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<blockquote data-quote="Psychotic Jim" data-source="post: 91437" data-attributes="member: 547"><p>Okay I will post Dead Gods by chapter. I don't know where you could buy the original Dead Gods module, but you can buy used originals of the modules the Great Modron March and Tales from the Infinite Staircase at <a href="http://www.nobleknight.com" target="_blank">Nobleknight.com</a> . Here is Chapter 1 of out of the Darkness.</p><p></p><p>Format- The conversion generally follows this format:</p><p>Character name and occupation/role Gender Race Faction (if applicable) Class and level Challenge Rating, Size and Type Hit Dice HP Initiative Modifier Speed Armor Class Attacks Damage Face/Reach Special Attacks (SA) Special Qualities (SQ) Saves (SV) Ability Scores Alignment (AL)</p><p>Skills and Feats:</p><p>Notes: Conversion notes and/or SA or SQ notes.</p><p>Domains (if applicable)</p><p>Spells Prepared (if applicable)</p><p>Spellbook</p><p>Special Equipment (magical items, poison, and other special goods)</p><p></p><p></p><p>Chapter 1: Circean Embers</p><p></p><p>Khaasta CR1 Medium Size Outsider (Chaotic) HD 3d8+3 hp 16 Initiative +1 (Dex) Speed 30 feet AC 18 (+1 Dex, +5 natural, +2 leather armor) Attacks Battleaxe +5 melee, bite +0 melee Damage Battleaxe 1d8+2/CritX3, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft Saves Fort +4, Ref +4, Will +3 Str 15, Dex 13, Con 12, Int 11, Wis 10, Cha 10 AL CN</p><p>Skills and Feats: Climb+7, Handle Animal+6*, Intimidate+4, Ride+7*,Swim +1, Mounted Combat</p><p>Notes: Can make an additional free attack per round with a bite at not penalty if not riding giant lizards. If riding giant lizards, a khaasta gets a +1 attack bonus against nonmounted foes, but cannot bite. A khaasta receives a +8 racial bonus on Handle Animal and Ride checks when dealing with giant lizards.</p><p></p><p>Toilmaster (khaasta chieftan) Khaasta Ftr 3 CR 4 Medium Outsider (Chaotic) HD 3d8+3d10+6 hp 43 Init +2 (Dex) AC 20( +2 Dex, +3 studded leather armor, +5 natural) Attacks greatsword +10/+5 melee, bite +4 melee Damage greatsword 2d6+5/Crit 19-20, bite 1d6+1 SV Fort +7, Ref +6, Will +5 Str 17, Dex 15, Con 13, Int 12, Wis 13, Cha 14 AL CN</p><p>Skills and Feats: Climb +6, Handle Animal +7, Jump +9, Intimidate +8, Ride +8, Swim +3 (-1 Armor check penalty) Cleave, Mounted Combat, Power Attack, Running, Weapon Focus (greatsword)</p><p>Special Equipment: Thief of charms (10 charges left), Arcadian dove hawk feather (gate key)</p><p></p><p>Giant Lizard CR 2 Medium-size animal HD 3d8+9 hp 22 Initiative +2 (Dex), Speed 30 feet, swim 30 feet AC 15 (+2 Dex, +3 natural) Attacks Bite +5 melee Damage bite 1d8+4 Face/Reach 5 ft by 5 ft/5 ft SV Fort +6, Ref +5, Will +2 Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2 AL N</p><p>Skills and Feats: Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4</p><p>Notes: MM. Pg. 198</p><p></p><p>Blvastin (beholder) CR 13 Large Aberration HD 11d8+11 Hp 60 Initiative +4 (Improved Initiative) Speed 5 ft, fly 20 feet (good) AC 20 (-1 size, +11 natural) Attacks eye rays +7 ranged touch, bite +2 melee Damage bite 2d4 Face/Reach 5 ft by 5 ft/5 ft SA: Eye rays SQ: All-around vision, antimagic cone, fly SV For +4, Ref +3, Will +11 Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15 AL LE</p><p>Skills and Feats: Hide +7, Knowledge (arcane) +10, Listen +15, Search +18, Spot +20, Alertness, Fly-by Attack, Improved Initiative, Iron Will, Shot on the Run</p><p>Notes: MM pg. 24-25</p><p> Eye Rays (Su): Each of ten small eyes produces one ray per round; during a round, it can only aim three rays in any one direction other than up. Each eye acts like the corresponding spell cast by a 13th level sorcerer, but follow the rules of a ray (pg 148 in PHB) The rays have a range of 150 feet and a save DC of 18 List of rays: Charm Person, Charm Monster, Sleep, Flesh to Stone, Disintegrate, Fear (only affects one creature), Slow, Inflict Moderate Wounds (doing 2d8+10 damage), Finger of Death, Telekinesis (moving 325 pounds).</p><p>All Around Vision (Ex): Bvastin gets a +4 racial bonus to Spot and Search Checks and cannot be flanked.</p><p>Antimagic Cone (Su): The central eye of the beholder produces a 150 foot anti-magic cone straight ahead creature’s front. Once each round, Bvastin can choose which way it will face and whether the Cone is active or not.</p><p>Flight (Ex): Bvastin’s body is naturally boy and and allows it to fly at a speed of 20 feet, and also grants the effects of a permanent feather fall effect with a personal range.</p><p></p><p>Talisman Redboar, female half-elf Rog4/Wis6/Ftr1 CR 11 Medium-size Humanoid (half-elf) HD 4d6+6d4+1d10+33 hp 74 Init +3 (Dex) Speed 30 feet AC 17 (+3 Dex, +4 bracers of armor) Attacks Bastard sword +8/+3 melee or shortbow +10/+5 ranged Damage Bastard sword 1d10+1/Crit 19-20 or shortbow 1d6/Crit X3/60 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA sneak attack +2d6, spells SQ: half-elf traits, sleep immunity, evasion, uncanny dodge (Dex bonus to AC) SV Fort +8, Ref +9, Will +7 Str 13, Dex 17, Con 16, Int 14, Wis 12, Cha 10 AL NE</p><p>Skills and Feats: Bluff +7, Concentration +11, Climb +5, Diplomacy +4, Disable Device +6, Disguise +7, Decipher Script +5, Gather Information +5, Hide +8, Knowledge (arcane) +9, Knowledge (local) +10, Listen +7, Move Silently +9, Open Locks +7, Search +6, Sense Motive +6, Spellcraft +6, Spot +7 Alertness, Exotic WP (bastard sword) Scribe Scroll, Spell Penetration, Silent Spell, Split Ray (from T&B), Subdual Substitution (also from T&B)</p><p>Spells Prepared (4/4/4/2): 0: Detect Magic, Ghost Sound, Mending, Ray of Frost 1: Change Self, Color Spray, Magic Missile, Shield 2: Detect thoughts, Forget, Melf’s Acid Arrow, Invisibility 3: Lightning Bolt, Suggestion, Invisibility (with Silent Spell)</p><p>Spells in Spellbook (In addition to above) 0: all 1: Identify, Unseen Servant 2: Mirror Image 3: Explosive Runes</p><p>Talismin has enchanted her spellbook with an Explosive Runes spell. A search roll (DC 28) is needed to discover the trap, and a Disable Device roll (DC 28) is needed to remove it. When read, the runes explodes doing 6d6 damage to all close enough to read it, and 3d6 to all within 10 feet (Reflex Save DC 15) for half. A successful Dispel Magic or Erase spell can remove the runes , but failing the roll causes the runes to detonate.