Sammael's Rebirth NPC Collection

Sammael

Adventurer
Might as well post the NPCs from my Rebirth Forgotten Realms campaign. Perhaps somebody else can get some more mileage out of them? Note that all NPCs were built using my house rules, and may slightly differ from the core rules.

Garak
Male Durzagon Cleric 15 (Laduguer)
Medium Outsider (Dwarf, Evil, Lawful)
Hit Dice: 5d8+20 plus 15d8+60 (150 hp)
Initiative: +5
Speed: 20 ft. (run x3)
Armor Class: 28 (+11 armor, +1 Dex, +1 natural, +5 shield), flat-footed 27, touch 11; +4 vs. giants; +3 vs. critical confirmation
Base Attack/Grapple: +16/+19
Attack: Maul +22 melee (1d10+5, 19-20/x3); or claw +19 melee (1d6+3)
Full Attack: Maul +22/+17/+12/+7 melee and bite +14 melee (1d6+1) and beard +14 melee (1d3+1 plus poison)
Special Attacks: attack +1 vs. orcs and goblinoids, attack +2 vs. aberrations (+2d6), beard (poison Fort DC16, 1d4 Str/1d2 Str), rebuke undead (DC 17), sunder +26 (ignore hardness less than 20)
Special Qualities: Darkvision 120 ft., DR 3/-, DR 5/silver or good, immunities (paralysis, phantasms, poison), light sensitivity (dazzled), resistances (acid 10, cold 10, fire 20), see in darkness, SR 17, stability, stamina, stonecunning
Spell-Like Abilities: 3/day—enlarge person (self only), invisibility (self only); caster level 40th
Cleric Domains: Law, Magic, Metal
Cleric Spells Prepared (DC 14 + spell level):
0-leveldetect magic (3), guidance (2), mending (3), resistance (2)
1st leveldeathwatch, divine favor, doom, entropic shield, protection from chaos, sanctuary, shield of faith
2nd levelbull’s strength, heat metal, make whole, owl’s wisdom, silence, spiritual weapon, status
3rd levelcreate food and water, deeper darkness, dispel magic, meld into stone, protection from energy, speak with dead, stone shape
4th levelcure critical wounds, discern lies, divine power, freedom of movement, order’s wrath, sending
5th levelgreater command, dispel chaos, flame strike, righteous might, wall of stone
6th levelblade barrier, greater dispel magic, harm, heal
7th levelblasphemy, regenerate, spell turning
8th leveliron body, summon monster VIII (greater earth elemental)
Caster Level: 15th; 16th for [Law] spells; +2 vs. spell resistance
Saves: Fort +17, Ref +10, Will +17; +2 vs. spells and spell-like abilities
Abilities: Str 17, Dex 12, Con 18, Int 16, Wis 18, Cha 10
Languages: Common, Dwarf, Infernal, Terran, Undercommon
Skills: Appraise +11, Bluff +8, Concentration +27, Craft (metalworking) +23, Craft (stoneworking) +22, Diplomacy +10, Intimidate +10, Knowledge (religion) +13, Listen +15, Search +11, Sense Motive +12, Sneak +13, Spellcraft +26, Spot +15
Feats: Additional Domain, Alertness (B), Exotic Weapon Proficiency (maul) (B), Heavy Armor Proficiency, Improved Initiative, Improved Spell Resistance, Improved Sunder, Magic in the Blood, Power Attack, Spell Penetration, Weapon Focus (hammers and picks)
Alignment: Lawful Evil
Challenge Rating: 16
Equipment: +2 adamantine aberrationbane maul of impact (35,015 gp), +3 adamantine light fortified full plate (32,500), +3 heavy steel shield (9,170 gp)
 

