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Notes from my Return to the Tomb of Horrors conversion
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<blockquote data-quote="the Jester" data-source="post: 1924987" data-attributes="member: 1210"><p>It was a blast for us, and included some of the most harrowing moments in my campaign to date-- especially against the Vestige.</p><p></p><p>The Vestige, of course, is in <em>Libris Mortis</em> as the dream vestige, but it's also apparent that it's the basis for the caller in darkness (in the PsiHB). At the time, that was my base creature for the Vestige- one of the toughest monsters ever faced by pcs in my game, and one of the biggest mismatches- they were incredibly outpowered by it.</p><p></p><p>Here is my interpretation of some o' the stuff in Moil:</p><p></p><p><strong>MOILIAN ZOMBIE</strong></p><p><strong>Medium Undead (Cold)</strong></p><p>Hit Dice: 12d12+3 (up to 147)</p><p>Initiative: -1</p><p>Speed: 30’ (can’t run)</p><p>Armor Class: 21 (-1 dex, +12 natural), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +6/</p><p>Attack: Slam +35 melee (1d10+13) or weapon +35 melee (by weapon +9 or +13) or weapon +25 ranged (by weapon)</p><p>Full Attack: Slam +35 melee (1d10+13) or by weapon</p><p>Space/Reach: 5’/5’</p><p>Special Attacks: Aura of cold (DC 19), constant insight, life drain</p><p>Special Qualities: Cold subtype, parasitism, single actions only, undead traits</p><p>Saves: Fort +6, Ref +5, Will +8</p><p>Abilities: Str 28, Dex 8, Con -, Int 6, Wis 10, Cha 17</p><p>Skills: Climb +24</p><p>Feats: Ability Focus (aura of cold), Great Fortitude, Lightning Reflexes, Power Attack, Toughness</p><p>Environment: The City That Waits</p><p>Challenge Rating: 15</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p></p><p><strong>CREATING A MOILIAN</strong></p><p><strong></strong></p><p><strong>“Moilian” is a template that can be added to any undead. A Moilian creature has all the base creature’s statistics and special abilities except as noted below.</strong></p><p><strong></strong></p><p><strong>Size and Type: The Moilian retains the undead type and gains the cold subtype.</strong></p><p><strong></strong></p><p><strong>Hit Dice: A Moilian’s hit dice increase by 10. Its hit points depend greatly on its life draining abilities (see below). </strong></p><p><strong></strong></p><p><strong>Armor Class: A Moilian’s natural armor bonus increases by +10. A Moilian also gains a deflection bonus to AC equal to its Charisma bonus, if any.</strong></p><p><strong></strong></p><p><strong>Base Attack/Grapple: Change to account for increased HD and ability scores. </strong></p><p><strong></strong></p><p><strong>Attacks: A Moilian uses the base creature’s attacks, but damage for all physical attacks increases by two steps. Its attack bonus increases due to ability score changes, added hit dice and its constant insight ability.</strong></p><p><strong></strong></p><p><strong>Special Attacks: A Moilian retains all the base creature’s special attacks and gains the following:</strong></p><p><strong></strong></p><p><strong>Aura of Cold (Su): A Moilian with at least one hit point constantly projects an aura of numbing cold around itself. On its turn each round, each creature within 30’ suffers 3d6 hit points of damage and must make a Fortitude save (DC 10 + ½ HD + Cha bonus) or be frozen in place and paralyzed by an icy coating for 1d4+1 minutes.</strong></p><p><strong></strong></p><p><strong>Constant Insight (Su): A Moilian has a +20 insight bonus on attack rolls. It is not subject to a miss chance due to concealment.</strong></p><p><strong></strong></p><p><strong>Life Drain (Su): Any creature within 20’ of a Moilian creature suffers 1d4 points of Con drain each round (no save) on its turn. For each point of Con a Moilian drains, it gains 5 hp (to a maximum of 12 per hit die). A Moilian’s life drain ability even works if it is reduced to 0 hit points or less, unless it is killed by fire, acid or disintegration.</strong></p><p><strong></strong></p><p><strong>Special Qualities: A Moilian retains all the base creature’s special attacks and gains the following:</strong></p><p><strong></strong></p><p><strong>Cold Subtype (Ex): A Moilian creature gains the cold subtype and is therefore immune to cold. It suffers 150% normal damage from fire. </strong></p><p><strong></strong></p><p><strong>Parasitism (Su): A Moilian loses 1 hp per day. It collapses at 0 hit points. A Moilian becomes active again as soon as its hit points rise to 1 or higher. Such a creature survives only by absorbing the life force of others (as noted above).</strong></p><p><strong></strong></p><p><strong>Abilities: Change from base creature as follows: Str +16, Int +6, Cha +16.</strong></p><p><strong></strong></p><p><strong>Skills: Recalculate Moilian creatures’ skills based on their new hit dice. </strong></p><p><strong></strong></p><p><strong>Feats: Recalculate a Moilian’s number of feats based on its new hit dice total.</strong></p><p><strong></strong></p><p><strong>Challenge Rating: HD 5 or less, same as base creature +15; HD 6 to 12, as base creature +13; HD 13 or higher, as base creature +11.</strong></p><p><strong></strong></p><p><strong>Alignment: Always Chaotic Evil.</strong></p><p><strong></strong></p><p><strong><strong>THE VESTIGE</strong></strong></p><p><strong><strong>Advanced Paragon Caller In Darkness Variant</strong></strong></p><p><strong>Gargantuan Undead (Incorporeal)</strong></p><p><strong>Hit Dice: 26d12+312 (624 hp)</strong></p><p><strong>Initiative: +9</strong></p><p><strong>Speed: 90’, fly 120’ (good)</strong></p><p><strong>Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal</strong></p><p><strong>Base Attack/Grapple: +13/+61</strong></p><p><strong>Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence)</strong></p><p><strong>Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence)</strong></p><p><strong>Space/Reach: 20’/20’</strong></p><p><strong>Special Attacks: Engulf, psionics, spell-like abilities, steal essence</strong></p><p><strong>Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura</strong></p><p><strong>Saves: Fort +24, Ref +31, Will +34</strong></p><p><strong>Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40</strong></p><p><strong>Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33, </strong></p><p><strong>Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear)</strong></p><p><strong>Epic Feats: Epic Fortitude, Epic Reflexes </strong></p><p><strong>Environment: Moil, the City that Waits</strong></p><p><strong>Organization: Solitary</strong></p><p><strong>Challenge Rating: 27</strong></p><p><strong>Alignment: Neutral evil</strong></p><p><strong></strong></p><p><strong>Combat:</strong></p><p><strong></strong></p><p><strong>Engulf (Ex): The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability.</strong></p><p><strong></strong></p><p><strong>Psionics (Sp): At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all.</strong></p><p><strong></strong></p><p><strong>Spell-Like Abilities (Sp): at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15.</strong></p><p><strong></strong></p><p><strong>Steal Essence (Su): Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle can free the soul to allow resurrection.</strong></p><p><strong></strong></p><p><strong>Daylight Powerlessness (Ex): The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round.</strong></p><p><strong> </strong></p><p><strong><strong>FUNDAMENTAL SWARM, NEGATIVE</strong></strong></p><p><strong>Tiny Elemental (Evil, Extraplanar, Incorporeal, Swarm)</strong></p><p><strong>Hit Dice: 10d8 (45 hp)</strong></p><p><strong>Initiative: +6</strong></p><p><strong>Speed: Fly 40’ (good)</strong></p><p><strong>Armor Class: 14 (+1 size, +2 dex, +1 deflection), touch 14, flat-footed 12</strong></p><p><strong>Base Attack/Grapple: +7/-</strong></p><p><strong>Attack: Swarm (2d6 plus energy drain- gain one negative level per round)</strong></p><p><strong>Full Attack: Swarm (2d6 plus energy drain- gain one negative level per round)</strong></p><p><strong>Space/Reach: 10’/0’</strong></p><p><strong>Special Attacks: Distraction (DC 15), energy drain (DC 14 to remove)</strong></p><p><strong>Special Qualities: Elemental traits, immunity to cold, incorporeal, swarm traits</strong></p><p><strong>Saves: Fort (3), Ref (7), Will (3)</strong></p><p><strong>Abilities: Str -, Dex 15, Con 11, Int 3, Wis 11, Cha 5</strong></p><p><strong>Skills: Hide +15</strong></p><p><strong>Feats: Ability Focus (energy drain), Great Fortitude, Improved Initiative, Skill Focus (hide)</strong></p><p><strong>Environment: Negative Energy Plane</strong></p><p><strong>Organization: Swarm or teem (2-20 swarms)</strong></p><p><strong>Challenge Rating: 10</strong></p><p><strong>Treasure: None</strong></p><p><strong>Alignment: Always neutral evil</strong></p><p><strong>Advancement: None</strong></p><p><strong>Level Adjustment:-</strong></p><p><strong></strong></p><p><strong><strong>SODIUX the Brine Dragon</strong></strong></p><p><strong>(Note: Sodiux uses a modified version of the stats of a very old black dragon.)</strong></p><p><strong>Huge Dragon (Extraplanar, Water)</strong></p><p><strong>Hit Dice: 28d12+196 (408 hp)</strong></p><p><strong>Initiative: +4</strong></p><p><strong>Speed: 60’, fly 150’ (poor), swim 60’</strong></p><p><strong>Armor Class: 35 (-2 size, +27 natural), touch 8, flat-footed 35; plus Combat Expertise</strong></p><p><strong>Base Attack/Grapple: +28/+48</strong></p><p><strong>Attack: Bite +38 melee (2d8+12)</strong></p><p><strong>Full Attack: Bite +38 melee (2d8+12) and 2 claws +33 melee (2d6+6) and 2 wings +33 melee (1d8+6) and +33 melee (tail slap 2d6+18)</strong></p><p><strong>Space/Reach: 15’/10’ (15’ with bite)</strong></p><p><strong>Special Attacks: Breath weapon (18d4 desiccation, Ref half DC 32), frightful presence (DC 27), spells (plus wears ring of silent spells), spell-like abilities</strong></p><p><strong>Special Qualities: Blindsense 60’, DR 15/magic, darkvision 120’, immunity to acid, magic sleep effects and paralysis, low-light vision, SR 23, water breathing </strong></p><p><strong>Saves: Fort +24, Ref +16, Will +19</strong></p><p><strong>Abilities: Str 34, Dex 10, Con 27, Int 18, Wis 17, Cha 16</strong></p><p><strong>Skills: Bluff +18, Concentration +39, Diplomacy +8, Disguise +3 (+5 when acting in character), Hide +23, Intimidate +5, Knowledge (arcana, the planes) +35, Listen +34, Move Silently +31, Search +35, Sense Motive +34, Sleight of Hand +2, Spot +34, Survival +3 (+5 on other planes or when following tracks), Swim +20 (can always take 10)</strong></p><p><strong>Feats: Ability Focus (breath weapon), Cleave, Clinging Breath, Combat Expertise, Great Cleave, Improved Initiative, Improved Trip, Power Attack, Quicken Breath, Shock Wave</strong></p><p><strong>Challenge Rating: 18</strong></p><p><strong>Alignment: Chaotic neutral</strong></p><p><strong></strong></p><p><strong>Spell-Like Abilities: 3/day- darkness; 1/day- corrupt water, plant growth.</strong></p><p><strong>Spells: Sodiux casts spells like a ninth level sorcerer (6/7/7/7/4). Spells known: 0 level- dancing lights, detect magic, disrupt undead, ghost sound, mage hand, ray of frost, resistance; 1st level- burning hands, magic missile, shield, shocking grasp, true strike; 2nd level- detect thoughts, hypnotic pattern, mirror image, shatter; 3rd level- dispel magic, haste, vampiric touch; 4th level- enervation, fire shield. </strong></p><p><strong></strong></p><p><strong>Treasure: 27,305 gp; 1075 pp; 23 gems (8 worth 10 gp each, 13 worth 100 gp each, 1 worth 500 gp and 1 worth 1,000 gp); an impressive collection of ruined art objects; and ten magic items (the mask of the devourer, a medium-size adamantine breastplate, a pair of matching medium heavy steel shields +4 emblazoned with griffons rampant, a ring of silent spells (worn; 2/day allows the wearer to cast a spell as if the Silent Spell feat had been applied), a figurine of wondrous power (ebony fly), greater bracers of archery, a helm of underwater action, an amulet of inescapable location, a pair of winged boots, and a left arm of Nyr (DotF).