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Rhorsk CR 10 XP 9,600 gravetouched ghoul cleric 10 CE Medium undead (augmented human)

Init +3; Senses darkvision 60 ft.; Perception +31


Active Spells

Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
HP 113/140 (10d8+60)
Fort +3, Ref +6, Will +4
Defensive Abilities channel resistance +2; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits

Offense
Speed 30 ft.
Melee bite +8 (1d6+1 plus ghoul fever and paralysis), 2 claws +8 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 20, elves are immune to this effect), Channel Negative Energy (5d6, DC 20, 8/Day)

Spells (CL 10th; Cast Defensively +19, Ranged Touch +10)


5th [DC 24]dispel law (D), flame strike, spell resistance, wall of stone
4th [DC 23]air walk, control weather, chaos hammer (D), spiritual ally, tongues
3rd [DC 22]dispel magic, magic circle against law (D), stone shape (3)
2nd [DC 21]aid, bulls strength. cats grace, hold person, shatter(D), silence
1st [DC 20]bless, command, entropic shield, obscuring mist, protection from law (D), sanctuary, shield of faith
0 [DC 19]bleed, detect magic, guidance, read magic
Domains Chaos, Evil

Statistics
Str 12, Dex 16, Con , Int 15, Wis 4, Cha 21
Base Attack +7; CMB +8; CMD 21

Feats Alertness, Combat Casting, Craft Wondrous Item, Multiattack, Scribe Scroll, Skill Focus (Knowledge [History])

Skills Heal +10, Knowledge (history) +18, Knowledge (Religion) +15, Perception +11, Spellcraft +15

Languages Common, Celestial

Gear chain shirt +2

Special Abilities
Disease (Su): Ghoul Fever: Biteinjury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2
consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the
flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Madness (Ex): Rhorsk uses his Charisma score instead of his Wisdom for all of his Clerical abilities.
Touch of Chaos (Sp): Rhorsk can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must
roll twice and take the less favorable result. He can use this ability 8 times per day.
Chaos Blade (Su): Rhorsk can give a weapon touched the anarchic special weapon quality 5 rounds once per day.
Touch of Evil (Sp): Rhorsk can cause a creature to become sickened as a melee touch attack. Creatures sickened by his touch count as good for
the purposes of spells with the evil descriptor. This ability lasts for 5 rounds and he can use this ability 8 times per day.
Scythe of Evil (Su): Rhorsk can give a weapon touched the unholy special weapon quality for 5 rounds once per day.

BKruss CR 14 XP 38,400 Male Hobgoblin fighter 15 (Rough Rider) LE Medium humanoid


Init +5; Senses darkvision 60 ft.; Perception -1
Defense
AC 29, touch 16, flat-footed 25 (+9 armor, +2 deflection, +4 Dex, +4 shield)
HP 139/19 (15d10+45)
Fort +14, Ref +8, Will +8
Offense
Speed 40 ft.
Melee +2 spell storing bastard sword +24/+19/+14 (1d10+10/1720) +4 to Confirm + Blindness Fort 25, Success=Dazzled 1d4
PA +2 spell storing bastard sword +20/+15/+10 (1d10+18/1720)
Statistics
Str 18, Dex 18, Con 16, Int 10, Wis 8, Cha 12
Base Attack +15; CMB +19 (+21 to Grapple) CMD 35 (37 vs Grapple)
Feats Blinding Critical, Critical Focus, Exotic Weapon Proficiency (bastard sword), Greater Weapon Focus (bastard sword), Greater Weapon
Specialization (bastard sword), Improved Critical (bastard sword), Improved Grapple, Leadership, Mounted Combat, Power Attack, Ride-ByAttack, Skill Focus (ride), Spirited Charge, Unarmed Strike, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

Skills Acrobatics +18 (+28 to jump without armor), Handle Animal +19, Ride +28
Languages Common
Combat Gear +3 mithril breastplate, +2 heavy steel shield, +2 spell storing bastard sword (vampiric touch CL 10), Belt of Strength +2, ring of
protection +2, boots of striding and springing, potions of cure moderate wounds (2)
Special Abilities
Steadfast Mount (Ex): After BKruss has spent 1 hour practicing with a mount, the mount gains a +4 dodge bonus to AC and a +4 morale
bonus on saves, but only while BKruss is mounted on it or adjacent to it.
Armored Charger (Ex): BKruss no longer suffers armor check penalties on Ride skill checks.
Mounted Mettle (Ex): BKruss and his mount gain a +3 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Leap from the Saddle (Ex): After BKrusss mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full attack action.
Relentless Steed (Ex): BKrusss mount does not reduce its speed when wearing heavy barding or carrying a heavy load. BKruss may also
reroll a Ride skill check or a saving throw made by the mount twice per day, but must use the second roll even if it is worse.
Ride Them Down (Ex): BKruss can spur his mount on while readying an attack. If his mount takes a single move, BKruss can make a full
attack, taking his attacks at any point during his mount's movement. If he has the Trample feat, he may substitute an overrun combat maneuver
for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount.
Unavoidable Onslaught (Ex): BKrusss mounted charge is not blocked by friendly creatures or difficult terrain.

