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Tuesday, 15 March 2016

Golarion Critters

Runelords conversion of Books 1-2: https://docs.google.com/document/d/1kloyX_I_8wP9WGzwzKj-tJMh-TfyGcotrIu7xuHUjF8/edit

Stats below also Adapted from https://forum.rpg.net/showthread.php?734841-5e-Monster-Conversions

Faceless Stalker
Medium aberration, chaotic evil
Armor Class 12
Hit Points 90 (12d8+36)
Speed 30ft.

ST 16 (+3)
DE 14 (+2)
CO 16 (+3)
IN 14 (+2)
WI 12 (+1)
CH 16 (+3)

Skills Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft., passive Perception 11
Languages Aquan, Common, Tongues
Challenge 3 (700 XP)

Shapechanger. The faceless stalker can spend 10 minutes to polymorph into a new form. Performing this transformation is somewhat painful, but the faceless stalker can maintain its new form indefinitely once it has achieved it. It can change back to its true form as a bonus action and gains advantage on attack rolls, damage rolls, skill checks, and saving throws for 1 round after it does so. Faceless stalkers retain their own innate abilities when they assume their new form and do not gain any of those belonging to the creature they mimic. A faceless stalker gains advantage on Deception checks when they are used in conjunction with this ability. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Faceless. In its natural form, a faceless stalker has no discernible facial features. It gains advantage on saving throws made to resist attacks or effects that target the senses. This includes gaze attacks, odor-based attacks, sonic attacks and similar attacks. This bonus does not apply to illusions.
Actions
Multiattack. The faceless stalker makes two ranged attacks or two melee attacks, but can hit with his slam only once.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.


Sinspawn
Medium aberration, neutral evil
Armor Class 13 (natural armour)
Hit Points 45 (6d8+18)
Speed 40ft.

Str 16 (+3), Dex 14 (+2), Con 16 (+3), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)

Skills Perception +2, Stealth +4
Senses Darkvision 60ft.; passive Perception 12
Languages Thassilonian
Challenge 2 (450xp)

Special Actions
Charm Resistance. Sinspawn have advantage on saving throws against charm effects.

Attack actions
Multiattack. The Sinspawn makes two attacks with its claws & 1 with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6+3 slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6+3 piercing damage.

Sinful Wound. A target who takes damage must succeed on a DC 11 Wisdom saving throw, or be Poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target who saves is immune to this effect for the next 15 minutes.
___________

Skaveling (Giant Undead Bat)
Large undead, chaotic evil

Armor Class 16 (natural armor)
Hit Points 58 (9d8+18)
Speed 20ft., 40ft (hover)

ST 17 (+3)
DE 15 (+2)
CO 14 (+2)
IN 8 (-1)
WI 14 (+2)
CH 13 (+1)

Saving Throws Wis +4
Skills Perception +4, Stealth +4
Senses blindsight 90ft, passive Perception 14
Languages Undercommon
Challenge 3 (700xp)

Diseased. When Skaveling does damage the target must make a DC 14 Constitution save or be affected by Ghoul Fever, as above.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.
Hit: 2d8+5 piercing damage. The target must make a DC 14 Constitution save or be paralyzed for d4 rounds. The creature can make a new save on the end of their turn.
Screech Recharge (6). The Skaveling produces an ear-splitting screech that stuns in a 20-foot-radius burst. All creatures in the area must make a DC 16 Constitution save or be stunned for d3 rounds. Each creature can make a new save on the end of their turn.

______________________

Yeth Hound
Medium monstrosity, neutral evil

Armor Class 13 (natural armor)
Hit Points 36 (8d6+8)
Speed 50ft.

Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 7 (-2), Wis 11 (+0), Cha 8 (-1)

Skills Perception +4
Senses darkvision 60ft., passive Perception 14
Languages understands Abyssal (cannot speak)
Challenge 2

Special Actions
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Attack actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC13 Strength saving throw or be knocked prone.
Bray (Recharge 5-6). The yeth hound lifts up his head and howls, the sound sending shivers and igniting the deep down fear of being something's prey. The yeth hound's bray effects an sphere of 30ft in radius, and all creatures who are not evil and/or an outsider make make a DC14 Wisdom save or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the yeth hound is visible to the target, ending the effect on itself on a success.
____________________

NPCs

Xanesha

Large monstrosity, chaotic evil Lamia, some Slaadi
Armor Class 19 (natural armor)
Hit Points 134 (13d10+63)
Speed 40 ft., climb 40 ft., swim 40ft
STR
DEX
CON
INT
WIS
CHA
17 (+3)
20 (+5)
17 (+3)
16 (+3)
15 (+2)
18 (+4)
Skills Acrobatics +13, Arcana +9, Athletics +11, Deception +8, History +10, Insight +7, Persuasion +7, Insight + 4, Stealth +3
Senses darkvision 60ft., passive Perception 12
Languages Abyssal, Common, Draconic, Thassilonian
Challenge 6 (2,300 XP)
Innate Spellcasting. Xanesha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.
At will: disguise self (any humanoid form), major image
3/day each: charm person, major image, mirror image, scrying, suggestion
1/day: geas
Spellcasting. Xanesha is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following spells prepared:
Cantrips (at-will): Acid Splash, Dancing Lights, Mage Hand, Mending, Poison Spray
1st level (4 slots): Cure Wounds, Feather Fall, Magic Missile, Shield, Sanctuary
2nd level (3 slots): Invisibility, Scorching Ray, Spiritual Weapon
3rd level (3 slots): Dispel Magic, Spirit Guardians
Sneak Attack. Once per turn, Xanesha can deal an extra 1d6 damage to one creature he hits with an attack if he have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
She doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and she doesn’t have disadvantage on the attack roll.
Medusa’s Mask. Xanesha gets Advantage on saves vs visual effects. Including Gaze and Sight based Illusions.
Impaler of Thorns (Pike). Once per long rest when striking with this weapon all creatures within 30 feet of the creature struck make a DC 14 Wisdom save or become frightened. A creature can make a new save at the end of every round. The target that is hit when this ability is activated must make a DC 14 Wisdom dave or become incapacitated for 1 round.
Actions
Multiattack. Xanesha makes three attacks: three with Impaler of Thorns or two with Impaler of Thorns and one with Intoxicating Touch.
Impaler of Thorns (Pike). Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d10 + 3) slashing damage.

Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature.
Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Legendary Actions
Xanesha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xanesha regains spent legendary actions at the start of her turn.
Heal. Xanesha can heal herself for 3d8 + 4.
Impale. Xanesha makes an attack with Impaler of Thorns.
Spells. Xanesha may cast an innate spell or a spell from her normal spellcasting.

Justice Ironbriar

Medium humanoid (elf), neutral evil
Armor Class 19 (Half Plate, shield)
Hit Points 65 (8d8+22)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
18 (+4)
12 (+1)
13 (+1)
16 (+3)
13 (+1)
Skills Deception +7, History +5, Intimidate +5, Perception +8, Persuasion +5, Religion +8, Stealth +10
Condition Immunities sleep
Senses darkvision 60ft., passive Perception 11
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
Challenge 5 (1,800 XP)
Spellcasting. Ironbriar is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following spells prepared:
Cantrips (at-will): Light, Mending, Sacred Flame, Spare the Dying
1st level (4 slots): Charm Person, Command, Cure Wounds, Guiding Bolt, Shield of Faith
2nd level (3 slots): Enhance Ability, Hold Person, Invisibility, Spiritual Weapon
3rd level (2 slots): Dispel Magic, Mass Healing Word, Suggestion, Spirit Guardians
Reaper’s Mask. Cast confusion twice per day.
Fey Ancestry. Ironbriar have advantage on saving throws against being charmed, and magic can’t put him to sleep.
Cunning Action. Ironbriar can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Sneak Attack. Once per turn, Ironbriar can deal an extra 1d6 damage to one creature he hits with an attack if he have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Copycat. You can create an illusory double of yourself as a bonus action. This double functions as a single Mirror Image and lasts for 6 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. 5/day.
Actions
Channel Negative Energy. Ranged Spell Attack: All creatures within 30 ft. must succeed on a DC 14 Wisdom save. 9 (3d6) necrotic damage. 4/day.
Dazing Touch. Melee Spell Attack: +6 to hit, reach 5ft., one target.
Hit: A living creature you touch becomes incapacitated for 1 round. Creatures with more than 6 HD are unaffected. 5/day.
Multiattack. Ironbriar makes two ranged attacks or two melee attacks.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target.

Hit: 7 (1d6 + 4) piercing damage. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

The Skinsaw Man

Medium undead, chaotic neutral Ghast
Armor Class 17 (Studded Leather Armor)
Hit Points 94 (12d8+40)
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
18 (+4)
16 (+3)
11 (+0)
10 (+0)
8 (-1)
Saves Dexterity +6, Wisdom +2
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Skills Acrobatics +8, Athletics +8, Deception +6, Insight +4, Intimidate +6, History +8, Perception +2, Persuasion +6, Sleight of Hand +4, Stealth +8
Senses darkvision 60ft, passive Perception 10
Languages Common
Challenge 4 (1,100xp)
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions
Multiattack. The Skinsaw man makes three attacks: one with his War Razor, one with his bite, and one with his Claw.
War Razor. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 4) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (2d8 + 4) piercing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be diseased by Ghoul Fever for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nualia
Medium humanoid (aberration), chaotic evil

Armor Class 16 (18) (+1 breastplate)
Hit Points 65 (11d8+11), 8 temporary hit points
Speed 30ft.

Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 11 (+0)

Saving Throws Wisdom +6,
Senses passive Perception 15
Languages Common, Goblin, Celestial
Challenge 4

Special Actions

Guided Strike. Once per day, Nualia can gain a +10 bonus to a single melee attack roll. She may use this ability after the roll has been made, but before the attack is determined to be a hit or a miss.

Fury of the Abyss (6 uses/long rest). Nualia gains advantage on her next melee attack roll, and deals an additional 1d6 damage. Until the beginning of her next turn, however, she grants advantage against melee attacks against her.

Spellcasting. Nualia is a 3rd-level spellcaster. Her spellcasting ability is wisdom (spell save DC14, +6 to hit with spell attacks). Nualia has the following spells prepared:

Cantrips (at will): Sacred Flame,
1st Level (4 slots): Cure Wounds, Guiding Bolt, Sanctuary, Shield of Faith
2nd Level (3 slots): Aid, Lesser Restoration, Spiritual Weapon
3rd Level (2 slots): Dispel Magic

Attack actions
Multiattack. Nualia makes two Longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 1d10+5 slashing damage.
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Thursday, 10 March 2016

Anna Souvari, Ranger of the Wode hd 5

Anna Souvari, Ranger of the Wode
Medium humanoid (human)
Armor Class: 14 (12 studded leather, +2 DEX)
Hit Points: 28 (5d8+5)
Proficiency +2
Speed: 30 ft.
Strength 9 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2)
Skills: Survival +4, Perception +4, Nature +2, Stealth +4
Passive perception: 14
Challenge Rating: 1 (200 XP)

Actions
Anna can make 2 longbow attacks or 2 shortsword attacks per attack action. She can use a Bonus action to make a third shortsword attack.

Longbow ATT +4 dam: 1d8+2 (2 attacks)
Shortsword ATT +4 dam: 1d6+2 (3 attacks)

Favoured Enemy: Gnolls, Humans. Advantage on Survival rolls to track and Int rolls to recall knowledge. Knows Gnoll-tongue & Altanian speech as well as Nerathi-Alryan Common.
Natural Explorer - Plains.
Fighting Style - Two Weapon.

Equipment includes Explorer's pack, and a diaphonous nightgown!

Anna slept with Thuruar night of 25/5/4446.

Thursday, 3 March 2016

Black Sun - Kaystar Saru, Boritt Crowfinger

Kaystar Saru in 4446 BCCC

Kaystar Saru, the Black Knight

Kaystar Saru, Knight Concordant of Restored Nerath, Commander of the Knights of Saru, Master of Palen Spring, slayer of the Paladin Halloos Fermind, Unearther of the Ilhiedrin Codex, etc etc etc.

