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Just NPCs & creatures, some part of my games, some just moment ideas.

DARKMANTLE BEAST "Daddy"
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Medium Magical Beast (Earth)
HD: 6d10+30 (63hp)
Init: +4
Speed: 30ft., fly 40ft (average)
AC: 19(+9 Natural) touch 10, flat-footed 19
Bab/Grapple: +6/+12
Attack: Slam +6 melee (1d6+9) or Dive +8 melee (Overrun, if succesful 2d6+18)
Space/Reach: 5ft/5ft
SA: Darkness (CL 5, 3/day), Improved grab, Constrict (1d6+9)
SQ: Blindsight 90ft, Darkvision 60ft., DR 8/adamantine
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 20, Int 12, Wis 10, Cha 8
Skills: Hide +13*, Listen +13*, Spot +13* (*=+4 racial bonus)
Feats: Power Dive (savage species), Improved initiative, Iron Will
CR: 6

Iron Bulette
Huge Magical Beast
HD 9d10+45; hp 94;
Init +1;
Spd 30 ft., burrow 10 ft.;
AC 29 (-2 size, +1 Dex, +20 natural), touch 9, flat-footed 28;
Base Atk +9; Grp +25;
Atk Bite +20 melee (2d8+8);
Full Atk Bite +20 melee (3d8+12) and 2 claws +14 melee (3d6+6);
space/Reach 15 ft./10 ft.;
SA Leap;
SQ DR 10/adamantine, Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft.;
AL Neutral;
SV Fort +11, Ref +7, Will +6; Str 35, Dex 13, Con 20, Int 2, Wis 13, Cha 3
Skills: Jump +18, Listen +9, Spot +3
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
CR 9;
Leap(Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.
 

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Ilderahanil, or Krothz Eldrichscarred

Spellstitched Ghoul Elven Sorcerer 6; Medium Undead; CR 8; HD 6d12; hp 47; Init +5; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 24 (+5 Dex, +2 natural, +6 Mage armor, +1 ring), touch 22, flat-footed 17; Base Atk +3; Grp +4; Atk Bite +4 melee (1d6+1) or Ray +10 touch; Full Atk Bite +4 melee (1d6+1) and 2 claws -1 melee (1d4); SA Paralysis, Spells, Spell-like abilities; SQ Darkvision 60 ft., Undead traits, DR 5/magic or silver, SR 15 (10+Cha), Turn resistance +4, +2 profane bonus on all saves; AL NE; SV Fort +4, Ref+8, Will+10; Str 12, Dex 20, Con -, Int 17, Wis 16, Cha 20(18)

Skills: Bluff +14, Concentration +14, Disguise +19, Knowledge (arcana) +12, Spellcraft +12
Feats: Graeater Spell focus (Necromancy), Fell Drain (+2 slots, 1 negative level added to damage), Spell focus (Necromancy)


Paralysis(Ex): Those hit by this ghoul's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Spell-like abilities(Sp): 4/day-Ray of enfeeblement,Shield,Blindness/Deafness, Scorching Ray; 2/day- Displacement,Greater mage armor, Enervation, Bloodstar (LibrisMortis, or other Necro spell)

Spells(Sp):
Sorcerer spells per day: 6/8/5/4
Sorcerer spells known(7/4/2/1): 0-Detect magic, Read magic, Ray of frost, Light, Acid splash, Resistance;1-Magic missile, True strike, Protection from good, Expeditious retreat;2-Ghoul glyph(LibrisMortis, or other Necro spell), Eagle’s splendor;3- Fly



+1 Ring of protection

Cloak of charisma +2

Hat of disguise

Gauntlets of the spellhurler (+2 on ranged touch attacks, 4500gp)
 

Kinslayer

Kinslayer: Male Infused vampire drow Rgr5/MtH3; Medium Undead (augmented humanoid); CR 11; HD 8d12; hp 65; Init +9; Spd 30 ft/x4; AC 31 (+9 armor, +4 dex, +6 natural, +2 deflection), touch 16, flat-footed 27; Base Atk/Grapple +8/+16; Full Atk +14 One-handed (1d6+9;19-20/x2, +1 keen vicious claw) and +14 One-handed (1d6+9;19-20/x2, +1 keen profane claw); AL LE; SV Fort +14, Ref +12, Will +3;

Str 26(22)(+8), Dex 20(+5), Con —(-), Int 16(+3), Wis 12(+1), Cha 24(20)(+7);

Skills: Concentration¹ +15, Disguise¹ +9, Hide¹ +23, Jump¹ +18, Listen¹ +22, Move Silently¹ +23, Search¹ +22, Spot¹ +22, Survival¹ +12.