</strong></p><p><strong></strong></p><p><strong><strong>DOCTOR TARR</strong></strong></p><p><strong>Unique large construct</strong></p><p><strong>Hit Dice: 24d10+30 (175 hp)</strong></p><p><strong>Initiative: +1</strong></p><p><strong>Speed: 20’</strong></p><p><strong>Armor Class: 21 (+10 natural, +1 dex), touch 11, flat-footed 20</strong></p><p><strong>Base Attack/Grapple: +12/+22</strong></p><p><strong>Attack: Scalpel +17 melee (1d4+6) or manipulator arm +17 melee touch (improved grab)</strong></p><p><strong>Full Attack: 4 scalpels +17 melee (1d4+6) and 2 circular saws +17 melee (1d10+6); or manipulator arm +17 melee (improved grab) and 2 circular saws +17 melee (1d10+6)</strong></p><p><strong>Space/Reach: 10’/10’ (20’ with manipulator arm)</strong></p><p><strong>Special Attacks: Improved grab, perfect limbs, sleep gas</strong></p><p><strong>Special Qualities: Construct traits, cure light wounds 3/day, DR 10/-</strong></p><p><strong>Saves: Fort +10, Ref +11, Will +13</strong></p><p><strong>Abilities: Str 22, Dex 13, Con -, Int 17, Wis 17, Cha 11</strong></p><p><strong>Skills: Diplomacy +2, Heal +33, Knowledge (nature) +30, Search +30, Sense Motive +30, Spot +30, Survival +5 (+7 in aboveground natural environments or when following tracks)</strong></p><p><strong>Feats: Alertness, Combat Expertise, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Skill Focus (heal), Toughness </strong></p><p><strong>Challenge Rating: 15</strong></p><p><strong>Alignment: Chaotic neutral</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Perfect Limbs (Ex): All of Dr. Tarr’s limbs count as primary weapons and use his full attack bonus. (In any round in which he uses the manipulator arm he may not use his scalpel arms, however.)</strong></p><p><strong></strong></p><p><strong>Sleep Gas (Ex): 3/day, Dr. Tarr can fire a 20’ cone of sleep gas. All creatures within the cone must make Fortitude saving throws, DC 22, or fall asleep for 8 hours.</strong></p><p><strong></strong></p><p><strong><strong>THE DARKWEAVER OF MOIL</strong></strong></p><p><strong><strong>Advanced Darkweaver Assassin 7</strong></strong></p><p><strong>Large Aberration</strong></p><p><strong>Hit Dice: 27d8+7d6+102 (235 hp)</strong></p><p><strong>Initiative: +4</strong></p><p><strong>Speed: 20’, climb 20’</strong></p><p><strong>Armor Class: 27 (+4 dex, +4 deflection, +10 natural, -1 size), touch 23, flat-footed 23</strong></p><p><strong>Base Attack/Grapple: +25/+38</strong></p><p><strong>Attack: Tentacle rake +33 melee (1d6+9)</strong></p><p><strong>Full Attack: 6 tentacle rakes +33 melee (1d6+9) and bite +28 melee (1d9+9 plus 2d4 str)</strong></p><p><strong>Space/Reach: 10’/10’ (15’ with tentacles)</strong></p><p><strong>Special Attacks: Death attack (DC 19), improved grab, poison use, shadow strands (base DC 16), sneak attack +4d6, spell-like abilities, spells, strength damage (bite; doubles on a critical hit)</strong></p><p><strong>Special Qualities: All-around vision (can’t be flanked), darkvision 60’, DR 15/magic, fast healing 3, improved uncanny dodge, shadow jump, shadowstuff armor, SR 25, sunlight vulnerability, tentacle regeneration, uncanny dodge, undetectable alignment</strong></p><p><strong>Saves: Fort +18 (+21 vs. poison), Ref +21, Will +20</strong></p><p><strong>Abilities: Str 28, Dex 18, Con 16, Int 15, Wis 16, Cha 18</strong></p><p><strong>Skills: Climb +32 (can always take 10), Concentration +18, Diplomacy +4 (+6 against evil creatures), Hide +45, Intimidate +4 (+6 against evil creatures), Listen +41, Move Silently +33, Search +21, Spot +24, Survival +3 (+5 when following tracks)</strong></p><p><strong>Feats: Ability Focus (shadow strands), Alertness, Combat Expertise, Combat Reflexes, Evil Brand (BoVD), Greater Ability Focus (shadow strands), Improved Disarm, Improved Trip, Power Attack</strong></p><p><strong>Epic Feats: Epic Ability Focus (shadow strands), Epic Fortitude, Epic Reflexes</strong></p><p><strong>Challenge Rating: 21</strong></p><p><strong>Alignment: Neutral Evil</strong></p><p><strong></strong></p><p><strong>Spell-Like Abilities: 3/day- confusion (DC 17), darkness, deeper darkness, suggestion (DC 16), tongues, web (DC 15); 1/day- shadow walk.</strong></p><p><strong></strong></p><p><strong>Spells: As a 7th-level assassin, the Darkweaver of Moil can cast 4/3/2 per day (having already cast undetectable alignment). It knows the following spells (DC 12 + spell level): 1st level- ghost sound, sleep, stupor (BoVD), true strike; 2nd level- cat’s grace, fox’s cunning, invisibility, undetectable alignment; 3rd level- false life, Malford’s dopplegangment, nondetection. </strong></p><p><strong></strong></p><p><strong>Tactics: As creatures enter the darkweaver’s web it will prepare with invisibility, cat’s grace, fox’s cunning and nondetection. When creatures are a round away it will cast true strike. A Listen check (DC 15 +1/10’ of distance) will allow pcs to hear the spells being cast as whispery voices in the distance; a successful Spellcraft check may allow the identification of the spells being cast.</strong></p><p><strong></strong></p><p><strong>If possible, the darkweaver will make an assassination attempt (using its death attack to paralyze). </strong></p><p><strong></strong></p><p><strong>The Trap: When the tower starts shaking, the pcs will twelve rounds to escape before the tower collapses into the Negative Material Plane. </strong></p><p><strong></strong></p><p><strong><strong>FAERICLES, LORD HIGH EXULTANT OF MOIL</strong></strong></p><p><strong><strong>Moilian Swordwraith Fighter 13</strong></strong></p><p><strong>Medium Undead (cold)</strong></p><p><strong>Hit Dice: 23d12+23 (196 hp)</strong></p><p><strong>Initiative: +1</strong></p><p><strong>Speed: 20’</strong></p><p><strong>Armor Class: 32 (+10 natural, +11 armor, +1 dex), touch 11, flat-footed 31; all plus Combat Expertise</strong></p><p><strong>Base Attack/Grapple: +18/+52</strong></p><p><strong>Attack: The Blade Perilous +59 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.</strong></p><p><strong>Full Attack: The Blade Perilous +59/54/49/44 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards.</strong></p><p><strong>Space/Reach: 5’/5’</strong></p><p><strong>Special Attacks: Aura of cold (30’ radius, 3d6 hp and Fort DC 28 or frozen 1d4+1 minutes), constant insight, life drain (20’ radius, 1d4 Con drain per round, Fort DC 28 avoids)</strong></p><p><strong>Special Qualities: Cold subtype, DR 10/magic and slashing, parasitism, SR 20, turn resistance +2</strong></p><p><strong>Saves: Fort +11, Ref +8, Will +12</strong></p><p><strong>Abilities: Str 39, Dex 13, Con -, Int 17, Wis 13, Cha 24</strong></p><p><strong>Skills: Balance +3, Bluff +20, Diplomacy +11, Disguise +7 (+9 acting in character), Intimidate +35, Jump +42, Listen +8, Sense Motive +14, Sleight of Hand +3, Spot +8, Tumble +15</strong></p><p><strong>Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Mastery (greatsword), Weapon Specialization (greatsword) </strong></p><p><strong>Epic Feats: Epic Weapon Focus</strong></p><p><strong>Challenge Rating: 26</strong></p><p><strong>Alignment: Lawful Evil</strong></p><p><strong>Gear: The Blade Perilous, mithral full plate +3, ring of spell resistance (grants SR 20)</strong></p><p><strong></strong></p><p><strong>When using his full Wall of Swords style (max power attack and expertise) his AC is 50, and his primary attack is at +23-25 (depending on how he allocates his mastery) for 2d6+64... assuming he’s not fighting a warrior type!