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The Fright Brigade (and Other Defeated Monsters)
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<blockquote data-quote="Mark Chance" data-source="post: 2557989" data-attributes="member: 2795"><p>As previously noted, the heroes embarked on John Simcoe's "Racing the Snake" (from <u>Dungeon</u> 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all.</p><p></p><p>Since the assassins are going to move on to greener pastures (and thus out of the game), I figured there's no harm in presenting the stats for these villains. By the way, Maerek the Elf Cleric scored a critical hit with <em>searing light</em> to slay Gurken, who attacked them while <em>polymorphed</em> into a wyvern in order to test the heroes' capabilities.</p><p></p><p><strong><span style="color: red">The Hunters</span></strong></p><p></p><p><strong><span style="color: red">Maliss, male yuan-ti thinblood:</span></strong> Ranger 12; CR 14; Medium Humanoid (Psionic); HD 12d8+36; hp 90; Init +7; Spd 30 ft.; AC 18 (+3 Dex, +4 armor, +1 natural), touch 13, flat-footed 15; Base Atk +12; Grp +13; Atk Masterwork scimitar +14 melee (1d6+1/18-20), or <em>+2 composite (+1 Str bonus) longbow</em> +17 ranged (1d8+3/19-20, x3), Manyshot +13 ranged (1d8+3 plus 1d8+3/19-20, x3), or Manyshot +11 ranged (1d8+3 plus 2d8+6/19-20, x3); Full Atk Masterwork scimitar +14/+9/+4 melee (1d6+1/18-20), or <em>+2 composite (+1 Str bonus) longbow</em> +15/+15/+10/+5 ranged (1d8+3/19-20, x3); SA favored enemy +4 (humans), favored enemy +2 (animals), psi-like abilities, spells; SQ animal companion, darkvision 60 ft., evasion, low-light vision, snake form (1/day), swift tracker, wild empathy +12, woodland stride; AL NE; SV Fort +12, Ref +12, Will +8; Str 13, Dex 16, Con 16, Int 14, Wis 16, Cha 10.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Common, Draconic, Yuan-ti.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Bluff +6*, Diplomacy +5, Hide +16, Knowledge (dungeoneering) +10, Knowledge (geography) +9, Knowledge (nature) +10, Listen +16*, Move Silently +23, Sense Motive +21*, Spot +16*, Survival +16*, Swim +9. Dodge, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Track. *Don't forget favored enemy bonuses. Gains a +2 bonus to Survival checks to avoid hazards, when in aboveground natural environs, and when underground.</p><p><span style="color: black">.....</span><strong><span style="color: red">Spells Prepared</span></strong> (2/2/2 per day; save DC 13 + spell level): 1st - <em>entangle, longstrider</em> (+10 ft.); 2nd - <em>barkskin</em> (+3), <em>cat's grace</em>; 3rd - <em>command plants, water walk</em>. Caster level 6th.</p><p><span style="color: black">.....</span><strong><span style="color: red">Favored Enemy (Ex):</span></strong> Gains listed bonus Bluff, Listen, Sense Motive, Spot, and Survival checks, and weapon damage rolls.</p><p><span style="color: black">.....</span><strong><span style="color: red">Psi-Like Abilities:</span></strong> 2/day - <em>chameleon</em> (+10 Hide checks for 2 hours), <em>detect psionics, dissolving weapon</em> (8d6 acid touch); 1/day - <em>aversion</em> (Will DC 19). Save DC = 13 + power level. Manifester level 12th.</p><p><span style="color: black">.....</span><strong><span style="color: red">Snake Form (Su):</span></strong> Once per day, Maliss can <em>polymorph</em> into a Medium constrictor. Caster level 12th.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>+1 silent moves studded leather, +2 composite (+1 Str bonus) longbow</em>, 25 <em>+1 human bane arrows</em> (+1 attack rolls plus 2d6+1 points of damage against humans), <em>wand of cure moderate wounds</em> (18 charges), <em>cloak of resistance +1, potion of shield of faith +5, potion of greater magic fang +2</em>, masterwork scimitar, two quivers, 25 normal arrows, two gold armbands worth 500 gp each, garnet worth 300 gp, 185 gp.