</p><p>Special Equipment: Bracers of Armor +4, Boots of Striding and Springing, Fiend Globe (summons a barbazu to serve the user for 1 hour), 12 uses of Greenblood Oil (Injury DC 13 Initial Damage 1 Con, Secondary Damage 1d2 Con)</p><p>Fiend Globe: Prerequisite: Lesser Planar Ally, Craft Wondrous Item Feat Caster Level: 7th Market Price: 1400 GP</p><p></p><p>Tiac Rami No, owner of the walking castle, male human Wiz 14 CR 14 HD 14d4+14 hp 45 Initiative +2 (Dex) Speed 30 ft AC 14 (+2 Dex, +2 Deflection) Attacks staff +7/+2 melee Damage staff 1d6 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +5, Ref +6, Will +10; Str 7, Dex 14, Con 12, Int 18, Wis 13, Cha 13 AL N</p><p>Skills and Feats: Appraise +12, Concentration +18, Craft (jeweler) +10, Diplomacy +9, Knowledge (arcane) +23, Knowledge (Architecture and Engineering) +11, Knowledge (planar) +7, Sense Motive +9, Scry +8, Spellcraft +21; Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Craft Wand, Quicken Spell, Scribe Scroll, Skill focus (knowledge-arcana), Spell Penetration</p><p>Spells Prepared (4/5/5/5/5/3/3/2): 0: Detect Magic, Light, Mage Hand, Read Magic, Resistance 1: Charm Person, Feather Fall, Mage Armor, Magic Missile, Unseen Servant 2: Arcane Lock, Clairaudience/Clairvoyance, Continual Flame, Detect Thoughts, Web 3: Dispel Magic, Fireball, Fly, Gaseous Form, Stinking Cloud 4: Evard’s Black Tentacles, Minor Globe of Invulnerability, Polymorph Other, Stoneskin, Summon Monster IV 5: Stone Shape, Teleport, Telekinesis 6: Disintegrate, Globe of Invulnerability, True Seeing 7: Limited Wish, Simulacrum</p><p>Spells in spellbook (in addition to above) 0: all spells 1: Alarm, Burning Hands, Comprehend Languages, Identify 2: Levitate, Magic Mouth, Obscure Object 3: Explosive Runes, Gust of Wind 4: Charm Monster, Remove Curse 5: Permanency 6: Analyze Dweomer, Contingency 7: Banishment</p><p>Special Equipment: ring of protection +2, Staff +2, Wand of Suggestion, and his castle</p><p></p><p>Giant iguana CR 5 Large animal HD 6d8+30 hp 66 Initiative +1 (Dex) Speed 30 feet AC 14 (+1 Dex, +3 natural) Attacks Bite +10 melee Damage Bite 2d4+10 Face/Reach 5 ft by 10 ft/5ft SV Fort +10, Ref +3, Will +3 Str 25 Dex 13 Con 21 Int 2 Wis 12 Cha 2 AL N</p><p>Skills and Feats: Climb +13, Hide +6, Listen +4, Move Silently +5, Spot +4</p><p>Notes: Essentially just a giant lizard with beefed up stats. I nixed the swallowing bit because in the MM no other animal seems to have the Swallow Whole special attack.</p><p></p><p>Haac(!)ns, the bandit king CR 6 Medium-size outsider (Chaotic) male khaasta Ftr 5 HD 3d8+5d10+24 hp 82 Init +2 Speed 30 feet AC 20 (+2 Dex, +3 studded leather, +5 natural) Attacks halberd +16/+11 melee, bite +8 melee Damage Halberd 1d10+12/Crit X3), Bite 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SV Fort +10, Ref +6, Will +6 Str 20, Dex 14, Con 16, Int 12, Wis 14, Cha 14 AL CN</p><p>Skills and Feats: Climb +11, Jump+ 11, Handle Animal +10, Intimidate +8, Ride +9, Swim +7 (-1 armor check penalty) Cleave, Mounted Combat, Power Attack, Weapon focus (halberd), weapon specialization (halberd)</p><p>Special Equipment: Halberd +2, Thief of Charms (10 charges left)</p><p></p><p>The Wise One (Khaasta Shaman) CR 2 Medium-size Outsider (Chaotic) HD 3d8+3 (13 hp Initiative +1 (Dex) Speed 30 feet AC 15 (+5 natural) Attacks bite +0 melee Damage Bite 1d6+1 SA: spells SQ: blind SV Fort +4, Ref +3, Will +6 Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 13 AL N</p><p>Skills and Feats: Concentration +7, Knowledge (religion) +4, knowledge (arcane) +7, Spellcraft +7, Listen +6, Combat Casting</p><p>Notes: Blind: suffers a 50% miss chane in combat, loses any Dex bonus to AC, grants a +2 bonus to attackers attack rolls, move at half speed, and –4 penalty on Search checks and most Strength and Dexterity based skill checks.