favour, Great Fortitude, Quicken Spell, Spellcasting Prodigy.

SQ — Woodland Spirit Folk Traits (Ex): Trackless step; low-light vision; +2 racial bonus on Survival checks; +4 racial bonus on Hide checks in woods or forest; +2 racial bonus on saves against spells or spell-like effects with "earth", "rock", "stone" or "wood" in the name, or with the Earth or Wood subtype; speak with animals 1/day as a spell-like ability (caster level 1st).

Spells Per Day (6/8/8/7/6/4, save DC = 15 + spell level): 0 — dancing lights, daze, detect magic, detect poison, flare, ghost sound, open/close, prestidigitation, read magic; 1st — change self, hold portal, magic missile, obscuring mist, shield; 2nd — bear’s endurance, hold person, invisibility, scorching ray; 3rd — dispel magic, fireball, haste; 4th — air walk, dimension door; 5th — wall of force.

Equipment: +1 light mace, bracers of armour +3, ring of resistance +3, arcane scroll of scales of the serpent (12th caster level).

Powerup Results (shield, air walk, bear’s endurance, scroll of scales of the serpent): Spells/day 6/7/7/7/5/4; 50 hp; AC 24 (touch 12, flat-footed 22); SV Fort +9.



Varimer: female woodland spirit folk rog3/ftr2/shadow sniper 5; CR 10; Medium Humanoid (human, spirit); HD 8d6+2d10+30 (76 hp); Init +8; Spd 30 ft; AC 17 (touch 14, flat-footed 13); BAB +7; Grap +10; Atk +9/+4 melee (1d6+2, +1 shortsword), or +15 ranged (2d6+2 plus 1d6 acid, +2 corrosive light crossbow); SA Sneak attack +2d6, ranged sneak attack +3d6, sniper shot (2 range increments), primary weapon (light crossbow), poison use; SQ Evasion, low-light vision, darkvision 60 ft, hide in plain sight, woodland spirit folk traits; AL N; SV Fort +12, Ref +14, Will +7; Str 12, Dex 19, Con 16, Int 15, Wis 14, Cha 13.

Skills and Feats: Bluff +10, Disguise +15, Hide +22, Move Silently +22, Spot +15, Tumble +10, Crossbow Expert, Far Shot, Fortune’s Favour, Improved Initiative, Improved Precise Shot, Point-Blank Shot, Weapon Focus (light crossbow).

SA — Primary Weapon (Ex): Varimer gains a +2 competence bonus to attack rolls with her light crossbow (already figured into the stat block above).

SA — Sniper Shot (Ex): If Varimer spends at least 3 rounds studying a target within her primary weapon's first two range increments, she can treat her next attack on that target as a sneak attack. She must still satisfy all the other requirements for a sneak attack (effectively, this ability lets the shadow sniper overcome the standard 30-foot range limitation on ranged sneak attacks with her primary weapon). Once she has completed the 3 rounds of study, she must make her ranged attack within the next 3 rounds to gain any benefit from this ability. If she fails to take out the target, 3 new rounds of study are required before she can attempt another sniper shot. Alternatively, if she makes a sniper shot on a target within the first range increment, she only needs to study the target for 2 rounds instead of three.

Studying a target is a full-round action that provokes attacks of opportunity. While studying a target, Varimer also takes a –4 dodge penalty to AC for that round.

SA — Poison Use (Ex): Varimer can use poison without any risk of poisoning herself.

Equipment: +2 corrosive light crossbow, +1 shortsword, masterwork studded leather armour, amulet of resistance +3, cloak of concealment [+5 to Hide], boots of stealth [+5 to Move Silently], 1 dose poison (deathblade poison: Fort save DC 18, 1d6 temp Con initial, 2d6 temp Con secondary), potion of cat’s grace, oil of accuracy, 50 bolts.



Links:
- Shadow sniper
 

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