The veteran Knight Concordant Kaystar Saru took command of Morthor Cof's domain in 5/5/4446, following the closing of the Black Sun Gate and death of Morthor Cof. He has at least a dozen Nerathi Veterans as his personal bodyguard.

Kaystar's trademark is his deep, demonic laugh. He rides a massive black warhorse.

Kaystar Saru
Medium humanoid (human), CE
Armor Class 22 (+1 Nerathi full plate & +1 shield), AC 19 no shield.
Hit Points 170 (hd 20d10+60)
Speed 30 ft.
PB +4
STR 20 (+5) DEX 16 (+3) CON 16 (+3) INT 12 (+1)  WIS 10 (+0) CHA 15 (+2)
Saving Throws Con +7, Wis +4
Skills Athletics +9 History + 5 Bluff +6 Persuasion +6 Intimidate +6
Senses passive Perception 14
Languages Common
Challenge 11

Traits
Weapon Master - Double damage dice with any weapon
Crit on 19-20
Brutal Critical. +2 dice
Brave. The knight has advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.

Actions
Multiattack. The knight makes three attacks per attack action.

+1 Longsword, three attacks, Attack +12 to hit (PB 4, +5 STR, +1 magic, +2 leadership).
Hit: (17) 2d8+8 (+5 STR +2 duellist +1 magic), crit 19-20 for (35) 6d8+8.

+1 Longbow, three attacks, Attack +10 to hit (PB 4, +3 DEX, +1 magic, +2 leadership)
Hit: (13) 2d8+4 (+3 DEX +1 magic), crit 19-20 for (31) 6d8+4

Leadership (3 per Long Rest). For 1 minute, the knight can utter a special command or warning whenever the knight himself or a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add +2 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership bonus at a time. This effect ends if the knight is incapacitated.

Potions: Potion of frost giant strength, Elixir of Health

Kaystar Saru's treasure hoard:
13,500 Gold
1,050 Platinum
12 lbs. of silver trade bars (60 gp)
34 gallon(s) of ale (6.8 gp)
6 set(s) of fine clothes (90 gp)
5 lbs. of cooking spices (10 gp)
6 lbs. of copper trade bars (3 gp)
4 vial(s) of holy water (200 gp)
9 golden yellow topaz worth 500 gp each
ivory music box worth 2500gp
jade music box worth 2500gp
hoard total: 33,869.80 gp

Kaystar Saru 4433 BCCC, questing for the llhiedrin Codex

Borritt Crowfinger in Fallen Bisgen, 4434 BCCC
Borritt Crowfinger, Prince of the Black Sun
Armor Class: 15 (with mage armor) > 20 with Shield
Hit Points: 225 (30d8 +90)
Speed: 30ft (9m / 6 sqr)
Proficiency: +6 (+9 w certain skills & saves, below)

STR
11 (+0)
DEX
15 (+2)
CON
17 (+3)
INT
20 (+5)
WIS
13 (+1)
CHA
15 (+2)


Racial Features

Ability Modifiers: +1 to all
Languages: speaks Common and one extra.

Actions

Staff of Crowfinger - +2 Quarterstaff, +2 with ranged spell attacks. Melee Weapon Attack +11 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) bludgeoning damage.
Properties: Versatile (1d8),

Spells

Spellcasting. Borritt is a 20th-level wizard Necromancer. His spellcasting ability is Intelligence (spell save DC 19, to hit with spell attacks +11, +13 to hit with the Staff of Crowfinger)
Cantrips (at will): Prestidigitation, Mage Hand, Fire Bolt, Ray of Frost, Light
1st level (4 slots): Shield, Expeditious Retreat, Mage Armor,
2nd level (3 slots): Darkvision, Web, Scorching Ray, Flaming Sphere,
3rd level (3 slots): Fly, Fireball, Counterspell, Lightning Bolt, Blink,
4th level (3 slots): Greater Invisibility, Ice Storm, Wall of Fire, Dimension Door,
5th level (3 slots): Cloudkill, Animate Dead
6th level (2 slots): Disintegrate, Otiluke's Freezing Sphere,
7th level (2 slots): Finger of Death,
8th level (1 slots): Incendiary Cloud,
9th level (1 slots): Meteor Swarm,

Magic Items: Scarab of protection, Potion of speed, Potion of supreme healing x2, Potion of flying, Skull Staff of Crowfinger - +2 Quarterstaff, +2 with ranged spell attacks, Animate Dead (Level 9 slot) 1/LR.

Treasure Hoard:
8,500 Gold
1,950 Platinum
1 disguise kit (25 gp)
2 lbs. of silver trade bars (10 gp)
1 spyglass (1000 gp)
1 lyre (30 gp)
1 bottle(s) of fine wine (10 gp)
1 set of thieves' tools (25 gp)
5 fire opal worth 1000 gp each
exotic wood ring set with small gemstones worth 250gp
cloth-of-gold necklace with a gemstone pendant worth 250gp
glass bird cage worth 250gp
gold large bracelet worth 250gp
glass set of animal figurines worth 250gp
bloodstone bird cage worth 250gp
carved bone set of animal figurines worth 250gp
bloodstone-plated sword with a gemmed hilt worth 750gp
glass harp with decorative inlay worth 750gp
bloodstone fine chain set with a fire opal worth 2500gp
hoard total: 39,850.00 gp

Monday, 28 December 2015

Altanian Nomad Clans

Adapted from OSRIC pdf.

Altanian Nomads
frequency: Uncommon
no. encountered: 30d10
Size: Man-sized
move: 30 ft
armour class: Determined by armour worn
hit dice: 2 (Tribal Warrior), 3 (Altanian Warrior) or more.
lair probability: 15%
Intelligence: Mean (average to very)
alignment: neutral
level/xp: Variable

Altanian Nomad clans roam the wastes of Barbarian Altanis. They live by hunting and gathering and are closely tied to their native climate. Due to their closeness with their surroundings, they are +2 to Survival.
Altanian Nomads will always be led by higher level leaders as follows:

If under 150 nomads: (1) 15 hd leader (as Gladiator), (1) 9 hd leader, and 2d6 guards (5-9 hd).
Between 150-250 nomads: (1) 18 hd leader, (1) 15 hd leader, and 3d6 guards (5-9 hd).
Over 250 nomads: (1) 20 hd leader, (1) 18 hd leader, and 4d6 guards (5-9 hd)

There is a 15% chance per 50 nomads that a Priest or Druid will be present.
There is also a 15% chance per 50 nomads that a Cult Fanatic (Bondorr!) will be present.
Irrespective of the above, there will always be 1d3 Acolytes and a 4 hd female Psychic Defender present.