</p><p><span style="color: black">.....</span><strong><span style="color: red">Note:</span></strong> Maliss is not a standard yuan-ti. He was created using the <u>Dawnforge</u> rules.</p><p></p><p><strong><span style="color: red">Zortan, monitor lizard companion:</span></strong> Medium Animal; HD 5d8+15; hp 37; Init +3; Spd 30 ft., swim 30 ft.; AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +7; Atk Bite +7 melee (1d8+6); SQ evasion, link, low-light vision, share spells; AL N; SV Fort +9, Ref +7, Will +2; Str 18, Dex 16, Con 17, Int 1, Wis 12, Cha 2.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +7, Hide +7, Listen +4, Move Silently +7, Spot +4, Swim +11. Alertness, Great Fortitude. (A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.)</p><p></p><p></p><p><strong><span style="color: red">Alrughf, male kobold:</span></strong> Sorcerer 9; CR 9; Small Humanoid (Reptilian); HD 9d4+9; hp 31; Init +7; Spd 30 ft.; AC 17 (+1 size, +3 Dex, +1 natural, +2 armor), touch 14, flat-footed 14; Base Atk +4; Grp -3; Atk Masterwork dagger +3 melee (1d3-3/19-20), +9 ranged touch (ray); SA spells; SQ darkvision 60 ft., familiar (rat), light sensitivity; AL CE; SV Fort +7, Ref +7, Will +8; Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 16.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Draconic.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Concentration +10, Craft (trapmaking) +2, Hide +7, Knowledge (arcana) +5, Profession (miner) +3, Search +2, Spellcraft +11. Combat Casting, Empower Spell, Improved Initiative, Weapon Focus (ray).</p><p><span style="color: black">.....</span><strong><span style="color: red">Spells Known</span></strong> (6/7/7/7/4 per day; save DC 13 + spell level): 0 - <em>acid splash, dancing lights, detect magic, mage hand, mending, read magic, resistance, ray of frost</em>; 1st - <em>grease, magic missile, ray of enfeeblement, shield, true strike</em>; 2nd - <em>acid arrow</em> (2d4 acid for 4 rounds), <em>false life, minor image, scorching ray</em> (2 rays at 4d6 fire); 3rd - <em>dispel magic, fireball, ray of exhaustion</em>; 4th - <em>greater invisibility, wall of fire</em>.</p><p><span style="color: black">.....</span><strong><span style="color: red">Light Sensitivity (Ex):</span></strong> Kobolds are dazzled in bright sunlight or within the radius of a <em>daylight</em> spell.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>bracers of armor +2, ring of resistance +1</em> (no space limitation) (2000 gp), <em>lesser metamagic rod of silence, potion of cure moderate wounds</em>, arcane scroll (<em>polymorph</em> [x3]) (caster level 7th), Small masterwork dagger, gold circlet (200 gp), 98 gp.</p><p></p><p></p><p><strong><span style="color: red">Burogerk, male kobold:</span></strong> Barbarian 7; CR 7; Small Humanoid (Reptilian); HD 7d12; hp 45; Init +7; Spd 40 ft.; AC 22 (+1 size, +3 Dex, +1 natural, +4 armor, +3 shield), touch 14, flat-footed 22; Base Atk +7; Grp +5; Atk Masterwork bastard sword +12 melee (1d8+2/19-20), or throwing axe +11 ranged (1d4+2); Full Atk Masterwork bastard sword +12/+7 (1d8+2/19-20); SA rage (2/day); SQ darkvision 60 ft., DR 1/-, improved uncanny dodge, light sensitivity, trap sense +2; AL CE; SV Fort +5, Ref +5, Will +3; Str 14, Dex 16, Con 11, Int 10, Wis 12, Cha 8.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Draconic.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +10*, Craft (trapmaking) +2, Hide +5, Jump +14*, Listen +11, Profession (miner) +3, Search +2, Survival +11. Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword). *Includes -2 armor check penalty and bonus for greater speed.</p><p><span style="color: black">.....</span><strong><span style="color: red">Rage (Ex):</span></strong> +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, +14 hp. Duration is 5 rounds. Afterward is fatigued (-2 Str, -2 Dex, cannot run or charge).