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Red Hand of Doom 4.0
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<blockquote data-quote="Boarstorm" data-source="post: 4282477" data-attributes="member: 63913"><p>Here's what I've got so far. I've tooled my conversion to a 4th level party, so it's going to be a touch weaker than what others may have come up with. This covers until the bridge encounter.</p><p></p><p>[sblock]</p><p>PART ONE: The Witchwood</p><p></p><p>Adventure Start: Marauder Attack (1,206 XP, Encounter Level 5)</p><p> * Zarr (Doom Hand Cleric)</p><p> * Uth-lor (Hobgoblin Bladebearer)</p><p> * 2 RHoD Hellhound</p><p> * Wave 1: 6 Hobgoblin Grunts (MM p. 138)</p><p> * Wave 2: 6 Hobgoblin Grunts (MM p. 138)</p><p></p><p>Doom Hand Cleric Level 4 Soldier (Leader)</p><p>Medium natural humanoid XP 175</p><p>Initiative +2 Senses Perception +6; low-light vision</p><p>HP 55; Bloodied 27</p><p>AC 20 (22 with phalanx soldier); Fortitude 16, Refl ex 16, Will 18</p><p>Speed 5</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Heavy Mace (standard; at-will) ✦ Weapon</p><p>+11 vs. AC; 1d10 + 4 damage</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Grip of Doom (standard; Recharge 6) ✦ Necrotic</p><p>+9 vs. Ref; 3d6+4 necrotic damage, and the target is stunned (save ends).</p><p>Hobgoblin Resilience (immediate reaction, when the Doom Hand Cleric suffers an effect that a save can end; encounter)</p><p>The hobgoblin soldier rolls a saving throw against the effect.</p><p>Phalanx Soldier</p><p>The Doom Hand Cleric gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it.</p><p>Alignment Evil Languages Common, Goblin</p><p>Skills Religion +11</p><p>Str 13 (+3) Dex 10 (+2) Wis 18 (+6)</p><p>Con 15 (+4) Int 15 (+4) Cha 12 (+3)</p><p>Equipment scale armor, light shield, heavy mace</p><p></p><p>Hobgoblin Bladebearer Medium Natural Humanoid</p><p>Level 4 skirmisher XP 175</p><p>Initiative: +7 Senses Perception +3; low-light vision</p><p>HP 55; Bloodied 27</p><p>AC 18; Fortitude 16, Reflex 16, Will 14</p><p>Speed 6</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Hookblade (standard; at-will) * Weapon</p><p>+9 vs. AC; 1d8+3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Double Attack (standard; at-will) * Weapon</p><p>The Hobgoblin Bladebearer may make two basic melee attacks.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Running Attack (standard; when hobgoblin bladebearer doesn't move on its turn; at-will) * Weapon</p><p>The Hobgoblin Bladebearer moves up to 6 squares and makes a Double Attack at any point during that movement. The Hobgoblin Bladebearer doesn't provoke opportunity attacks when moving away from the target of the attack.</p><p>Hobgoblin Resilience (immediate reaction, when the hobgoblin bladebearer suffers an effect that a save can end; encounter)</p><p>The hobgoblin bladebearer rolls a saving throw against the effect.</p><p>Alignment: Evil Languages: Common, Goblin</p><p>Skills Athletics +10</p><p>Str 16 (+5) Dex 16 (+5) Wis 12 (+3)</p><p>Con 15 (+4) Int 10 (+2) Cha 8 (+1)</p><p>Equipment leather armor, two hookblades</p><p></p><p>RHoD Hell Hound Level 5 Brute</p><p>Medium elemental beast (fire) XP 200</p><p>Initiative +4 Senses Perception +10</p><p>Fire Shield (Fire) aura 1; any creature that enters or begins its turn</p><p>in the aura takes 1d6 fire damage.