Clan Treasure: Individual 3d12 cp; Lair 1d3x1,000 cp (20%),
1d4x1,000 sp (25%), 1d4x1,000 ep (25%), 1d4x1,000 gp (30%),
1d6x500 gp (30%), 1d6x10 gems (55%), jewellery (50%), 3
magic items (50%)

If encountered in lair there will be adult noncombatants (mostly female) and young (age 1-12, m & f), each equal to 150% the number of adult male warriors. Young have 1 hd (d4, d6 or d8), Females generally have 2 hd and can fight if necessary with light weapons.

Sunday, 20 December 2015

Encounter Tables

Wilderness Encounters - adapted from Basic Fantasy RPG
The Game Master should check for random encounters in the wilderness about every four hours of game time; this translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you simply check for each watch; in the daytime, check morning, afternoon, and evening. To check for a wilderness encounter, roll 1d6; on a roll of 6, an encounter occurs. If a wilderness encounter is indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an ambush (at the GM's option).

Die Roll Desert or Barren / Grassland / Inhabited Territories 
2 Dragon, Blue / Dragon, Green / Dragon, Gold
3 Hellhound / Troll / Ghoul
4 Giant, Fire / Fly, Giant / Bugbear
5 Purple Worm (sand) / Scorpion, Giant / Goblin
6 Fly, Giant / NPC Party: Bandit / NPC: Commoners
7 Scorpion, Giant / Lion / NPC Party: Bandit
8 Camel / Boar, Wild / NPC Party: Merchant
9 Spider, Giant Tarantula / NPC Party: Merchant / NPC Party: Pilgrim
10 NPC Party: Merchant / Wolf / NPC Party: Noble
11 Hawk / Bee, Giant / Dog
12 NPC Party: Bandit / Gnoll / Gargoyle*
13 Ogre / Goblin / Gnoll
14 Griffon / Blink Dog / Ogre
15 Gnoll / Wolf, Dire / Minotaur
16 Dragon, Red / Giant, Hill / Vampire*

Die Roll Jungle / Mountains or Hills / Ocean 
2 Dragon, Green / Dragon, White / Dragon, Sea
3 NPC Party: Bandit / Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) / Hydra
4 Goblin / Displacer / Whale, Sperm
5 Hobgoblin / Lycanthrope, Werewolf* / Crocodile, Giant
6 Centipede, Giant / Mountain Lion / Crab, Giant
7 Snake, Giant Python / Wolf / Whale, Killer
8 Elephant / Spider, Giant / Octopus, Giant
9 Antelope / Hawk / Shark, Mako
10 Jaguar / Orc / NPC Party: Merchant
11 Stirge / Bat, Giant / NPC Party: Buccaneer (Pirate)
12 Beetle, Giant / Tiger Hawk, Giant / Shark, Bull
13 NPC: Tribal Warriors / Giant, Hill / Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* / Chimera / Shark, Great White
15 NPC Party: Merchant / Wolf, Dire / Mermaid
16 Lycanthrope, Weretiger* / Dragon, Red / Sea Serpent

Die Roll River or Riverside Swamp Woods or Forest 
2 Dragon, Black / Dragon, Black / Dragon, Green
3 Fish, Giant Piranha / Shadow* / Alicorn (see Unicorn)
4 Stirge / Troll / Treant
5 Fish, Giant Bass / Lizard, Giant Draco / Orc
6 NPC Party: Merchant / Centipede, Giant / Boar, Wild
7 Lizardman / Leech, Giant / Bear, Black
8 Crocodile / Lizardman / Hawk, Giant
9 Frog, Giant / Crocodile / Antelope
10 Fish, Giant Catfish / Stirge / Wolf
11 NPC Party: Buccaneer / Orc / Ogre
12 Troll / Toad, Giant (see Frog, Giant) / Bear, Grizzly
13 Jaguar / Troglodyte / Wolf, Dire
14 Nixie / Blood Rose / Giant, Hill
15 Water Termite, Giant / Hangman Tree / Owlbear
16 Dragon, Green / Basilisk / Unicorn

City, Town or Village Encounters

It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and villages are busy places. During the day, most towns will have people on the streets more or less all the time; the absence of people on the streets is often an indication of something interesting. By night, much of the town will be dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating (or drinking) establishments, people of all sorts are still likely to be encountered. The GM must make sure that his or her descriptions of the town environment make this clear; of course, this will also make it harder for the players to identify “real” encounters. The GM is encouraged to create his or her own encounter tables for use in each city, town or village created (or assign encounters by other means if desired); however, a set of “generic” encounter tables are provided below for those times when such preparation has not been completed. Roll 2d6 on the table below to determine what sort of encounter occurs; a description of each type of encounter appears below the table.

2d6 Die Roll Day Encounter / Night Encounter 
2 Commoner / Doppleganger
3 Noble / Shadow*
4 Thief / Press Gang
5 Bully / Beggar
6 City Watch / Thief
7 Merchant / Bully
8 Beggar / Merchant
9 Priest / Giant Rat
10 Mercenary / City Watch
11 Wizard / Wizard
12 Commoner / Lycanthrope, Wererat*

Beggar encounters will often begin with a single beggar approaching the party, but there will generally be 2d4 beggars in the area, and if any party member gives anything to the first beggar, the others will descend on the party like flies. Each beggar is 90% likely to be a Commoner, and 10% likely to be a Spy, possibly scouting for the Thieves Guild or a local gang.

