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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1914211" data-attributes="member: 537"><p>More villains from Stonegate, where the party is up against the top echelons of the bloodmages and their <s>drow</s> shadow spirit allies.</p><p></p><p></p><p>First, the leader of the <s>drow</s> 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.</p><p></p><p><strong>Jasin, Shadow Warrior:</strong> 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, <em>+5 unholy, humanbane bastard sword</em>); SA Sneak attack +3d6, Way of the Shadow mastery, <em>grasping darkness</em>, 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, <em>obscuring shadow</em>, 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.</p><p></p><p><em>Skills and Feats:</em> 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).</p><p></p><p><em>SA — Way of the Shadow Mastery (Ex):</em> 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.</p><p></p><p><em>SA — Spell-Like Abilities:</em> 3/day — <em>scales of the serpent</em>.</p><p></p><p><em>SA — Weapon of Shadow (Su):</em> 2d6 Con damage, 1/encounter, Fort half DC 20.</p><p></p><p><em>SQ — Resistances (Ex):</em> Acid, cold, fire and electricity resistance 10.</p><p></p><p><em>Equipment:</em> <em>+5 unholy, humanbane bastard sword</em>; <em>bracers of armour +5, medium fortification</em>; <em>ring of protection +2</em>; <em>ring of freedom of movement</em>; <em>belt of resistance +5</em>; <em>boots of the cloudwalker</em>; <em>amulet of speed</em>; <em>dusty rose ioun stone</em>; <em>pale green ioun stone</em>.</p><p></p><p><em>Powerup Results</em> (<em>scales of the serpent</em>, <em>dusty rose ioun stone</em>, <em>pale green ioun stone</em>, <em>elusive body</em>, <em>speed</em>): 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, <em>+5 unholy, humanbane bastard sword</em>), or +30/+30/+30/+25/+20/+15 melee (1d10+12/19–20 plus 2d6 unholy plus 2d6 vs humans, <em>+5 unholy, humanbane bastard sword</em>); SQ 50% miss chance; SV Fort +23, Ref +26, Will +18.</p><p></p><p>Notes:</p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/shadow_warrior.htm" target="_blank">Shadow warrior</a></p><p></p><p></p><p>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.</p><p></p><p><strong>Velokoi Iceheart, bloodmage lord:</strong> 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, <em>+5 icy burst glaive</em>); S/R 5 ft/5 ft (10 ft with glaive); SA Frenzy 2/day, unholy strike, agonising strike 2/day (+5d6), <em>dispel fire</em> 4/day; SQ Accursed, <em>detect fire</em>, protection of winter, DR 10/magic, SR 26, resistances, <em>aura of cold</em> (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.</p><p></p><p><em>Skills and Feats:</em> 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).</p><p></p><p><em>SQ — Protection of Winter (Su):</em> Velokoi gains a +1 sacred bonus on saving throws and a +1 bonus to AC in cold areas (already figured into the stats above).</p><p></p><p><em>SQ — Resistances (Ex):</em> Acid and electricity resistance 10, immune to cold and fire.</p><p></p><p><em>Equipment:</em> <em>+5 icy burst glaive</em>; masterwork falchion; <em>+5 breastplate</em>; <em>ring of resistance +5</em>; <em>ring of protection +2</em>; <em>amulet of speed</em>; <em>boots of the cloudwalker</em>.</p><p></p><p><em>Spells Prepared</em> (5/5/3/3/2, save DC = 12 + spell level): 1st — <em>divine favor</em> (x2), <em>lesser frostburn</em> (x2), <em>protection from good</em>; 2nd — <em>blood snow, chill metal</em> (x2), <em>fog cloud, zone of glacial cold</em>; 3rd — <em>binding snow, meld into ice, sleet storm</em>; 4th — <em>summon giants, hibernal healing</em> (x2); 5th — <em>stoneskin, frostbite</em>. Caster level 14th.</p><p></p><p><em>Powerup Results</em> (<em>stoneskin</em>, <em>divine favor</em>, <em>speed</em>, 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, <em>+5 icy burst glaive</em>); SQ DR 10/blacksteel; SV Ref +16; Str 30.</p><p></p><p>Notes:</p><p>- The iceguard prestige class is the disciple of Thrym from Frostburn, changed so it's not giant-specific.</p><p>- 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.</p><p>- The new spells are also from Frostburn. Highlights: <em>hibernal healing</em> is like <em>heal</em>, except self only and requires snow handy; and <em>frostbite</em> deals 6d6 cold damage and 2d6 Dex damage to 1 target/level, with a Fort save for half.</p></blockquote><p></p>