Feats: Alertness (B), Boost Spell-like Ability (Unholy blight) (B), Combat reflexes (B), Deformity (clawed hands), Dodge (B), Endurance (B), Improved initiative (B), Lightning reflexes (B), Mortalbane, Track (B), Weapon focus (claw) (B), Willing Deformity.


RACE ABILITIES
• Base land speed of 30 feet.
• Darkvision 120 feet.
• Spell Resistance 19
• +2 racial bonus on saving throws against Enchantment spells or effects.
• +2 racial bonus on Listen, Search, and Spot checks
Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it
Light Blindess(Ex): Abrupt exposure to bright light(such as sunlight or a daylight spell) blinds you for 1 round. On subsequent rounds, you are dazzled as long as you remain in the affected area.

TEMPLATE ABILITIES
00-Swarm of Spiders(Su): You can assume the shape of a swarm of spiders as a standard action. You can remain in that form until you assume another.
Turn Resistance(Ex): You have +4 turn resistance.
Blood Drain(Ex): You can suck blood from a living victim with your fangs by making a successful grapple check. If you pin the foe, you drain blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, you gain 5 temporary hit points.
Children of the dread Night(Su): You command the lesser creatures of the world and once per day can call forth 1d6+1 fiendish rat swarms, 1d4+1fiendish bat swarms, or a pack of 3d6 fiendish wolves as a standard action. These creatures arrive in 2d6 rounds and serve you for up to 1 hour.
Dominate(Su): You can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that you must use a standard action, and those merely looking at it are not affected. Anyone you target must succeed on a Will save (DC 21) or fall instantly under your 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 your energy drain rises as a vampire spawn 1d4 days after burial.
Energy Drain(Su): Living creatures hit by your slam attack (or any other natural weapon your might possess) gain two negative levels. For each negative level bestowed, you gain 5 temporary hit points. You can use your energy drain ability once per round.
Alternate Form(Su): You can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that you do not regain hit points for changing form and must choose from among the forms mentioned here. You can remain in that form until you assume another or until the next sunrise.
Damage Reduction(Su): You have damage reduction 10/cold iron. Your natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing(Ex): You heal 5 points of damage each round so long as you have at least 1 hit point. If reduced to 0 hit points in combat, you automatically assume gaseous form and attempt to escape. You must reach your coffin home within 2 hours or be utterly destroyed.
Gaseous Form(Su): As a standard action, you can assume gaseous form at will as the spell (caster level 5th), but you can remain gaseous indefinitely and you have a fly speed of 20 feet with perfect maneuverability.
Resistances(Ex): You have resistance to cold 10 and electricity 10.
Spider Climb(Ex): You can climb sheer surfaces as though with a spider climb spell.

CLASS ABILITIES
• Proficient in light armor, and all shields(except tower shields)
• Proficient with all simple and martial weapons, and with Hand Crossbow.
Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
¤ Humanoid (elf) (+4 bonus)
¤ Humanoid (human) (+2 bonus)
Combat Style(Ex): You have gained weapon focus (claw) as a bonus feat.
Spells: You can now cast spells. Your caster level is 2
Mortal Hunting(Ex): You gain a +2 bonus on Attack, Damage, Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet. The bonus damage does not apply against creatures who are immune to critical hits. This bonus stacks with a ranger's favored enemy bonus.
Mortal Skin(Su): By magically grafting mortal flesh to your body, you gain the ability to transform (as the polymorph spell) once per day into any humanoid mortal form. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In all cases, you can dismiss the ability as a standard action.
Detect Mortals(Su): You can detect mortals at will. This ability duplicates the effects of a detect undead cast by a 15th-level caster, except that mortals are detected.

