• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Hong's Britannia 3E NPC collection

The leader of a band of demons that the group accidentally released from imprisonment. In this campaign, any horrible evil thing from the outer planes == "demon".

He didn't really last long after getting cornered by 3 fighter types, without his buffs up. Oh well, after two sessions in which party members got killed, a few unexpectedly easy fights is no bad thing.


Jaggta-Noga: half-fiend death slaad; CR 13; Medium Outsider (evil, spirit); HD 15d8+90 (165 hp); Init +12; Spd 30 ft, fly 30 ft (average); AC 31 (touch 18, flat-footed 23); BAB +15; Grap +22; Atk +26/+21/+16 melee (2d6+16/19–20, +4 greatsword), or +22/+22 melee (3d8+7 plus stun, 2 claws) and +20 melee (2d10+3, bite); S/R 5 ft/5 ft; SA Stun, spell-like abilities, smite good (+15 damage), create spawn; SQ DR 10/good and Britannian steel, SR 25, fast healing 5, resistances, outsider traits; AL NE; SV Fort +15, Ref +15, Will +13; Str 25, Dex 27, Con 23, Int 22, Wis 18, Cha 20.

Skills and Feats: Concentration +15, Listen +22, Spot +22, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack.

SA — Spell-Like Abilities: At will — air walk, animate objects, blur, detect evil, detect magic, dispel good (DC 20), fear (DC 19), fireball (DC 18), greater heroism, identify, magic circle against good, see invisibility, shatter (DC 17), unholy blight (DC 19); 3/day — circle of death (DC 21), darkness, fire storm (DC 23), harm (DC 21), poison (DC 19), unholy aura (DC 23); 1/day — horrid wilting (DC 23), power word blind.

SA — Stun (Ex): 3/day — stunned 1 round on a hit with a claw or bite attack, Fort DC 21 negates.

SA — Create Spawn (Ex): This affects any creature with fewer HD than Jaggta-Noga that takes damage from its bite or claw attack. The victim must make a DC 23 Fortitude save or be transformed into a lesser daemon after one week. This power functions even if the creature is killed (as long as the body remains reasonably intact) unless a remove curse or break enchantment is cast on the body.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10, sonic immunity.

Powerup Results (greater heroism, unholy aura): AC 35 (touch 22, flat-footed 27); Grap +26; Atk +30/+25/+20 melee (2d6+16/19–20, +4 greatsword), or +26/+26 melee (3d8+7 plus stun, 2 claws) and +24 melee (2d10+3, bite); SQ SR 25 against good spells; SV Fort +19, Ref +19, Will +17; Concentration +19, Listen +26, Spot +26.

Equipment: +4 greatsword.


Notes:
- The slaad implant ability was changed to create spawn. It made for a nice unexpected twist.
- Blasphemy is becoming much too good. I'll probably change it in the near future.
- Jaggta-Noga is a name from Conan, for the trivia buffs.
 

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And some of Jaggta-Noga's minions.


Reaver Daemon: advanced half-fiend blue slaad; CR 11; Large Outsider (evil, extraplanar, spirit); HD 12d8+60 (140 hp); Init +2; Spd 30 ft, fly 30 ft (average); AC 23 (touch 13, flat-footed 19); BAB +12; Grap +24; Atk +20/+20/+20/+20 melee (2d6+8, 4 claws) and +17 melee (2d8+4 plus disease, bite); S/R 10 ft/10 ft; SA Spell-like abilities, smite good (+12 damage), create spawn, frenzy; SQ DR 10/magic, SR 22, resistances; AL NE; SV Fort +13, Ref +12, Will +6; Str 27, Dex 19, Con 21, Int 10, Wis 6, Cha 12.

Skills and Feats: Climb +20, Jump +20, Listen +13, Spot +13, Combat Reflexes, Dodge, Mobility, Multiattack, Weapon Focus (claw).

SA — Spell-Like Abilities: At will — hold person (DC 14), passwall, telekinesis (DC 16); 3/day — darkness, poison (DC 15); 1/day — desecrate, unholy blight (DC 15), contagion (DC 15), blasphemy.

SA — Create Spawn (Ex): This affects any creature with fewer HD than the reaver daemon that takes damage from its bite or claw attack. Such a creature must make a DC 21 Fortitude save or be transformed into a lesser daemon after one week. This power functions even if the creature is killed (as long as the body remains reasonably intact) unless a remove curse or break enchantment is cast on the body.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10, sonic immunity.