</p><p>HP 76; Bloodied 38</p><p>AC 18; Fortitude 16, Reflex 15, Will 16</p><p>Resist 20 fire</p><p>Speed 7</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will) ✦ Fire</p><p>+8 vs. AC; 1d8 + 1 plus 1d8 fire damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Fiery Breath (standard; recharge 4 5 6 ) ✦ Fire</p><p>Close blast 3; +7 vs. Reflex; 2d6 + 2 fire damage.</p><p>Alignment Unaligned Languages —</p><p>Str 14 (+4) Dex 14 (+4) Wis 17 (+5)</p><p>Con 16 (+5) Int 2 (–2) Cha 10 (+2)</p><p></p><p></p><p>The Witchwood: Area C: Jorr’s Cabin (X,XXX XP, Encounter Level X)</p><p> * 3 riding dogs </p><p>* Jorr Natherson (human ranger 3/rogue 2)</p><p></p><p>The Witchwood: Area D: Blackwater Causeway (1,000 XP, Encounter Level 5)</p><p> * Five-headed hydra</p><p></p><p>RHoD Hydra Level 5 Solo Brute</p><p>Large natural beast (reptile) XP 1,000</p><p>Initiative +5 Senses Perception +9; all-around vision</p><p>HP 272; Bloodied 136</p><p>AC 19; Fortitude 19, Reflex 18, Will 17</p><p>Saving Throws +5</p><p>Speed 5, swim 10</p><p>Action Points 2</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Bite (standard; at-will)</p><p>Reach 2; +8 vs. AC; 1d6+3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Hydra Fury (standard; at-will)</p><p>The hydra makes five bite attacks.</p><p>Many-Headed</p><p>Each time the hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack.</p><p>Threatening Reach</p><p>The hydra can make opportunity attacks against all enemies within its reach (2 squares).</p><p>Alignment Unaligned Languages —</p><p>Skills Stealth +10</p><p>Str 20 (+7) Dex 16 (+5) Wis 14 (+4)</p><p>Con 20 (+7) Int 2 (-2) Cha 8 (+1)</p><p></p><p>Vraath Keep: Area 6: Worg Stables (800 XP, Encounter Level 3)</p><p> * 2 goblin wolf riders</p><p>* 2 dire wolves (MM p. 264)</p><p></p><p>Goblin Wolf Rider Level 5 Artillery</p><p>Small natural humanoid XP 200</p><p>Initiative +6 Senses Perception +3; low-light vision</p><p>HP 49; Bloodied 24</p><p>AC 19; Fortitude 15, Reflex 17, Will 14</p><p>Speed 6; see also goblin tactics</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Short Sword (standard; at-will) ✦ Weapon</p><p>+9 vs. AC; 1d6 + 3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Short bow (standard; at-will) ✦ Weapon</p><p>Ranged 10/20; +12 vs. AC; 1d6 + 5 damage.</p><p>Combat Advantage</p><p>The goblin wolf rider deals an extra 1d6 damage against any target it has combat advantage against.</p><p>Mounted Combat</p><p>When the goblin wolf rider rides a creature, it gains access to any special mount abilities it confers to its rider. While riding a creature, the creature can make any Athletics, Acrobatics, Endurance or Stealth checks using the rider’s skill check bonus rather than its own.</p><p>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</p><p>The goblin shifts 1 square.</p><p>Alignment Evil Languages Common, Goblin</p><p>Skills Nature +8, Stealth +13</p><p>Str 14 (+4) Dex 18 (+6) Wis 13 (+3)</p><p>Con 13 (+3) Int 8 (+1) Cha 8 (+1)</p><p>Equipment leather armor, short sword, shortbow</p><p></p><p>Vraath Keep: Area 7: Spike-Littered Nest (1,000 XP, Encounter Level 5)</p><p> *Manticore</p><p></p><p>RHoD Manticore Level 5 Solo Skirmisher</p><p>Large natural magical beast XP 1,000</p><p>Initiative +9 Senses Perception +10</p><p>HP 244; Bloodied 122</p><p>AC 21; Fortitude 19, Reflex 19, Will 17</p><p>Saving Throws +5</p><p>Speed 6, fly 8, overland flight 10</p><p>Action Points 2</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Claw (standard; at-will)</p><p>+10 vs. AC; 2d6 + 3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Spike (standard; at-will)</p><p>Ranged 10; +10 vs. AC; 1d8 + 3 damage.