</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>+1 heavy wooden shield, gauntlets of ogre power, oil of magic weapon, oil of keen edge, potion of cure moderate wounds</em>, Small masterwork chain shirt, Small masterwork bastard sword, Small throwing axe (x2), gold spiral bracer (300 gp), 78 gp.</p><p></p><p></p><p><strong><span style="color: red">Gurken, male kobold:</span></strong> Fighter 10; CR 10; Small Humanoid (Reptilian); HD 10d10+10; hp 65; Init +2; Spd 20 ft.; AC 20 (+1 size, +2 Dex, +1 natural, +6 armor), touch 13, flat-footed 18; Base Atk +10; Grp +7; Atk <em>+1 shock/+1 gnome hooked hammer</em> +15 melee (1d6+4 plus 1d6 electricity/19-20, x3), or masterwork composite (+1 Str bonus) longbow +13 ranged (1d6+1/x3); Full Atk <em>+1 shock/+1 gnome hooked hammer</em> +13/+8 (1d6+4 plus 1d6 electricity/19-20, x3) and +13/+8 melee (1d4+3/19-20, x4), or masterwork composite (+1 Str bonus) longbow +13/+8 ranged (1d6+1/x3); SQ darkvision 60 ft., light sensitivity; AL CN; SV Fort +8, Ref +5, Will +4; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 8.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Draconic.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Climb +10*, Craft (trapmaking) +2, Hide +3*, Jump +4*, Profession (miner) +3, Search +2. Dodge, Exotic Weapon Proficiency (gnome hooked hammer), Greater Weapon Focus (gnome hooked hammer), Improved Critical (gnome hooked hammer), Improved Two-Weapon Fighting, Mobility, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (gnome hooked hammer), Weapon Specialization (gnome hooked hammer). *Includes -3 armor check penalty and reduction for low speed.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>+1 Small chainmail, +1 shock/+1 Small gnome hooked hammer, potion of haste, potion of water-breathing, potion of cure moderate wounds, javelin of lightning</em>, Small masterwork composite (+1 Str bonus) longbow, quiver, 20 arrows, jade bead necklace (250 gp), 30 gp.</p><p></p><p></p><p><strong><span style="color: red">Jun-Olip, male kobold:</span></strong> Bard 6; CR 6; Small Humanoid (Reptilian); HD 6d6; hp 21; Init +7; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork shortsword +4 (1d4-2/19-20), or masterwork light crossbow +8 ranged (1d6+1/19-20); SA spells, suggestion; SQ bardic knowledge +10, bardic music (6/day), countersong, darkvision 60 ft., fascinate, inspire competence, inspire courage +1, light sensitivity; AL NE; SV Fort +2, Ref +8, Will +4; Str 6, Dex 16, Con 10, Int 14, Wis 8, Cha 15.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Common, Draconic, Yuan-ti.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Bluff +11, Concentration +9, Craft (trapmaking) +4, Escape Artist +12, Hide +16, Knowledge (history) +7, Move Silently +12, Perform (singing) +11, Profession (miner) +1, Search +4, Spellcraft +8, Use Magic Device +13. Improved Initiative, Magical Aptitude, Rapid Reload (light crossbow).</p><p><span style="color: black">.....</span><strong><span style="color: red">Spells Known</span></strong> (3/4/3 per day; save DC 12 + spell level): 0 - <em>detect magic, message, open/close, read magic, resistance, summon instrument</em>; 1st - <em>cure light wounds, expeditious retreat, hideous laughter, lesser confusion</em>; 2nd - <em>cure moderate wounds, invisibility, pyrotechnics</em>.</p><p><span style="color: black">.....</span><strong><span style="color: red">Inspire Courage (Su):</span></strong> +1 morale bonus to saves against fear, and to attack and damage. Duration of singing plus 5 rounds.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>+1 crossbow bolts</em> (x50), <em>screaming bolts</em> (x4), arcane scroll (<em>invisibility sphere</em>) (caster level 5th), <em>potion of cure serious wounds, potion of eagle's splendor, potion of bear's endurance</em>, Small masterwork studded leather, Small masterwork shortsword, Small masterwork light crossbow, two quivers, 12 gp.