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Pair of Reoccurring villains

Navarp

First Post
Dnart V’ganth, Male Skulk Rogue 1: CR 3; Medium humanoid; HD 2d8+6+1d6+3; hp 22; Int +6, Speed 30 feet; AC 16 (+6 Dex), touch 16, flat-footed 10; Base Attack/Grapple +1/+1; Full Attack +8 melee (1d6+3 Masterwork Rapier), or +8 ranged (1d8 light crossbow); SA Sneak Attack +1d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense; AL LE; SV Fort+3, Ref+11, Will+0; Str 16, Dex 22, Con 17, Int 14,Wis 11, Cha 7
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Open lock+12 Tumble+12; Weapon Finesse, Combat Expertise.
Possessions: Masterwork rapier, Masterwork light crossbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.

Hetor V’ganth, Male Skulk Rogue 1: CR 3; Medium humanoid; HD 2d8+4+1d6+2; hp 19; Int +6, Speed 30 feet; AC 16 (+6 Dex), touch 16, flat-footed 10; Base Attack/Grapple +1/+1; Full Attack +8 melee (1d6+3 Masterwork Rapier), or +8 ranged (1d8+3 composite shortbow); SA Sneak Attack +1d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense; AL LE; SV Fort+2, Ref+11, Will+2; Str 17, Dex 22, Con 15, Int 11,Wis 14, Cha 11
Skills and Feats: Escape Artist+12, Hide+27, Move Silently+20, Perform (dance)+6, Tumble+12; Weapon Finesse, Combat Reflexes.
Possessions: Masterwork rapier, Masterwork mighty (+3) composite shortbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form,50 gps.


Innate nondetection (Su): Skulks are difficult to detect by divination spells. If a divination is attempted upon a skulk, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 20 + the Skulk’s Class levels (if any).
Peerless Camouflage (Ex): Skulks can move at full speed (and can even run) while hiding, taking no penalties on Hide checks due to movement.
Trackless Path (Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
Skills: Skulks have a +8 racial bonus on Move Silently checks and a +15 racial bonus on Hide checks. These bonuses apply only to skulks in light or no armor.
 

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Cr 8

Dnart V’ganth, Male Skulk Rogue 3/Assassin 3: CR 8; Medium humanoid; HD 2d8+8+6d6+24; hp 62; Int +6, Speed 30 feet; AC 21 (+6 Dex, +5 Mithral shirt), touch 16, flat-footed 15; Base Attack/Grapple +5/+5; Full Attack +13 melee (1d6+5 Rapier), or +12 ranged (1d8 light crossbow); SA Sneak Attack +4d6, death attack (Save DC 16); SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +1, poison use, +1 saves vs. poison, uncanny dodge; AL LE; SV Fort+6, Ref+14, Will+2; Str 17, Dex 22, Con 18, Int 16,Wis 11, Cha 7
Skills and Feats: Bluff +7, Disguise+8, Escape Artist+17, Hide+32, Move Silently+25, Open lock+17, Tumble+17; Weapon Finesse, Combat Expertise, Improved Disarm.
Assassin Spells Known(3/1; save 13 + spell level): 1st – disguise self, obscuring mist, sleep; 2nd - invisibility, spider climb.
Possessions: +2 Rapier, Masterwork light crossbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form, potion of haste, +1 Glamered Mithral shirt, Headband of intellect +2, 800 gps.

Hetor V’ganth, Male Skulk Rogue 6: CR 8; Medium humanoid; HD 2d8+4+6d6+12; hp 46; Int +6, Speed 30 feet; AC 22 (+6 Dex +6 Mithral shirt), touch 16, flat-footed 16; Base Attack/Grapple +5/+5; Full Attack +12 melee (1d6+5 Rapier), or +13 ranged (1d8+6 composite shortbow); SA Sneak Attack +3d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +2, uncanny dodge; AL LE; SV Fort+4, Ref+15, Will+4; Str 18, Dex 22, Con 15, Int 11,Wis 14, Cha 12
Skills and Feats: Escape Artist+16, Hide+31, Move Silently+24, Perform (dance)+11, Tumble+16; Weapon Finesse, Combat Reflexes, Dodge
Possessions: +1 rapier, +2 mighty (+4) composite shortbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form, +2 Mithral shirt, potion of Haste, cloak of resistance +1 550 gps.
 

Cr 13

Dnart V’ganth, Male Skulk Rogue 3/Assassin 8: CR 13; Medium humanoid; HD 2d8+8+11d6+44; hp 100; Int +6, Speed 40 feet; AC 22 (+6 Dex, +6 Mithral shirt), touch 16, flat-footed 16; Base Attack/Grapple +9/+9; Full Attack +17/+12 melee (1d6+7 Gnome swordcatcher), or +19/+14 melee (3d6+9 Gnome swordcatcher) (vs. Humans), or +18/+13 ranged (1d8+3 light crossbow); SA Sneak Attack +6d6, death attack (Save DC 22); SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +1, poison use, +4 saves vs. poison, uncanny dodge, improved uncanny dodge, hide in plain sight; AL LE; SV Fort+9, Ref+19, Will+5; Str 20, Dex 22, Con 18, Int 16,Wis 11, Cha 7
Skills and Feats: Bluff +10, Disguise+10, Escape Artist+22, Hide+37, Move Silently+30, Open lock+22, Tumble+22; Weapon Finesse, Combat Expertise, Improved Disarm, Exotic weapon proficiency Gnome swordcatcher, Rapid Reload Light crossbow.
Assassin Spells Known(4/4/4/1; save 13 + spell level): 1st – disguise self, obscuring mist, sleep, true strike; 2nd – alter self, deeper darkness, invisibility, spider climb; 3rd – deep slumber, false life, magic circle against good, misdirection; 4th – dimension door, freedom of movement, greater invisibility.
Possessions: +2 Human Bane Assassin’s gnome swordcatcher, +3 light crossbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Moderate Wounds, potion of gaseous form, potion of haste, +2 glamered Mithral shirt, headband of intellect +2, gloves of ogre power, cloak of resistance +2, boots of striding and springing, ring of Invisibility, 750 gps.