</strong></p><p><strong></strong></p><p><strong>The Blade Perilous: This magical greatsword is extremely potent. Designed to defeat warriors, the sword is intelligent, aligned, and willful. It is forged of cold iron, with the face of Orcus set in the tang. The hilt is designed to resemble the butt of Orcus’ dreaded wand.</strong></p><p><strong></strong></p><p><strong>The Blade Perilous is +3 and glows a ghastly red, shedding shadowy illumination in a 10’ radius. The blade can see invisible objects within 10’ and can bestow such ability upon its wielder if it so chooses. It can also entrance 3/day if the wielder swings it overhead in at least two full circuits. The glowing red pattern created causes all creatures looking at it to make a Will save (DC 20) or become fascinated for as long as the blade is swung overhead, plus 1d4 rounds thereafter (or until attacked). The number of hit dice entranced can be up to thrice the wielder’s base attack, or twice that for the Lord High Exultant.</strong></p><p><strong></strong></p><p><strong>When fighting against a fighter, warrior, barbarian, paladin or blackguard, the Blade Perilous increases in potency. It has the Bane property against all such targets (increases to +5 enhancement bonus and does an extra 2d6 hp of damage upon hitting). Furthermore, any hit on such a target deals 1d4 point of Con damage unless the target makes a Fort save (DC equal to the damage dealt).</strong></p><p><strong></strong></p><p><strong>The Blade Perilous has an Intelligence of 15, a Wisdom of 18, a Charisma of 18 and an Ego of 31. It can communicate telepathically with its wielder or any creature with a language within 30’; it may exclude its wielder from a telepathic conversation if it wishes. It is Chaotic Neutral and tends to be reckless and ruthless in its pursuit of warrior-types. </strong></p><p><strong></strong></p><p><strong><strong>MOILIAN SPECTER</strong></strong></p><p><strong>Medium Undead (cold, incorporeal)</strong></p><p><strong>Hit Dice: 17d12</strong></p><p><strong>Initiative: +7</strong></p><p><strong>Speed: 40’, fly 80’ (perfect)</strong></p><p><strong>Armor Class: 23 (+10 deflection, +3 dex), touch 23, flat-footed 20</strong></p><p><strong>Base Attack/Grapple: +8/-</strong></p><p><strong>Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment)</strong></p><p><strong>Full Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment)</strong></p><p><strong>Space/Reach: 5’/5’</strong></p><p><strong>Special Attacks: Aura of cold (30’ radius, 3d6 plus Fort save DC 30 or frozen in place for 1d4+1 minutes), constant insight, create spawn, energy drain (2 levels; each negative level bestowed gives the Moilian spectre 5 hp; Fort DC 30 to remove), life drain (20’ radius, all creatures must make Fort saves, DC 30, or suffer 1d4 points of Con drain; each point yields 5 hp to the Moilian)</strong></p><p><strong>Special Qualities: Cold subtype, incorporeal, parasitism, sunlight powerlessness, turn resistance +2, undead, unnatural aura </strong></p><p><strong>Saves: Fort +5, Ref +8, Will +12</strong></p><p><strong>Abilities: Str -, Dex 16, Con -, Int 20, Wis 14, Cha 31</strong></p><p><strong>Skills: Hide +23, Intimidate +30, Knowledge (religion) +25, Knowledge (the planes) +15, Listen +24, Search +25, Spot +24, Survival +2 (+4 when following tracks or on other planes)</strong></p><p><strong>Feats: Ability Focus (aura of cold, energy drain, life drain), Alertness, Improved Initiative, Weapon Focus (touch)</strong></p><p><strong>Challenge Rating: 20</strong></p><p><strong></strong></p><p><strong><strong>THE MOILIAN ZOMBIE GAUNTLET (Area 16.4)</strong></strong></p><p><strong>Due to the many overlapping Moilian auras in here, living creatures are exposed to a heinous level of negative energy. Every round the pcs suffer 2d4 points of Con drain and 6d6 points of cold damage. A Fortitude save, DC 26, halves the damage.</strong></p><p><strong></strong></p><p><strong><strong>THE HEADSMAN OF MOIL</strong></strong></p><p><strong><strong>Clockwork Warrior (modified nimblewright) Fighter 13</strong></strong></p><p><strong>Hit Dice: 23d10+43 (173 hp)</strong></p><p><strong>Initiative: +12</strong></p><p><strong>Speed: 40’</strong></p><p><strong>Armor Class: 31 (+8 dex, +7 natural, +6 armor), touch 18, flat-footed 23; all plus Combat Expertise</strong></p><p><strong>Base Attack/Grapple: +18/+23</strong></p><p><strong>Attack: +3 vorpal greataxe +30 melee (1d12+19/18-20 (x3)), plus Power Attack and/or Combat Expertise</strong></p><p><strong>Full Attack: +3 vorpal greataxe +30/25/20/15 melee (1d12+21/18-20 (x3)), plus Power Attack and/or Combat Expertise</strong></p><p><strong>Space/Reach: 5’/5’</strong></p><p><strong>Special Attacks: Spell-like abilities</strong></p><p><strong>Special Qualities: Augmented critical, construct traits, resistance to cold, fire and sonic 10, SR 29, vulnerabilities</strong></p><p><strong>Saves: Fort +11, Ref +15, Will +10</strong></p><p><strong>Abilities: Str 26 (including gauntlets), Dex 26, Con -, Int 10, Wis 17, Cha 19</strong></p><p><strong>Skills: (26 construct, 26 fighter) </strong></p><p><strong>Feats: Cleave, Close-Quarters Fighting, Combat Brute, Combat Expertise (B), Combat Reflexes, Dodge, Improved Disarm (B), Improved Initiative, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Two-Handed Power Blow, Weapon Focus (greataxe)</strong></p><p><strong>Epic Feats: Improved Spell Resistance</strong></p><p><strong>Challenge Rating: 21</strong></p><p><strong>Alignment: Chaotic evil</strong></p><p><strong>Gear: The Headsman’s Axe of Moil (+3 vorpal greataxe), the Headsman’s Hood (suggestion 1/day, Will save DC 20 negates; if suggestion is to put head on an actual execution block the DC increases to 25), gauntlets of might (+6 enhancement bonus to str, gives resistance