</p><p></p><p></p><p><strong><span style="color: red">Krat, female kobold:</span></strong> Druid 6; CR 6; Small Humanoid (Reptilian); HD 6d8; hp 27; Init +3; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork scimitar +4 melee (1d4-2/19-20), or sling +8 ranged (1d4/19-20); SA spells, spontaneous casting, wild shape (2/day); SQ animal companion, darkvision 60 ft., light sensitivity, nature sense, resist nature's lure, trackless step, wild empathy +5, woodland stride; AL NE; SV Fort +5, Ref +7, Will +8; Str 6, Dex 16, Con 11, Int 12, Wis 16, Cha 8.</p><p><span style="color: black">.....</span><strong><span style="color: red">Languages:</span></strong> Common, Draconic, Druidic.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Concentration +9, Craft (trapmaking) +3, Hide +7, Knowledge (nature) +10, Profession (miner) +5, Search +3, Spellcraft +10, Spot +12, Survival +12*. Combat Casting, Lightning Reflexes, Natural Spell. *Gains a +2 bonus to Survival checks in aboveground natural environs.</p><p><span style="color: black">.....</span><strong><span style="color: red">Spells Prepared</span></strong> (5/4/4/3; save DC 13 + spell level): 0 - <em>detect magic, flare, guidance, resistance, virtue</em>; 1st - <em>goodberry, longstrider</em> (+10 ft.), <em>produce flame, speak with animals</em>; 2nd - <em>barkskin</em> (+3 AC), <em>bear's endurance, bull's strength, cat's grace</em>; 3rd - <em>greater magical fang</em> (+2 to one or +1 to all), <em>poison, spike growth</em>.</p><p><span style="color: black">.....</span><strong><span style="color: red">Possessions:</span></strong> <em>wand of flaming sphere</em> (10 charges), <em>potion of cure moderate wounds</em>, divine scroll (<em>warp wood</em> x2, <em>wood shape</em> x2) (caster level 4th), Small masterwork studded leather, Small masterwork scimitar, Small sling, 20 bullets, pouch, 10 gp.</p><p></p><p><strong><span style="color: red">Krat's Leopard Form:</span></strong> Medium Animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base Atk +4; Grp +7; Atk Bite +7 melee (1d6+3); Full Atk Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1); SA improved grab, pounce, rake (1d3+1); AL NE; SV Fort +7, Ref +8, Will +8; Str 16, Dex 19, Con 15, Int 12, Wis 16, Cha 8.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Balance +12, Climb +11, Concentration +9, Hide +8, Jump +15, Knowledge (nature) +10, Move Silently +8, Spellcraft +10, Spot +12, Survival +12. Combat Casting, Lightning Reflexes, Natural Spell. (Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.)</p><p><span style="color: black">.....</span><strong><span style="color: red">Improved Grab (Ex):</span></strong> To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.</p><p><span style="color: black">.....</span><strong><span style="color: red">Pounce (Ex):</span></strong> If a leopard charges a foe, it can make a full attack, including two rake attacks.</p><p><span style="color: black">.....</span><strong><span style="color: red">Rake (Ex):</span></strong> Attack bonus +7 melee, damage 1d3+1.</p><p></p><p><strong><span style="color: red">Gamog, eagle companion:</span></strong> Small Animal; HD 5d8+5; hp 27; Init +3; Spd 10 ft., fly 80 ft. (average); AC 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 15; Base Atk +3; Grp +0; Atk Talon +7 melee (1d6+1); Full 2 talons +7 melee (1d6+1) and bite +2 (1d4); SQ devotion, evasion, link, low-light vision, share spells; AL N; SV Fort +5, Ref +7, Will +3; Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6.</p><p><span style="color: black">.....</span><strong><span style="color: red">Skills and Feats:</span></strong> Listen +4, Spot +16. Improved Natural Attack (talon), Weapon Finesse. (Eagles have a +8 racial bonus on Spot checks.)