</p><p>Domains: Chaos, Trickery </p><p>Spells (as a 5th level cleric) (5/4+1/3+1/2+1): 0: Create Water, Cure Minor Wounds (X2), Detect Poison, Resistance 1: Bless, Change Self, Cure Light Wounds (X2), Entangle 3: Animate Dead, Cure Serious Wounds, Magic Circle Against Law</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 91437, member: 547"] Okay I will post Dead Gods by chapter. I don't know where you could buy the original Dead Gods module, but you can buy used originals of the modules the Great Modron March and Tales from the Infinite Staircase at [URL=http://www.nobleknight.com]Nobleknight.com[/URL] . Here is Chapter 1 of out of the Darkness. Format- The conversion generally follows this format: Character name and occupation/role Gender Race Faction (if applicable) Class and level Challenge Rating, Size and Type Hit Dice HP Initiative Modifier Speed Armor Class Attacks Damage Face/Reach Special Attacks (SA) Special Qualities (SQ) Saves (SV) Ability Scores Alignment (AL) Skills and Feats: Notes: Conversion notes and/or SA or SQ notes. Domains (if applicable) Spells Prepared (if applicable) Spellbook Special Equipment (magical items, poison, and other special goods) Chapter 1: Circean Embers Khaasta CR1 Medium Size Outsider (Chaotic) HD 3d8+3 hp 16 Initiative +1 (Dex) Speed 30 feet AC 18 (+1 Dex, +5 natural, +2 leather armor) Attacks Battleaxe +5 melee, bite +0 melee Damage Battleaxe 1d8+2/CritX3, bite 1d6+1 Face/Reach 5 ft by 5 ft/5 ft Saves Fort +4, Ref +4, Will +3 Str 15, Dex 13, Con 12, Int 11, Wis 10, Cha 10 AL CN Skills and Feats: Climb+7, Handle Animal+6*, Intimidate+4, Ride+7*,Swim +1, Mounted Combat Notes: Can make an additional free attack per round with a bite at not penalty if not riding giant lizards. If riding giant lizards, a khaasta gets a +1 attack bonus against nonmounted foes, but cannot bite. A khaasta receives a +8 racial bonus on Handle Animal and Ride checks when dealing with giant lizards. Toilmaster (khaasta chieftan) Khaasta Ftr 3 CR 4 Medium Outsider (Chaotic) HD 3d8+3d10+6 hp 43 Init +2 (Dex) AC 20( +2 Dex, +3 studded leather armor, +5 natural) Attacks greatsword +10/+5 melee, bite +4 melee Damage greatsword 2d6+5/Crit 19-20, bite 1d6+1 SV Fort +7, Ref +6, Will +5 Str 17, Dex 15, Con 13, Int 12, Wis 13, Cha 14 AL CN Skills and Feats: Climb +6, Handle Animal +7, Jump +9, Intimidate +8, Ride +8, Swim +3 (-1 Armor check penalty) Cleave, Mounted Combat, Power Attack, Running, Weapon Focus (greatsword) Special Equipment: Thief of charms (10 charges left), Arcadian dove hawk feather (gate key) Giant Lizard CR 2 Medium-size animal HD 3d8+9 hp 22 Initiative +2 (Dex), Speed 30 feet, swim 30 feet AC 15 (+2 Dex, +3 natural) Attacks Bite +5 melee Damage bite 1d8+4 Face/Reach 5 ft by 5 ft/5 ft SV Fort +6, Ref +5, Will +2 Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2 AL N Skills and Feats: Climb +9, Hide +7, Listen +4, Move Silently +6, Spot +4 Notes: MM. Pg. 198 Blvastin (beholder) CR 13 Large Aberration HD 11d8+11 Hp 60 Initiative +4 (Improved Initiative) Speed 5 ft, fly 20 feet (good) AC 20 (-1 size, +11 natural) Attacks eye rays +7 ranged touch, bite +2 melee Damage bite 2d4 Face/Reach 5 ft by 5 ft/5 ft SA: Eye rays SQ: All-around vision, antimagic cone, fly SV For +4, Ref +3, Will +11 Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15 AL LE Skills and Feats: Hide +7, Knowledge (arcane) +10, Listen +15, Search +18, Spot +20, Alertness, Fly-by Attack, Improved Initiative, Iron