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Hong's Britannia 3E NPC collection

Hm. I just remembered that these drow archers use shortbows.... Also, don't forget that a certain fighter/barb near Trinsic can MAKE these artifacts. Of course, he may not make them for just anyone, but let's take it one thing at a time.

(BTW Mike, check your emails)
 
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More villains from Stonegate, where the party is up against the top echelons of the bloodmages and their drow shadow spirit allies.


First, the leader of the drow shadow spirit contingent in Stonegate. A pansy-psycho-swordsman modelled after the pansy-psycho-swordsman in Azumi. I live for the chance to chew scenery.

Jasin, Shadow Warrior: Male abyssal shadow spirit MA7/rog2/shadow warrior 9; CR 18; Medium Monstrous Humanoid (spirit); HD 16d8+2d6+108 (196 hp); Init +9; Spd 30 ft; AC 30 (touch 25, flat-footed 22); BAB +17; Grap +22; Atk +30/+25/+20/+15 melee (1d10+14/19–20 plus 2d6 unholy plus 2d6 vs humans, +5 unholy, humanbane bastard sword); SA Sneak attack +3d6, Way of the Shadow mastery, grasping darkness, weapon of shadow 1/day, shadow swarm, smite good (+18 damage); SQ DR 10/—, SR 23, acrobatics (take 10), uncanny dodge, improved uncanny dodge, evasion, improved evasion, trap sense +2, obscuring shadow, blindsense 60 ft, hide in plain sight, elusive body, shadow jump (80 ft), blindsight 60 ft, resistances, shadow spirit traits; AL CE; SV Fort +22, Ref +24, Will +17; Str 20, Dex 21, Con 22, Int 13, Wis 20, Cha 13.

Skills and Feats: Balance +15, Concentration +15, Hide +25, Jump +20, Move Silently +25, Tumble +20, Blind-Fight, Combat Expertise, Dodge, Fortune’s Favour, Improved Initiative, Iron Will, Mobility, Rapid Strike, Spring Attack, Weapon Focus (bastard sword).

SA — Way of the Shadow Mastery (Ex): Jasin gains a +1 bonus to attacks against opponents who are in shadow or darkness. He does not gain this benefit if his opponent has blindsight.

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

SA — Weapon of Shadow (Su): 2d6 Con damage, 1/encounter, Fort half DC 20.

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

Equipment: +5 unholy, humanbane bastard sword; bracers of armour +5, medium fortification; ring of protection +2; ring of freedom of movement; belt of resistance +5; boots of the cloudwalker; amulet of speed; dusty rose ioun stone; pale green ioun stone.

Powerup Results (scales of the serpent, dusty rose ioun stone, pale green ioun stone, elusive body, speed): Spd 60 ft; AC 37 (touch 27, flat-footed 28); Grap +23; Atk +32/+32/+27/+22/+17 melee (1d10+14/19–20 plus 2d6 unholy plus 2d6 vs humans, +5 unholy, humanbane bastard sword), or +30/+30/+30/+25/+20/+15 melee (1d10+12/19–20 plus 2d6 unholy plus 2d6 vs humans, +5 unholy, humanbane bastard sword); SQ 50% miss chance; SV Fort +23, Ref +26, Will +18.

Notes:
- Shadow warrior


The third of the bloodmage lords to fall, after Theron and Narlael. Stood a good chance of carving up the rager, but for a 1 on a Will save.

Velokoi Iceheart, bloodmage lord: Male tainted frostfell spirit ftr5/iceguard 10/tainted berserker 1; CR 16; Medium Monstrous Humanoid (human, spirit, cold); HD 15d10+1d12+96 (193 hp); Init +3; Spd 30 ft; AC 28 (touch 18, flat-footed 23); BAB +16; Grap +24; Atk +30/+25/+20/+15 melee (1d10+17/x3 plus 1d6/2d10 cold, +5 icy burst glaive); S/R 5 ft/5 ft (10 ft with glaive); SA Frenzy 2/day, unholy strike, agonising strike 2/day (+5d6), dispel fire 4/day; SQ Accursed, detect fire, protection of winter, DR 10/magic, SR 26, resistances, aura of cold (1d6+15 damage), frostfell spirit traits; AL NE; SV Fort +21, Ref +13, Will +18; Str 26, Dex 16, Con 22, Int 12, Wis 15, Cha 14.