</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 2557989, member: 2795"] As previously noted, the heroes embarked on John Simcoe's "Racing the Snake" (from [u]Dungeon[/u] 105 of December 2003), modified by yours truly to account for the campaign setting and larger party of higher-level characters. During the resulting cat-and-mouse deadliest game through Obad-hai's Scar toward the wood elf village of Oakvein, the PCs took an accidental wrong turn at a fork not on their maps. The assassins, who had been tracking the PCs, stayed at the fork to wait for the PCs return trip toward the correct path. Unfortunately for the assassins, the PCs followed the wrong turn to its cul-de-sac conclusion, and then they decided to exit the Scar there. As a result, the PCs made it to Oakvein without encountering the assassins at all. Since the assassins are going to move on to greener pastures (and thus out of the game), I figured there's no harm in presenting the stats for these villains. By the way, Maerek the Elf Cleric scored a critical hit with [i]searing light[/i] to slay Gurken, who attacked them while [i]polymorphed[/i] into a wyvern in order to test the heroes' capabilities. [b][color=red]The Hunters[/color][/b][color=red][/color] [b][color=red]Maliss, male yuan-ti thinblood:[/color][/b][color=red][/color] Ranger 12; CR 14; Medium Humanoid (Psionic); HD 12d8+36; hp 90; Init +7; Spd 30 ft.; AC 18 (+3 Dex, +4 armor, +1 natural), touch 13, flat-footed 15; Base Atk +12; Grp +13; Atk Masterwork scimitar +14 melee (1d6+1/18-20), or [i]+2 composite (+1 Str bonus) longbow[/i] +17 ranged (1d8+3/19-20, x3), Manyshot +13 ranged (1d8+3 plus 1d8+3/19-20, x3), or Manyshot +11 ranged (1d8+3 plus 2d8+6/19-20, x3); Full Atk Masterwork scimitar +14/+9/+4 melee (1d6+1/18-20), or [i]+2 composite (+1 Str bonus) longbow[/i] +15/+15/+10/+5 ranged (1d8+3/19-20, x3); SA favored enemy +4 (humans), favored enemy +2 (animals), psi-like abilities, spells; SQ animal companion, darkvision 60 ft., evasion, low-light vision, snake form (1/day), swift tracker, wild empathy +12, woodland stride; AL NE; SV Fort +12, Ref +12, Will +8; Str 13, Dex 16, Con 16, Int 14, Wis 16, Cha 10. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Common, Draconic, Yuan-ti. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Bluff +6*, Diplomacy +5, Hide +16, Knowledge (dungeoneering) +10, Knowledge (geography) +9, Knowledge (nature) +10, Listen +16*, Move Silently +23, Sense Motive +21*, Spot +16*, Survival +16*, Swim +9. Dodge, Endurance, Improved Critical (composite longbow), Improved Initiative, Improved Precise Shot, Manyshot, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Track. *Don't forget favored enemy bonuses. Gains a +2 bonus to Survival checks to avoid hazards, when in aboveground natural environs, and when underground. [color=black].....[/color][b][color=red]Spells Prepared[/color][/b][color=red][/color] (2/2/2 per day; save DC 13 + spell level): 1st - [i]entangle, longstrider[/i] (+10 ft.); 2nd - [i]barkskin[/i] (+3), [i]cat's grace[/i]; 3rd - [i]command plants, water walk[/i]. Caster level 6th. [color=black].....[/color][b][color=red]Favored Enemy (Ex):[/color][/b][color=red][/color] Gains listed bonus Bluff, Listen, Sense Motive, Spot, and Survival checks, and weapon damage rolls. [color=black].....[/color][b][color=red]Psi-Like Abilities:[/color][/b][color=red][/color] 2/day - [i]chameleon[/i] (+10 Hide checks for 2 hours), [i]detect psionics, dissolving weapon[/i] (8d6 acid touch); 1/day - [i]aversion[/i] (Will DC 19). Save DC = 13 + power level. Manifester level 12th. [color=black].....[/color][b][color=red]Snake Form (Su):[/color][/b][color=red][/color] Once per day, Maliss can [i]polymorph[/i] into a Medium constrictor. Caster level 12th. