This is an NPC from my game. As the party trekked across the Wasted Lands, they attracted his attention. He stalked and harried them for some time before their combined might finally brought him low.
Note: I have house-ruled that a ranger's virtual two-weapon fighting feats apply to double weapons.
The Scourge (CR 14)
Male Gnoll, Chaotic Evil
Ranger 6/Foe (Dwarf) Hunter 3/Ghostwalker 4
HD: 2d8+13d10+48 (124 HP)
Init: +2 (+2 Dex)
Speed: 30'
AC: 20 (+2 Dex, +3 Natural, +5 Armor)
BAB: +14/+9/+4
Attacks: Quarterstaff +21/+16/+11 melee; or Quarterstaff +19/+14/+9 and +19/+14 melee; or Longbow +18/+13/+8 ranged (110')
Damage: Quarterstaff 1d6+8, 20/x2; or Quarterstaff 1d6+6, 20/x2 and 1d6+3, 20/x2; or Longbow 1d8+4, 20/x3
Special: Favored Enemy (Dwarf +2, Elf +1); Ranger Spells; Hated Enemy (Dwarf); Dwarven Rancor +3d6 1/round; Dwarven DR 3/-; Painful Reckoning +4; Anonymity; Resolute Aura (+4 Intimidate); Feign Death (40 rds/day); Etherealness (4 rds/day); Superior Iron Will
Saves: Fort +19 Ref +9 Will +14
Abilities: Str-21 Dex-14 Con-16 Int-10 Wis-14 Cha-9
Feats: Ambidexterity, Two-Weapon Fighting, Track, Weapon Focus (Quarterstaff), Endurance, Toughness, Iron Will, Improved Two-Weapon Fighting
Skills: Spot +8, Listen +7, Wilderness Lore +11, Hide +7, Intuit Direction +5, Intimidate +13, Climb +11, Swim +12, Craft (Woodworking) +6
Spells (DC 12+level): 2 1st/day
Favorite Spells: Pass w/o Trace, Camouflage (MoW), Hawkeye (MoW), Resist Elements
Equipment: +1/+1 Quarterstaff, MW Mighty (+4) Composite Longbow, +1 Chain Shirt, +2 Amulet of Natural Armor, +1 Cloak of Resistance, 30 MW Arrows, Potion Cure Serious Wounds x4, Potion Endurance x2
An enigmatic figure, the Scourge wanders the Wasted Lands like a haunted specter. His garb is tattered, and he props his tall, corded figure on a staff carved with gruesome runes and figures of death. Several dwarven skulls hang from his belt as trophies of foes worthy of such "honor". His fur is dark gray and patched with the scars of countless battles. His eyes are black and deep.
The gnolls tell that the Scourge was once a member of a tribe in the foothills of the Hoarfrost Mountains. He was one of the tribe's elite Dwarfslayers, tasked to lead them in battle and eradicate the foul dwarves. One fateful day, he led his warriors into what he believed would be an easy victory, but it was an ambush, and they were slaughtered. He was knocked unconscious early in the fighting, and he came to surrounded by the vultures and carrion. After feasting on the corpses of his fallen tribesmen, he struck a vow to hunt down every last remaining dwarf from the clan that had led to his humiliation. Now, his name long forgotten, the Scourge carries out his mission of vengeance on all who cross his path.
In combat, the Scourge is a crafty opponent. He has not survived these many years in the Wasted Lands by being rash or foolhardy. He prefers hit-and-run tactics, taking advantage of his ability to go Ethereal when the time comes to flee. He will use the spell Pass without Trace to avoid pursuit, and the spell Camouflage (MoW) helps him set ambushes. The Scourge will rarely try the same tactic twice; one time he will try to snipe with his bow from a defensible position, another time he will lay in hiding for his quarry to pass nearby, and another time he will charge fearlessly into battle, only to slip into the Ethereal when sorely pressed.
Note: I have house-ruled that a ranger's virtual two-weapon fighting feats apply to double weapons.
The Scourge (CR 14)
Male Gnoll, Chaotic Evil
Ranger 6/Foe (Dwarf) Hunter 3/Ghostwalker 4
HD: 2d8+13d10+48 (124 HP)
Init: +2 (+2 Dex)
Speed: 30'
AC: 20 (+2 Dex, +3 Natural, +5 Armor)
BAB: +14/+9/+4
Attacks: Quarterstaff +21/+16/+11 melee; or Quarterstaff +19/+14/+9 and +19/+14 melee; or Longbow +18/+13/+8 ranged (110')
Damage: Quarterstaff 1d6+8, 20/x2; or Quarterstaff 1d6+6, 20/x2 and 1d6+3, 20/x2; or Longbow 1d8+4, 20/x3
Special: Favored Enemy (Dwarf +2, Elf +1); Ranger Spells; Hated Enemy (Dwarf); Dwarven Rancor +3d6 1/round; Dwarven DR 3/-; Painful Reckoning +4; Anonymity; Resolute Aura (+4 Intimidate); Feign Death (40 rds/day); Etherealness (4 rds/day); Superior Iron Will
Saves: Fort +19 Ref +9 Will +14
Abilities: Str-21 Dex-14 Con-16 Int-10 Wis-14 Cha-9
Feats: Ambidexterity, Two-Weapon Fighting, Track, Weapon Focus (Quarterstaff), Endurance, Toughness, Iron Will, Improved Two-Weapon Fighting
Skills: Spot +8, Listen +7, Wilderness Lore +11, Hide +7, Intuit Direction +5, Intimidate +13, Climb +11, Swim +12, Craft (Woodworking) +6
Spells (DC 12+level): 2 1st/day
Favorite Spells: Pass w/o Trace, Camouflage (MoW), Hawkeye (MoW), Resist Elements
Equipment: +1/+1 Quarterstaff, MW Mighty (+4) Composite Longbow, +1 Chain Shirt, +2 Amulet of Natural Armor, +1 Cloak of Resistance, 30 MW Arrows, Potion Cure Serious Wounds x4, Potion Endurance x2
An enigmatic figure, the Scourge wanders the Wasted Lands like a haunted specter. His garb is tattered, and he props his tall, corded figure on a staff carved with gruesome runes and figures of death. Several dwarven skulls hang from his belt as trophies of foes worthy of such "honor". His fur is dark gray and patched with the scars of countless battles. His eyes are black and deep.
The gnolls tell that the Scourge was once a member of a tribe in the foothills of the Hoarfrost Mountains. He was one of the tribe's elite Dwarfslayers, tasked to lead them in battle and eradicate the foul dwarves. One fateful day, he led his warriors into what he believed would be an easy victory, but it was an ambush, and they were slaughtered. He was knocked unconscious early in the fighting, and he came to surrounded by the vultures and carrion. After feasting on the corpses of his fallen tribesmen, he struck a vow to hunt down every last remaining dwarf from the clan that had led to his humiliation. Now, his name long forgotten, the Scourge carries out his mission of vengeance on all who cross his path.
In combat, the Scourge is a crafty opponent. He has not survived these many years in the Wasted Lands by being rash or foolhardy. He prefers hit-and-run tactics, taking advantage of his ability to go Ethereal when the time comes to flee. He will use the spell Pass without Trace to avoid pursuit, and the spell Camouflage (MoW) helps him set ambushes. The Scourge will rarely try the same tactic twice; one time he will try to snipe with his bow from a defensible position, another time he will lay in hiding for his quarry to pass nearby, and another time he will charge fearlessly into battle, only to slip into the Ethereal when sorely pressed.
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