Powerup Results (frenzy): AC 25 (touch 15, flat-footed 19); Grap +26; Atk +22/+22/+22/+22 melee (2d6+8, 4 claws) and +19 melee (2d8+5 plus disease, bite), or +20/+20/+20/+20/+20 melee (2d6+10, 4 claws) and +17 melee (2d8+6 plus disease, bite); SV Ref +14; Str 31.



Lesser Daemon: half-fiend red slaad; CR 8; Large Outsider (evil, extraplanar, spirit); HD 7d8+28 (60 hp); Init +4; Spd 30 ft, fly 30 ft (average); AC 22 (touch 13, flat-footed 18); BAB +7; Grap +18; Atk +13 melee (2d8+7, bite) and +11/+11 melee (1d6+3, 2 claws); S/R 10 ft/10 ft; SA Pounce, rebuke, create spawn, smite good (+7 damage), frenzy; SQ DR 5/magic, SR 17, resistances; AL NE; SV Fort +9, Ref +9, Will +3; Str 25, Dex 19, Con 19, Int 10, Wis 6, Cha 10.

Skills and Feats: Climb +17, Hide +10, Jump +17, Listen +8, Move Silently +14, Spot +8, Dodge, Mobility, Multiattack.

SA — Spell-Like Abilities: 3/day — darkness, poison (DC 14); 1/day — desecrate, unholy blight (DC 14).

SA — Pounce (Ex): A lesser daemon can make a full attack at the end of a charge.

SA — Rebuke (Su): 1/day — stuns all creatures except evil outsiders in a radius of 20 ft, duration 1d3 rounds, Fort DC 17 negates.

SA — Create Spawn (Ex): This affects any creature with fewer HD than the daemon that takes damage from its bite or claw attack. Such a creature must make a DC 17 Fortitude save or be transformed into another lesser daemon after one week. This power functions even if the creature is killed (as long as the body remains reasonably intact) unless a remove curse or break enchantment is cast on the body.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10, sonic immunity.

Powerup Results (frenzy): AC 24 (touch 15, flat-footed 18); Grap +20; Atk +15 melee (2d8+9, bite) and +13/+13 melee (1d6+4, 2 claws); SV Ref +11; Str 29.
 

A huge, nasty spider-demon, and its young. Based loosely on these things, but with poison and webs as well:

Solifugids

Druziel is a surviving fiend from the Third Age of Darkness, who has taken refuge in the Fens of the Dead. She has spent several years sleeping, but her hunger has recently caused her to wake. Her offspring have been attacking the traffic on the King’s Road between Trinsic and Britain, which is causing consternation.


Druziel: advanced fiendish dokufu (modified); CR 15; Huge Magical Beast (shapechanger, spirit); HD 20d10+140 (280 hp); Init +8; Spd 50 ft, climb 40 ft; AC 22 (touch 12, flat-footed 18); BAB +20; Grap +38; Atk +28 melee (3d6+10 plus poison, bite) and +23/+23 melee (2d6+10, 2 claws); S/R 15 ft/10 ft; SA Vomit spawn, web, poison, spit venom, frightful presence, pounce, smite good 3/day (+20 damage); SQ Alternate form, DR 10/magic, cold resistance 10, fire resistance 10, SR 25, tremorsense 60 ft; AL CE; SV Fort +19, Ref +16, Will +16; Str 30, Dex 19, Con 24, Int 15, Wis 18, Cha 15.

Skills and Feats: Bluff +22, Climb +14, Disguise +20, Hide +14, Intimidate +12, Spot +26, Alertness, Combat Reflexes, Extra Smiting, Improved Natural Attack (bite), Improved Natural Attack (claw), Improved Initiative, Power Attack.

SA — Vomit Spawn (Ex): Druziel can spit out her developing spawn from her digestive system, either spewing them on the the ground or hurling them directly at opponents up to 50 feet away (a successful ranged touch attack at +18 puts up to four spawn in the opponent’s space without provoking an attack of opportunity). Druziel’s spawn is a swarm of Tiny spider demons (see below). She can use this ability three times per day.

SA — Poison (Ex): Initial and secondary 2d6 Str, Fort negates DC 27.

SA — Spit Venom (Ex): As a normal ranged attack, Druziel can spit her venom at a target up to 100 feet away. This is a standard action, and can only be used once every 1d4 rounds.

SA — Web (Ex): Druziel can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 30) or burst the web with a Strength check (DC 35). Both are standard actions. Alternatively, an entangled creature can cut its way out of the web with a light slashing weapon. The web has 20 hit points and DR 5/—, but is particularly susceptible to fire; such attacks deal 50% extra damage.