</p><p>Hit or Miss: The manticore shifts 3 squares after making the attack.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Manticore’s Fury (standard; at-will)</p><p>The manticore makes a claw attack and a spike attack (in any order) and shift 1 square between the two attacks.</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Spike Volley (standard; recharge 3 4 5 6 )</p><p>Area burst 1 within 10; +10 vs. AC; 1d8 + 3 damage.</p><p>Alignment Chaotic evil Languages Common</p><p>Skills Stealth +12</p><p>Str 21 (+7) Dex 20 (+7) Wis 17 (+5)</p><p>Con 17 (+5) Int 4 (-1) Cha 12 (+3)</p><p></p><p>Vraath Keep: Area 8: Barracks (1,000 XP, Encounter Level 5)</p><p> *Karkilan, Minotaur</p><p> * 4 Hobgoblin Soldiers (MM p.139)</p><p></p><p>Karkilan Level 9 Soldier</p><p>Medium natural humanoid XP 400</p><p>Initiative +6 Senses Perception +13</p><p>HP 96; Bloodied 48; see also ferocity</p><p>AC 25; Fortitude 26, Reflex 20, Will 22</p><p>Speed 5</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Battleaxe (standard; at-will) ✦ Weapon</p><p>+15 vs. AC; 1d10 + 6 damage, and the target is marked until the end of Karkilan’s next turn.</p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Goring Charge (standard; at-will)</p><p>Karkilan makes a charge attack: +16 vs. AC; 1d6 + 6 damage, and the target is knocked prone.</p><p>Ferocity (when reduced to 0 hit points)</p><p>Karkilan makes a melee basic attack.</p><p>Alignment Evil Languages Common</p><p>Skills Dungeoneering +11, Intimidate +10, Nature +8</p><p>Str 23 (+10) Dex 10 (+4) Wis 14 (+6)</p><p>Con 18 (+8) Int 9 (+3) Cha 13 (+5)</p><p>Equipment scale armor, heavy shield, battleaxe</p><p></p><p>Vraath Keep: Area 10: Wyrmlord Koth’s Quarters (600 XP, Encounter Level 2)</p><p> *Wyrmlord Koth</p><p></p><p>Wyrmlord Koth Level 6 elite Controller (warlock)</p><p>Medium natural humanoid XP 600</p><p>Initiative +5 Senses Perception +8; low-light vision</p><p>HP 136; Bloodied 68</p><p>AC 20; Fortitude 18, Reflex 18, Will 20</p><p>Saving Throws: +2</p><p>Speed 6</p><p>Action Points: 1</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Morningstar (standard; at-will) ✦ Weapon</p><p>+11 vs. AC; 1d10 + 3 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Eldritch Blast (standard; at-will) * Arcane, Implement</p><p>+10 vs. Reflex; 1d10+5 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Ray of Frost (standard, recharge 5 6) * Arcane</p><p>+10 vs. Fortitude, 1d6 + 3 cold damage, and the target is slowed until the end of Wyrmlord Koth’s next turn.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Fiery Bolt (Standard; encounter) * Arcane, Fire</p><p>Ranged 10; +10 vs. Reflex; 3d6+4 fire damage and creatures adjacent to the target take 1d6+4 fire damage</p><p><img src="http://www.enworld.org/forum/images/smilies/area.gif" class="smilie" loading="lazy" alt=":area:" title="Area :area:" data-shortname=":area:" /> Avernian Eruption (Standard; daily) * Arcane, Fire</p><p>Area burst 1 within 10; +10 vs. Reflex; 2d10+5 fire damage, plus ongoing 5 fire damage (save ends).</p><p>Spider Climb (move; encounter) * Arcane</p><p>On this move action, Wyrmlord Koth moves with a climb speed equal to his speed.</p><p>Warlock’s Curse (minor; at-will)</p><p>Wyrmlord Koth places a Curse on the enemy nearest to him that he can see. A cursed enemy takes 1d6 extra damage from Wyrmlord Koth’s attacks once per round. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer.</p><p>Predatory Eye (minor; encounter)</p><p>Wyrmlord Koth deals an extra 1d6 damage on the next attack it makes with combat advantage. It must apply this bonus before the end of its next turn.</p><p>Pact Boon</p><p>When an enemy under Wyrmlord Koth’s Warlock’s Curse is reduced to 0 hit points or fewer, he immediately gains 6 temporary hit points.</p><p>Prime shot</p><p>If none of Wyrmlord Koth’s allies are nearer to his target than he is, he receives a +1 onus to ranged attack rolls against that target.</p><p>Alignment Evil Languages Common, Draconic, Goblin</p><p>Skills Arcana +7, Bluff +12, Intimidate +12, Stealth +10</p><p>Str 16 (+6) Dex 15 (+5) Wis 10 (+3)</p><p>Con 16 (+6) Int 8 (+2) Cha 18 (+7)</p><p>Equipment leather armor, Morningstar</p><p></p><p>The Witchwood: Area H: Old Warklegnaw (X,XXX XP, Encounter Level X)</p><p> * Old Warklegnaw (forest giant)</p><p></p><p>The Witchwood: Area I: Skull Gorge Bridge (1,904 XP, Encounter Level 8)</p><p> * Ozyrrandion (young green dragon, MM p. 80)</p><p> * 2 Hell Hounds (above)</p><p> * Hobgoblin Commander (MM p. 140)</p><p> * 8 Hobgoblin Grunts (MM p. 138)</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Boarstorm, post: 4282477, member: 63913"] Here's what I've got so far. I've tooled my conversion to a 4th level party, so it's going to be a touch weaker than what others may have come up with. This covers until the bridge encounter. [sblock] PART ONE: The Witchwood Adventure Start: Marauder Attack (1,206 XP, Encounter Level 5) * Zarr (Doom Hand Cleric) * Uth-lor (Hobgoblin Bladebearer) * 2 RHoD Hellhound * Wave 1: 6 Hobgoblin Grunts (MM p. 138) * Wave 2: 6 Hobgoblin Grunts (MM p. 138) Doom Hand Cleric Level 4 Soldier (Leader) Medium natural humanoid XP 175 Initiative +2 Senses Perception +6; low-light vision HP 55; Bloodied 27 AC 20 (22 with phalanx soldier); Fortitude 16, Refl ex 16, Will 18 Speed 5 :bmelee: Heavy Mace (standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 4 damage :ranged: Grip of Doom (standard; Recharge 6) ✦ Necrotic +9 vs. Ref; 3d6+4 necrotic damage, and the target is stunned (save ends). Hobgoblin Resilience (immediate reaction, when the Doom Hand Cleric suffers an effect that a save can end; encounter) The hobgoblin soldier rolls a saving throw against the effect. Phalanx Soldier The Doom Hand Cleric gains a +2 bonus to AC while at least one hobgoblin ally is adjacent to it. Alignment Evil Languages Common, Goblin Skills Religion +11 Str 13 (+3) Dex 10 (+2) Wis 18 (+6) Con 15 (+4) Int 15 (+4) Cha 12 (+3) Equipment scale armor, light shield, heavy mace Hobgoblin Bladebearer Medium Natural Humanoid Level 4 skirmisher XP 175 Initiative: +7 Senses Perception +3; low-light vision HP 55; Bloodied 27 AC 18; Fortitude 16, Reflex 16, Will 14 Speed 6 :bmelee: Hookblade (standard; at-will) * Weapon +9 vs. AC; 1d8+3 damage. :melee: Double Attack (standard; at-will) * Weapon The Hobgoblin Bladebearer may make two basic melee attacks. :melee: Running Attack (standard; when hobgoblin bladebearer doesn't move on its turn; at-will) * Weapon The Hobgoblin Bladebearer moves up to 6 squares and makes a Double Attack at any point during that movement. The Hobgoblin Bladebearer doesn't provoke opportunity attacks when moving away from the target of the attack. Hobgoblin Resilience (immediate reaction, when the hobgoblin bladebearer suffers an effect that a save can end; encounter) The hobgoblin bladebearer rolls a saving throw against the effect. Alignment: Evil Languages: Common, Goblin Skills Athletics +10 Str 16 (+5) Dex 16 (+5) Wis 12 (+3) Con 15 (+4) Int 10 (+2) Cha 