to fire, cold and sonic 10), leather bracers of armor +6. </strong></p><p><strong></strong></p><p><strong><strong>[spoiler]ISAFEL</strong></strong></p><p><strong><strong>Medusa Wizard 12[/spoiler]</strong>[spoiler]</strong></p><p><strong>Medium Monstrous Humanoid</strong></p><p><strong>Hit Dice: 6d8+12d4+18 (75 hp)</strong></p><p><strong>Initiative: +3</strong></p><p><strong>Speed: 30’</strong></p><p><strong>Armor Class: (+3 dex, +3 natural)</strong></p><p><strong>Base Attack/Grapple: +12/+12</strong></p><p><strong>Attack: Dagger +x ranged or dagger +x melee or snakes +x melee (1d4 plus poison)</strong></p><p><strong>Full Attack: Dagger +x/x/x ranged or dagger +x/x/x melee or snakes +x melee (1d4 plus poison)</strong></p><p><strong>Space/Reach: 5’/5’</strong></p><p><strong>Special Attacks: Petrifying gaze, poison, spells</strong></p><p><strong>Special Qualities: Darkvision 60’</strong></p><p><strong>Saves: Fort (+6)+1, Ref (+9)+3, Will (+13)+1</strong></p><p><strong>Abilities: Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 16</strong></p><p><strong>Skills: Bluff +14, Concentration +16, Diplomacy +4, Disguise +14 (+16 acting), Intimidate +4, Knowledge (arcana) +25, Knowledge (the planes) +15, Move Silently +8, Spellcraft +21, Spot +8, Survival +1 (+3 on other planes)</strong></p><p><strong>Feats: Ability Focus (petrifying gaze), Craft Wondrous Item, Point Blank Shot, Precise Shot, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Spell Penetration, Still Spell, Weapon Finesse</strong></p><p><strong>Challenge Rating: 16 (14 if battled with present equipment; no xp for slaying her while bound)</strong></p><p><strong>Gear: Stomach of sustenance, heart of regeneration </strong></p><p><strong>Alignment: Lawful evil</strong></p><p><strong></strong></p><p><strong>Petrifying Gaze (Su): Turn to stone permanently, 30’, Fort save DC 18. </strong></p><p><strong></strong></p><p><strong>Poison (Ex): Injury, Fort DC 15, initial damage 1d6 str, secondary damage 2d6 str.</strong></p><p><strong></strong></p><p><strong>Spells: 4 5 5 5 4 3 2; base save DC is 14 + spell level; spells prepared: </strong></p><p><strong></strong></p><p><strong>0 level- acid splash, detect magic, disrupt undead, prestidigitation; </strong></p><p><strong></strong></p><p><strong>1st level- magic missile, mount, prestidigitation (stilled), ray of enfeeblement, shield;</strong></p><p><strong></strong></p><p><strong>2nd level- false life, fox’s cunning, mirror image, rope trick; </strong></p><p><strong></strong></p><p><strong>3rd level- displacement, fireball, fly, protective shock, slow; </strong></p><p><strong></strong></p><p><strong>4th level- bonebreak, charm monster, extend tentacles, fly (stilled); </strong></p><p><strong></strong></p><p><strong>5th level- cone of cold, dismissal, wall of force; </strong></p><p><strong></strong></p><p><strong>6th level- dimension door (stilled and silent), greater dispel magic.[/spoiler]</strong></p></blockquote><p></p>
[QUOTE="the Jester, post: 1924987, member: 1210"] It was a blast for us, and included some of the most harrowing moments in my campaign to date-- especially against the Vestige. The Vestige, of course, is in [i]Libris Mortis[/i] as the dream vestige, but it's also apparent that it's the basis for the caller in darkness (in the PsiHB). At the time, that was my base creature for the Vestige- one of the toughest monsters ever faced by pcs in my game, and one of the biggest mismatches- they were incredibly outpowered by it. Here is my interpretation of some o' the stuff in Moil: [b]MOILIAN ZOMBIE Medium Undead (Cold)[/b] Hit Dice: 12d12+3 (up to 147) Initiative: -1 Speed: 30’ (can’t run) Armor Class: 21 (-1 dex, +12 natural), touch 9, flat-footed 21 Base Attack/Grapple: +6/ Attack: Slam +35 melee (1d10+13) or weapon +35 melee (by weapon +9 or +13) or weapon +25 ranged (by weapon) Full Attack: Slam +35 melee (1d10+13) or by weapon Space/Reach: 5’/5’ Special Attacks: Aura of cold (DC 19), constant insight, life drain Special Qualities: Cold subtype, parasitism, single actions only, undead traits Saves: Fort +6, Ref +5, Will +8 Abilities: Str 28, Dex 8, Con -, Int 6, Wis 10, Cha 17 Skills: Climb +24 Feats: Ability Focus (aura of cold), Great Fortitude, Lightning Reflexes, Power Attack, Toughness Environment: The City That Waits Challenge Rating: 15 Treasure: None Alignment: Always chaotic evil [b]CREATING A MOILIAN “Moilian” is a template that can be added to any undead. A Moilian creature has all the base creature’s statistics and special abilities except as noted below. Size and Type: The Moilian retains the undead type and gains the cold subtype. Hit Dice: A Moilian’s hit dice increase by 10. Its hit points depend greatly on its life draining abilities (see below). Armor Class: A Moilian’s natural armor bonus increases by +10. A Moilian also gains a deflection bonus to AC equal to its Charisma bonus, if any. Base Attack/Grapple: Change to account for increased HD and ability scores. Attacks: A Moilian uses the base creature’s attacks, but damage for all physical attacks increases by two steps. Its attack bonus increases due to ability score changes, added hit dice and its constant insight ability. Special Attacks: A Moilian retains all the base creature’s special attacks and gains the following: Aura of Cold (Su): A Moilian with at least one hit point constantly projects an aura of numbing cold around itself. On its turn each round, each creature within 30’ suffers 3d6 hit points of damage and must make a Fortitude save (DC 10 + ½ HD + Cha bonus) or be frozen in place and paralyzed by an icy coating for 1d4+1 minutes. Constant Insight (Su): A Moilian has a +20 insight bonus on attack rolls. It is not subject to a miss chance due to concealment. Life Drain (Su): Any creature within 20’ of a Moilian creature suffers 1d4 points of Con drain each round (no save) on its turn. For each point of Con a Moilian drains, it gains 5 hp (to a maximum of 12 per hit die). A Moilian’s life drain ability even works if it is reduced to 0 hit points or less, unless it is killed by fire, acid or disintegration. Special Qualities: A Moilian retains all the base creature’s special attacks and gains the following: Cold Subtype (Ex): A Moilian creature gains the cold subtype and is therefore immune to cold. It suffers 150% normal damage from fire. Parasitism (Su): A