[QUOTE="hong, post: 1914211, member: 537"] More villains from Stonegate, where the party is up against the top echelons of the bloodmages and their [s]drow[/s] shadow spirit allies. First, the leader of the [s]drow[/s] 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. [b]Jasin, Shadow Warrior:[/b] 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, [i]+5 unholy, humanbane bastard sword[/i]); SA Sneak attack +3d6, Way of the Shadow mastery, [i]grasping darkness[/i], 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, [i]obscuring shadow[/i], 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. [i]Skills and Feats:[/i] 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). [i]SA — Way of the Shadow Mastery (Ex):[/i] 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. [i]SA — Spell-Like Abilities:[/i] 3/day — [i]scales of the serpent[/i]. [i]SA — Weapon of Shadow (Su):[/i] 2d6 Con damage, 1/encounter, Fort half DC 20. [i]SQ — Resistances (Ex):[/i] Acid, cold, fire and electricity resistance 10. [i]Equipment:[/i] [i]+5 unholy, humanbane bastard sword[/i]; [i]bracers of armour +5, medium fortification[/i]; [i]ring of protection +2[/i]; [i]ring of freedom of movement[/i]; [i]belt of resistance +5[/i]; [i]boots of the cloudwalker[/i]; [i]amulet of speed[/i]; [i]dusty rose ioun stone[/i]; [i]pale green ioun stone[/i]. [i]Powerup Results[/i] ([i]scales of the serpent[/i], [i]dusty rose ioun stone[/i], [i]pale green ioun stone[/i], [i]elusive body[/i], [i]speed[/i]): 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, [i]+5 unholy, humanbane bastard sword[/i]), or +30/+30/+30/+25/+20/+15 melee (1d10+12/19–20 plus 2d6 unholy plus 2d6 vs humans, [i]+5 unholy, humanbane bastard sword[/i]); SQ 50% miss chance; SV Fort +23, Ref +26, Will +18. Notes: - [url=http://www.zipworld.com.au/~hong/dnd/shadow_warrior.htm]Shadow warrior[/url] 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. [b]Velokoi Iceheart, bloodmage lord:[/b] 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, [i]+5 icy burst glaive[/i]); S/R 5 ft/5 ft (10 ft with glaive); SA Frenzy 2/day, unholy strike, agonising strike 2/day (+5d6), [i]dispel fire[/i] 4/day; SQ Accursed, [i]detect fire[/i], protection of winter, DR 10/magic, SR 26, resistances, [i]aura of cold[/i] (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. [i]Skills and Feats:[/i] 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). [i]SQ — Protection of Winter (Su):[/i] Velokoi gains a +1 sacred bonus on saving throws and a +1 bonus to AC in cold areas (already figured into the stats above). [i]SQ — Resistances (Ex):[/i] Acid and electricity resistance 10, immune to cold and fire. [i]Equipment:[/i] [i]+5 icy burst glaive[/i]; masterwork falchion; [i]+5 breastplate[/i]; [i]ring of resistance +5[/i]; [i]ring of protection +2[/i]; [i]amulet of speed[/i]; [i]boots of the cloudwalker[/i]. [i]Spells Prepared[/i] (5/5/3/3/2, save DC = 12 + spell level): 1st — [i]divine favor[/i] (x2), [i]lesser frostburn[/i] (x2), [i]protection from good[/i]; 2nd — [i]blood snow, chill metal[/i] (x2), [i]fog cloud, zone of glacial cold[/i]; 3rd — [i]binding snow, meld into ice, sleet storm[/i]; 4th — [i]summon giants, hibernal healing[/i] (x2); 5th — [i]stoneskin, frostbite[/i]. Caster level 14th. [i]Powerup Results[/i] ([i]stoneskin[/i], [i]divine favor[/i], [i]speed[/i], 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, [i]+5 icy burst glaive[/i]); 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: [i]hibernal healing[/i] is like [i]heal[/i], except self only and requires snow handy; and [i]frostbite[/i] deals 6d6 cold damage and 2d6 Dex damage to 1 target/level, with a Fort save for half. [/QUOTE]
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