Skills and Feats: Intimidate +20, Listen +20, Survival +20, Cleave, Dodge, Fortune’s Favour, Improved Dodge, Iron Will, Power Attack, Practiced Spellcaster, Weapon Focus (glaive), Weapon Specialisation (glaive).

SQ — Protection of Winter (Su): Velokoi gains a +1 sacred bonus on saving throws and a +1 bonus to AC in cold areas (already figured into the stats above).

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

Equipment: +5 icy burst glaive; masterwork falchion; +5 breastplate; ring of resistance +5; ring of protection +2; amulet of speed; boots of the cloudwalker.

Spells Prepared (5/5/3/3/2, save DC = 12 + spell level): 1st — divine favor (x2), lesser frostburn (x2), protection from good; 2nd — blood snow, chill metal (x2), fog cloud, zone of glacial cold; 3rd — binding snow, meld into ice, sleet storm; 4th — summon giants, hibernal healing (x2); 5th — stoneskin, frostbite. Caster level 14th.

Powerup Results (stoneskin, divine favor, speed, frenzy): Spd 60 ft; AC 31 (touch 21, flat-footed 23); Atk +36/+36/+36/+31/+26/+21 melee (1d10+23/x3 plus 1d6/2d10 cold, +5 icy burst glaive); SQ DR 10/blacksteel; SV Ref +16; Str 30.

Notes:
- The iceguard prestige class is the disciple of Thrym from Frostburn, changed so it's not giant-specific.
- Frostfell spirits are a new race (see next), like other spirit folk but for a cold environment. When I'm bored, I start making new races.
- The new spells are also from Frostburn. Highlights: hibernal healing is like heal, except self only and requires snow handy; and frostbite deals 6d6 cold damage and 2d6 Dex damage to 1 target/level, with a Fort save for half.
 

Behold the frostfell spirit race.

Frostfell spirit

Frostfell spirits are spirit folk who live in the icy cauldron of Stonegate. They appear very similar to mountain spirit folk, but their hair is varying shades of blue, and their skin is pale with a similar bluish tinge.
Frostfell spirits have the following racial traits:
— Medium size.
— A frostfell spirit’s base land speed is 30 feet.
— Low-light vision.
— Spirit subtype: Frostfell spirits can be affected by spells that specifically target spirits, such as protection from spirits and invisibility to spirits.
— Human subtype: Despite their racial differences, frostfell spirits retain a link to their human ancestry.
— Cold subtype: Frostfell spirits have immunity to cold. They are vulnerable to fire, which means they takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
— +4 racial bonus to Survival checks in a cold environment.
— Snow striding: A frostfell spirit may move through any sort of natural snow, ice or slush at her normal speed and without taking damage or suffering any other im-pairment. However, terrain that has been magically manipulated (such as the area of a sleet storm spell) still affects her.
Aura of cold: As a free action, a frostfell spirit of 7th level or higher can surround herself with an aura of cold that duplicates the effect of a fire shield spell (cold flames only). The frostfell spirit’s caster level for this effect is equal to her total HD. The aura can be dispelled, but the frostfell spirit can reactivate it on her next turn. This is a spell-like ability.
— Favoured class: Any.
— Level adjustment 0.
 

Back from the Hmas break....

The fall of the bloodmages is wrought! First, the two bloodmage lords who took part in the fight mentioned here.


Irius, dark inquisitor, bloodmage lord: Male human mag6/bloodmage 10; CR 13; Medium Humanoid (human); HD 6d4+10d8+80 (148 hp); Init +5; Spd 30 ft; AC 25 (touch 19, flat-footed 18); BAB +8; Grap +10; Atk +11/+7 melee (1d6+3, +3 quarterstaff); S/R 5 ft/5 ft; SA Spells; SQ Accursed, bloodpool, blood magic, cold resistance 10; AL NE; SV Fort +18, Ref +14, Will +16; Str 11, Dex 20, Con 20, Int 12, Wis 18, Cha 24.

Skills and Feats: Concentration +20, Knowledge (arcana) +20, Knowledge (planes and spirits) +20, Spellcraft +20, Dodge, Fortune’s Favour, Greater Spell Focus (Enchantment), Improved Dodge, Heighten Spell, Quicken Spell, Spell Focus (Enchantment), Still Spell.

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

Equipment: +3 quarterstaff; bracers of armour +6; amulet of resistance +4; ring of protection +2; stone of minor cold resistance.