Bully encounters will be with 2d4 young toughs; each is 70% likely to be a Bandit, 30% likely to be a Thug. Bullies generally appear unarmed, depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden, to be used in case the fight is going against them). Bullies can be a bit unpredictable, such that the GM may want to use a reaction roll to determine the leader's mood.

City Watch encounters will be with 2d6 watchmen, typically all Guards save for the squad leader, who will be a Veteran. Larger cities such as the CSIO may have Veteran guards, commanded by a Knight (80%) or Gladiator (20%) captain, or police Constables (as Thug). They will confront “suspicious looking” characters, but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters.

Doppleganger encounters will, of course, appear to be some other type of encounter; the GM should roll again to determine what the doppleganger is masquerading as. 1d6 dopplegangers will be encountered; any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. If the party is “interesting” to the dopplegangers, one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). In many cases, player character parties will not discover the true nature of the encounter until much later.

Giant Rat encounters will generally involve alleys, the docks, or other “low” places. Rats are generally not dangerous unless provoked, but if surprised they may attack. See the monster description for details of this encounter type.

Lycanthrope, Wererat encounters will appear to be some other type of encounter, either another sort of “normal” encounter or a giant rat encounter (depending on the circumstances). Wererats are cowardly and will not attack a party of equal or larger size.

Mercenary encounters will involve 2d6 Veteran members of a mercenary company, going about some business or other. A mercenary leader (d6: 1-3 Veteran, 4-5 Knight, 6 Gladiator) may offer a position to Fighter-classed player characters if they have any reputation at all.

Merchants are a common feature of towns, and may be encountered performing any sort of business. As with mercenary encounters, merchants may offer jobs to interesting player characters, particularly those with good reputations. See Creating an NPC Party, below, for details on this type of encounter. (A merchant in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.)

Nobles encountered may also offer positions to player characters, or possibly offer a reward for some dangerous task. Player characters with bad reputations may be confronted, ordered to leave town, or even arrested if the noble is able to call for the city watch. (See Creating an NPC Party, below, for details on this type of encounter.) A noble in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.

Press Gangs will consist of 2d6 Thugs, with one or two Veteran leaders. They will be armed with blunt weapons or possibly will fight with their bare hands, since their goal is to capture rather than kill player characters; however, it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. A press gang will not confront a party of equal or greater size unless the party is obviously weakened, drunk, etc. If the party loses, they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them), unarmed and at the mercy of their captors.

Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party, below, for details), though the group encountered will not be as large as would be encountered in the wilderness. Generally, a single priest (d6: 1-4 Acolyte, 5 Cult Fanatic, 6 Priest) will be encountered, accompanied by 1d6-2 of the faithful (Commoner or Cultist).

Shadow encounters in a town will be much like the same encounter underground; see the monster description for details.

Thief encounters will be with a group of 1d6 Thieves, generally disguised as ordinary townsmen or sometimes as beggars. One Thief in the group will be a Spy, with the others being Bandits or Thugs. They will seek to steal from the party, of course, unless watched very carefully.

Wizard encounters will involve a Mage (90%) or shapechanged Succubus/Incubus (10%), accompanied by 1d4-1 servants (d6: 1-3 Commoner, 4-5 Guard, 6 Veteran). The GM must decide on the temperament and mood of the wizard.

Creating An NPC Party 

Adventurers
A party of NPC adventurers will usually consist of 4-8 characters, as follows: 1d3 warrior types (50% Veteran, 30% Knight, 20% Gladiator), 1d2 Spies (75%) or Assassins (25%), 1d2 priestly types (30% Acolyte, 20% Cult Fanatic, 30% Druid, 20% Priest), and a 20% chance of 1 Mage.
The Game Master must choose the race(s) of the NPC adventurers to suit the region they are found in (or come from). Probably 80% or more of adventurers are Human, 10% are Dwarves, 6% are Halfling and the remaining 4% Elvish. If the NPC adventurer party is evil, the GM may choose to replace some party members with humanoid monsters such as orcs, hobgoblins, or gnolls. The party may be rivals with the player characters, vying for the same treasures, or they may actually be enemies, evil marauders that the player characters must defeat. It is, of course, possible that the NPC adventurers are allied or otherwise friendly with the player characters, but this may make things too easy for the players.

Bandits, Brigands, and Highwaymen 
A party of bandits will generally consist of 2d12 Bandits or Thugs and 1d6 Scouts, led by a Bandit Captain or Spy, or by one of each plus a Veteran (if there are 11 or more regular members total). In the wilderness, bandits will generally have horses or other steeds appropriate to the terrain (stolen, of course) as well as light armor, swords and bows or crossbows. In their lair or hideout, a party of bandits will generally have a Hoard (with magic items possessed by the leaders).

Buccaneers and Pirates 
The difference between buccaneers and pirates is largely a question of what they wish to be called; whatever you call them, they are waterborne equivalents of bandits, attacking other ships or raiding coastal towns for plunder. A buccaneer party will consist of 3d8 Bandits or Thugs, led by a Bandit Captain (80%) or Gladiator (20%), and 1d3 Scouts. All will be experienced at handling ships, of course. They will be unarmored or armored only in leather, and will be armed with swords and bows or crossbows. Seagoing pirates may appear in larger numbers, but the number of leader-types will be similar to that given above. A shipload of pirates or buccaneers will have a Hoard, with magic items used by the leaders; the treasure may not be aboard the ship, however, as pirates often prefer to bury their treasures on islands. In such a case, the Captain or one of his mates will have a treasure map leading to the location of the treasure.

Merchants
Merchants must often transport their wares through wilderness areas. Roughly half of the time (50%), a landbound merchant party will be led by a single wealthy merchant (as Noble); other merchant parties will consist of 1d4+1 less wealthy merchants (Commoner) who have banded together for their own safety. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. Each wagon is driven by a teamster who is a Commoner, usually unarmored and armed with a dagger or shortsword. The caravan will employ 1d4+2 Guards and 1d4 Veterans as senior guards. If encountered at sea, a merchant party will generally consist of a single ship owned or rented by a single merchant. The ship will have a crew of 2d8+8 regular crewmen, who are Commoners or Thugs, unarmored and armed with clubs, daggers or shortswords; the ship Captain, First Mate, and other officers are as Bandit Captain. Large ships may require larger crews. 1d4+2 Guards and 1d4 Veterans will be aboard as guards, just as with a caravan. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship, such a party will also have Hoard treasure, with magic items in possession of the leaders; it may be in one chest, or spread out among the wagons.

