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Hong's Britannia 3E NPC collection

A tainted berserker henchman. The party is now at the point where 12th level NPCs can be considered mooks.

Dark guardian: Human ftr6/tainted berserker 6; CR 10; Medium Humanoid (human); HD 6d10+6d12+60 (140 hp); Init +2; Spd 20 ft (30 ft base); AC 25 (touch 14, flat-footed 23); BAB +12; Grap +18; Atk +22/+17/+12 melee (2d6+14/x19–20 plus 2d6 unholy, +2 unholy greatsword); S/R 5 ft/5 ft; SA Frenzy 3/day, unholy strike, strike of corruption 1/day; SQ DR 3/good, accursed, aura of fear; AL NE; SV Fort +19, Ref +10, Will +12 (+15 vs mind-influencing effects); Str 22, Dex 14, Con 20, Int 9, Wis 14, Cha 15.

Skills and Feats: Intimidate +15, Jump +14, Sense Motive +9, Cleave, Indomitable, Iron Will, Luck of Heroes, Power Attack, Soul of Battle, Still Mind, Weapon Focus (greatsword), Weapon Specialisation (greatsword).

SA — Strike of Corruption (Su): 2d6 Con damage, 1/encounter, Fort half DC 18.

SQ — Aura of Fear (Su): Enemies within 15 feet with less than 5 HD are frightened for 2d4 rounds, when the dark guardian enters a frenzy. Will negates DC 18.

Equipment: +2 unholy greatsword; +2 full plate of nimbleness; ring of protection +1; amulet of natural armour +1; cloak of resistance +3; boots of speed.

Powerup Results (frenzy, speed): Spd 50 ft; AC 28 (touch 17, flat-footed 23); Atk +25/+25/+20/+15 melee or +23/+23/+23/+18/+13 melee (2d6+17/19–20 plus 2d6 unholy, +2 unholy greatsword); SV Ref +13; Str 26.
 
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Some assorted demons, by which I mean (almost) any horrible fiend from Hell. One thing I've found with combining fiends from different sources is that you end up with lots of little inconsistencies. Why should a 13HD ice demon get aura of fear, when a 16HD doomguard (Warcraft MM) doesn't? Why should the doomguard have a lower CR than a 15HD cornugon? Beats me, so I fixed it.



Ice demon: CR 13; Large Outsider (evil, extraplanar, spirit); HD 14d8+84 (154 hp); Init +5; Spd 40 ft, fly 70 ft (good); AC 32 (touch 14, flat-footed 27); BAB +14; Grap +24; Atk +20/+15/+10 melee (2d6+9/x3 plus slow, spear) and +14 melee (2d6+3, bite), or +19/+19 melee (1d10+6, 2 claws) and +14 melee (2d6+3, bite) and +14 melee (3d+3 plus slow, tail); S/R 10 ft/10 ft; SA Spell-like abilities, slow, fear aura, summon demon; SQ DR 10/good, SR 25, darkvision 60 ft, see in darkness, resistances, telepathy; AL LE; SV Fort +15, Ref +14, Will +15; Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20.

Skills and Feats: Bluff +22, Concentration +23, Listen +25, Spellcraft +23, Spot +25, Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear).

SA — Spell-Like Abilities: At will — cone of cold (DC 20), ice storm (DC 19), dimension door (self only), unholy aura (DC 23), ice darts. Caster level 13th.

SA — Fear Aura (Su): 30 ft radius, enemies with 4 or fewer HD panicked for 2d6 rounds, those with 5 to 13 HD shaken for 2d6 rounds. Will negates DC 22. This is a mind-affecting, fear effect.

SA — Slow (Su): On a hit from the ice demon’s tail or spear; as slow spell for 1d6 rounds. Fort negates DC 23.

SA — Summon Demon (Sp): 1/day — 1d6 barbazu warriors; or 50% chance for 2d4 babau warriors; or 20% chance for another ice demon.

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

Powerup Results (unholy aura): AC 36 (touch 18, flat-footed 31); SV Fort +19, Ref +18, Will +19.



Horned demon: CR 16; Large Outsider (evil, extraplanar, spirit); HD 15d8+105 (180 hp); Init +7; Spd 20 ft, fly 50 ft (average); AC 35 (touch 16, flat-footed 28); BAB +15; Grap +29; Atk +25/+20/+15 melee (2d6+15 plus stun, spiked chain) and +22 melee (2d8+5, bite) and +22 melee (2d8+5 plus wounding, tail), or +24/+24 melee (2d6+10, 2 claws) and +22 melee (2d8+5, bite) and +22 melee (2d8+5 plus wounding, tail); S/R 10 ft/10 ft (20 ft with spiked chain); SA Spell-like abilities, stun, wounding, fear aura, summon demon; SQ DR 10/good and Britannian steel, SR 28, darkvision 60 ft, see in darkness, resistances, telepathy; AL NE; SV Fort +16, Ref +16, Will +15; Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22.

Skills and Feats: Bluff +24, Concentration +24, Intimidate +26, Listen +22, Sense Motive +22, Spot +22, Cleave, Combat Expertise, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain).