8 (+1) Equipment leather armor, two hookblades RHoD Hell Hound Level 5 Brute Medium elemental beast (fire) XP 200 Initiative +4 Senses Perception +10 Fire Shield (Fire) aura 1; any creature that enters or begins its turn in the aura takes 1d6 fire damage. HP 76; Bloodied 38 AC 18; Fortitude 16, Reflex 15, Will 16 Resist 20 fire Speed 7 :bmelee: Bite (standard; at-will) ✦ Fire +8 vs. AC; 1d8 + 1 plus 1d8 fire damage. :close: Fiery Breath (standard; recharge 4 5 6 ) ✦ Fire Close blast 3; +7 vs. Reflex; 2d6 + 2 fire damage. Alignment Unaligned Languages — Str 14 (+4) Dex 14 (+4) Wis 17 (+5) Con 16 (+5) Int 2 (–2) Cha 10 (+2) The Witchwood: Area C: Jorr’s Cabin (X,XXX XP, Encounter Level X) * 3 riding dogs * Jorr Natherson (human ranger 3/rogue 2) The Witchwood: Area D: Blackwater Causeway (1,000 XP, Encounter Level 5) * Five-headed hydra RHoD Hydra Level 5 Solo Brute Large natural beast (reptile) XP 1,000 Initiative +5 Senses Perception +9; all-around vision HP 272; Bloodied 136 AC 19; Fortitude 19, Reflex 18, Will 17 Saving Throws +5 Speed 5, swim 10 Action Points 2 :bmelee: Bite (standard; at-will) Reach 2; +8 vs. AC; 1d6+3 damage. :melee: Hydra Fury (standard; at-will) The hydra makes five bite attacks. Many-Headed Each time the hydra becomes dazed or stunned, it loses one attack on its next turn instead. Multiple such effects stack. Threatening Reach The hydra can make opportunity attacks against all enemies within its reach (2 squares). Alignment Unaligned Languages — Skills Stealth +10 Str 20 (+7) Dex 16 (+5) Wis 14 (+4) Con 20 (+7) Int 2 (-2) Cha 8 (+1) Vraath Keep: Area 6: Worg Stables (800 XP, Encounter Level 3) * 2 goblin wolf riders * 2 dire wolves (MM p. 264) Goblin Wolf Rider Level 5 Artillery Small natural humanoid XP 200 Initiative +6 Senses Perception +3; low-light vision HP 49; Bloodied 24 AC 19; Fortitude 15, Reflex 17, Will 14 Speed 6; see also goblin tactics :bmelee: Short Sword (standard; at-will) ✦ Weapon +9 vs. AC; 1d6 + 3 damage. :ranged: Short bow (standard; at-will) ✦ Weapon Ranged 10/20; +12 vs. AC; 1d6 + 5 damage. Combat Advantage The goblin wolf rider deals an extra 1d6 damage against any target it has combat advantage against. Mounted Combat When the goblin wolf rider rides a creature, it gains access to any special mount abilities it confers to its rider. While riding a creature, the creature can make any Athletics, Acrobatics, Endurance or Stealth checks using the rider’s skill check bonus rather than its own. Goblin Tactics (immediate reaction, when missed by a melee attack; at-will) The goblin shifts 1 square. Alignment Evil Languages Common, Goblin Skills Nature +8, Stealth +13 Str 14 (+4) Dex 18 (+6) Wis 13 (+3) Con 13 (+3) Int 8 (+1) Cha 8 (+1) Equipment leather armor, short sword, shortbow Vraath Keep: Area 7: Spike-Littered Nest (1,000 XP, Encounter Level 5) *Manticore RHoD Manticore Level 5 Solo Skirmisher Large natural magical beast XP 1,000 Initiative +9 Senses Perception +10 HP 244; Bloodied 122 AC 21; Fortitude 19, Reflex 19, Will 17 Saving Throws +5 Speed 6, fly 8, overland flight 10 Action Points 2 :bmelee: Claw (standard; at-will) +10 vs. AC; 2d6 + 3 damage. :ranged: Spike (standard; at-will) Ranged 10; +10 vs. AC; 1d8 + 3 damage. Hit or Miss: The manticore shifts 3 squares after making the attack. :melee: :ranged: Manticore’s Fury (standard; at-will) The manticore makes a claw attack and a spike attack (in any order) and shift 1 square between the two attacks. :area: Spike Volley (standard; recharge 3 4 5 6 ) Area burst 1 within 10; +10 vs. AC; 1d8 + 3 damage. Alignment Chaotic evil Languages Common Skills Stealth +12 Str 21 (+7) Dex 20 (+7) Wis 17 (+5) Con 17 (+5) Int 4 (-1) Cha 12 (+3) Vraath Keep: Area 8: Barracks (1,000 XP, Encounter Level 5) *Karkilan, Minotaur * 4 Hobgoblin Soldiers (MM p.139) Karkilan Level 9 Soldier Medium natural humanoid XP 400 Initiative +6 Senses Perception +13 HP 96; Bloodied 48; see also ferocity AC 25; Fortitude 26, Reflex 20, Will 22 Speed 5 :bmelee: Battleaxe (standard; at-will) ✦ Weapon +15 vs. AC; 1d10 + 6 damage, and the target is marked until the end of Karkilan’s next turn. :melee: Goring Charge (standard; at-will) Karkilan makes a charge attack: +16 vs. AC; 1d6 + 6 damage, and the target is knocked prone. Ferocity (when reduced to 0 hit points) Karkilan makes a melee basic attack. Alignment Evil Languages Common Skills Dungeoneering +11, Intimidate +10, Nature +8 Str 23 (+10) Dex 10 (+4) Wis 14 (+6) Con 18 (+8) Int 9 (+3) Cha 13 (+5) Equipment scale armor, heavy shield, battleaxe Vraath Keep: Area 10: Wyrmlord Koth’s Quarters (600 XP, Encounter Level 2) *Wyrmlord Koth Wyrmlord Koth Level 6 elite Controller (warlock) Medium natural humanoid XP 600 Initiative +5 Senses Perception +8; low-light vision HP 136; Bloodied 68 AC 20; Fortitude 18, Reflex 18, Will 20 Saving Throws: +2 Speed 6 Action Points: 1 :bmelee: Morningstar (standard; at-will) ✦ Weapon +11 vs. AC; 1d10 + 3 damage. :ranged: Eldritch Blast (standard; at-will) * Arcane, Implement +10 vs. Reflex; 1d10+5 damage. :ranged: Ray of Frost (standard, recharge 5 6) * Arcane +10 vs. Fortitude, 1d6 + 3 cold damage, and the target is slowed until the end of Wyrmlord Koth’s next turn. :ranged: Fiery Bolt (Standard; encounter) * Arcane, Fire Ranged 10; +10 vs. Reflex; 3d6+4 fire damage and creatures adjacent to the target take 1d6+4 fire damage :area: Avernian Eruption (Standard; daily) * Arcane, Fire Area burst 1 within 10; +10 vs. Reflex; 2d10+5 fire damage, plus ongoing 5 fire damage (save ends). Spider Climb (move; encounter) * Arcane On this move action, Wyrmlord Koth moves with a climb speed equal to his speed. Warlock’s Curse (minor; at-will) Wyrmlord Koth places a Curse on the enemy nearest to him that he can see. A cursed enemy takes 1d6 extra damage from Wyrmlord Koth’s attacks once per round. A Warlock’s Curse remains in effect until the end of the encounter or until the cursed enemy drops to 0 hit points or fewer. Predatory Eye (minor; encounter) Wyrmlord Koth deals an extra 1d6 damage on the next attack it makes with combat advantage. It must apply this bonus before the end of its next turn. Pact Boon When an enemy under Wyrmlord Koth’s Warlock’s Curse is reduced to 0 hit points or fewer, he immediately gains 6 temporary hit points. Prime shot If none of Wyrmlord Koth’s allies are nearer to his target than he is, he receives a +1 onus to ranged attack rolls against that target. Alignment Evil Languages Common, Draconic, Goblin Skills Arcana +7, Bluff +12, Intimidate +12, Stealth +10 Str 16 (+6) Dex 15 (+5) Wis 10 (+3) Con 16 (+6) Int 8 (+2) Cha 18 (+7) Equipment leather armor, Morningstar The Witchwood: Area H: Old Warklegnaw (X,XXX XP, Encounter Level X) * Old Warklegnaw (forest giant) The Witchwood: Area I: Skull Gorge Bridge (1,904 XP, Encounter Level 8) * Ozyrrandion (young green dragon, MM p. 80) * 2 Hell Hounds (above) * Hobgoblin Commander (MM p. 140) * 8 Hobgoblin Grunts (MM p. 138) [/sblock] [/QUOTE]
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