+1 Keen profane(or unholy) claw
+1 Keen vicious claw

Cloak of charisma +4

Belt of strength +4

+5 chainshirt

Ring of protection +2
 

Hobs

Chief: Male Axiomatic Hobgoblin Ftr3; Medium Humanoid (Goblinoid); CR 3; HD 3d10+9; hp 30; Init +4; Spd 20 ft/x4; AC 18 (+5 armor, +2 shield, +1 Dodge), touch 11, flat-footed 17; Base Atk/Grapple +3/+5; Full Atk +7 One-handed (1d10+2;19-20/x2, Masterwork bastard sword(exotic)), +4 Two-handed (1d8;20/x3, Masterwork longbow); AL LE; SV Fort +6, Ref +1, Will +1; Str 15(+2), Dex 10(+0), Con 16(+3), Int 13(+1), Wis 10(+0), Cha 12(+1);
Skills: Climb¹ +3, Intimidate¹ +7, Jump¹ +0.
Feats: Combat Expertise, Exotic Weapon Proficiency(Bastard Sword(exotic)), Dodge, Weapon Focus(Bastard Sword(exotic))

Possessions: Mwk. Heavy steel shield, Mwk.Brestplate, Mwk. bastard sword, Mwk. Longbow, 2 potions of invisibility, 4 potions of cure light wounds.

Darkvision 90ft, +4 racial bonus on Move Silently checks, Smite chaos 1/day(+3), Fire, Cold, Electricity resistance 5, SR 6, Linked minds(no flanking)



Sergeant: Male Axiomatic Hobgoblin Ftr2; Medium Humanoid (Goblinoid); CR 2; HD 2d10+6; hp 21; Init +2; Spd 30 ft/x4; AC 18 (+4 armor, +1 shield, +2 dex, +1 dodge), touch 13, flat-footed 15; Base Atk/Grapple +2/+4; Full Atk +5 One-handed (1d8+2;19-20/x2, Masterwork longsword), +5 Two-handed (1d8;20/x3, Masterwork longbow); AL LE; SV Fort +6, Ref +2, Will +0; Str 15(+2), Dex 14(+2), Con 16(+3), Int 13(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +6, Intimidate¹ +0, Jump¹ +6, Move Silently¹ +8.
Feats: Combat Expertise, Dodge, Stealthy

Darkvision 90ft, +4 racial bonus on Move Silently checks, Smite chaos 1/day(+2), Fire, Cold, Electricity resistance 5, SR 4, Linked minds(no flanking)

Possessions: Light wooden shield, Mwk. Chainshirt, Mwk. Longsword, Mwk longbow, 2 Potions of protection from arrows (10/magic), Potion cure light wounds (8)[4 in goblin hands].



Scout: Male Axiomatic Hobgoblin Rgr3; Medium Humanoid (Goblinoid); CR 3; HD 3d8+9; hp 26; Init +3; Spd 30 ft/x4; AC 19 (+4 armor, +1 shield, +3 dex, +1 dodge), touch 14, flat-footed 15; Base Atk/Grapple +3/+4; Full Atk +5 One-handed (1d8+1;19-20/x2, Masterwork longsword), +8 Two-handed (1d8+1;20/x3, Masterwork composite longbow); AL LE; SV Fort +6, Ref +6, Will +2; Str 12(+1), Dex 17(+3), Con 16(+3), Int 10(+0), Wis 13(+1), Cha 8(-1);
Skills: Climb¹ +6, Hide¹ +8, Listen¹ +7, Move Silently¹ +12, Spot¹ +7, Survival¹ +7.
Feats: Dodge, Weapon Focus(Composite Longbow)

Darkvision 90ft, +4 racial bonus on Move Silently checks, Smite chaos 1/day(+3), Fire, Cold, Electricity resistance 5, SR 6, Linked minds(no flanking)

Possessions: Mwk. Buckler, Mwk. Chainshirt, Mwk Composite longbow[+1], Mwk longsword, Bird Quaal’s feather token(2), potion of cure moderate wounds, Potion of blur, 2 potions of cure light wounds.



Axiomatic Goblin, 1st-Level Warrior(22) Small Humanoid (Goblinoid); CR 1/3; HD 1d8+1; hp 5;
Init +1; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14;
Base Atk +1; Grp -3; Atk Shortsword +2 melee (1d6;19-20) or Shortbow +3 ranged (1d4);SA Smite chaos 1/day(+1); SQ Darkvision 90 ,ft., Fire, Cold, Electricity resistance 5, SR 2, Linked minds(no flanking) ; AL LE; SV Fort +3, Ref +1, Will -1; Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: Alertness
 

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