Will, Shot on the Run Notes: MM pg. 24-25 Eye Rays (Su): Each of ten small eyes produces one ray per round; during a round, it can only aim three rays in any one direction other than up. Each eye acts like the corresponding spell cast by a 13th level sorcerer, but follow the rules of a ray (pg 148 in PHB) The rays have a range of 150 feet and a save DC of 18 List of rays: Charm Person, Charm Monster, Sleep, Flesh to Stone, Disintegrate, Fear (only affects one creature), Slow, Inflict Moderate Wounds (doing 2d8+10 damage), Finger of Death, Telekinesis (moving 325 pounds). All Around Vision (Ex): Bvastin gets a +4 racial bonus to Spot and Search Checks and cannot be flanked. Antimagic Cone (Su): The central eye of the beholder produces a 150 foot anti-magic cone straight ahead creature’s front. Once each round, Bvastin can choose which way it will face and whether the Cone is active or not. Flight (Ex): Bvastin’s body is naturally boy and and allows it to fly at a speed of 20 feet, and also grants the effects of a permanent feather fall effect with a personal range. Talisman Redboar, female half-elf Rog4/Wis6/Ftr1 CR 11 Medium-size Humanoid (half-elf) HD 4d6+6d4+1d10+33 hp 74 Init +3 (Dex) Speed 30 feet AC 17 (+3 Dex, +4 bracers of armor) Attacks Bastard sword +8/+3 melee or shortbow +10/+5 ranged Damage Bastard sword 1d10+1/Crit 19-20 or shortbow 1d6/Crit X3/60 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA sneak attack +2d6, spells SQ: half-elf traits, sleep immunity, evasion, uncanny dodge (Dex bonus to AC) SV Fort +8, Ref +9, Will +7 Str 13, Dex 17, Con 16, Int 14, Wis 12, Cha 10 AL NE Skills and Feats: Bluff +7, Concentration +11, Climb +5, Diplomacy +4, Disable Device +6, Disguise +7, Decipher Script +5, Gather Information +5, Hide +8, Knowledge (arcane) +9, Knowledge (local) +10, Listen +7, Move Silently +9, Open Locks +7, Search +6, Sense Motive +6, Spellcraft +6, Spot +7 Alertness, Exotic WP (bastard sword) Scribe Scroll, Spell Penetration, Silent Spell, Split Ray (from T&B), Subdual Substitution (also from T&B) Spells Prepared (4/4/4/2): 0: Detect Magic, Ghost Sound, Mending, Ray of Frost 1: Change Self, Color Spray, Magic Missile, Shield 2: Detect thoughts, Forget, Melf’s Acid Arrow, Invisibility 3: Lightning Bolt, Suggestion, Invisibility (with Silent Spell) Spells in Spellbook (In addition to above) 0: all 1: Identify, Unseen Servant 2: Mirror Image 3: Explosive Runes Talismin has enchanted her spellbook with an Explosive Runes spell. A search roll (DC 28) is needed to discover the trap, and a Disable Device roll (DC 28) is needed to remove it. When read, the runes explodes doing 6d6 damage to all close enough to read it, and 3d6 to all within 10 feet (Reflex Save DC 15) for half. A successful Dispel Magic or Erase spell can remove the runes , but failing the roll causes the runes to detonate. Special Equipment: Bracers of Armor +4, Boots of Striding and Springing, Fiend Globe (summons a barbazu to serve the user for 1 hour), 12 uses of Greenblood Oil (Injury DC 13 Initial Damage 1 Con, Secondary Damage 1d2 Con) Fiend Globe: Prerequisite: Lesser Planar Ally, Craft Wondrous Item Feat Caster Level: 7th Market Price: 1400 GP Tiac Rami No, owner of the walking castle, male human Wiz 14 CR 14 HD 14d4+14 hp 45 Initiative +2 (Dex) Speed 30 ft AC 14 (+2 Dex, +2 Deflection) Attacks staff +7/+2 melee Damage staff 1d6 Face/Reach 5 ft by 5 ft/5 ft SA: spells SV: Fort +5, Ref +6, Will +10; Str 7, Dex 14, Con 12, Int 18, Wis 13, Cha 13 AL N Skills and Feats: Appraise +12, Concentration +18, Craft (jeweler) +10, Diplomacy +9, Knowledge (arcane) +23, Knowledge (Architecture and Engineering) +11, Knowledge (planar) +7, Sense Motive +9, Scry +8, Spellcraft +21; Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Craft Wand, Quicken Spell, Scribe Scroll, Skill focus (knowledge-arcana), Spell Penetration Spells Prepared (4/5/5/5/5/3/3/2): 0: Detect Magic, Light, Mage Hand, Read Magic, Resistance 1: Charm Person, Feather Fall, Mage Armor, Magic Missile, Unseen Servant 2: Arcane Lock, Clairaudience/Clairvoyance, Continual Flame, Detect Thoughts, Web 3: Dispel Magic, Fireball, Fly, Gaseous Form, Stinking Cloud 4: Evard’s Black Tentacles, Minor Globe of Invulnerability, Polymorph Other, Stoneskin, Summon Monster IV 5: Stone Shape, Teleport, Telekinesis 6: Disintegrate, Globe of Invulnerability, True Seeing 7: Limited Wish, Simulacrum Spells in spellbook (in addition to above) 0: all spells 1: Alarm, Burning Hands, Comprehend Languages, Identify 2: Levitate, Magic Mouth, Obscure Object 3: Explosive Runes, Gust of Wind 4: Charm Monster, Remove Curse 5: Permanency 6: Analyze Dweomer, Contingency 7: Banishment Special Equipment: ring of protection +2, Staff +2, Wand of Suggestion, and his castle Giant iguana CR 5 Large animal HD 6d8+30 hp 66 Initiative +1 (Dex) Speed 30 feet AC 14 (+1 Dex, +3 natural) Attacks Bite +10 melee Damage Bite 2d4+10 Face/Reach 5 ft by 10 ft/5ft SV Fort +10, Ref +3, Will +3 Str 25 Dex 13 Con 21 Int 2 Wis 12 Cha 2 AL N Skills and Feats: Climb +13, Hide +6, Listen +4, Move Silently +5, Spot +4 Notes: Essentially just a giant lizard with beefed up stats. I nixed the swallowing bit because in the MM no other animal seems to have the Swallow Whole special attack. Haac(!)ns, the bandit king CR 6 Medium-size outsider (Chaotic) male khaasta Ftr 5 HD 3d8+5d10+24 hp 82 Init +2 Speed 30 feet AC 20 (+2 Dex, +3 studded leather, +5 natural) Attacks halberd +16/+11 melee, bite +8 melee Damage Halberd 1d10+12/Crit X3), Bite 1d6+2 Face/Reach 5 ft by 5 ft/5 ft SV Fort +10, Ref +6, Will +6 Str 20, Dex 14, Con 16, Int 12, Wis 14, Cha 14 AL CN Skills and Feats: Climb +11, Jump+ 11, Handle Animal +10, Intimidate +8, Ride +9, Swim +7 (-1 armor check penalty) Cleave, Mounted Combat, Power Attack, Weapon focus (halberd), weapon specialization (halberd) Special Equipment: Halberd +2, Thief of Charms (10 charges left) The Wise One (Khaasta Shaman) CR 2 Medium-size Outsider (Chaotic) HD 3d8+3 (13 hp Initiative +1 (Dex) Speed 30 feet AC 15 (+5 natural) Attacks bite +0 melee Damage Bite 1d6+1 SA: spells SQ: blind SV Fort +4, Ref +3, Will +6 Str 12, Dex 12, Con 12, Int 12, Wis 16, Cha 13 AL N Skills and Feats: Concentration +7, Knowledge (religion) +4, knowledge (arcane) +7, Spellcraft +7, Listen +6, Combat Casting Notes: Blind: suffers a 50% miss chane in combat, loses any Dex bonus to AC, grants a +2 bonus to attackers attack rolls, move at half speed, and –4 penalty on Search checks and most Strength and Dexterity based skill checks. Domains: Chaos, Trickery Spells (as a 5th level cleric) (5/4+1/3+1/2+1): 0: Create Water, Cure Minor Wounds (X2), Detect Poison, Resistance 1: Bless, Change Self, Cure Light Wounds (X2), Entangle 3: Animate Dead, Cure Serious Wounds, Magic Circle Against Law [/QUOTE]
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