Hetor V’ganth, Male Skulk Rogue 7 Shadowdancer 4: CR 13; Medium humanoid; HD 6d8+18+7d6+21; hp 97; Int +6, Speed 30 feet; AC 26 (+6 Dex +7 Mithral shirt +3 Ring of Protection), touch 19, flat-footed 20; Base Attack/Grapple +9/+9; Full Attack +17/+12 melee (1d6+6 Rapier), or +19/+14 ranged (1d8+6 composite shortbow); SA Sneak Attack +4d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +2, uncanny dodge, hide in plain sight, darkvision, improved uncanny dodge, shadow illusion, summon shadow, Shadow Jump 20; AL LE; SV Fort+7, Ref+21, Will+7; Str 18, Dex 23, Con 16, Int 11,Wis 14, Cha 12
Skills and Feats: Escape Artist+21, Hide+36, Move Silently+29, Perform (dance)+16, Tumble+21; Weapon Finesse, Combat Reflexes, Dodge, Mobility, Point Blank Shot
Possessions: +2 rapier, +3 mighty (+4) composite shortbow, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form, +3 Mithral shirt, 2 potions of Haste, cloak of resistance +3, bracers of archery (lesser), +3 Ring of Protection, 4 Greater Slaying Arrows (Human, Human, Elf, Dwarf), 322 gps.
 

Cr 18

Dnart V’ganth, Male Skulk Rogue 6/Assassin 10: CR 18; Medium humanoid; HD 2d8+8+16d6+64; hp 130; Int +6, Speed 40 feet; AC 30 (+6 Dex, +9 Mithral shirt, +5 ring of protection), touch 21, flat-footed 24; Base Attack/Grapple +12/+12; Full Attack +27/+22/+17 melee (1d6+12 Gnome swordcatcher), or +29/+23/+19 melee (3d6+14 Gnome swordcatcher) (vs. Humans), or +26/+26/+21/+16 ranged (1d8+3 light crossbow); SA Sneak Attack +9d6, death attack (Save DC 27); SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +1, poison use, +5 saves vs. poison, uncanny dodge, improved uncanny dodge, hide in plain sight; AL LE; SV Fort+14, Ref+29, Will+12; Str 24, Dex 28, Con 18, Int 22,Wis 11, Cha 7
Skills and Feats: Bluff +15, Disguise+15, Escape Artist+29, Hide+43, Move Silently+36, Open lock+29, Tumble+29, Weapon Finesse, Combat Expertise, Improved Disarm, Exotic weapon proficiency Gnome swordcatcher, Rapid Reload Light crossbow, Iron Will, Weapon Focus Gnome swordcatcher
Assassin Spells Known(5/4/4/4; save 16 + spell level): 1st – disguise self, obscuring mist, sleep, true strike; 2nd – alter self, deeper darkness, invisibility, spider climb; 3rd – deep slumber, false life, magic circle against good, misdirection; 4th – dimension door, freedom of movement, greater invisibility, locate creature.
Possessions: +5 Keen Human Bane Assassin’s gnome swordcatcher, +5 light crossbow of speed, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Serious Wounds, potion of Gaseous Form, potion of Haste, +5 glamered Mithral shirt, headband of intellect +6, belt of giant Strength +6, cloak of resistance +5, boots of striding and springing, ring of Invisibility, Gloves of Dexterity +6, Ring of protection +5, Amulet of blinking, 750 gps.

Hetor V’ganth, Male Skulk Rogue 7 Shadowdancer 9: CR 18; Medium humanoid; HD 11d8+32+7d6+21; hp 134; Int +6, Speed 30 feet; AC 30 (+6 Dex +9 Mithral shirt +3 Ring of Protection, +2 Amulet of Natural Armor), touch 19, flat-footed 24; Base Attack/Grapple +12/+12; Full Attack +24/+19/+14 melee (1d6+6 Rapier), or +26/+21/+16 melee (3d6+8 Rapier) (Vs. Humans), or +30/+25/+20 ranged (1d8+9 composite shortbow), or +30/+25/+20 ranged (1d8+d26+9 composite shortbow) (vs. Good Alignment); SA Sneak Attack +4d6; SQ Innate nondetection, peerless camouflage, trackless path, trap sense, evasion, trap sense +2, uncanny dodge, hide in plain sight, darkvision, improved uncanny dodge, shadow illusion, summon shadow (greater), Shadow Jump 80, Defensive Roll, Slippery Mind; AL LE; SV Fort+11, Ref+28, Will+11; Str 18, Dex 30, Con 16, Int 11,Wis 14, Cha 12
Skills and Feats: Escape Artist+39, Hide+43, Move Silently+37, Perform (dance)+21, Tumble+29; Weapon Finesse, Combat Reflexes, Dodge, Mobility, Point Blank Shot, Weapon Focus Composite Shortbow, Rapid Shot
Possessions: +2 Wounding Human Bane rapier, +5 unholy mighty (+4) composite shortbow of, potion of Blur, potion of Cat’s Grace, 3 potions of Cure Light Wounds, potion of gaseous form, +5 improved slick Mithral shirt, 2 potions of Haste, cloak of resistance +5, bracers of archery (greater), +3 Ring of Protection, 4 Greater Slaying Arrows (Human, Human, Elf, Dwarf), Amulet of Natural Armor +2, Gloves of Dexterity +6 1,322 gps.
 

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