Spells Per Day (6/8/8/8/7/7/7/6/3, save DC = 17 + spell level, or 19 + spell level for Enchantment spells): 0 — arcane mark, daze, detect poison, disrupt undead, flare, ghost sound, mage hand, mending, prestidigitation, read magic; 1st — detect evil, endure elements, magic missile, scales of the serpent, shield, true strike; 2nd — acid arrow, blindsight, hold person, lion’s charge, invisibility, speak to allies; 3rd — displacement, fireball, haste, ray of exhaustion, vampiric touch; 4th — air walk, dimension door, earth reaver, inflict critical wounds, stoneskin; 5th — cone of cold, feeblemind, hold monster, teleport, wall of stone; 6th — greater dispel magic, harm, transfix, wind walk; 7th — limited wish, mass hold person; 8th — power word stun.

Powerup Results (stoneskin, quickened shield, scales of the serpent, quickened displacement, haste): Spd 60 ft; AC 35 (touch 20, flat-footed 27); Atk +12/+12/+7 melee (1d6+3, +3 quarterstaff); SQ DR 10/blacksteel, 50% miss chance; SV Ref +15.



Mordecai the battlemage, bloodmage lord: Male abyssal human battlemage 8/bloodmage 10; CR 16; Medium Humanoid (human); HD 18d8+90 (180 hp); Init +5; Spd 30 ft; AC 32 (touch 20, flat-footed 26); BAB +11; Grap +17; Atk +25/+20/+15 melee (1d8+11/19–20 plus 2d6 unholy, +5 skilful, unholy longsword); S/R 5 ft/5 ft; SA Spells; SQ DR 10/—, SR 23, accursed, blood magic, bloodpool, cold resistance 10; AL LE; SV Fort +19, Ref +14, Will +17; Str 22, Dex 19, Con 20, Int 14, Wis 16, Cha 22.

Skills and Feats: Concentration +30, Knowledge (arcana) +20, Spellcraft +20, Arcane Disciple (Hero), Arcane Strike, Combat Reflexes, Dodge, Fortune’s Favour, Improved Dodge, Power Attack, Weapon Focus (longsword), Quicken Spell.

SQ — Bloodpool (Su): Mordecai’s bloodpool can hold up to 180 hit points and 18 Constitution points.

Equipment: +5 skilful, unholy longsword; +4 medium fortification chain shirt; scabbard of defense +4; ring of protection +4; ring of evasion; headband of resistance +5; stone of minor cold resistance; amulet of speed.

Spells Per Day (5/7/7/6/6/6/6/5/4/2, save DC = 16 + spell level): 0 — arcane mark, daze, detect poison, disrupt undead, ghost sound, mage hand, mending, prestidigitation, read magic; 1st — divine favor*, magic missile, scales of the serpent, shield, true strike; 2nd — blindsight, ice darts, invisibility, lion’s charge, whirling blade; 3rd — displacement, earthbolt, haste, protection from energy; 4th — air walk, dimension door, divine power*, stoneskin; 5th — cacophonic burst, metal skin, teleport, wall of force; 6th — greater dispel magic, greater heroism, harm; 7th — giant size, limited wish, withering palm; 8th — horrid wilting.
* denotes domain spell. Domains: Hero.

Powerup Results (divine power, quickened displacement, greater heroism, quickened scales of the serpent, giant size, quickened divine favor, speed): Gargantuan Humanoid (human); 288 hp; Spd 60 ft; AC 40 (touch 16, flat-footed 34); BAB +18; Grap +53; Atk +46/+46/+41/+36/+31 melee (3d8+26/19–20 plus 2d6 unholy, +5 skilful, unholy longsword); S/R 20 ft/20ft; SQ 50% miss chance; SV Fort +27, Ref +18, Will +21; Str 46, Dex 17, Con 28.

Notes:
- Lots of stuff from Complete Arcane and Divine, including the Arcane Disciple feat and the skilful enchantment
 

Elistaria is the leader of the Oppression in Ultima 5, during the rule of Blackthorn. She got an early start in my campaign, as leader of the bloodmages.


Elistaria the Dark Lady, Scion of Mondain: Female tainted abyssal human mag10/bloodmage 10; CR 17; Medium Monstrous Humanoid (human); HD 10d4+10d8+140 (220 hp); Init +11; Spd 30 ft; AC 31 (touch 23, flat-footed 24); BAB +10; Grap +12; Atk +14/+9 melee (1d6+5, darkfire staff); S/R 5 ft/5 ft; SA Spells, smite good (+20 damage), spell-like abilities; SQ Accursed, bloodpool, DR 10/—, SR 25, blindsight 60 ft, resistances; AL LE; SV Fort +22, Ref +19, Will +21; Str 14, Dex 25, Con 23, Int 16, Wis 20, Cha 28.