SA — Spell-Like Abilities: At will — detect good, dimension door (self only), dispel good (DC 21), magic circle against good, persistent image (DC 21); 3/day — fireball (DC 19), lightning bolt (DC 19). Caster level 15th.

SA — Stun (Su): On a hit with spiked chain, stunned for 1d4 rounds, Fort negates DC 27.

SA — Wounding (Su): On a hit with tail, 1 point temp Con.

SA — Fear Aura (Su): 30 ft radius, enemies with 4 or fewer HD panicked for 2d6 rounds, those with 5 to 14 HD shaken for 2d6 rounds. Will negates DC 23. This is a mind-affecting, fear effect.

SA — Summon Demon (Sp): 1/day — 50% chance of 1d6 barbazu warriors, or 20% chance of another cornugon.

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

Powerup Results (magic circle against good): AC 37 (touch 18, flat-footed 30); SV Fort +18, Ref +18, Will +17.



Doomguard: CR 18; Large Outsider (evil, extraplanar, spirit); HD 18d8+126 (216 hp); Init +5; Spd 40 ft, fly 70 ft (average); AC 35 (touch 15, flat-footed 29); BAB +18; Grap +32; Atk +31/+26/+21/+16 melee (2d6+18/15–20 plus 2d6 unholy, +3 unholy falchion), or +27/+27 melee (1d6+10, 2 slams); S/R 10 ft/10 ft; SA Spell-like abilities, pounce, doom stomp, fear aura, summon demon; SQ DR 10/good and Britannian steel, SR 28, darkvision 60 ft, see in darkness, resistances, telepathy; AL LE; SV Fort +18, Ref +17, Will +16; Str 30, Dex 22, Con 25, Int 18, Wis 20, Cha 22.

Skills and Feats: Bluff +23, Concentration +25, Listen +26, Sense Motive +26, Spellcraft +23, Spot +24, Survival +24, Cleave, Combat Expertise, Great Cleave, Improved Critical (falchion), Improved Initiative, Power Attack, Weapon Focus (falchion).

SA — Spell-Like Abilities: At will — cloudkill (DC 21), detect good, detect magic, dimension door (self only), fear (DC 20), greater dispel magic, flame strike (DC 21), telekinesis (DC 21), unholy aura (DC 24), unholy blight (DC 20); 3/day — destruction (DC 23), greater shout (DC 24); 1/day — fire storm (DC 24), wall of fire, power word stun. Caster level 18th.

SA — Doom Stomp (Su): As earth reaver spell, centered on the doomguard, every 1d4 rounds. Reflex partial DC 29. The doomguard is immune to the effects of its doom stomp and those of other doomguards.

SA — Fear Aura (Su): 30 ft radius, enemies with 4 or fewer HD panicked for 2d6 rounds, those with 5 to 17 HD shaken for 2d6 rounds. Will negates DC 25. This is a mind-affecting, fear effect.

SA — Summon Demon (Sp): 1/day — 50% chance of 1d6 barbazu warriors, or 20% chance of another doomguard.

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

Equipment: +3 unholy falchion.

Powerup Results (unholy aura): AC 39 (touch 19, flat-footed 33); SV Fort +22, Ref +21, Will +20.
 

hong said:
Ha, that's nothing! My munch-fu is as that of a small child compared to Geoff Watson's. By dint of careful selection of classes, feats, stats and items, he has managed to produce a character at 16th level with:

- +28 attack bonus when raging
- average 30 points damage per hit, before Power Attack
- 5 attacks per round with haste
- Fort and Will saves in the mid-20s
- Diplomacy, Sense Motive, Intimidate, Survival, Listen and Jump bonuses all > 20

And he wasn't even trying to be a combat monster. He could have done much worse, believe me.
Don't forget the effective >300 hp with Divine Vigor and Substitution, or the attack and damage bonuses of Divine Might and Divine Favour.
Anyway, he's 15th level, not 16th.

hong said:
In fact, the gap between him and everyone else got so wide that I asked him to tone down his character. It had got to the point where I was designing monsters and encounters specifically to neutralise Ronin, which isn't really a Good Thing. He was very cooperative and obliging, something you don't see often these days (not if you go by some people's stories on these boards anyway).

So what did I do last session? I killed his character. There must be an element of karmic payback in there somewhere, but I'm not sure which way it's pointing.

I'm annoyed at the death (Stupid super-fast response bad guy re-inforcements); In D&D, when you decide to run away, you should have run the round before, because it's too late by then.

Geoff.
 

Geoff Watson said:
I'm annoyed at the death (Stupid super-fast response bad guy re-inforcements); In D&D, when you decide to run away, you should have run the round before, because it's too late by then.

Taken offline.
 

The second of the leaders of the bloodmages to fall. Should have buffed up his buddies a bit more before charging into the fray.

