Sealed Lands Monsters (Sealed Lands Players Keep Out!)

Kalanyr

Explorer
Goblin Spies
Rogue 1/Enchanter 1 (Banned Schools Evocation and Conjuration)
Outsider (Native, Faerie)
HD: 1d6 (6)+1d4 (3)+2 (11 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 15 (+4 Dex +1 Size)
Base Attack: +0/-5
Attack: Dagger +0 (1d4-1) or Dagger +5 ranged (1d4-1)
Full Attack: Dagger +0 (1d4-1) or Dagger +5 ranged (1d4-1)
Special Attacks: Sneak Attack +1d6, Spells, Charm Person 1/day (DC 14)
Special Qualities: Trapfinding, Shroud of Shadows
Saves: Fort +1 Ref +6 Will: +1
AL: CE
Str 8 Dex 19 Con 13 Int 16 Wis 8 Cha 12
Skills: Balance +8, Bluff +5, Climb +5, Hide +16 (+18 in shadows), Knowledge (Arcana) +7, Listen +2, Move Silently +12,
Spellcraft +10, Spot +2, Tumble +8, Use Magic Device +7
Feats: Spellfocus (Enchantment), Scribe Scroll, Spellfocus (Illusion) (Traded for Familar)
CR 3

Spells: 3+1/2+1+1 DC: 13 + Spell Level (15 + Spell Level for Illusion and Enchantment) (16+ Spell Level for Illusion and Enchantment in Shadows) (15+Spell Level for curse spells in shadow)
0- Ghost Sound*,Touch of Fatigue^, Prestidigiation Enchantment: Daze*
1- Shield, Silent Image*, Disguise Self* Enchantment: Charm Person*
*Enchantment or Illusion
^Curse

Spellbook:
0- All in PHB except Conjuration and Evocation
1- Shield, Silent Image, Disguise Self, Charm Person, Comprehend Languages, Protection From Law

Possessions:
Spellbook
3 Throwing Daggers
Elixir of Hiding
Elixir of Sneaking
Potion of Misdirection
Potion of Cat's Grace
Potion of Fox's Cunning
Potion of Eagle's Splendor
Potion of Invisibility
Potion of Undetectable Alignment
Potion of Barkskin +3

Goblin
As MM+
ECL 1:
Outside (Native,Faerie)
Stats Change to: Str -2 Dex +4 Con +0 Int +2 Wis +0 Cha +0
Spell-Likes: 1HD: Charm Person 1/day (Advancement Undecided)
Speed: 40 ft
Special Quality: Shroud of Shadows (While standing in shadows goblins gain an additional +2 to hide checks and an additional +1 DC to enchantment and Illusion and a +2 DC to "curse" type spells)
Add Skills:Spellcraft +2, +2 Climb, Remove +4 Ride,+2 Use Magic Device
Alignment: Usually Chaotic Evil
 
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Orc Guards
Barbarian 2
Outsider (Native, Faerie)
HD: 2d12 (20 hp) +6 (26 hp)
Initiative: +1 (Dex)
Speed: 40 ft
AC: 16 (+5 (+1 Chain Shirt), +1 Dex)
Base Attack/Grapple: +2/+6
Attack: Greataxe +7 (1d12+7 20/x3)
Full Attack: Greataxe +7 (1d12+7 20/x3)
Special Attacks: Burning Hands 1/day
Special Qualities: Blood of Raging Fire, Raging Savagery, Fire Resistance 5, Rage 2/day, Fast Movement, Illiteracy, Uncanny Dodge (Retain Dex)
Saves: Fort: +6 Ref: +1 Will: -1
AL: CE
Str 19 Dex 13 Con 16 Int 6 Wis 8 Cha 14
Skills: Spot +3 Listen +5 Track +1
Feats: Alertness
CR 4

When Raging:
HD: 2d12+10 (30 hp)
Str: 23 Dex 13 Con 20
AC: 14
Grapple: +8
Attacks: Savage Greataxe +9 (1d12+12 (20/x3) + 1d4 (fire) )
Fort: +8 Will: +1
Rage Lasts: 8 Rounds then fatigued (-2 Strength, -2 Dexterity , Can't Run or Charge)