Moilian loses 1 hp per day. It collapses at 0 hit points. A Moilian becomes active again as soon as its hit points rise to 1 or higher. Such a creature survives only by absorbing the life force of others (as noted above). Abilities: Change from base creature as follows: Str +16, Int +6, Cha +16. Skills: Recalculate Moilian creatures’ skills based on their new hit dice. Feats: Recalculate a Moilian’s number of feats based on its new hit dice total. Challenge Rating: HD 5 or less, same as base creature +15; HD 6 to 12, as base creature +13; HD 13 or higher, as base creature +11. Alignment: Always Chaotic Evil. [b]THE VESTIGE Advanced Paragon Caller In Darkness Variant[/b] Gargantuan Undead (Incorporeal) Hit Dice: 26d12+312 (624 hp) Initiative: +9 Speed: 90’, fly 120’ (good) Armor Class: 38 (-4 size, +9 dex, +7 deflection, +12 insight, +12 luck) plus incorporeal Base Attack/Grapple: +13/+61 Attack: Incorporeal touch +40 melee (4d6+20 plus steal essence) Full Attack: 4 incorporeal touches +40 melee (4d6+20 plus steal essence) Space/Reach: 20’/20’ Special Attacks: Engulf, psionics, spell-like abilities, steal essence Special Qualities: Daylight powerlessness, DR 15/epic, fast healing 20, incorporeal, resistance to cold 10 and fire 10, SR 37, turn resistance +2, undead traits, unnatural aura Saves: Fort +24, Ref +31, Will +34 Abilities: Str -, Dex 29, Con -, Int 29, Wis 29, Cha 40 Skills: Bluff +39, Concentration +24, Hide +32, Intimidate +44, Knowledge (arcana) +22 ½, Knowledge (local- Moil, psionics) +33, Listen +50, Psicraft +33, Search +48, Sense Motive +48, Spellcraft +33, Spot +50, Tumble +33, Feats: Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Great Fortitude, Improved Initiative, Improved Natural Weapon (touch), Mental Adversary, Quicken Spell-Like Ability (fear) Epic Feats: Epic Fortitude, Epic Reflexes Environment: Moil, the City that Waits Organization: Solitary Challenge Rating: 27 Alignment: Neutral evil Combat: Engulf (Ex): The vestige may simply flow over as many creatures as will fit within its body, exposing each to its steal essence ability. Psionics (Sp): At will- clairaudience/clairvoyance, detect psionics, fatal attraction (DC 1d20+37), mass concussion, suggestion (DC 1d20+35); manifester level 48. Attack/Defense Modes: all/all. Spell-Like Abilities (Sp): at will- fear (DC 51); 3/day- greater dispelling, haste, see invisibility; caster level 15. Steal Essence (Su): Any creature engulfed or touched by the Vestige must make a Will saving throw (DC 41) or suffer 1d6 points of Intelligence damage. A creature that is killed or has any of its mental attributes reduced to 0 by the Vestige is absorbed into the screaming mass of souls. The body remains behind, but the soul is lost. Only a wish or miracle can free the soul to allow resurrection. Daylight Powerlessness (Ex): The vestige is utterly powerless in daylight or in the light of the wand of days. In sunlight the vestige can only take a single move or move-equivalent action each round. [b]FUNDAMENTAL SWARM, NEGATIVE[/b] Tiny Elemental (Evil, Extraplanar, Incorporeal, Swarm) Hit Dice: 10d8 (45 hp) Initiative: +6 Speed: Fly 40’ (good) Armor Class: 14 (+1 size, +2 dex, +1 deflection), touch 14, flat-footed 12 Base Attack/Grapple: +7/- Attack: Swarm (2d6 plus energy drain- gain one negative level per round) Full Attack: Swarm (2d6 plus energy drain- gain one negative level per round) Space/Reach: 10’/0’ Special Attacks: Distraction (DC 15), energy drain (DC 14 to remove) Special Qualities: Elemental traits, immunity to cold, incorporeal, swarm traits Saves: Fort (3), Ref (7), Will (3) Abilities: Str -, Dex 15, Con 11, Int 3, Wis 11, Cha 5 Skills: Hide +15 Feats: Ability Focus (energy drain), Great Fortitude, Improved Initiative, Skill Focus (hide) Environment: Negative Energy Plane Organization: Swarm or teem (2-20 swarms) Challenge Rating: 10 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment:- [b]SODIUX the Brine Dragon[/b] (Note: Sodiux uses a modified version of the stats of a very old black dragon.) Huge Dragon (Extraplanar, Water) Hit Dice: 28d12+196 (408 hp) Initiative: +4 Speed: 60’, fly 150’ (poor), swim 60’ Armor Class: 35 (-2 size, +27 natural), touch 8, flat-footed 35; plus Combat Expertise Base Attack/Grapple: +28/+48 Attack: Bite +38 melee (2d8+12) Full Attack: Bite +38 melee (2d8+12) and 2 claws +33 melee (2d6+6) and 2 wings +33 melee (1d8+6) and +33 melee (tail slap 2d6+18) Space/Reach: 15’/10’ (15’ with bite) Special Attacks: Breath weapon (18d4 desiccation, Ref half DC 32), frightful presence (DC 27), spells (plus wears ring of silent spells), spell-like abilities Special Qualities: Blindsense 60’, DR 15/magic, darkvision 120’, immunity to acid, magic sleep effects and paralysis, low-light vision, SR 23, water breathing Saves: Fort +24, Ref +16, Will +19 Abilities: Str 34, Dex 10, Con 27, Int 18, Wis 17, Cha 16 Skills: Bluff +18, Concentration +39, Diplomacy +8, Disguise +3 (+5 when acting in character), Hide +23, Intimidate +5, Knowledge (arcana, the planes) +35, Listen +34, Move Silently +31, Search +35, Sense Motive +34, Sleight of Hand +2, Spot +34, Survival +3 (+5 on other planes or when following tracks), Swim +20 (can always take 10) Feats: Ability Focus (breath weapon), Cleave, Clinging Breath, Combat Expertise, Great Cleave, Improved Initiative, Improved Trip, Power Attack, Quicken Breath, Shock Wave Challenge Rating: 18 Alignment: Chaotic neutral Spell-Like Abilities: 3/day- darkness; 1/day- corrupt water, plant growth. Spells: Sodiux casts spells like a ninth level sorcerer (6/7/7/7/4). Spells known: 0 level- dancing lights, detect magic, disrupt undead, ghost sound, mage hand, ray of frost, resistance; 1st level- burning hands, magic missile, shield, shocking grasp, true strike; 2nd level- detect thoughts, hypnotic pattern, mirror image, shatter; 3rd level- dispel magic, haste, vampiric touch; 4th level- enervation, fire shield. Treasure: 27,305 gp; 1075 pp; 23 gems (8 worth 10 gp each, 13 worth 100 gp each, 1 worth 500 gp and 1 worth 1,000 gp); an impressive collection of ruined art objects; and ten magic items (the mask of the devourer, a medium-size adamantine breastplate, a pair of matching medium heavy steel shields +4 emblazoned with griffons rampant, a ring of silent spells (worn; 2/day allows the wearer to cast a spell as if the Silent Spell feat had been