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Briareus Redscar
Male Half-orc Ranger 6/Bard 2/Harper Agent 4
Medium Humanoid (Human, Orc)
Hit Dice: 6d8+18 plus 2d6+6 plus 4d6+24 plus 12 (123 hp)
Initiative: +6
Speed: 30 ft. (run x5)
Armor Class: 17 (+5 armor, +2 Dex)
Base Attack/Grapple: +10/+14
Attack: Greataxe +16 melee (1d12+7, 19-20/x3); or spear +13 ranged (1d8+4, x3)
Full Attack: Greataxe +16/+11 melee; or spear +13/+8 ranged
Special Qualities: Bardic music (countersong, fascinate, inspire courage), darkvision 60 ft., favored enemy (Zhentarim +2), favored terrain (forest +2), Harper knowledge +8, immunity to detect aura and detect thoughts, jack of all trades, low-light vision, speak with animals 3/day, Tymora’s smile (+2 to one save 1/day), wild empathy +10
Bard Spells (5/4/2, CL 5): 0-leveldetect magic, mage hand, mending, message, prestidigitation, read magic; 1st levelcomprehend languages, cure light wounds, feather fall, unseen servant; 2nd levelfox’s cunning, misdirection, rage
Ranger Spells (CL 3): 1st level – longstrider, pass without trace
Abilities: Str 16 (18), Dex 12 (14), Con 16, Int 14, Wis 12, Cha 14
Saving Throws: Fort +9 (+11 vs. poison, disease), Ref +11, Will +10 (+12 vs. compulsions, fear); +3 vs. glyphs, runes, and symbols
Skills: Bluff +10, Climb +10, Concentration +6, Decipher Script +8, Diplomacy +14, Gather Information +10, Handle Animal +7, Intimidate +12, Jump +10, Knowledge (geography) +7, Knowledge (local, the North) +9, Knowledge (nature) +8, Listen +8, Perform (sing) +6, Ride +5, Sense Motive +7, Sneak +9, Spellcraft +8, Spot +8, Survival +16 (+18 to avoid hazards or getting lost), Swim +10, Tumble +4
Languages: Common, Dwarven, Giant, Illuskan, Orc
Feats: Alertness (B), Endurance (B), Improved Initiative, Improved Toughness, Negotiator, Run (B), Skill Focus (Bluff) (B), Swift and Silent, Track (B), Weapon Focus (axes)
Alignment: Chaotic Good
Region: The North
Deity: Mielikki, Tymora
Equipment: belt of Strength +2 (4,000 gp), gloves of Dexterity +2 (4,000 gp), harper pin (8,000 gp), +1 keen greataxe (8,300 gp), +2 studded leather (4,150 gp), travel cloak (1,200 gp), 5 masterwork spears
 

Durm
Male Shield Dwarf Fighter 4/Rogue* 6
Medium Humanoid (Dwarf)
Hit Dice: 4d10+8 plus 6d6+12 (74 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 24 (+6 armor, +3 Dex, +1 dodge, +4 shield), touch 14, flat-footed 24; +4 vs. giants, +2 vs. traps
Base Attack/Grapple: +8/+10
Attack: Dire pick +14 melee (1d8+4, 19-20/x4); or light hammer +13 ranged (1d4+4, 19-20/x2, 20 ft.)
Full Attack: Dire pick +14/+9 melee; or light hammer +13/+8 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: +1 attack vs. goblinoids and orcs, sneak attack +3d6
Special Qualities: Darkvision 60 ft., evasion, stability (+4 vs. bull rush, trip), stamina, stonecunning, trapfinding, trap sense +2, uncanny dodge
Saves: Fort +8 (+10 vs. poison), Ref +9, Will +5; +2 vs. spells and spell-like abilities; +2 vs. traps
Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 6
Skills: Appraise +11, Balance +8 (+2 vs. bull rush, trip), Climb +8, Craft (stoneworking) +10, Disable Device +15, Listen +13, Open Lock +16, Search +17, Sense Motive +4, Sneak + 16, Spot +13
Feats: Dash, Dodge, Exotic Weapon Proficiency, Improved Critical (hammers and picks), Iron Will, Weapon Focus (hammers and picks), Weapon Specialization (hammers and picks)
Challenge Rating: 8
Alignment: Lawful Neutral
Equipment: +3 light wooden shield (9,153 gp), +3 studded leather (9,175 gp), +3 dire pick (18,330 gp), 2 masterwork light hammers (602 gp), glove of storing (10,000 gp), assorted potions worth 2,000 gp
 