Nobles 
A noble party will consist of a noble, possibly accompanied by a spouse (Noble) and/or one or more children. Each adult noble will have at least one Commoner or lesser Noble attendant (assistant, lady-in-waiting, etc.). Lower-ranking nobles (such as barons) will have a single wagon or carriage, drawn by fine horses; higher-ranking nobles will have two or more wagons. The noble may be mounted on a warhorse, though he or she may choose to ride in a carriage part of the time. Each carriage or wagon will have a teamster, who in this case will be a Guard in chainmail with a longsword. At least two mounted Veterans will be with the noble as guards; again, higher ranking nobles will have more guards. Veteran guards will generally be armed with longswords and possibly lances, armored in platemail, and their warhorses will usually be barded with chainmail. Determining the exact number of guards is left to the GM in this case. Nobles will have Hoard type treasure.
Nobles are usually (70%) MM Nobles or Knights; otherwise, roll 1d10: 1-3 indicates a Spy, 4 indicates a Veteran, 5 indicates a Gladiator, 6 indicates a Cult Fanatic, 7 indicates a Mage, 8 indicates an Acolyte, 9 indicates a Priest, and 10 indicates an Assassin. (Clerical “nobles” are bishops, archbishops, and the like.)

Pilgrims
A party of pilgrims is on its way to (or from) a major religious locale or activity. Such a party will be led by a 1d4 Clerics (70% Acolyte, 20% Cult Fanatic, 10% Priest). The remainder of the party is rather random in nature; most pilgrim groups include 3d6 Commoner or Cultist men (or women if the religion allows women to go on pilgrimages), 1d6 Guards (80%) or Veterans (20%) with chainmail and longsword, and 1d4 Scouts (80%) or Spies (20%) (each of whom may be a genuine devout person, or possibly just on the lam).
Pilgrims usually travel light, carrying a single bag each and walking or riding mules or horses. The pilgrim party will most likely be bringing offerings of some sort to their destination; generate a Hoard for this purpose. If magic items are indicated, they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon.
__________________________

Sample Encounters from http://donjon.bin.sh/

Forest (Lvl 10)
1. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 2 x Gnoll (mm 163, cr 1/2); easy, 1300 xp
2. 2 x Giant Ape (mm 323, cr 7); deadly, 5800 xp
3. Yuan-ti Abomination (mm 308, cr 7) and 13 x Yuan-ti Pureblood (mm 310, cr 1); medium, 5500 xp
4. Guardian Naga (mm 234, cr 10) and 4 x Knight (mm 347, cr 3); deadly, 8700 xp
5. 2 x Werewolf (mm 211, cr 3); easy, 1400 xp
6. Guardian Naga (mm 234, cr 10) and 3 x Knight (mm 347, cr 3); hard, 8000 xp
7. Treant (mm 289, cr 9) and 8 x Druid (mm 346, cr 2); deadly, 8600 xp
8. Troll (mm 291, cr 5) and 2 x Ogre (mm 237, cr 2); medium, 2700 xp
9. 3 x Banshee (mm 23, cr 4); hard, 3300 xp
10. Hobgoblin Warlord (mm 187, cr 6) and 5 x Hobgoblin (mm 186, cr 1/2); easy, 2800 xp

Forest (Lvl 15)
1. Adult Gold Dragon (mm 114, cr 17) and 1 x Gold Dragon Wyrmling (mm 115, cr 3); hard, 18700 xp
2. 4 x Troll (mm 291, cr 5); hard, 7200 xp
3. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
4. Yuan-ti Abomination (mm 308, cr 7) and 10 x Yuan-ti Pureblood (mm 310, cr 1); easy, 4900 xp
5. Guardian Naga (mm 234, cr 10) and 12 x Knight (mm 347, cr 3); hard, 14300 xp
6. Young Green Dragon (mm 94, cr 8) and 13 x Yuan-ti Pureblood (mm 310, cr 1); easy, 6500 xp
7. 4 x Giant Ape (mm 323, cr 7); deadly, 11600 xp
8. Werebear (mm 208, cr 5) and 2 x Brown Bear (mm 319, cr 1); easy, 2200 xp
9. 6 x Revenant (mm 259, cr 5); deadly, 10800 xp
10. 2 x Gorgon (mm 171, cr 5); easy, 3600 xp

Forest (Lvl 20)
1. 4 x Troll (mm 291, cr 5); easy, 7200 xp
2. 3 x Giant Ape (mm 323, cr 7); medium, 8700 xp
3. 7 x Displacer Beast (mm 81, cr 3); easy, 4900 xp
4. 3 x Weretiger (mm 210, cr 4) and 6 x Tiger (mm 339, cr 1); easy, 4500 xp
5. Adult Green Dragon (mm 94, cr 15) and 12 x Hobgoblin (mm 186, cr 1/2); easy, 14200 xp
6. Oni (mm 239, cr 7) and 14 x Wererat (mm 209, cr 2); hard, 9200 xp
7. Unicorn (mm 294, cr 5) and 15 x Dryad (mm 121, cr 1); medium, 4800 xp
8. 10 x Veteran (mm 350, cr 3); medium, 7000 xp
9. Guardian Naga (mm 234, cr 10) and 5 x Mage (mm 347, cr 6); hard, 17400 xp
10. 12 x Green Hag (mm 177, cr 3); medium, 8400 xp

Hill (Lvl 15)
1. Hobgoblin Captain (mm 186, cr 3) and 11 x Hobgoblin (mm 186, cr 1/2); easy, 1800 xp
2. 3 x Galeb Duhr (mm 139, cr 6); hard, 6900 xp
3. Troll (mm 291, cr 5) and 7 x Ogre (mm 237, cr 2); medium, 4950 xp
4. 2 x Wyvern (mm 303, cr 6); easy, 4600 xp
5. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
6. 10 x Manticore (mm 213, cr 3); hard, 7000 xp
7. Adult Red Dragon (mm 98, cr 17) and 4 x Kobold (mm 195, cr 1/8); hard, 18100 xp
8. 2 x Cyclops (mm 45, cr 6); easy, 4600 xp
9. 4 x Chimera (mm 39, cr 6); hard, 9200 xp
10. Wereboar (mm 209, cr 4) and 6 x Orc (mm 246, cr 1/2); easy, 1700 xp