applied), a figurine of wondrous power (ebony fly), greater bracers of archery, a helm of underwater action, an amulet of inescapable location, a pair of winged boots, and a left arm of Nyr (DotF). [b]DOCTOR TARR[/b] Unique large construct Hit Dice: 24d10+30 (175 hp) Initiative: +1 Speed: 20’ Armor Class: 21 (+10 natural, +1 dex), touch 11, flat-footed 20 Base Attack/Grapple: +12/+22 Attack: Scalpel +17 melee (1d4+6) or manipulator arm +17 melee touch (improved grab) Full Attack: 4 scalpels +17 melee (1d4+6) and 2 circular saws +17 melee (1d10+6); or manipulator arm +17 melee (improved grab) and 2 circular saws +17 melee (1d10+6) Space/Reach: 10’/10’ (20’ with manipulator arm) Special Attacks: Improved grab, perfect limbs, sleep gas Special Qualities: Construct traits, cure light wounds 3/day, DR 10/- Saves: Fort +10, Ref +11, Will +13 Abilities: Str 22, Dex 13, Con -, Int 17, Wis 17, Cha 11 Skills: Diplomacy +2, Heal +33, Knowledge (nature) +30, Search +30, Sense Motive +30, Spot +30, Survival +5 (+7 in aboveground natural environments or when following tracks) Feats: Alertness, Combat Expertise, Great Fortitude, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Skill Focus (heal), Toughness Challenge Rating: 15 Alignment: Chaotic neutral Perfect Limbs (Ex): All of Dr. Tarr’s limbs count as primary weapons and use his full attack bonus. (In any round in which he uses the manipulator arm he may not use his scalpel arms, however.) Sleep Gas (Ex): 3/day, Dr. Tarr can fire a 20’ cone of sleep gas. All creatures within the cone must make Fortitude saving throws, DC 22, or fall asleep for 8 hours. [b]THE DARKWEAVER OF MOIL Advanced Darkweaver Assassin 7[/b] Large Aberration Hit Dice: 27d8+7d6+102 (235 hp) Initiative: +4 Speed: 20’, climb 20’ Armor Class: 27 (+4 dex, +4 deflection, +10 natural, -1 size), touch 23, flat-footed 23 Base Attack/Grapple: +25/+38 Attack: Tentacle rake +33 melee (1d6+9) Full Attack: 6 tentacle rakes +33 melee (1d6+9) and bite +28 melee (1d9+9 plus 2d4 str) Space/Reach: 10’/10’ (15’ with tentacles) Special Attacks: Death attack (DC 19), improved grab, poison use, shadow strands (base DC 16), sneak attack +4d6, spell-like abilities, spells, strength damage (bite; doubles on a critical hit) Special Qualities: All-around vision (can’t be flanked), darkvision 60’, DR 15/magic, fast healing 3, improved uncanny dodge, shadow jump, shadowstuff armor, SR 25, sunlight vulnerability, tentacle regeneration, uncanny dodge, undetectable alignment Saves: Fort +18 (+21 vs. poison), Ref +21, Will +20 Abilities: Str 28, Dex 18, Con 16, Int 15, Wis 16, Cha 18 Skills: Climb +32 (can always take 10), Concentration +18, Diplomacy +4 (+6 against evil creatures), Hide +45, Intimidate +4 (+6 against evil creatures), Listen +41, Move Silently +33, Search +21, Spot +24, Survival +3 (+5 when following tracks) Feats: Ability Focus (shadow strands), Alertness, Combat Expertise, Combat Reflexes, Evil Brand (BoVD), Greater Ability Focus (shadow strands), Improved Disarm, Improved Trip, Power Attack Epic Feats: Epic Ability Focus (shadow strands), Epic Fortitude, Epic Reflexes Challenge Rating: 21 Alignment: Neutral Evil Spell-Like Abilities: 3/day- confusion (DC 17), darkness, deeper darkness, suggestion (DC 16), tongues, web (DC 15); 1/day- shadow walk. Spells: As a 7th-level assassin, the Darkweaver of Moil can cast 4/3/2 per day (having already cast undetectable alignment). It knows the following spells (DC 12 + spell level): 1st level- ghost sound, sleep, stupor (BoVD), true strike; 2nd level- cat’s grace, fox’s cunning, invisibility, undetectable alignment; 3rd level- false life, Malford’s dopplegangment, nondetection. Tactics: As creatures enter the darkweaver’s web it will prepare with invisibility, cat’s grace, fox’s cunning and nondetection. When creatures are a round away it will cast true strike. A Listen check (DC 15 +1/10’ of distance) will allow pcs to hear the spells being cast as whispery voices in the distance; a successful Spellcraft check may allow the identification of the spells being cast. If possible, the darkweaver will make an assassination attempt (using its death attack to paralyze). The Trap: When the tower starts shaking, the pcs will twelve rounds to escape before the tower collapses into the Negative Material Plane. [b]FAERICLES, LORD HIGH EXULTANT OF MOIL Moilian Swordwraith Fighter 13[/b] Medium Undead (cold) Hit Dice: 23d12+23 (196 hp) Initiative: +1 Speed: 20’ Armor Class: 32 (+10 natural, +11 armor, +1 dex), touch 11, flat-footed 31; all plus Combat Expertise Base Attack/Grapple: +18/+52 Attack: The Blade Perilous +59 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards. Full Attack: The Blade Perilous +59/54/49/44 melee plus/minus mastery, power attack and/or combat expertise (2d6+28) –add +2 to hit and +2d6+2 plus 1d4 con damage against fighters, barbarians, paladins and blackguards. Space/Reach: 5’/5’ Special Attacks: Aura of cold (30’ radius, 3d6 hp and Fort DC 28 or frozen 1d4+1 minutes), constant insight, life drain (20’ radius, 1d4 Con drain per round, Fort DC 28 avoids) Special Qualities: Cold subtype, DR 10/magic and slashing, parasitism, SR 20, turn resistance +2 Saves: Fort +11, Ref +8, Will +12 Abilities: Str 39, Dex 13, Con -, Int 17, Wis 13, Cha 24 Skills: Balance +3, Bluff +20, Diplomacy +11, Disguise +7 (+9 acting in character), Intimidate +35, Jump +42, Listen +8, Sense Motive +14, Sleight of Hand +3, Spot +8, Tumble +15 Feats: Cleave, Combat Expertise, Dodge, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Bull Rush, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Mastery (greatsword), Weapon Specialization (greatsword) Epic Feats: Epic Weapon Focus Challenge Rating: 26 Alignment: Lawful Evil Gear: The Blade Perilous, mithral full plate +3, ring of spell resistance (grants SR 20) When using his full Wall of Swords style (max power attack and expertise) his AC is 50, and his primary attack is at +23-25 (depending on how he allocates his mastery) for 2d6+64... assuming he’s not fighting a warrior type! The Blade Perilous: This magical greatsword is extremely potent. Designed to defeat warriors, the sword is intelligent, aligned, and willful. It is forged of cold iron, with the face of Orcus set in the tang. The hilt is designed to resemble the butt of Orcus’ dreaded wand. The Blade Perilous is +3 and