SA — Frightful Presence (Ex): In her normal form, Druziel can unsettle foes with her mere presence. This ability takes effect automatically whenever she attacks, charges, or changes into her normal form. Creatures within a radius of 50 feet are subject to the effect if they have fewer HD than her.
A potentially affected creature that succeeds at a DC 22 Will save remains immune to Druziel’s frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

SA — Pounce (Ex): Druziel can make a full attack at the end of a charge.

SQ — Alternate Form (Su): As a standard action, Druziel can assume the form of an aged human female. Changing back to her normal (spider) form is a free action, that takes place automatically when she desires to use her powers.

Druziel’s hoard: 10,000 gp worth of assorted items dating back several generations, plus 5,000 gp worth of mandrake root.


Druziel’s spawn: spider demon swarm; CR 5; Tiny Magical Beast (swarm, spirit); HD 10d8 (50 hp); Init +3; Spd 30 ft, climb 20 ft; AC 15 (touch 15, flat-footed 12); BAB +5; Grap —; Atk Swarm (2d6 plus poison, bite); S/R 10 ft/0 ft; SA Poison, distraction; SQ DR 5/magic, SR 15, resistances, darkvision 60 ft, tremorsense 60 ft, vermin traits, swarm traits; AL CE; SV Fort +7, Ref +6, Will +3; Str 3, Dex 17, Con 10, Int 3, Wis 10, Cha 2.

Skills and Feats: Climb +21, Hide +15, Jump –4, Spot +4, Weapon Finesse.

SA — Poison (Ex): Initial and secondary 1d4 Str, Fort negates DC 15.

SA — Distraction (Ex): Any living creature that begins its turn with a swarm of spawn in its space is nauseated for 1 round, unless it succeeds at a DC 15 Fortitude save.

SQ — Swarm Traits (Ex): Half damage from slashing and piercing attacks, 50% extra damage from spells and effects that affect an area, immune to targeted spells and effects.

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

Some more spider demons. They're big, but against a 13th level party with heroes' feast, they're really just meat.


Large spider demon: Fiendish Large monstrous spider ftr5 (modified); CR 7; Large Magical Beast (spirit); HD 4d8+5d10+18 (70 hp); Init +7; Spd 50 ft, climb 40 ft; AC 14 (touch 12, flat-footed 11); BAB +8; Grap +16; Atk +12 melee (2d6+4 plus poison, bite) and +7/+7 melee (1d6+2, 2 claws); S/R 10 ft/5 ft; SA Poison, web, pounce, smite good 1/day (+9 damage); SQ DR 5/magic, SR 14, resistances, darkvision 60 ft, tremorsense 60 ft, vermin traits; AL CE; SV Fort +9, Ref +5, Will +2; Str 18, Dex 17, Con 12, Int 3, Wis 10, Cha 2.

Skills and Feats: Alertness, Combat Reflexes, Weapon Focus (bite), Weapon Focus (claw), Dodge, Improved Initiative, Improved Natural Attack (bite).

SA — Web (Ex): Affects up to Medium creatures, Escape Artist DC 13, break DC 17, 12 hp, DR 5/—.

SA — Poison (Ex): Initial and secondary 1d6 Str, Fort negates DC 13.

SA — Pounce (Ex): A spider demon can make a full attack at the end of a charge.

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



Small spider demon: Fiendish Small monstrous spider ftr1 (modified); CR 2; Medium Magical Beast (spirit); HD 1d8+1d10 (15 hp); Init +3; Spd 40 ft, climb 30 ft; AC 14 (touch 14, flat-footed 11); BAB +1; Grap –3; Atk +5 melee (1d6 plus poison, bite) and +0/+0 melee (1d3, 2 claws), S/R 5 ft/5 ft; SA Poison, web, pounce, smite good 1/day (+2 damage); SQ SR 7, resistances, darkvision 60 ft, tremorsense 60 ft, vermin traits; AL CE; SV Fort +4, Ref +3, Will +0; Str 10, Dex 17, Con 10, Int 3, Wis 10, Cha 2.

Skills and Feats: Alertness, Improved Natural Attack (bite), Weapon Finesse.

SA — Web (Ex): Affects up to Tiny creatures, Escape Artist DC 10, break DC 14, 4 hp, DR 5/—.

SA — Poison (Ex): Initial and secondary 1d2 Str, Fort negates DC 10.

SA — Pounce (Ex): A spider demon can make a full attack at the end of a charge.

