Perfect Warriors and Fierce weasels!
Axiomatic Blood Spirit Warrior [trooper, sergeant]
Medium Humanoid (TrueBlood)
Hit Dice: 1d8 (8hp) [trooper 13hp,
sergeant 18hp]
Initiative: +4 (Imp Init)
Speed: 20’ (30’ w/o armor)
AC: 19 (+7 MW half-plate, +2 MW large shield)
(AC 21, DR 1/- w/ optional armor rule)
Attk: +2 melee: MW bastard sword [+3,
+5], +2 ranged MW javelin (2) [+3,
+4 ranged]
Damage: 1d10: bastard sword , 1d6: javelin (incr 30’ )
Face/Reach: 5x5/5
Spec Attk: Smite Chaos (1x/day, +1 dmg [+2,
+3 dmg])
Spec Qual: Darkvision 60’, Fire/Elec/Cold/Sonic resist: 5, SR 2 [SR 4,
6], Linked Minds (MotP p197-8)
Saves: Fort: +2 [+3], Refl +0 [
+1], Will +0 [
+1]
Abilities: Str 11, Dex 11, Con 11, Int 11, Wis 11, Cha 13 (+1)
Skills: Intimidate +5 , Listen +1 [+1,
+2] Spot +1, [+2,
+2]
Feats: Exotic Weapon: Bastard Sword, Improved Initiative,
weapon focus: bastard sword
Clim/Ter: any land
Org: 2-5 (Team)
C.R. ½ [1,
2]
Treasure: None
Align: Always lawful neutral
Adv: By character class (warrior)
These perfect warriors are representations of all that the Blood Spirits stand for. Certain holy places are permanently guarded by these stalwart troops. (if there are numbers after the given scores they denote the trooper's (1st) and sergeant's (2nd ... now in red) scores ... if only one is given they are the same (trooper/sarge)) (it's easier in word, the sergeants diff stats are all italicized)
Ice Hellion (Weasel +1/2 Dragon (white) template)
Tiny dragon
Hit Dice: ½ d10+1 (6hp)
Initiative: +6 (+2 dex, +4 imp init)
Speed: 20 ft, climb 20 ft
AC: 18 (+2 size, +2 dex, +4 natural)
Attacks: Bite +4 melee; 2 claws –3 melee
Damage: Bite 1d3; claw 1d2
Face/Reach: 2.5x2.5/0
Spec Attk: Cone of Cold (refl DC 16, 3d6, 30 ft, 1/day), attach (on successful bite: AC 16, auto bite dmg)
Spec Qual: Cold immunity, Scent
Saves: Fort +3, Refl +4, Will +1
Abilities: Str 11, Dex 15 (+2), Con 12 (+1), Int 4 (-3), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4
Feats: Weapon finesse: bite, Improved initiative
Clim/Ter: Any cold
Org: Clutch (2-5)
C.R. 2
Treasure:
Alignment: Always chaotic neutral
Advancement:
Ice Hellions speak draconic.