glows a ghastly red, shedding shadowy illumination in a 10’ radius. The blade can see invisible objects within 10’ and can bestow such ability upon its wielder if it so chooses. It can also entrance 3/day if the wielder swings it overhead in at least two full circuits. The glowing red pattern created causes all creatures looking at it to make a Will save (DC 20) or become fascinated for as long as the blade is swung overhead, plus 1d4 rounds thereafter (or until attacked). The number of hit dice entranced can be up to thrice the wielder’s base attack, or twice that for the Lord High Exultant. When fighting against a fighter, warrior, barbarian, paladin or blackguard, the Blade Perilous increases in potency. It has the Bane property against all such targets (increases to +5 enhancement bonus and does an extra 2d6 hp of damage upon hitting). Furthermore, any hit on such a target deals 1d4 point of Con damage unless the target makes a Fort save (DC equal to the damage dealt). The Blade Perilous has an Intelligence of 15, a Wisdom of 18, a Charisma of 18 and an Ego of 31. It can communicate telepathically with its wielder or any creature with a language within 30’; it may exclude its wielder from a telepathic conversation if it wishes. It is Chaotic Neutral and tends to be reckless and ruthless in its pursuit of warrior-types. [b]MOILIAN SPECTER[/b] Medium Undead (cold, incorporeal) Hit Dice: 17d12 Initiative: +7 Speed: 40’, fly 80’ (perfect) Armor Class: 23 (+10 deflection, +3 dex), touch 23, flat-footed 20 Base Attack/Grapple: +8/- Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment) Full Attack: Incorporeal touch +32 melee (2d6 plus energy drain) (ignores miss chance for concealment) Space/Reach: 5’/5’ Special Attacks: Aura of cold (30’ radius, 3d6 plus Fort save DC 30 or frozen in place for 1d4+1 minutes), constant insight, create spawn, energy drain (2 levels; each negative level bestowed gives the Moilian spectre 5 hp; Fort DC 30 to remove), life drain (20’ radius, all creatures must make Fort saves, DC 30, or suffer 1d4 points of Con drain; each point yields 5 hp to the Moilian) Special Qualities: Cold subtype, incorporeal, parasitism, sunlight powerlessness, turn resistance +2, undead, unnatural aura Saves: Fort +5, Ref +8, Will +12 Abilities: Str -, Dex 16, Con -, Int 20, Wis 14, Cha 31 Skills: Hide +23, Intimidate +30, Knowledge (religion) +25, Knowledge (the planes) +15, Listen +24, Search +25, Spot +24, Survival +2 (+4 when following tracks or on other planes) Feats: Ability Focus (aura of cold, energy drain, life drain), Alertness, Improved Initiative, Weapon Focus (touch) Challenge Rating: 20 [b]THE MOILIAN ZOMBIE GAUNTLET (Area 16.4)[/b] Due to the many overlapping Moilian auras in here, living creatures are exposed to a heinous level of negative energy. Every round the pcs suffer 2d4 points of Con drain and 6d6 points of cold damage. A Fortitude save, DC 26, halves the damage. [b]THE HEADSMAN OF MOIL Clockwork Warrior (modified nimblewright) Fighter 13[/b] Hit Dice: 23d10+43 (173 hp) Initiative: +12 Speed: 40’ Armor Class: 31 (+8 dex, +7 natural, +6 armor), touch 18, flat-footed 23; all plus Combat Expertise Base Attack/Grapple: +18/+23 Attack: +3 vorpal greataxe +30 melee (1d12+19/18-20 (x3)), plus Power Attack and/or Combat Expertise Full Attack: +3 vorpal greataxe +30/25/20/15 melee (1d12+21/18-20 (x3)), plus Power Attack and/or Combat Expertise Space/Reach: 5’/5’ Special Attacks: Spell-like abilities Special Qualities: Augmented critical, construct traits, resistance to cold, fire and sonic 10, SR 29, vulnerabilities Saves: Fort +11, Ref +15, Will +10 Abilities: Str 26 (including gauntlets), Dex 26, Con -, Int 10, Wis 17, Cha 19 Skills: (26 construct, 26 fighter) Feats: Cleave, Close-Quarters Fighting, Combat Brute, Combat Expertise (B), Combat Reflexes, Dodge, Improved Disarm (B), Improved Initiative, Improved Sunder, Improved Toughness, Mobility, Power Attack, Spring Attack, Two-Handed Power Blow, Weapon Focus (greataxe) Epic Feats: Improved Spell Resistance Challenge Rating: 21 Alignment: Chaotic evil Gear: The Headsman’s Axe of Moil (+3 vorpal greataxe), the Headsman’s Hood (suggestion 1/day, Will save DC 20 negates; if suggestion is to put head on an actual execution block the DC increases to 25), gauntlets of might (+6 enhancement bonus to str, gives resistance to fire, cold and sonic 10), leather bracers of armor +6. [b][spoiler]ISAFEL Medusa Wizard 12[/spoiler][/b][spoiler] Medium Monstrous Humanoid Hit Dice: 6d8+12d4+18 (75 hp) Initiative: +3 Speed: 30’ Armor Class: (+3 dex, +3 natural) Base Attack/Grapple: +12/+12 Attack: Dagger +x ranged or dagger +x melee or snakes +x melee (1d4 plus poison) Full Attack: Dagger +x/x/x ranged or dagger +x/x/x melee or snakes +x melee (1d4 plus poison) Space/Reach: 5’/5’ Special Attacks: Petrifying gaze, poison, spells Special Qualities: Darkvision 60’ Saves: Fort (+6)+1, Ref (+9)+3, Will (+13)+1 Abilities: Str 10, Dex 16, Con 12, Int 18, Wis 13, Cha 16 Skills: Bluff +14, Concentration +16, Diplomacy +4, Disguise +14 (+16 acting), Intimidate +4, Knowledge (arcana) +25, Knowledge (the planes) +15, Move Silently +8, Spellcraft +21, Spot +8, Survival +1 (+3 on other planes) Feats: Ability Focus (petrifying gaze), Craft Wondrous Item, Point Blank Shot, Precise Shot, Scribe Scroll, Silent Spell, Spell Focus (transmutation), Spell Penetration, Still Spell, Weapon Finesse Challenge Rating: 16 (14 if battled with present equipment; no xp for slaying her while bound) Gear: Stomach of sustenance, heart of regeneration Alignment: Lawful evil Petrifying Gaze (Su): Turn to stone permanently, 30’, Fort save DC 18. Poison (Ex): Injury, Fort DC 15, initial damage 1d6 str, secondary damage 2d6 str. Spells: 4 5 5 5 4 3 2; base save DC is 14 + spell level; spells prepared: 0 level- acid splash, detect magic, disrupt undead, prestidigitation; 1st level- magic missile, mount, prestidigitation (stilled), ray of enfeeblement, shield; 2nd level- false life, fox’s cunning, mirror image, rope trick; 3rd level- displacement, fireball, fly, protective shock, slow; 4th level- bonebreak, charm monster, extend tentacles, fly (stilled); 5th level- cone of cold, dismissal, wall of force; 6th level- dimension door (stilled and silent), greater dispel magic.[/spoiler][/b] [/QUOTE]
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