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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1596638" data-attributes="member: 537"><p>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".</p><p></p><p>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.</p><p></p><p></p><p><strong>Jaggta-Noga:</strong> 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.</p><p></p><p><em>Skills and Feats:</em> Concentration +15, Listen +22, Spot +22, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack.</p><p></p><p><em>SA — Spell-Like Abilities:</em> At will — <em>air walk, animate objects, blur, detect evil, detect magic, dispel good</em> (DC 20), <em>fear</em> (DC 19), <em>fireball</em> (DC 18), <em>greater heroism, identify, magic circle against good, see invisibility, shatter</em> (DC 17), <em>unholy blight</em> (DC 19); 3/day — <em>circle of death</em> (DC 21), <em>darkness, fire storm</em> (DC 23), <em>harm</em> (DC 21), <em>poison</em> (DC 19), <em>unholy aura</em> (DC 23); 1/day — <em>horrid wilting</em> (DC 23), <em>power word blind</em>.</p><p></p><p><em>SA — Stun (Ex):</em> 3/day — stunned 1 round on a hit with a claw or bite attack, Fort DC 21 negates.</p><p></p><p><em>SA — Create Spawn (Ex):</em> 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.</p><p></p><p><em>SQ — Resistances (Ex):</em> Acid, cold, electricity and fire resistance 10, sonic immunity.</p><p></p><p><em>Powerup Results</em> (<em>greater heroism, unholy aura</em>): 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.</p><p></p><p><em>Equipment: +4 greatsword</em>.</p><p></p><p></p><p>Notes:</p><p>- The slaad implant ability was changed to create spawn. It made for a nice unexpected twist.</p><p>- Blasphemy is becoming much too good. I'll probably change it in the near future.</p><p>- Jaggta-Noga is a name from Conan, for the trivia buffs.</p></blockquote><p></p>
[QUOTE="hong, post: 1596638, member: 537"] 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. [b]Jaggta-Noga:[/b] 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. [i]Skills and Feats:[/i] Concentration +15, Listen +22, Spot +22, Cleave, Great Cleave, Improved Initiative, Improved Natural Attack (claw), Multiattack, Power Attack. [i]SA — Spell-Like Abilities:[/i] At will — [i]air walk, animate objects, blur, detect evil, detect magic, dispel good[/i] (DC 20), [i]fear[/i] (DC 19), [i]fireball[/i] (DC 18), [i]greater heroism, identify, magic circle against good, see invisibility, shatter[/i] (DC 17), [i]unholy blight[/i] (DC 19); 3/day — [i]circle of death[/i] (DC 21), [i]darkness, fire storm[/i] (DC 23), [i]harm[/i] (DC 21), [i]poison[/i] (DC 19), [i]unholy aura[/i] (DC 23); 1/day — [i]horrid wilting[/i] (DC 23), [i]power word blind[/i]. [i]SA — Stun (Ex):[/i] 3/day — stunned 1 round on a hit with a claw or bite attack, Fort DC 21 negates. [i]SA — Create Spawn (Ex):[/i] 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. [i]SQ — Resistances (Ex):[/i] Acid, cold, electricity and fire resistance 10, sonic immunity. [i]Powerup Results[/i] ([i]greater heroism, unholy aura[/i]): 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. [i]Equipment: +4 greatsword[/i]. 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. [/QUOTE]
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