Hill (Lvl 20)
1. 13 x Werewolf (mm 211, cr 3); hard, 9100 xp
2. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
3. 8 x Revenant (mm 259, cr 5); hard, 14400 xp
4. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 15 x Gnoll (mm 163, cr 1/2); easy, 2600 xp
5. Young Red Dragon (mm 98, cr 10) and 3 x Fire Elemental (mm 125, cr 5); medium, 11300 xp
6. 6 x Gorgon (mm 171, cr 5); medium, 10800 xp
7. 8 x Phase Spider (mm 334, cr 3); easy, 5600 xp
8. Werebear (mm 208, cr 5) and 8 x Brown Bear (mm 319, cr 1); easy, 3400 xp
9. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
10. Young Red Dragon (mm 98, cr 10) and 2 x Fire Elemental (mm 125, cr 5); medium, 9500 xp

Ruins/Dungeon (Lvl 20)
1. Grick Alpha (mm 173, cr 7) and 13 x Grick (mm 173, cr 2); hard, 8750 xp
2. Roper (mm 261, cr 5) and 15 x Piercer (mm 252, cr 1/2); easy, 3300 xp
3. 7 x Wraith (mm 302, cr 5); hard, 12600 xp
4. 2 x Stone Giant (mm 156, cr 7) and 6 x Cave Bear (mm 334, cr 2); medium, 8500 xp
5. 5 x Otyugh (mm 248, cr 5); medium, 9000 xp
6. Beholder (mm 28, cr 13) and 9 x Drow Elite Warrior (mm 128, cr 5); hard, 26200 xp
7. Dao (mm 143, cr 11) and 3 x Earth Elemental (mm 124, cr 5); medium, 12600 xp
8. Grick Alpha (mm 173, cr 7) and 14 x Grick (mm 173, cr 2); hard, 9200 xp
9. 2 x Fire Giant (mm 154, cr 9) and 1 x Red Dragon Wyrmling (mm 98, cr 4); medium, 11100 xp
10. 4 x Chimera (mm 39, cr 6); medium, 9200 xp

Urban (Lvl 1)
1. 2 x Giant Centipede (mm 323, cr 1/4); medium, 100 xp
2. 3 x Acolyte (mm 342, cr 1/4); deadly, 150 xp
3. 2 x Smoke Mephit (mm 217, cr 1/4); medium, 100 xp
4. 3 x Giant Poisonous Snake (mm 327, cr 1/4); deadly, 150 xp
5. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
6. 2 x Crocodile (mm 320, cr 1/2); deadly, 200 xp
7. 3 x Swarm of Rats (mm 339, cr 1/4); deadly, 150 xp
8. 2 x Warhorse (mm 340, cr 1/2); deadly, 200 xp
9. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
10. 2 x Shadow (mm 269, cr 1/2); deadly, 200 xp

Urban (Lvl 5)
1. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
2. 2 x Mimic (mm 220, cr 2); easy, 900 xp
3. 1 x Incubus (mm 285, cr 4); easy, 1100 xp
4. 1 x Invisible Stalker (mm 192, cr 6); hard, 2300 xp
5. Knight (mm 347, cr 3) and 14 x Commoner (mm 344, cr 0); deadly, 840 xp
6. 1 x Shield Guardian (mm 271, cr 7); hard, 2900 xp
7. Succubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); deadly, 1700 xp
8. 4 x Will-o-wisp (mm 301, cr 2); deadly, 1800 xp
9. Cult Fanatic (mm 345, cr 2) and 10 x Cultist (mm 345, cr 1/8); medium, 700 xp
10. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp

Urban (Lvl 10)
1. 5 x Will-o-wisp (mm 301, cr 2); medium, 2250 xp
2. 1 x Succubus (mm 285, cr 4) and 2 x Incubus (mm 285, cr 4); hard, 3300 xp
3. 3 x Mimic (mm 220, cr 2); easy, 1350 xp
4. 4 x Ghost (mm 147, cr 4); deadly, 4400 xp
5. Incubus (mm 285, cr 4) and 8 x Imp (mm 76, cr 1); hard, 2700 xp
6. 7 x Wererat (mm 209, cr 2); hard, 3150 xp
7. 8 x Wererat (mm 209, cr 2); deadly, 3600 xp
8. 2 x Shield Guardian (mm 271, cr 7); deadly, 5800 xp
9. Incubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); easy, 1700 xp
10. 4 x Phase Spider (mm 334, cr 3); medium, 2800 xp

Urban (Lvl 20)
1. 8 x Incubus (mm 285, cr 4); medium, 8800 xp
2. 4 x Assassin (mm 343, cr 8); hard, 15600 xp
3. 7 x Phase Spider (mm 334, cr 3); easy, 4900 xp
4. 2 x Shield Guardian (mm 271, cr 7); easy, 5800 xp
5. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
6. 9 x Vampire Spawn (mm 298, cr 5); deadly, 16200 xp
7. 6 x Revenant (mm 259, cr 5); medium, 10800 xp
8. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
9. Adult Silver Dragon (mm 117, cr 16) and 9 x Silver Dragon Wyrmling (mm 118, cr 2); medium, 19050 xp
10. Incubus (mm 285, cr 4) and 11 x Hell Hound (mm 182, cr 3); hard, 8800 xp


Saturday, 19 December 2015

Feani, Elf Scout hd 4



Feani, Elf Scout of Onhir
Medium humanoid
Armor Class: 13 (+3 DEX)
Hit Points: 22 (4d8+4)
Proficiency +2
Speed: 40 ft unarmoured (30 ft. standard)
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0)
Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3
Passive perception: 14
Challenge Rating: 3/4 (150 XP)

Actions
Feani can make 2 longbow attacks or 1 dagger attack per attack action.