Skills and Feats: Bluff +20, Concentration +28, Knowledge (arcana) +25, Knowledge (planes and spirits) +25, Spellcraft +25, Arcane Strike, Fortune’s Favour, Improved Initiative, Improved Toughness, Indomitable, Power Attack, Quicken Spell, Silent Spell, Spell Focus (Necromancy), Still Spell.

SA — Spell-Like Abilities: 3/day: detect good.

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

SQ — Bloodpool (Su): Elistaria’s bloodpool can hold up to 200 hit points and 20 Constitution points.

Equipment: Darkfire staff; bracers of armour +6; amulet of natural armour +2; ring of protection +5; cloak of resistance +5; luckstone; robes of greater displacement; boots of speed.

Spells Per Day (6/9/8/8/8/8/7/7/7/7, save DC = 19 + spell level, or 20 + spell level for Necromancy spells): 0 — arcane mark, daze, detect poison, disrupt undead, ghost sound, mage hand, mending, prestidigitation, read magic; 1st — disguise self, endure elements, magic missile, scales of the serpent, shield, true strike; 2nd — acid arrow, blindsight, hold person, scorching ray, see invisibility, speak to allies; 3rd — displacement, fireball, haste, magic circle against good, vampiric touch; 4th — air walk, dimension door, enervation, inflict critical wounds, stoneskin; 5th — cacophonic burst, metal skin, passwall, teleport, wall of force; 6th — greater dispel magic, harm, mass inflict moderate wounds, wind walk; 7th — limited wish, spell turning, summon monster VII, sword of darkness; 8th — blackfire, horrid wilting, summon monster VIII.

Powerup Results (spell turning, divine power via limited wish, quickened shield, metal skin, quickened scales of the serpent, greater displacement, speed): 240 hp; Spd 60 ft; AC 46 (touch 23, flat-footed 39); BAB +20; Grap +25; Atk +28/+28/+23/+18/+13 melee (1d6+9, darkfire staff); SQ 50% miss chance; Str 20, Dex 23.

Darkfire staff: This witchwood staff is inscribed with eldritch runes of death. It functions as a +2 quarterstaff in battle, and its wielder can cast the following spells:
  • Ray of enfeeblement (1 charge)
  • Heart ripper (2 charges)
  • Waves of fatigue (2 charges)
  • Waves of exhaustion (3 charges)
  • Harm (5 charges)
  • Power word kill (5 charges)
The darkfire staff is a creation of blood magic, and any non-bloodmage who attempts to use it gains three negative levels. These negative levels do not result in actual level loss, but cannot be overcome in any way (including restoration spells) while the staff is wielded.



And here's her pet, a (heavily modded) nightwalker:

Vampiric guardian: CR 16; Huge Undead (spirit); HD 21d12+42 (189 hp); Init +6; Spd 40 ft, fly 20 ft (poor); AC 32 (touch 10, flat-footed 30); BAB +10; Grap +34; Atk +25/+25 melee (2d6+16 plus energy drain, 2 slams); S/R 15 ft/15 ft; SA Desecrating aura, energy drain, gaze of destruction, summon undead, spell-like abilities; SQ Aversion to daylight, DR 15/Britannian steel and magic, SR 29, fast healing 10, cold immunity, electricity resistance 10, telepathy, undead traits; AL NE; SV Fort +11, Ref +11, Will +19; Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 26.

Skills and Feats: Concentration +28, Hide +18, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight), Weapon Focus (slam).

SA — Spell-Like Abilities: At will: contagion (DC 22), deeper darkness, detect good, detect magic, greater dispel magic, haste, see invisibility, unholy blight (DC 22); 3/day — confusion (DC 22), dimension door (self only), divine power, dominate person (DC 23), invisibility; 1/day — cone of cold (DC 23), finger of death (DC 26), ethereal jaunt. Caster level 21st.

SA — Energy Drain (Su): 2 negative levels, Fort negates DC 28.

SA — Mindfire Gaze (Su): 1d4 permanent Wis drain, Will negates DC 28.

SA — Summon Undead (Su): 1/night — 2d6 shadows, 2d4 greater shadows, 1d2 dread wraiths or 1 vampire.