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]+1 silent moves studded leather, +2 composite (+1 Str bonus) longbow[/i], 25 [i]+1 human bane arrows[/i] (+1 attack rolls plus 2d6+1 points of damage against humans), [i]wand of cure moderate wounds[/i] (18 charges), [i]cloak of resistance +1, potion of shield of faith +5, potion of greater magic fang +2[/i], masterwork scimitar, two quivers, 25 normal arrows, two gold armbands worth 500 gp each, garnet worth 300 gp, 185 gp. [color=black].....[/color][b][color=red]Note:[/color][/b][color=red][/color] Maliss is not a standard yuan-ti. He was created using the [u]Dawnforge[/u] rules. [b][color=red]Zortan, monitor lizard companion:[/color][/b][color=red][/color] Medium Animal; HD 5d8+15; hp 37; Init +3; Spd 30 ft., swim 30 ft.; AC 18 (+3 Dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +7; Atk Bite +7 melee (1d8+6); SQ evasion, link, low-light vision, share spells; AL N; SV Fort +9, Ref +7, Will +2; Str 18, Dex 16, Con 17, Int 1, Wis 12, Cha 2. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +7, Hide +7, Listen +4, Move Silently +7, Spot +4, Swim +11. Alertness, Great Fortitude. (A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.) [b][color=red]Alrughf, male kobold:[/color][/b][color=red][/color] Sorcerer 9; CR 9; Small Humanoid (Reptilian); HD 9d4+9; hp 31; Init +7; Spd 30 ft.; AC 17 (+1 size, +3 Dex, +1 natural, +2 armor), touch 14, flat-footed 14; Base Atk +4; Grp -3; Atk Masterwork dagger +3 melee (1d3-3/19-20), +9 ranged touch (ray); SA spells; SQ darkvision 60 ft., familiar (rat), light sensitivity; AL CE; SV Fort +7, Ref +7, Will +8; Str 4, Dex 16, Con 12, Int 10, Wis 12, Cha 16. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Draconic. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Concentration +10, Craft (trapmaking) +2, Hide +7, Knowledge (arcana) +5, Profession (miner) +3, Search +2, Spellcraft +11. Combat Casting, Empower Spell, Improved Initiative, Weapon Focus (ray). [color=black].....[/color][b][color=red]Spells Known[/color][/b][color=red][/color] (6/7/7/7/4 per day; save DC 13 + spell level): 0 - [i]acid splash, dancing lights, detect magic, mage hand, mending, read magic, resistance, ray of frost[/i]; 1st - [i]grease, magic missile, ray of enfeeblement, shield, true strike[/i]; 2nd - [i]acid arrow[/i] (2d4 acid for 4 rounds), [i]false life, minor image, scorching ray[/i] (2 rays at 4d6 fire); 3rd - [i]dispel magic, fireball, ray of exhaustion[/i]; 4th - [i]greater invisibility, wall of fire[/i]. [color=black].....[/color][b][color=red]Light Sensitivity (Ex):[/color][/b][color=red][/color] Kobolds are dazzled in bright sunlight or within the radius of a [i]daylight[/i] spell. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]bracers of armor +2, ring of resistance +1[/i] (no space limitation) (2000 gp), [i]lesser metamagic rod of silence, potion of cure moderate wounds[/i], arcane scroll ([i]polymorph[/i] [x3]) (caster level 7th), Small masterwork dagger, gold circlet (200 gp), 98 gp. [b][color=red]Burogerk, male kobold:[/color][/b][color=red][/color] Barbarian 7; CR 7; Small Humanoid (Reptilian); HD 7d12; hp 45; Init +7; Spd 40 ft.; AC 22 (+1 size, +3 Dex, +1 natural, +4 armor, +3 shield), touch 14, flat-footed 22; Base Atk +7; Grp +5; Atk Masterwork bastard sword +12 melee (1d8+2/19-20), or throwing axe +11 ranged (1d4+2); Full Atk Masterwork bastard sword +12/+7 (1d8+2/19-20); SA rage (2/day); SQ darkvision 60 ft., DR 1/-, improved uncanny dodge, light sensitivity, trap sense +2; AL CE; SV Fort +5, Ref +5, Will +3; Str 14, Dex 16, Con 11, Int 10, Wis 12, Cha 8. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Draconic. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +10*, Craft (trapmaking) +2, Hide +5, Jump +14*, Listen +11, Profession (miner) +3, Search +2, Survival +11. Exotic Weapon Proficiency (bastard sword), Improved Initiative, Weapon Focus (bastard sword). *Includes -2 armor check penalty and bonus for greater speed. [color=black].....