SQ — Resistances (Ex): Cold and fire resistance 5.


Smile!

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Thanks!

And here's another NPC from way back: the first bloodmage the party fought (although they didn't know he was a bloodmage at the time).

Lassal was searching for ancient bloodmage texts in an ancient ruin in northern Spiritwood. The ruin were home of a family of trolls, which he and his orc buddies killed. He then animated the bodies of two of the trolls — a female and a child — to serve as zombie guards. The party found him and killed him with the aid of the male troll, who wanted revenge for the deaths of his mate and child. Then they persuaded the troll to seek better fortunes elsewhere, rather than sticking around and endangering people.


Lassal: male human mag6/bloodmage 2; CR 7; HD 6d4+2d8+16; 45 hp; Init +2; Spd 30 ft; AC 16 (touch 14, flat-footed 14); BAB +4; Grap +4; Atk +5 melee (1d8+1/x3, +1 shortspear), or +5 ranged (1d8/19–20, m’work light crossbow); SA Spells; SQ Accursed, bloodpool; AL NE; SV Fort +9, Ref +4, Will +9; Str 10, Dex 14, Con 14, Int 12, Wis 14, Cha 18.

Skills and Feats: Concentration +12, Diplomacy +8, Hide +4, Listen +3, Move Silently +4, Spellcraft +11, Great Fortitude, Indomitable, Iron Will, Leadership, Scribe Scroll.

SQ — Bloodpool (Su): Lasssal’s bloodpool can hold up to 80 hit points and 8 Constitution points. He can use his bloodpool to power up to 1st level spells.

Equipment: +1 shortspear; +1 ring of protection; leather armour; masterwork light crossbow; 2 potions of cure light wounds; arcane scroll of creeping darkness; 2 arcane scrolls of invisibility; 20 bolts.

Spells Per Day (6/7/7/6/4; base DC = 14 + spell level; 10% arcane spell failure): 0 — dancing lights, arcane mark, daze, detect magic, read magic; 1st — cobra’s breath, detect good, ray of enfeeblement, protection from good, scales of the serpent, shield; 2nd — cat’s grace, hold person, invisibility, spectral hand; 3rd — animate dead, fireball; 4th — inflict critical wounds.

Powerup Results (scales of the serpent, shield): AC 24 (touch 18, flat-footed 22).
 

From the latest dungeon, which was heavily inspired by the classic module G3, Hall of the Fire Giant King.

Snurre is/was the king of the fire giants who occupied Dungeon Shame. He was another one who got swarmed by 3 fighter types and went down quickly, in the session before last. This actually worked out to the disadvantage of the party, who suffered a rush of blood to the head and dim doored into the middle of 12 more giants, including Queen Frupy. They got a bit squished as a result, but managed to escape.

IMC Frupy was tougher than Snurre, especially with her buffs up and Arcane Strike active. In today's session she whaled on one of the fighters for two full rounds, dealing around 450 points of damage. He survived (due to a shield other), which made a big impression on her. So big, she agreed to grab the other giants and get the hell out of there.


King Snurre: male tainted fire giant ftr5; CR 14; Huge Giant (fire); HD 15d8+5d10+140 (245 hp); Init +0; Spd 30 ft (base 40 ft); AC 27 (touch 8, flat-footed 27); BAB +16; Grap +39; Atk +33/+28/+23/+18 melee (4d6+28/19–20 plus 2d6 unholy, +4 unholy greatsword), or +29/+29 melee (1d6+15, 2 slams), or +14 ranged (2d8+15 plus 2d6 fire, rock); S/R 15 ft/15 ft; SA Rock throwing; SQ SR 26, fire immunity, rock catching, cold vulnerability, darkvision 60 ft, resistances; AL LE; SV Fort +24, Ref +10, Will +14; Str 41, Dex 11, Con 25, Int 10, Wis 14, Cha 15.

Skills and Feats: Climb +13, Craft (weaponsmithing) +6, Intimidate +15, Jump +11, Spot +16, Alertness, Blind-Fight, Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (greatsword), Weapon Specialisation (greatsword).

SQ — Resistances (Ex): Acid, cold and electricity resistance 10.

Equipment: +4 unholy greatsword; +1 half-plate; crown of the fire giant king.

Powerup Results (unholy aura): AC 31 (touch 14, flat-footed 31).

Crown of the fire giant king: This blackened iron crown is inlaid with precious gemstones, including fire opals, rubies and diamonds. A giant that wears it gains a +4 resistance bonus to saves. If the giant is evil, the crown grants it the ability to use unholy aura once per day, on command (self only, caster level 15th).