Powerup Results (haste, divine power): 210 hp; Spd 60 ft, fly 50 ft (poor); AC 33 (touch 11, flat-footed 30); BAB +21; Grap +48; Atk +40/+40/+40 melee (2d6+19 plus energy drain, 2 slams); SV Ref +12; Str 44.
 

i remember that little hidden castle up in the northeast corner of the map... and having to get the Black Badge and the Oppression's code word... and the Jewelled weapons or something like that.
 

BOZ said:
i remember that little hidden castle up in the northeast corner of the map... and having to get the Black Badge and the Oppression's code word... and the Jewelled weapons or something like that.
Yeah. The jewelled weapons aren't actually that great if you get them, plus you turn the Resistance against you making it impossible (IIRC) to finish the game without a cheat sheet. Old-school games didn't qualm at sending the player down unwinnable paths early on. :)


More U5 anachronisms:

Faulinei, Shadowlord of Deception: CR 22; Large Outsider (incorporeal, spirit, evil); HD 25d8+200 (325 hp); Init +14; Spd Fly 100 ft (perfect); AC 38 (touch 38, flat-footed 28); BAB +25; Grap —; Atk +35 incorporeal touch (3d6 plus energy drain plus touch of the shadow, incorporeal touch); S/R 10 ft/10 ft; SA Touch of the shadow, create spawn, possession, whispering lies, fear aura, spell-like abilities; SQ DR 15/—, SR 30, lifesense 60 ft, fast healing 10, dark insight, darkvision 60 ft, resistances, telepathy, incorporeal traits, outsider traits; AL NE; SV Fort +28, Ref +28, Will +29; Str —, Dex 30, Con 26, Int 21, Wis 29, Cha 30.

Skills and Feats: Bluff +35, Concentration +35, Hide +40, Intimidate +35, Knowledge (arcana) +30, Knowledge (religion and philosophy) +30, Knowledge (spirits and planes) +30, Listen +39, Search +30, Sense Motive +35, Spellcraft +30, Spot +39, Tumble +35, Ability Focus (possession), Ability Focus (whispering lies), Alertness, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Flyby Attack, Weapon Focus (incorporeal touch).

SA — Spell-Like Abilities: At will — animate dead, detect good, dimension door (self only), ethereal jaunt, fireball (DC 23), greater dispelling, magic missile, polar ray, ray of exhaustion (DC 23), scorching ray, unholy blight (DC 24), telekinesis (DC 25); 3/day — black tentacles, cloudkill (DC 25), finger of death (DC 28), horrid wilting (DC 28), nightmare (DC 25), power word stun, wall of force; 1/day — blasphemy (DC 27), meteor swarm (DC 28), wail of the banshee (DC 29). Caster level 20th.

SA — Whispering Lies (Su): Faulinei radiates an invisible aura that fills all creatures within 30 ft with self-doubt and uncertainty, causing them to suffer a –2 penalty to attacks, damage, saves, ability checks and skill checks. This lasts as long as they remain within 30 ft of Faulinei, and for 1d6 minutes afterwards. Will negates DC 34. This is a mind-affecting effect. A dispel evil or limited wish cast on the target, followed by a successful DC 25 caster level check, ends the effect.

A partial avatar of Honesty is immune to Faulinei’s whispering lies. A partial avatar of Justice, Honor or Spirituality gains a +4 sacred bonus to their save against this ability.

SA — Possession (Su): Once per round, Faulinei can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 25th), except that it does not require a receptacle. To use this ability, he must move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 34). A creature that successfully saves is immune to Faulinei’s possession for 24 hours, and he cannot enter the target’s space. If the save fails, he vanishes into the target’s body. A dispel evil or limited wish cast on the target, followed by a successful DC 25 caster level check, ends the possession effect.

A partial avatar of Honesty is immune to Faulinei’s possession. A partial avatar of Justice, Honor or Spirituality gains a +4 sacred bonus to their save against this ability.

SA — Energy Drain (Su): 4 negative levels, Fort save DC 32 to remove a negative level. Faulinei gains 5 temporary hit points for each negative level bestowed.

SA — Touch of the Shadow (Su): 4d6 permanent Con drain, Fort negates DC 32. This is a death effect.

SA — Create Spawn (Su): A humanoid slain by Faulinei’s energy drain or touch of the shadow rises as a vampire in 1d4 rounds, under his control.