Narlael the Shadow Priest, bloodmage lord: Male shadow spirit drd6/bloodmage 10; CR 16; Medium Monstrous Humanoid (spirit); HD 6d6+10d8+96 (170 hp); Init +5; Spd 30 ft; AC 29 (touch 20, flat-footed 23); BAB +9; Grap +14; Atk +20/+15 melee (1d6+12/18–20 plus 1 Con, +5 wounding scimitar); S/R 5 ft/5 ft; SA Spells, rebuke undead, smite good (+16 damage), spell-like abilities; SQ Accursed, blood magic, bloodpool, spirit sight, spirits’ favour, DR 10/good and Britannian steel, SR 21, resistances, shadow spirit traits; AL NE; SV Fort +22, Ref +16, Will +21; Str 20, Dex 19, Con 22, Int 12, Wis 22, Cha 16.

Skills and Feats: Concentration +25, Diplomacy +20, Knowledge (religion and philosophy) +20, Spellcraft +20, Combat Reflexes, Divine Might, Dodge, Fortune’s Favour, Improved Dodge, Negate Critical, Power Attack, Quicken Spell, Weapon Focus (scimitar).

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

SQ — Bloodpool (Su): Narlael’s bloodpool can hold up to 160 hit points and 16 Constitution points.

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

Equipment: +5 wounding scimitar; +5 chain shirt; ring of protection +4; amulet of resistance +4; boots of speed; cloak of transport.

Spells Prepared (6/6+2/6+2/5+2/5+1/5+1/4+1/3+1/2+1, save DC = 16 + spell level): 0 — cure minor wounds (x2), detect magic, guidance, read magic (x2); 1st — bless, cure light wounds (x2), lion’s charge, protection from good (x2), weapon bless* (x2); 2nd — ancestral vengeance, animal messenger, ghoul touch (x2), rebuke (x2), warning* (x2); 3rd — castigate (x2), locate object, magic vestment (x2), substitution* (x2); 4th — air walk, cure critical wounds (x2), divine power*, restoration, unholy blight; 5th — cloudkill, commune with greater spirit, flame strike*, mass cure light wounds (x2), true seeing; 6th — harm (x2), heal (x2), stoneskin*; 7th — blasphemy, quickened divine power*, greater dispel magic, quickened unholy blight; 8th — mass cure critical wounds, moment of prescience*, stormrage.
* denotes domain spell. Domains: Guardian, War.

Powerup Results (substitution, warning, stoneskin, shield, quickened divine power, speed): 202 hp; Spd 60 ft; AC 34 (touch 30, flat-footed 27); BAB +16; Grap +24; Atk +30/+30/+25/+20/+15 melee (1d6+15/18–20 plus 1 Con, +5 wounding scimitar); SQ DR 10/blacksteel, half damage from all attacks, uncanny dodge; SV Ref +17; Str 24.
 


Dim door 1/day. Basically a cape of the mountebank from the DMG, but without the poncy name and puff-of-smoke special effect.
 

crass said:
Maybe Darius has some more redemption in him, once he tires of Varimer?

hong said:
I think Darius might be preoccupied for the foreseeable future. Why don't you do it?
Took your advice, but redeeming the estranged wife-turned-bad of the witch hunter was more fun... mwhahahaha.... er... em... Wonder how Carcossa feels about it all? Should he be cuckolded, next session? :]
 

From discussions I've had with Chris, let's just say that Carcosa is rather conflicted at the moment. Although I'm sure he'll seize the moment when it presents itself. ;)

The first artifact-level weapons and armour to be found:

Rimefire blade: This +5 flaming, frost, ghost touch, holy mystic Britannian steel bastard sword can create an earthbolt (DC 15, caster level 20th) as a standard action, 3 times per day.

As a mystic weapon, the rimefire blade bypasses all damage reduction and hardness when used against an evil creature. Each time such a creature is hit by a mystic weapon, it must also succeed on a DC 20 Will save or be staggered for one round.


Chainbreaker: This +5 holy, spiritbane mystic Britannian steel spear can cast dispel evil once per day (caster level 20th).

As a mystic weapon, chainbreaker bypasses all damage reduction and hardness when used against an evil creature. Each time such a creature is hit by a mystic weapon, it must also succeed on a DC 20 Will save or be staggered for one round.


Shield of the sentinel: This +5 heavy fortification mystic heavy Britannian steel shield bears the red stone of valor on its face. If its user is a partial avatar of Valor, he or she gains immunity to fear effects, death and energy drain attacks, and any negative energy effects.

As a mystic protective item, the shield of the sentinel grants its user DR 10/epic and SR equal to 10 + its user’s HD against evil effects and attacks by evil creatures, and protects against possession and mental control as protection from evil.


Rimefire ward hauberk: This +5 cold and fire resistance, ghost touch mystic Britannian steel chain shirt grants its wearer immunity to unholy blight and blasphemy.

As a mystic protective item, the rimefire ward hauberk grants its user DR 10/epic and SR equal to 10 + its user’s HD against evil effects and attacks by evil creatures, and protects against possession and mental control as protection from evil.
 

hong said:
The first artifact-level weapons and armour to be found:
...and not a single artifact-level shortbow to be found amongst them.

Dear Santa,

I've been real good this year, killing my quota of blood mages and all. For Christmas can I please have a...
 

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