Queen Frupy: female tainted fire giant mag10; CR 15; Huge Giant (fire); HD 15d8+10d4+125 (280 hp); Init +6; Spd 40 ft; AC 24 (touch 10, flat-footed 22); BAB +16; Grap +37; Atk +31/+26/+21/+16 melee (3d8+23, sceptre of the fire giant queen), or +27/+27 melee (1d6+13, 2 slams), or +16 ranged (2d8+13 plus 2d6 fire, rock); S/R 15 ft/15 ft; SA Spells, rock throwing; SQ SR 31, fire immunity, cold vulnerability, darkvision 60 ft, resistances; AL LE; SV Fort +22, Ref +13, Will +19; Str 37, Dex 14, Con 25, Int 12, Wis 14, Cha 20.

Skills and Feats: Climb +9, Concentration +20, Intimidate +20, Jump +9, Knowledge (arcana) +10, Spellcraft +10, Spot +14, Arcane Strike, Cleave, Combat Reflexes, Great Cleave, Empower Spell, Greater Spell Focus (Evocation), Improved Overrun, Improved Sunder, Iron Will, Power Attack, Spell Focus (Evocation).

SQ — Resistances (Ex): Acid, cold and electricity resistance 10.

Equipment: Sceptre of the fire giant queen; bracers of armour +3; ring of resistance +3.

Spells Per Day (6/8/7/7/6/4, save DC = 15 + spell level, or 17 + spell level for Evocation spells): 0 — arcane mark, daze, detect magic, detect poison, disrupt undead, flare, light, ray of frost, read magic; 1st — accuracy, backbiter, hold portal, shield, magic missile, true strike; 2nd — acid arrow, hold person, lion’s charge, scorching ray, see invisibility; 3rd — dispel magic, fireball, lightning bolt, haste; 4th — dimension door, wall of fire; 5th — fire breath.

Powerup Results (shield, haste): Spd 70 ft; AC 29 (touch 11, flat-footed 26); Grap +33; Atk +32/+32/+27/+22/+17 melee (3d8+23, sceptre of the fire giant queen), or +28/+28/+28 melee (1d6+13, 2 slams), or +17 ranged (2d8+13 plus 2d6 fire, rock); SV Ref +14.

Sceptre of the fire giant queen: This massive +4 warmace is sized for a fire giant. A giant who wields the sceptre of the fire giant queen gains a +4 insight bonus on initiative rolls and can penetrate damage reduction as if wielding a blacksteel weapon.



Notes:
- Tainted template is from the d20 Warcraft Manual of Monsters. One of the optional features is a size increase, which matches nicely with the original module using storm giant stats for Snurre and cloud giant stats for Frupy.
 

Okay, after 3 sessions, my guys have FINALLY completed Dungeon Shame. Whew!

Here's a race of evil spirit creatures that dwelled in the depths of the dungeon, and the Underworld beyond. This came about because G3, which I used as the basis for the dungeon, contains drow (in fact it was the module that introduced them to AD&D in the first place), but I didn't want something as stereotypically D&D as drow in my game. I already don't have elves, dwarves, gnomes and halflings, why drow?


Shadow spirits

Shadow spirits are nature spirits who have become corrupted by generations of life in close proximity to the Underworld. They are tall and thin, almost emaciated. They have skin that is almost milky white, with occasional splotches of dark grey. Their eyes are blood red or purple, with large irises that almost fill their eye sockets, and their faces seem almost feral. Some shadow spirits are massive, towering up to 14 feet tall, while others have strange magical powers.

Shadow spirit characters possess the following racial traits:
— Type is Monstrous Humanoid. A shadow spirit has been so twisted by evil that it is no longer affected by spells that target humanoids, such as charm person.
— Spirit subtype: deep spirit folk can be affected by spells that specifically target spirits, such as protection from spirits and invisibility to spirits.
— Darkvision out to 90 ft.
— Light sensitivity: deep spirit folk are dazzled in bright sunlight or within the radius of a daylight spell.
— +2 racial bonus to saving throws against death effects, energy drain and other negative energy effects.
— +4 racial bonus to Hide and Move Silently checks in an underground environment.
— +2 racial bonus to Survival checks in an underground environment, and to Knowledge (dungeoneering) checks.
— +4 Strength, +2 Constitution.
— Spell resistance equal to the shadow spirit’s HD + 5 (maximum 25).
— Resistance to acid, cold, fire and electricity (see table).
— Damage reduction (see table).
— The shadow spirit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
— Favoured class: Any.
— Alignment: always evil (any).