SA — Fear Aura (Su): 30 ft radius, enemies with 4 or fewer HD panicked for 4d6 rounds, those with 5 or more HD shaken for 4d6 rounds. Will negates DC 32. This is a mind-affecting, fear effect.

SQ — Aura of Shadow (Sp): Faulinei is continually surrounded by a halo of flickering darkness. This combines the effects of the death ward and unholy aura spells (caster level 20th, Fort save DC 28 to negate the Strength damage). The aura can be dispelled, but he can reactivate it on his turn as a free action.

SQ — Dark Insight (Ex): Faulinei adds his Wisdom modifier as an insight bonus to his AC (already figured into the stats above).

SQ — Unnatural Aura (Su): Animals, whether wild or domesticated, can sense Faulinei’s unnatural presence at a distance of 100 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

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




Nosfentor, Shadowlord of Fear: CR 22; Large Outsider (incorporeal, spirit, evil); HD 25d8+200 (325 hp); Init +14; Spd Fly 100 ft (perfect); AC 38 (touch 38, flat-footed 28); BAB +25; Grap —; Atk +35 incorporeal touch (3d6 plus energy drain plus touch of the shadow, incorporeal touch); S/R 10 ft/10 ft; SA Touch of the shadow, create spawn, possession, gaze of terror, fear aura, spell-like abilities; SQ DR 15/—, SR 30, lifesense 60 ft, fast healing 10, dark insight, darkvision 60 ft, resistances, telepathy, incorporeal traits, outsider traits; AL NE; SV Fort +28, Ref +28, Will +29; Str —, Dex 30, Con 26, Int 21, Wis 29, Cha 30.

Skills and Feats: As for Faulinei, but substitute Ability Focus (gaze of terror) for Ability Focus (whispering lies).

SA — Spell-Like Abilities: As for Faulinei, but substitute weird for wail of the banshee.

SA — Gaze of Terror (Su): Gaze attack, range 30 ft, paralysed 2d4 rounds. Will negates DC 34. This is a mind-affecting, compulsion, fear effect. A dispel evil or limited wish cast on the target, followed by a successful DC 25 caster level check, ends the effect.

A partial avatar of Valor is immune to Nosfentor’s gaze of terror. A partial avatar of Sacrifice, Honor or Spirituality gains a +4 sacred bonus to their save against this ability.

SA — Possession (Su): As for Faulinei, except that a partial avatar of Valor is immune to Nosfentor’s possession, and a partial avatar of Sacrifice, Honor or Spirituality gains a +4 sacred bonus to their save against this ability.




Astaroth, Shadowlord of Hatred: CR 22; Large Outsider (incorporeal, spirit, evil); HD 25d8+200 (325 hp); Init +14; Spd Fly 100 ft (perfect); AC 38 (touch 38, flat-footed 28); BAB +25; Grap —; Atk +35 incorporeal touch (3d6 plus energy drain plus touch of the shadow, incorporeal touch); S/R 10 ft/10 ft; SA Touch of the shadow, create spawn, possession, instil bloodlust, fear aura, spell-like abilities; SQ DR 15/—, SR 30, lifesense 60 ft, fast healing 10, dark insight, darkvision 60 ft, resistances, telepathy, incorporeal traits, outsider traits; AL NE; SV Fort +28, Ref +28, Will +29; Str —, Dex 30, Con 26, Int 21, Wis 29, Cha 30.

Skills and Feats: As for Faulinei, but substitute Ability Focus (instil bloodlust) for Ability Focus (gaze of terror).

SA — Spell-Like Abilities: As for Faulinei, but substitute power word kill for wail of the banshee.

SA — Instil Bloodlust (Su): Creature within 30 ft attacks a target designated by Astaroth. Duration 2d4 rounds, Will negates DC 34. This is a mind-affecting, compulsion effect. Using this ability is a free action, but Astaroth can only instil bloodlust in one creature at a time. He can dismiss this effect as a free action if he wishes to instil bloodlust in a different target. A dispel evil or limited wish cast on the target, followed by a successful DC 25 caster level check, ends the effect.

A partial avatar of Compassion is immune to Astaroth’s instil bloodlust ability. A partial avatar of Justice, Sacrifice or Spirituality gains a +4 sacred bonus to their save against this ability.

SA — Possession (Su): As for Faulinei, except that a partial avatar of Compassion is immune to Astaroth’s possession, and a partial avatar of Justice, Sacrifice or Spirituality gains a +4 sacred bonus to their save against this ability.




