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The Sades - epic campaign characters and their allies and foes
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<blockquote data-quote="Dark Dragon" data-source="post: 3496360" data-attributes="member: 1115"><p><strong>More undead</strong></p><p></p><p>The vampire Selokana was a very important agent of the Twisted Rune. Her duty was to observe the deeds of House Aldhanek in the ruined city of Shoonach, especially of the wizard Safana Aldhanek.</p><p></p><p>However, when she was on her way from a meeting with Sapphiraktar in Calimshan to Shoonach, the Sades decided to intercept and kill her, not knowing that they'd cut the Rune's only link with the Aldhaneks. The Rune was thus not able to stop the Aldhaneks from freeing the Atropal...</p><p></p><p>Selokana put up a very good fight, despite some of her powers being negated by Alvin's <em>Antimagic Field</em>. The spell prevented her escape but also enemy magic. It was a tough job for Alvin, Sigbert and Kaichiri to bring her down. Especially Alvin and Sigbert were heavily wounded after the fight.</p><p></p><p><strong>Selokana of Shoonach</strong></p><p></p><p>Medium Undead (vampire, former female human) </p><p>CR 22</p><p>Ftr 4, Rog 8, Shd 8</p><p>HD 20d12 +20 (hp 155)</p><p></p><p>Initiative: +14</p><p>Speed: 30 ft</p><p>AC: 41 (+7 armor, +4 shield, +11 dex, +6 natural, +3 deflection), touch 24, flat-footed 41</p><p>Base Attack/Grapple: +16/+24</p><p>Full Attack: +29/+24/+19/+14 keen, unholy, adamantine rapier +4 (1d6+14 +2d6; 15-20/x2) AND +25 keen, vampiric, adamantine dagger +3 (1d4+7 +1d4 (heals 1d4 hp to the wielder; 17-20/x2) OR +22 slam (1d6+4 +2 negative levels; 20/x2) OR +28/+23/+18/+13 corrosive composite longbow +2 (1d8+6 +1d6 acid; 20/x3; range increment 110 ft., mighty +4)</p><p>Alignment: NE</p><p></p><p>Special Attacks: Blood Drain, Children of the Night, Dominate (Will DC 25 neg.), Create Spawn, Energy Drain, Sneak Attack +4d6 </p><p></p><p>Special Qualities: Alternate Form, DR 10/Silver and magic, Fast Healing 5, Gaseous Form, Resistance to Cold and Electricity 10, Turn Resistance +4, Spider Climb, Improved Uncanny Dodge, Evasion, Trap Sense +3, Trapfinding, Hide in Plain Sight, Shadow Jump 80 ft., Shadow Illusion (1/day), Darkvision 60 ft., Defensive Roll (1/day), Slippery Mind, Undead Traits</p><p>Saves : Fort +13, Ref +30, Will +14</p><p>Abilities: Str 26 (22), Dex 30 (24), Con -, Int 16, Wis 18 (14), Cha 20 (14)</p><p></p><p>Skills: Balance +28, Bluff +15, Climb +15, Escape Artist +33, Handle Animal +6, Hide +41, Intimidate +12, Jump +17, Listen +29, Move Silently +35, Perform (Dance) +10, Ride +12, Search +23, Sense Motive +24, Spot +29, Swim +11, Tumble +32, Use Magic Device +9</p><p>Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Improved Initiative, Lightning Reflexes, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier), Improved Toughness</p><p></p><p>Special Attacks: </p><p>Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.</p><p></p><p>Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.</p><p></p><p>Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.</p><p></p><p>Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. </p><p></p><p>Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.</p><p></p><p>Special Qualities: </p><p>Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)</p><p></p><p>Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.</p><p></p><p>Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p>Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. </p><p></p><p>Equipment: Ring of Deflection +3, Darkwood Buckler +3, Gloves of Dexterity +6, Belt of Giant Strength +4, Periapt of Wisdom +4, Ring of Resistance +5, Cloak of Charisma +6, keen unholy adamantine rapier +4, keen vampiric adamantine dagger +3, corrosive composite longbow +2 (mighty +4), bracers of armor +7, statue of the night horse (summons a <em>phantom steed</em> once per day at CL 14)</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 3496360, member: 1115"] [b]More undead[/b] The vampire Selokana was a very important agent of the Twisted Rune. Her duty was to observe the deeds of House Aldhanek in the ruined city of Shoonach, especially of the wizard Safana Aldhanek. However, when she was on her way from a meeting with Sapphiraktar in Calimshan to Shoonach, the Sades decided to intercept and kill her, not knowing that they'd cut the Rune's only link with the Aldhaneks. The Rune was thus not able to stop the Aldhaneks from freeing the Atropal... Selokana put up a very good fight, despite some of her powers being negated by Alvin's [I]Antimagic Field[/I]. The spell prevented her escape but also enemy magic. It was a tough job for Alvin, Sigbert and Kaichiri to bring her down. Especially Alvin and Sigbert were heavily wounded after the fight. [B]Selokana of Shoonach[/B] Medium Undead (vampire, former female human) CR 22 Ftr 4, Rog 8, Shd 8 HD 20d12 +20 (hp 155) Initiative: +14 Speed: 30 ft AC: 41 (+7 armor, +4 shield, +11 dex, +6 natural, +3 deflection), touch 24, flat-footed 41 Base Attack/Grapple: +16/+24 Full Attack: +29/+24/+19/+14 keen, unholy, adamantine rapier +4 (1d6+14 +2d6; 15-20/x2) AND +25 keen, vampiric, adamantine dagger +3 (1d4+7 +1d4 (heals 1d4 hp to the wielder; 17-20/x2) OR +22 slam (1d6+4 +2 negative levels; 20/x2) OR +28/+23/+18/+13 corrosive composite longbow +2 (1d8+6 +1d6 acid; 20/x3; range increment 110 ft., mighty +4) Alignment: NE Special Attacks: Blood Drain, Children of the Night, Dominate (Will DC 25 neg.), Create Spawn, Energy Drain, Sneak Attack +4d6 Special Qualities: Alternate Form, DR 10/Silver and magic, Fast Healing 5, Gaseous Form, Resistance to Cold and Electricity 10, Turn Resistance +4, Spider Climb, Improved Uncanny Dodge, Evasion, Trap Sense +3, Trapfinding, Hide in Plain Sight, Shadow Jump 80 ft., Shadow Illusion (1/day), Darkvision 60 ft., Defensive Roll (1/day), Slippery Mind, Undead Traits Saves : Fort +13, Ref +30, Will +14 Abilities: Str 26 (22), Dex 30 (24), Con -, Int 16, Wis 18 (14), Cha 20 (14) Skills: Balance +28, Bluff +15, Climb +15, Escape Artist +33, Handle Animal +6, Hide +41, Intimidate +12, Jump +17, Listen +29, Move Silently +35, Perform (Dance) +10, Ride +12, Search +23, Sense Motive +24, Spot +29, Swim +11, Tumble +32, Use Magic Device +9 Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Improved Initiative, Lightning Reflexes, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier), Improved Toughness Special Attacks: Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Special Qualities: Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Equipment: Ring of Deflection +3, Darkwood Buckler +3, Gloves of Dexterity +6, Belt of Giant Strength +4, Periapt of Wisdom +4, Ring of Resistance +5, Cloak of Charisma +6, keen unholy adamantine rapier +4, keen vampiric adamantine dagger +3, corrosive composite longbow +2 (mighty +4), bracers of armor +7, statue of the night horse (summons a [I]phantom steed[/I] once per day at CL 14) [/QUOTE]
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