Code:
HD/levels   Acid/cold/fire/electricity resistance      DR
1-3                5                                    —
4-7                5                                  5/magic
8-11               10                                 5/magic
12 or more         10                                 10/magic

Special Attacks: The shadow spirit gains the smite good ability, plus one other of the following special attacks:
— Spell-Like Abilities: 3/day — A specific arcane spell of 1st level, cast as a sorcerer of the shadow spirit’s HD.
— Smite Good (Su): Once per day the shadow spirit can make a normal melee attack to deal extra damage equal to its HD (maximum +20) against a good foe.
— Monstrous Form (Ex): The shadow spirit increases to Large size. The Strength and Constitution changes from this size increase overlap (do not stack) with the shadow spirit’s racial modifiers.

Special Qualities: The shadow spirit gains one of the following special qualities:
— Arcane Defense (Su): The shadow spirit’s spell resistance increases to its HD + 10 (maximum 35).
— Unnatural Fury (Ex): Anger rules the shadow spirit’s heart. Attempts to use Diplomacy or Intimidation to influence its attitude take a –5 circumstance penalty , and it gains a +1 morale bonus to saves against fear and charm effects.
— Damage Reduction (Ex): The shadow spirit’s damage reduction, if any, can only be overcome by Britannian steel weapons of good alignment.
— Blindsight (Ex): The shadow spirit has demonic awareness of the physical world, giving it blindsight out to 60 feet.
— Immunities (Ex): The shadow spirit is immune to fire and poison.
— Additional Movement (Ex): The shadow spirit gains either a flight speed (average maneuverability), swim speed, climb speed, or burrow speed equal to its land speed.

Notes:
- the shadow spirit is based on a custom subrace of spirit folk, with the fiendish and tainted templates thrown in.


Example shadow spirit warrior: shadow spirit ftr6; CR 6; Medium Monstrous Humanoid (spirit); HD 6d10+18 (54 hp); Init +3; Spd 30 ft; AC 20 (touch 14, flat-footed 17); BAB +6; Grap +10; Atk +12/+7 melee (1d8+7/19–20, +1 longsword); SA Spell-like abilities, smite good (+6 damage); SQ DR 5/magic, SR 11, unnatural fury, resistances, shadow spirit traits; AL CE; SV Fort +9, Ref +6, Will +6; Str 18, Dex 16, Con 16, Int 10, Wis 12, Cha 10.

Skills and Feats: Balance +10, Jump +13, Tumble +12, Dodge, Iron Will, Mobility, Spring Attack, Versatile (Balance, Tumble), Weapon Focus (longsword), Weapon Specialisation (longsword).

SA — Spell-Like Abilities (Ex): 3/day — scales of the serpent.

SQ — Unnatural Fury (Ex): –5 circumstance penalty to Diplomacy and Intimidate checks to influence the shadow spirit warrior’s attitude, +1 morale bonus to saves against fear and charm effects.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 5.

Equipment: +1 longsword; masterwork breastplate; heavy shield; ring of resistance +1.

Powerup Results (scales of the serpent): AC 24 (touch 14, flat-footed 21).
 
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More shadow spirits. It's interesting how I powered down divine spellcasters, (or so I thought) by switching over to the OA shaman, but they still end up being the toughest class to take down. The shaman has fewer hit points, a bad Fort save and no heavy armour, but makes up for it with more feats and some very nice custom buff spells (substitution).


Shadow spirit archer: shadow spirit ftr6; CR 6; Medium Monstrous Humanoid (spirit); HD 6d10+12 (48 hp); Init +5; Spd 30 ft; AC 18 (touch 14, flat-footed 14); BAB +6; Grap +9; Atk +12/+7 ranged (1d6+6/x3, +1 composite shortbow), or +10/+5 melee (1d8+3/19–20, m’work longsword); SA Spell-like abilities, smite good (+6 damage); SQ DR 5/magic, SR 11, unnatural fury, resistances, shadow spirit traits; AL NE; SV Fort +7, Ref +7, Will +3; Str 16, Dex 18, Con 15, Int 10, Wis 12, Cha 10.

Skills and Feats: Listen +12, Spot +12, Alertness, Point Blank Shot, Precise Shot, Rapid Shot, Versatile (Listen, Spot), Weapon Focus (shortbow), Weapon Specialisation (shortbow).

SA — Spell-Like Abilities: 3/day — true strike.