[/color][b][color=red]Rage (Ex):[/color][/b][color=red][/color] +4 Str, +4 Con, +2 morale bonus to Will saves, -2 AC, +14 hp. Duration is 5 rounds. Afterward is fatigued (-2 Str, -2 Dex, cannot run or charge). [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]+1 heavy wooden shield, gauntlets of ogre power, oil of magic weapon, oil of keen edge, potion of cure moderate wounds[/i], Small masterwork chain shirt, Small masterwork bastard sword, Small throwing axe (x2), gold spiral bracer (300 gp), 78 gp. [b][color=red]Gurken, male kobold:[/color][/b][color=red][/color] Fighter 10; CR 10; Small Humanoid (Reptilian); HD 10d10+10; hp 65; Init +2; Spd 20 ft.; AC 20 (+1 size, +2 Dex, +1 natural, +6 armor), touch 13, flat-footed 18; Base Atk +10; Grp +7; Atk [i]+1 shock/+1 gnome hooked hammer[/i] +15 melee (1d6+4 plus 1d6 electricity/19-20, x3), or masterwork composite (+1 Str bonus) longbow +13 ranged (1d6+1/x3); Full Atk [i]+1 shock/+1 gnome hooked hammer[/i] +13/+8 (1d6+4 plus 1d6 electricity/19-20, x3) and +13/+8 melee (1d4+3/19-20, x4), or masterwork composite (+1 Str bonus) longbow +13/+8 ranged (1d6+1/x3); SQ darkvision 60 ft., light sensitivity; AL CN; SV Fort +8, Ref +5, Will +4; Str 12, Dex 15, Con 12, Int 10, Wis 12, Cha 8. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Draconic. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Climb +10*, Craft (trapmaking) +2, Hide +3*, Jump +4*, Profession (miner) +3, Search +2. Dodge, Exotic Weapon Proficiency (gnome hooked hammer), Greater Weapon Focus (gnome hooked hammer), Improved Critical (gnome hooked hammer), Improved Two-Weapon Fighting, Mobility, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (gnome hooked hammer), Weapon Specialization (gnome hooked hammer). *Includes -3 armor check penalty and reduction for low speed. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]+1 Small chainmail, +1 shock/+1 Small gnome hooked hammer, potion of haste, potion of water-breathing, potion of cure moderate wounds, javelin of lightning[/i], Small masterwork composite (+1 Str bonus) longbow, quiver, 20 arrows, jade bead necklace (250 gp), 30 gp. [b][color=red]Jun-Olip, male kobold:[/color][/b][color=red][/color] Bard 6; CR 6; Small Humanoid (Reptilian); HD 6d6; hp 21; Init +7; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork shortsword +4 (1d4-2/19-20), or masterwork light crossbow +8 ranged (1d6+1/19-20); SA spells, suggestion; SQ bardic knowledge +10, bardic music (6/day), countersong, darkvision 60 ft., fascinate, inspire competence, inspire courage +1, light sensitivity; AL NE; SV Fort +2, Ref +8, Will +4; Str 6, Dex 16, Con 10, Int 14, Wis 8, Cha 15. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Common, Draconic, Yuan-ti. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Bluff +11, Concentration +9, Craft (trapmaking) +4, Escape Artist +12, Hide +16, Knowledge (history) +7, Move Silently +12, Perform (singing) +11, Profession (miner) +1, Search +4, Spellcraft +8, Use Magic Device +13. Improved Initiative, Magical Aptitude, Rapid Reload (light crossbow). [color=black].....[/color][b][color=red]Spells Known[/color][/b][color=red][/color] (3/4/3 per day; save DC 12 + spell level): 0 - [i]detect magic, message, open/close, read magic, resistance, summon instrument[/i]; 1st - [i]cure light wounds, expeditious retreat, hideous laughter, lesser confusion[/i]; 2nd - [i]cure moderate wounds, invisibility, pyrotechnics[/i]. [color=black].....[/color][b][color=red]Inspire Courage (Su):[/color][/b][color=red][/color] +1 morale bonus to saves against fear, and to attack and damage. Duration of singing plus 5 rounds. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]+1 crossbow bolts[/i] (x50), [i]screaming bolts[/i] (x4), arcane scroll ([i]invisibility sphere[/i]) (caster level 5th), [i]potion of cure serious wounds, potion of eagle's splendor, potion of bear's endurance[/i], Small masterwork studded leather, Small masterwork shortsword, Small masterwork light crossbow, two quivers, 12 gp. [b][color=red]Krat, female kobold:[/color][/b][color=red][/color] Druid 6; CR 6; Small Humanoid (Reptilian); HD 6d8; hp 27; Init +3; Spd 30 ft.; AC 18 (+1 size, +3 Dex, +1 natural, +3 armor), touch 14, flat-footed 15; Base Atk +4; Grp -2; Atk Masterwork scimitar +4 melee (1d4-2/19-20), or sling +8 ranged (1d4/19-20); SA spells, spontaneous casting, wild shape (2/day); SQ animal companion, darkvision 60 ft., light sensitivity, nature sense, resist nature's lure, trackless step, wild empathy +5, woodland stride; AL NE; SV Fort +5, Ref +7, Will +8; Str 6, Dex 16, Con 11, Int 12, Wis 16, Cha 8. [color=black].....[/color][b][color=red]Languages:[/color][/b][color=red][/color] Common, Draconic, Druidic. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Concentration +9, Craft (trapmaking) +3, Hide +7, Knowledge (nature) +10, Profession (miner) +5, Search +3, Spellcraft +10, Spot +12, Survival +12*. Combat Casting, Lightning Reflexes, Natural Spell. *Gains a +2 bonus to Survival checks in aboveground natural environs. [color=black].....[/color][b][color=red]Spells Prepared[/color][/b][color=red][/color] (5/4/4/3; save DC 13 + spell level): 0 - [i]detect magic, flare, guidance, resistance, virtue[/i]; 1st - [i]goodberry, longstrider[/i] (+10 ft.), [i]produce flame, speak with animals[/i]; 2nd - [i]barkskin[/i] (+3 AC), [i]bear's endurance, bull's strength, cat's grace[/i]; 3rd - [i]greater magical fang[/i] (+2 to one or +1 to all), [i]poison, spike growth[/i]. [color=black].....[/color][b][color=red]Possessions:[/color][/b][color=red][/color] [i]wand of flaming sphere[/i] (10 charges), [i]potion of cure moderate wounds[/i], divine scroll ([i]warp wood[/i] x2, [i]wood shape[/i] x2) (caster level 4th), Small masterwork studded leather, Small masterwork scimitar, Small sling, 20 bullets, pouch, 10 gp. [b][color=red]Krat's Leopard Form:[/color][/b][color=red][/color] Medium Animal; HD 6d8+12; hp 39; Init +4; Spd 40 ft., climb 20 ft.; AC 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; Base Atk +4; Grp +7; Atk Bite +7 melee (1d6+3); Full Atk Bite +7 melee (1d6+3) and 2 claws +2 melee (1d3+1); SA improved grab, pounce, rake (1d3+1); AL NE; SV Fort +7, Ref +8, Will +8; Str 16, Dex 19, Con 15, Int 12, Wis 16, Cha 8. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Balance +12, Climb +11, Concentration +9, Hide +8, Jump +15, Knowledge (nature) +10, Move Silently +8, Spellcraft +10, Spot +12, Survival +12. Combat Casting, Lightning Reflexes, Natural Spell. (Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened.) [color=black].....[/color][b][color=red]Improved Grab (Ex):[/color][/b][color=red][/color] To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. [color=black].....[/color][b][color=red]Pounce (Ex):[/color][/b][color=red][/color] If a leopard charges a foe, it can make a full attack, including two rake attacks. [color=black].....[/color][b][color=red]Rake (Ex):[/color][/b][color=red][/color] Attack bonus +7 melee, damage 1d3+1. [b][color=red]Gamog, eagle companion:[/color][/b][color=red][/color] Small Animal; HD 5d8+5; hp 27; Init +3; Spd 10 ft., fly 80 ft. (average); AC 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 15; Base Atk +3; Grp +0; Atk Talon +7 melee (1d6+1); Full 2 talons +7 melee (1d6+1) and bite +2 (1d4); SQ devotion, evasion, link, low-light vision, share spells; AL N; SV Fort +5, Ref +7, Will +3; Str 12, Dex 17, Con 12, Int 2, Wis 14, Cha 6. [color=black].....[/color][b][color=red]Skills and Feats:[/color][/b][color=red][/color] Listen +4, Spot +16. Improved Natural Attack (talon), Weapon Finesse. (Eagles have a +8 racial bonus on Spot checks.) [/QUOTE]
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