Possessions:
+1 Savage Greataxe
+1 Chain Shirt
1 Potion of Bull's Strength (1d4+1, 3 hour duration)
1 Potion of Endurace (1d4+1, 3 hour duration)
Potion of Cure Moderate Wounds (2d8+3)

Orc
As MM+
ECL 2:
Outside (Native,Faerie)
Stats Change to: Str +4 Dex +0 Con +2 Int -2 Wis -2 Cha +2
Spell-Likes: 1HD: Burning Hands 1/day (Advancement Undecided)
Special Quality:
Fire Resistance 5
Blood of Raging Fire (Su): When raging an Orc is surrounded by an aura of hit that deals 1 point of fire damage to any creature within 5' and adds 1d4 fire damage to a strike from their weapon.
Raging Savagery (Ex): When Raging an Orc gains an additional +3 bonus to damage.
Rage (Ex): An orc may rage 1/day as the barbarian ability.
Alignment: Usually Chaotic Evil

Savage Weapon: (Masterwork Variant) Savage Weapons are crafted by the finest weaponsmiths of the savage tribes however they are designed to deliver maximum impact to a blow not to increase the control over a weapon. Savage weapons add a +1 Enhancement Bonus to damage. Savage weapons are counted as masterwork for the purpose of enchantment.
 
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Male Human Barbarian 2
Medium Humanod
HD: 2d12+4 (22 hp)
Initiative: +1 Dex
Speed: 40 ft
AC: 15 ( +4 Chain Shirt +1 Dex)
Base Attack: +2/+4
Attack: +4 Greatsword (2d6+3 19-20/x2)
Full Attack: +4 Greatsword (2d6+4 19-20/x2)
Special Attacks: -
Special Qualities:Rage 1/day,Fast Movement, Illiteracty, Uncanny Dodge (Retain Dex)
Saves: Fort: +5 Ref: +1 Will: +1
Al: NE
Str 14 Dex 13 Con 15 Int 8 Wis 12 Cha 10
Skills:
Spot +3 Listen +5 Survival +5 Intimidate +5
Handle Animal +1, Literate (2 ranks)
Feats: Power Attack,Quickdraw
CR 2

When Raging
HD: 2d12+8 (26)
Str: 18 Con: 19
AC: 13
Grapple: +6
Attacks: +6 Greatsword (2d6+7 19-20/x2)
Fort: +7 Will: +3

Possessions:
Savage Greatsword
2 Brews of Savage Strength (+2, 1 hour duration)
2 Brews of Savage Endurance (+2, 1 hour duration)
4 Brews of Healing (1d4 healing)
 
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Garen
King's Guard in Training
Fighter 2

HD: 2d10+4 (24 hp) CR 2 ECL 2
Int: +1
Spd: 20 fy
AC: 22 (+8 Full Plate, +2 Shield, +1 Dexterity +1 Luck)
Melee: MW Royal Halberd: +6 (1d10+2/x3)
SA: -
SQ: -
AL: LG
SV: Fort: +6 Ref: +2 Will: +3 (+2 against enchantments/illusion, +1 against enchantments/illusion from Fae)
Str: 14 Dex: 13 Con: 14 Int: 13 Wis: 14 Cha: 12

Equipment: Masterwork Taleasan Royal Halberd
Masterwork Full Plate
Masterwork Large Steel Shield
Skills:
Diplomacy: +3
Spot: +4
Listen: +4
Intimidate: +7
Sense Motive: +4
Feats: Human: Faetouched (+1 Luck Bonus to Saves,+1 Luck Bonus to AC,+2 to Intimidate(Chosen) or Diplomacy, Bonus to Will Saves doesn't apply vs Enchantment or Illusion, -1 Penalty against saves from creatures with the Faerie subtype)
1: Weapon Focus (Taleasan Royal Halberd)
F1: Exotic Weapon Proficiency (Taleasan Royal Halberd)
 
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