SQ — Unnatural Fury (Ex): –5 circumstance penalty to Diplomacy and Intimidate checks to influence the shadow spirit warrior’s attitude, +1 morale bonus to saves against fear and charm effects.

SQ — Resistances (Ex): Acid, cold, fire and electricity resistance 5.

Equipment: +1 composite shortbow (+3 damage); masterwork longsword; +1 studded leather armour.



Shadow spirit priest: shadow spirit drd11; CR 11; Medium Monstrous Humanoid (spirit); HD 11d6+44 (88 hp); Init +4; Spd 30 ft; AC 24 (touch 16, flat-footed 18); BAB +8; Grap +11; Atk +14/+9 melee (1d8+5/19–20, +2 longsword); SA Spells, spell-like abilities, smite good (+11 damage); SQ Rebuke undead, spirits’ favour, spirit sight, DR 5/magic, SR 16, resistances, immunities, shadow spirit traits; AL NE; SV Fort +12, Ref +10, Will +15; Str 16, Dex 18, Con 18, Int 10, Wis 20, Cha 17.

Skills and Feats: Concentration +18, Knowledge (religion and philosophy) +15, Spellcraft +15, Dodge, Great Fortitude, Improved Dodge, Mobility, Quicken Spell, Spring Attack, Still Spell, Weapon Focus (longsword).

SA — Spell-Like Abilities (Ex): 3/day — shield.

SQ — Resistances (Ex): Acid, cold and electricity resistance 10.

SQ — Immunities (Ex): Fire and poison immunity.

Equipment: +2 longsword; +3 chain shirt; amulet of natural armour +1; boots of the cloudwalker.

Spells Prepared (6/8/6/6/5/4/2, save DC = 15 + spell level): 0 — cure minor wounds (x2), detect magic, read magic (x2), touch of fatigue; 1st — bane, cure light wounds (x2), divine favor*, magic weapon*, protection from good, shield of faith (x2); 2nd — bull’s strength*, cure moderate wounds (x2), rebuke (x2), remove paralysis; 3rd — castigate (x2), cure serious wounds, quickened divine favor*, locate object, substitution; 4th — death ward, dismissal, divine power*, unholy blight (x2); 5th — advice, ethereal jaunt, greater heroism*, mass cure light wounds; 6th — quickened divine power*, harm.
* denotes domain spell. Domains: Death, Hero, War.

Powerup Results (substitution, quickened divine favor, greater heroism, quickened divine power, shield, shield of faith): 110 hp; AC 31 (touch 19, flat-footed 25); BAB +11; Grap +24; Atk +27/+22/+17 melee (1d8+11/19–20, +2 longsword); SQ Half damage from all attacks; SV Fort +16, Ref +14, Will +19; Str 22.



Shadow spirit sorcerer: shadow spirit mag11; CR 11; Medium Monstrous Humanoid (spirit); HD 11d4+44 (77 hp); Init +5; Spd 30 ft, fly 30 ft (average); AC 19 (touch 16, flat-footed 14); BAB +5; Grap +7; Atk +8 (1d6+3, m’work quarterstaff); SA Spells, spell-like abilities, smite good (+11 damage); SQ DR 5/magic, SR 16, resistances, additional movement, shadow spirit traits; AL NE; SV Fort +12, Ref +11, Will +12; Str 14, Dex 20, Con 19, Int 12, Wis 14, Cha 20.

Skills and Feats: Concentration +18, Knowledge (arcana) +15, Spellcraft +15, Empower Spell, Great Fortitude, Quicken Spell, Quicken Spell-Like Ability (scales of the serpent), Spell Penetration, Still Spell.

SA — Spell-Like Abilities: 3/day — scales of the serpent.

SQ — Additional Movement (Ex): Fly 30 ft (average).

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Equipment: Masterwork quarterstaff; bracers of armour +3; ring of protection +1; amulet of resistance +3.

Spells Per Day (6/8/7/7/7/7/4, save DC = 15 + spell level): 0 — arcane mark, daze, detect magic, detect poison, flare, mage hand, mending, open/close, read magic; 1st — charm person, comprehend languages, detect good, magic missile, shield, true strike; 2nd — arcane lock, hold person, lion’s charge, resist energy, scorching ray, see invisibility; 3rd — dispel magic, displacement, fireball, haste, sound lance; 4th — air walk, dimension door, stoneskin; 5th — cone of cold, wall of force.