These are technically merely "aspects" -- physical manifestations of the primal forces that the Shadowlords represent -- but metaphysics, schmetaphysics, says I. If it has a name and hit points, that's what it is for the purposes of the game.
 

Spirit World monsters!

Some people might remember this thing:

u72boxl.jpg


The aspect of the great earth serpent makes its lair at the base of the mountain in the Spirit World wherein is located the candle of love. This is the encounter mentioned here: http://www.enworld.org/showthread.php?t=121800

Earth Serpent Aspect: Kaiju large viper snake; CR 17; Colossal Magical Beast (earth, spirit); HD 43d10+344 (602 hp); Init +6; Spd 20 ft, climb 20 ft, swim 20 ft; AC 37 (touch 7, flat-footed 33); BAB +43; Grap +75; Atk +53 (4d6+25 plus poison plus 4d6 Fateful Strike, bite) or +38 ranged (4d6+17 plus poison, poison needle spray); S/R 30 ft/20 ft; SA Ranged attack, spell-like abilities, trample 4d12; SQ DR 20/magic, SR 27, darkvision 120 ft, resistances, immune to mind-influencing effects, reflect spells; AL N; SV Fort +31, Ref +25, Will +22; Str 42, Dex 15, Con 27, Int 2, Wis 22, Cha 22.

Skills and Feats: Climb +25, Listen +45, Spot +6, Swim +22, Ability Focus (earthquake), Cleave, Combat Reflexes, Dodge, Fateful Strike, Great Cleave, Improved Dodge, Improved Initiative, Improved Natural Attack (bite), Indomitable, Iron Will, Power Attack, Soul of Battle, Spirit of Fury, Weapon Focus (bite).

SA — Spell-Like Abilities: 1/day — earthquake (DC 17/22). Caster level 20th.

SA — Poison (Ex): Initial and secondary 3d6 Con, Fort negates DC 39.

SA — Trample (Ex): Reflex half DC 47.

SQ — Reflect Spells (Su): Targeted spells and spell-like effects that fail to penetrate SR are reflected back upon their caster.

SQ — Resistances (Ex): Acid, cold and fire resistance 20.


Notes:
- Soul of Battle, Fateful Strike and Spirit of Fury feats
 
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Denizens of the Deep Forest (limited edition, preorder-only).


Dire bear forest spirit: Woodling dire bear; CR 9; Large Animal (wood, spirit); HD 12d8+60 (120 hp); Init +1; Spd 40 ft; AC 24 (touch 10, flat-footed 23); BAB +9; Grap +23; Atk +19/+19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite); S/R 10 ft/5 ft; SA Improved grab, spell-like abilities; SQ DR 5/slashing, low-light vision, scent, fire vulnerability, plant traits; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.

Skills and Feats: Listen +10, Spot +10, Swim +13, Alertness, Endurance, Run, Improved Toughness, Weapon Focus (claw).

SA — Spell-Like Abilities: 3/day — speak with plants; 1/day — command plants, entangle (DC 11), speak with plants, summon nature’s ally II, summon nature’s ally IV.



Dire tiger forest spirit: Woodling dire tiger; CR 10; Large Animal (wood, spirit); HD 16d8+48 (128 hp); Init +2; Spd 40 ft; AC 24 (touch 11, flat-footed 22); BAB +12; Grap +24; Atk +20/+20 melee (2d4+8, 2 claws) and +14 melee (2d6+4, bite); S/R 10 ft/5 ft; SA Improved grab, pounce, rake 2d4+4, spell-like abilities; SQ DR 5/slashing, low-light vision, scent, fire vulnerability, plant traits; AL N; SV Fort +13, Ref +12, Will +11; Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10.

Skills and Feats: Hide +7, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10, Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw).

SA — Spell-Like Abilities: 3/day — speak with plants; 1/day — animate plants, command plants, entangle (DC 11), speak with plants, summon nature’s ally II, summon nature’s ally IV, summon nature’s ally VI.



Shepherd of the trees: Advanced treant; CR 10; Huge Plant (wood, spirit); HD 16d8+96 (176 hp); Init +0; Spd 30 ft; AC 21 (touch 8, flat-footed 21); BAB +12; Grap +29; Atk +21/+21 melee (2d8+10, 2 slams); S/R 15 ft/15 ft; SA Animate trees, trample 2d6+13; SQ DR 10/slashing, low-light vision, fire vulnerability, plant traits; AL N; SV Fort +15, Ref +5, Will +10; Str 31, Dex 10, Con 21, Int 12, Wis 16, Cha 12.