Delora
Succubus Sorcerer 1/Fiend of Corruption 6
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 6d8+6+1d4+1+6d6+6 (62 hp)
Initiative: +1
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+11
Attack: Claw +11 melee (1d6+1)
Full Attack: 2 claws +11 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon
Special Qualities: Alternate form, DR 10/cold iron or good, darkvision 60 ft., fiend’s favor (+3 ability for a day/-3 ability for a day), fiendish graft 1/month, mind shielding (immunity to detect aura, detect thoughts, discern lies), immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, sorcerer talent (extra spell), soul bargain, SR 18, telepathy 100 ft., temptation, tongues
Spell-Like Abilities: At will—charm monster (DC 23), detect aura, detect thoughts (DC 21), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 22), greater teleport (self plus 50 pounds of objects only). Caster level 12th. 3/day—major creation, suggestion (DC 24). 1/day—geas/quest (DC 25), mark of justice, wish (mortals only); Caster level 6th.The save DCs are Charisma-based.
Sorcerer Spells (14/6): 0-level—Daze (DC 19), detect magic, mage hand, read magic; 1st level—shield, sleep (DC 20), unseen servant
Saves: Fort +11, Ref +11, Will +14
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 28
Skills: Bluff +26, Concentration +10, Diplomacy +23, Disguise +23* (+25 acting), Escape Artist +10, Intimidate +20, Knowledge (arcana) +12, Listen +19, Search +12, Sense Motive +17, Sneak +10, Spellcraft +9, Spot +19, Survival +2 (+4 following tracks)
Feats: Ability Focus (energy drain), Ability Focus (suggestion), Dodge, Mobility, Persuasive
Challenge Rating: 11
Alignment: Chaotic evil
Equipment: Ring of nondetection, dagger of venom, 10,000 gp worth of jewelry, several doses of contact poisons (id moss, lich dust, ungol dust)
 

Yenlik
Male Githyanki Fighter 6/Warrior of Darkness 6
Medium Outsider
Hit Dice: 6d10+18 plus 6d10+18 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares), run x3
Armor Class: 24 (+10 armor, +1 deflection, +1 Dex, +1 dodge, +1 natural), touch 13, flat-footed 22
Base Attack/Grapple: +12/+16
Attack: Greatsword +20 (2d6+10 plus 1d6 acid, 17-20)
Full Attack: Greatsword +20/+15/+10 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Sunder +28
Special Qualities: DR 5/magic, Darkvision 60 ft., SR 17
Warrior of Darkness: Black magic elixir (aura of evil, violent knowledge), black magic oil (dweller in darkness, ensorcelled flesh), darkling weapon (corrosive), scarred flesh
Psionics: 3/day—blur, daze (DC 11), dimension door, mage hand, telekinesis (DC 16); 1/day—plane shift; Caster level 12th
Saves: Fort +13, Ref +7, Will +9
Abilities: Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 13
Skills: Bluff +7, Craft (alchemy) +6, Intimidate +6, Knowledge (arcana) +3, Knowledge (the planes) +6, Ride +7, Spellcraft +4
Languages: Abyssal, Common, Githyanki
Feats: Blind-Fight (B), Dodge (B), Improved Critical (heavy blades), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Weapon Focus (heavy blades), Weapon Specialization (heavy blades)
Challenge Rating: 13
Alignment: Chaotic evil
Equipment: +2 mithral full plate (14,500 gp), +3 silvered greatsword (18,530 gp)
 

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