Powerup Results (haste, quickened shield, quickened scales of the serpent, stoneskin, quickened displacement): AC 29 (touch 17, flat-footed 23); Grap +8; Atk +9/+9 melee (1d6+3, m’work quarterstaff); SQ DR 10/blacksteel, 50% miss chance; SV Ref +12.
 
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And yet more shadow spirits. As you can tell, I had a great time making up disposable villains. Also, it doesn't matter how many hit points you have, a x4 Power Attack crit will do you in every time.

Note to self: Remember to smite.


Shadow spirit blademaster: shadow spirit MA7/ftr4; CR 11; Medium Monstrous Humanoid (spirit); HD 7d8+4d10+44 (103 hp); Init +9; Spd 30 ft; AC 27 (touch 24, flat-footed 20); BAB +11; Grap +16; Atk +20/+15/+10 melee (1d10+12/19–20, +3 bastard sword); SA Spell-like abilities, smite good (+11 damage); SQ Uncanny dodge, improved uncanny dodge, acrobatics (take 10), DR 5/magic, SR 16, resistances, blindsight 60 ft, shadow spirit traits; AL LE; SV Fort +15, Ref +13, Will +11; Str 20, Dex 20, Con 18, Int 10, Wis 18, Cha 10.

Skills and Feats: Jump +20, Tumble +20, Dodge, Improved Dodge, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (true strike), Spring Attack, Weapon Focus (bastard sword), Weapon Specialisation (bastard sword).

SA — Spell-Like Abilities (Ex): 3/day — true strike.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Equipment: +3 bastard sword; bracers of armour +3; ring of protection +1; amulet of resistance +2; boots of the cloudwalker.



Shadow spirit reaver: shadow spirit ber11; CR 11; Large Monstrous Humanoid (spirit); HD 11d12+66 (143 hp); Init +2; Spd 30 ft; AC 21 (touch 14, flat-footed 19); BAB +11; Grap +21; Atk +20/+15/+10 melee (3d6+12/19-20, +3 greatsword); S/R 10 ft/10 ft; SA Rage 3/day, greater rage, smite good (+11 damage); SQ Uncanny dodge, improved uncanny dodge, trap sense +3, DR 2/— and 5/magic, SR 16, resistances, shadow spirit traits; AL CE; SV Fort +16, Ref +8, Will +9; Str 22, Dex 15, Con 22, Int 8, Wis 16, Cha 10.

Skills and Feats: Jump +20, Listen +15, Spot +15, Cleave, Dodge, Improved Dodge, Power Attack.

SQ — Unnatural Fury (Ex): –5 circumstance penalty to Diplomacy and Intimidate checks to influence the shadow spirit reaver’s attitude, +1 morale bonus to saves against fear and charm effects.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Equipment: +3 greatsword; +2 breastplate; ring of resistance +3.

Powerup Results (greater rage): 176 hp; AC 19 (touch 12, flat-footed 17); Grap +24; Atk +23/+18/+13 melee (3d6+16/19–20, +3 greatsword); SV Fort +19, Will +12; Str 28, Con 28.



Shadow spirit hunter: shadow spirit ftr8/rgr3; CR 11; Medium Monstrous Humanoid (spirit); HD 8d10+3d8+33 (96 hp); Init +5; Spd 30 ft; AC 22 (touch 18, flat-footed 15); BAB +11; Grap +15; Atk +21/+16/+11 ranged (1d6+9/x3, +3 composite shortbow), or +17/+12/+7 melee (1d6+5/19–20, +1 shortsword); SA Combat style, spell-like abilities, smite good (+11 damage); SQ DR 5/magic, SR 16, blindsight 60 ft, resistances, shadow spirit traits; AL NE; SV Fort +14, Ref +12, Will +9; Str 18, Dex 20, Con 17, Int 14, Wis 14, Cha 10.

Skills and Feats: Hide +20, Listen +17, Move Silently +20, Spot +17, Survival +20, Alertness, Dodge, Endurance, Iron Will, Improved Dodge, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Finesse, Weapon Focus (shortbow), Weapon Specialisation (shortbow).

SA — Spell-Like Abilities: 3/day — true strike.

SA — Combat Style (Ex): The shadow spirit hunter has the archery combat style.

SQ — Resistances (Ex): Acid, cold, electricity and fire resistance 10.

Equipment: +3 composite shortbow (+4 damage); +1 shortsword; +2 leather armour; ring of protection +1; amulet of resistance +2; lesser bracers of archery; cloak of concealment (+5 Hide); boots of silence (+5 Move Silently).
 

Into the Woods

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