Longbow ATT +5 dam: 1d8+3 (2 attacks)
Dagger ATT +5 dam: 1d4+3 (1 attack)

Monday, 14 December 2015

Dwarves - Clan Guard hd 5, Dwarf Warrior hd 2



Dwarven Elite Clan Guard hd 5
Medium humanoid
Armor Class: 20 (plate & shield)
Hit Points: 32 (5d8+10)
Proficiency +2
Speed: 25 ft.
Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0)
Skills: Intimidation +2, Insight +2, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)

Actions
Attack - the Clan Guard makes two attacks per attack action.

Reactions
The Clan Guard can make an Opportunity Attack with axe against any foe entering its reach.

Weapon: Dwarf Axe Attack +5 damage: 1d8+3

DWARF WARRIOR - including EXPLORERS BOLFI & CO
Armor Class: 16 (chain mail, 18 with shield)
Hit Points: 15 (2d8 +6)
Speed: 25ft (7,5m / 5 sqr)
Proficiency: +2

STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)


Racial Features

Ability Modifiers: +2 Con, +1 Wis
Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it.
Tools Proficiency: smith's tools, brewer's supplies or mason's tools
Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. (not considered for template)
Dwarven Toughness: 1 extra hit point for each level
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common and Dwarvish

Actions

Warhammer or Battleaxe. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 5 (1d8 +1 ) bludgeoning damage.

Heavy Crossbow. Ranged Weapon Attack +2 to hit, range 80/320, one target. Hit: 2d10/1d10 piercing damage.

Properties: Ammunition: range 80/320, Loading, Two-handed,

Friday, 13 November 2015

Temple Personnel - Acolyte hd 2, Priest hd 5, High Priest hd 11, Temple Guard hd 3

Acolyte hd 2
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Proficiency +2
Speed 30 ft.
STR 9 (-1) or 10 (+0) DEX 10 (+0) CON 10 (+0) INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, detect magic, thaumaturgy
1st level (2 slots): bless, cure wounds (d8+2), sanctuary

Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.

Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.

Priest hd 5
Medium humanoid (any race), any alignment
Armor Class 10 or 13 (chain shirt/light breastplate)
Hit Points 27 (5d8 + 5)
Proficiency +2
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions

Shortsword or Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing or bludgeoning damage.

Priests are the spiritual leaders of temples and shrines.

High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.

Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying

Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier

Actions

+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing  damage.

Treasure: 4605 gp in coin.

Temple Guard Veteran hd 3
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)

Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).

Actions:

• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
•  Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit:  6 (1d8+2) piercing damage.


Tuesday, 10 November 2015

Gate Castle Expedition Personnel

Warriors
1. Hakeem
2. Rey
3. Thuruar
4. Zombie T-Rex

Other
1. Laara, the Greywolf Psychic Defender. hd 5 CON 9 hp 17.
2. Alicia Scarnetti - qv
3. Feani, Elf Scout of Onhir - qv

Casualties
Amber the Priestess - incinerated by Chimerae
Amdor the Mighty - murdered at Hall of the Laer

Athena Escort to Onir - returned to Temple of the Lady of Wisdom
Priestess Sora Menekakhos
2 Temple Guards

Left at Temple of the Lady of Wisdom (2)
Kaag - qv - learning wisdom!
Gail Skara, Kaag's Nerathi concubine, gift from Ernsorn Blue of Seawolf - "She has been west of the mountains, and may prove useful for more than bed-warming". hd 2 CON 7 hp 5.


Amdor, as he saw himself anyway.


Saturday, 7 November 2015

Kaag Tiger-Killer, barbarian warrior hd 18

Kaag Tiger-Killer of Greywolf
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 134 (18d8 + 54)
hd 9 (d12+3)
Speed 40 ft.
STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)
Senses passive Perception 12
Languages Common
Challenge 7
Proficiency +3

Actions
Multiattack. Kaag makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, Kaag can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.

+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.

Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.

Hoards

Mathematical average per creature...
CR 1-4 = 5.4 gp (2d4gp)
CR 5-10 = 84.2 gp (2d6x10gp)
CR11-16 = 946.8 gp (2d8x100gp)
CR17+ = 6510 gp (2d6x1000gp)

Hoard cache values average
Level 1-4 = 196 (4d8x10gp)
Level 5-10 = 2,226 (6d6x100gp)
Level 11-16 = 18,900 (4d8x1000gp)
Level 17+ = 322,000 (9d6x10,000gp)

Heroic hoard:

1,000 Copper
11,000 Silver
2,000 Gold
90 Platinum
7 banded agate worth 10 gp each
8 chrysoberyl worth 100 gp each

Potion of Healing

hoard total: 4,880.00 gp

Paragon hoard:

Dragon Turtle hoard:
9,500 Gold
120,000 Silver
8 azurite worth 10 gp each
6 blue star sapphire worth 1000 gp each
gold crown set with star sapphire worth 2500gp
platinum fine chain set with a fire opal worth 2500gp
cloth-of-gold ribbon strung with pink pearls worth 2500gp

Potion of heroism
Sending stones
Potion of mind reading
Scroll of Hold Monster, (PHB 251)

hoard total: 35,080.00 gp

Epic hoard:

37,500 Gold
2,475,000 Silver
8 pearls worth 50 gp each
10 huge diamonds worth 5000 gp each
glass jeweled anklet worth 2500gp
bloodstone jeweled anklet worth 2500gp
glass bracelet set with sapphires worth 2500gp
glass child's sarcophagus worth 7500gp
glass jewelry box with platinum filligree worth 7500gp
ivory jewelry box with platinum filligree worth 7500gp
silver crown set with sapphires worth 7500gp
bloodstone statuette set with rubies worth 7500gp
carved bone game board with solid gold playing pieces worth 7500gp
felt embroidered mantle set with moonstones worth 7500gp

Potion of mind reading
Potion of fire giant strength
Elixir of Health
Potion of Invulnerability
Scroll of Mass Cure Wounds, (PHB 258)
Oil of etherealness
Quaal's Feather Token

hoard total: 395,400.00 gp