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Sharrazard Adventure Campaign ( NPC's & Monsters )
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<blockquote data-quote="LoD2004" data-source="post: 1717499" data-attributes="member: 22848"><p>Hello, here are some monsters and NPC's i have created and used in my campaign. This is a high magic campaign!</p><p></p><p>I'll start by posting a Half-fiend/Half-Earth Elemental Ftr4:</p><p></p><p><strong>Half-Fiend / Half-Earth Elemental, Elder Ftr 4 (CR 18):</strong></p><p></p><p><strong>HP:</strong> 24d8+4d10+228 (350 hp)</p><p><strong>Init:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 20ft., fly 30ft. (average)</p><p><strong>AC:</strong> 35 (-2 size, +1 Dexterity, +16 Natural, +7 Huge Chainmail +2, Ring of Protection +3)</p><p><strong>Attacks:</strong> Slams +36/+31/+26/+21/+16</p><p><strong>Damage:</strong> Slam 2d10+20</p><p><strong>Face/Reach:</strong> 10ft. by 5ft. /15ft.</p><p><strong>Spec. Att.:</strong> Spell-like abilities, Earth Mastery, Push</p><p><strong>Spec. Qual.:</strong> Half-Fiend Elemental, Damage Reduction 15/+3, Darkvision 60ft.</p><p><strong>Saves:</strong> Fort +26, Ref +12, Will +11</p><p><strong>Abilities:</strong> Str 41 Dex 12 Con 27 Int 10 Wis 11 Cha 13</p><p><strong>Skills:</strong> Climb +10, Intimidate +14, Jump +10, Knowledge (the planes) +12, Listen +26, Spot +26, Sense Motive +16</p><p><strong>Feats:</strong> Cleave, Great Cleave, Power Attack, Improved Critical (Slam), Weapon Focus (Slam), Iron Will, Improved Initiative, Lightning Reflexes, Dodge, Mobility.</p><p></p><p></p><p><strong>Spell-like Abilities:</strong> 3/day - Darkness, Poison and Unholy Aura; 1/day - Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX and Destruction. </p><p>These abilities are as the Spells cast by a 28th-level cleric (save DC 10 + spell level).</p><p></p><p><strong>Earth Mastery:</strong> An Earth Elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block).</p><p></p><p><strong>Push (Ex):</strong> An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.</p><p></p><p><strong>Half-Fiend Elemental:</strong> Immune to Poison, sleep, paralysis, and stunning. Not subject to critical hits. Acid, Cold, Fire and Electricity Resistance 20.</p><p></p><p><strong>Possesions:</strong> Chainmail +2, Ring of Protection +3, Belt of Giant Strength +4, Boots of Speed, Amulet of Health +4, Sack with 2875 GP worth of Gems.</p><p></p><p></p><p></p><p></p><p>PS it's along time i have used this critter, i don't know if i cheated some of the rules for creating half-fiend/earth elemental. But what the hell it's a great monster <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="LoD2004, post: 1717499, member: 22848"] Hello, here are some monsters and NPC's i have created and used in my campaign. This is a high magic campaign! I'll start by posting a Half-fiend/Half-Earth Elemental Ftr4: [b]Half-Fiend / Half-Earth Elemental, Elder Ftr 4 (CR 18):[/b] [b]HP:[/b] 24d8+4d10+228 (350 hp) [b]Init:[/b] +1 (Dex) [b]Speed:[/b] 20ft., fly 30ft. (average) [b]AC:[/b] 35 (-2 size, +1 Dexterity, +16 Natural, +7 Huge Chainmail +2, Ring of Protection +3) [b]Attacks:[/b] Slams +36/+31/+26/+21/+16 [b]Damage:[/b] Slam 2d10+20 [b]Face/Reach:[/b] 10ft. by 5ft. /15ft. [b]Spec. Att.:[/b] Spell-like abilities, Earth Mastery, Push [b]Spec. Qual.:[/b] Half-Fiend Elemental, Damage Reduction 15/+3, Darkvision 60ft. [b]Saves:[/b] Fort +26, Ref +12, Will +11 [b]Abilities:[/b] Str 41 Dex 12 Con 27 Int 10 Wis 11 Cha 13 [b]Skills:[/b] Climb +10, Intimidate +14, Jump +10, Knowledge (the planes) +12, Listen +26, Spot +26, Sense Motive +16 [b]Feats:[/b] Cleave, Great Cleave, Power Attack, Improved Critical (Slam), Weapon Focus (Slam), Iron Will, Improved Initiative, Lightning Reflexes, Dodge, Mobility. [b]Spell-like Abilities:[/b] 3/day - Darkness, Poison and Unholy Aura; 1/day - Desecrate, Unholy Blight, Contagion, Blasphemy, Unhallow, Horrid Wilting, Summon Monster IX and Destruction. These abilities are as the Spells cast by a 28th-level cleric (save DC 10 + spell level). [b]Earth Mastery:[/b] An Earth Elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block). [b]Push (Ex):[/b] An Earth Elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks. [b]Half-Fiend Elemental:[/b] Immune to Poison, sleep, paralysis, and stunning. Not subject to critical hits. Acid, Cold, Fire and Electricity Resistance 20. [b]Possesions:[/b] Chainmail +2, Ring of Protection +3, Belt of Giant Strength +4, Boots of Speed, Amulet of Health +4, Sack with 2875 GP worth of Gems. PS it's along time i have used this critter, i don't know if i cheated some of the rules for creating half-fiend/earth elemental. But what the hell it's a great monster :D [/QUOTE]
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