Skills and Feats: Diplomacy +3, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +10, Improved Natural Attack (slam), Improved Sunder, Improved Toughness, Iron Will, Power Attack, Weapon Focus (slam).

SA — Trample (Ex): Reflex half DC 28.



Greater basilisk forest spirit: Woodling greater basilisk; CR 12; Large Magical Beast (wood, spirit); HD 18d10+90 (198 hp); Init –1; Spd 20 ft; AC 24 (touch 8, flat-footed 24); BAB +18; Grap +29; Atk +25 melee (2d8+10, bite); S/R 10 ft/5 ft; SA wood petrifying gaze, spikes; SQ DR 5/slashing, low-light vision, darkvision 60 ft, fire vulnerability, plant traits; AL N; SV Fort +18, Ref +12, Will +8; Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 20.

Skills and Feats: Listen +10, Spot +10, Ability Focus (gaze), Alertness, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite).

SA — Spell-Like Abilities: 3/day — speak with plants; 1/day — animate plants, command plants, entangle (DC 16), speak with plants, summon nature’s ally II, summon nature’s ally IV, summon nature’s ally VI.

SA — Wood Petrifying Gaze (Su): 4d6 Dex, range 30 ft, turns victim into tree if Dex reduced to 0. Fort negates DC 26.



Notes:
- Woodling template is from MM3.
- I changed the basilisk's petrification gaze to Dex drain. Suited the theme better, I thought.
 

The PCs spotted several birds flying around the mountain that was their destination. They encountered one of the little birdies, but never met the big bird. Pity.


Greater Air Aspect: Kaiju half-silver-dragon roc (+); CR 19; Colossal Dragon (air, spirit); HD 43d10+344 (602 hp); Init +5; Spd 40 ft, fly 400 ft (good); AC 34 (touch 9, flat-footed 27); BAB +43; Grap +74; Atk +50/+50 melee (3d6+15, 2 talons) and +48 melee (6d6+7, bite); S/A 30 ft/20 ft; SA Breath weapon, windstorm; SQ DR 20/magic, SR 29, darkvision 120 ft, resistances, immune to mind-influencing effects; AL N; SV Fort +31, Ref +25, Will +21; Str 40, Dex 20, Con 26, Int 2, Wis 20, Cha 25.

Skills and Feats: Listen +22, Spot +30, Alertness, Dodge, Improved Dodge, Improved Overrun, Flyby Attack, Improved Maneuverability, Iron Will, Multiattack, Power Attack, Power Dive, Split Breath, Spreading Breath, Snatch, Weapon Wingover.

SA — Breath Weapon (Su): Line of electricity, 100 feet long, every 1d4 rounds; damage 20d6, Reflex half DC 39.

SA — Windstorm (Ex): 100 foot cone, as tornado (Medium creatures blown back 2d6x10 ft and take 2d6 points nonlethal damage). Ranged attacks take –20 penalty and 50% concealment miss chance in the windstorm.

SA — Power Dive (Ex): 4d6+22. The aspect of air has a +35 bonus on the opposed Str check in the overrun attempt.

SQ — Resistances (Ex): Cold and fire resistance 20, electricity immunity.



Lesser Air Aspect: Half-silver dragon advanced giant eagle (+); CR 6; Large Dragon (air, spirit); HD 8d10+16 (64 hp); Init +3; Spd 10 ft, fly 120 ft (good); AC 19 (touch 12, flat-footed 16); BAB +8; Grap +20; Atk +16/+16 melee (1d6+8, 2 claws) and +10 melee (1d8+4, bite); S/R 10 ft/5 ft; SA Breath weapon; SQ DR 5/magic, SR 13, low-light vision, darkvision 60 ft, resistances; AL N; SV Fort +8, Ref +9, Will +4; Str 26, Dex 17, Con 14, Int 2, Wis 14, Cha 20.

Skills and Feats: Listen +6, Spot +20, Alertness, Flyby Attack, Weapon Focus (claw).

SA — Breath Weapon (Su): Line of electricity, 60 feet long, every 1d4 rounds; damage 6d8, Reflex half DC 16.

SQ — Resistances (Ex): Cold and fire resistance 20, electricity immunity.
 
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Into the Woods

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