VJuss CR 10 XP 9,600 male hobgoblin sorcerer 11 CE Medium humanoid (goblinoid)


Init +2; Senses darkvision 60 ft.; Perception
Active Spells

Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP 79/99 (11d6+33)
Fort +6, Ref +5, Will +7; +4 to poison saves
Defensive Abilities resist fire 10

Offense
Speed 30 ft.
Melee mw dagger +5 (1d4-1/19-20)
Ranged mw light crossbow +8 (1d8/19-20)
Special Attacks corrupting touch, hellfire

Spells (CL 10th; Cast Defensively +19, Ranged Touch +10)


5th (7/day) [DC 18]dominate person, feeblemind
4th (7/day) [DC 17]charm monster (DC 19), dimension door, lesser globe of invulnerability
3rd (7/day) [DC 16]fireball, haste, suggestion, vampiric touch
2nd (7/day) [DC 15]acid arrow, continual flame, invisibility, scorching ray, summon swarm
1st (7/day) [DC 14]burning hands, charm person (DC 16), color spray, feather fall, magic missile, protection from good
0 (Will) [DC 13]arcane mark, detect magic, detect poison, mending, message, ray of frost, read magic, resistance, touch of fatigue
Bloodline Infernal

Statistics
Str 8, Dex 15, Con 16, Int 12, Wis 10, Cha 17
Base Attack +5; CMB +4; CMD 22

Feats Combat Casting, Defensive Combat Training, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Improved Counterspell, Spell
Penetration

Skills Bluff +17, Diplomacy +11, Intimidate +12, Stealth +6, Spellcraft +15

Languages Common, Goblin, Orc

Gear Staff of Fire 24 charges, mw light crossbow with 20 bolts, mw dagger, amulet of natural armor +1, dark velvet robes worth 250gp

Special Abilities
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Corrupting Touch (Sp): Vjuss can cause a creature to become shaken as a melee touch attack. This effect persists for 5 rounds and can be
used 6 times per day. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches
do not stack, but they do add to the duration.
Infernal Resistances (Ex): Vjuss gains resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): Vjuss can call down a column of hellfire once per day. This 10-foot-radius burst does 11d6 points of fire damage. Those caught
in the area of your blast receive a Reflex 18 save for half damage. Good creatures that fail their saves are shaken for 11 rounds.

Iron Golem CR 13 XP 25,600 N Large construct


Init 1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 27, touch 11, flat-footed 25 (+2 Dex, +16 natural, 1 size)
HP 138/210 (18d10+30)
Fort +6, Ref +8, Will +6
DR 15/adamantine; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +26 (2d8+8 plus grab)
Space 10 ft.; Reach 20 ft.
Special Attacks rope whirlwind, strangle
Statistics
Str 26, Dex 14, Con , Int , Wis 11, Cha 1
Base Attack+18; CMB +27; CMD 39
Special Abilities
Rope Whirlwind (Ex) Every 1d4 rounds, a hangman golem can extend a number of ropes and spin, making a single slam attack against each
creature within 10 feet. A hangman golem cant use its improved grab ability in con-junction with this ability.
Immunity to Magic (Ex) A hangman golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance,
except as follows.
An animate rope hastens the golem (as if by the hastespell) for 5 rounds.
A rope trick paralyzes the golem for 1 round (no save).
Strangle (Ex) When a hangman golem grapples a living opponent, it can make a strangle attack as a standard action against the foe it grapples.
The hangman golem and its foe make opposed grapple checks (or the foe can oppose with an Escape Artist check). If the hangman golem
exceeds its oppo-nents grapple check by 10 or more, it squeezes the breath from that opponent, and in addition to taking constrict damage, the
foe is dazed for 1 round if it fails a DC 19 Fortitude save.
Constrict (Ex): A hangman golem deals automatic slam damage with a successful grapple check.
Unravel (Ex): Once per day as a standard action, a hang-man golem can unravel its form to become a heap of tangled ropes that fills a 10-footby-10-foot area. While in this form, a hangman golem cannot attack or move, but it gains fast healing 10. A hangman golem can reform into its
humanoid appearance as a full-round action.

The Overgod CR 17 XP 102.400 Advanced Ebon Aspect NE Huge outsider (evil)


Init +4; Senses darkvision 60 ft.; Perception +36
Defense
AC 26, touch 8, flat-footed 26 (+18 natural, -2 size)
HP 330/450 (30d10+150);
Fort +22, Ref +17, Will +20
DR 15/magic and good; Immune cold; Resist 10 (acid and fire); SR 26
Offense
Speed 40 ft., climb 20
Melee bite +40 (3d6+11/19-20) and 3 claws +40 (2d6+11/19-20)
PA bite +32 (3d6+27/19-20) and 3 claws +32 (2d6+27/19-20)
PA+VS bite +32 (9d6+27/19-20)
Space 15 ft; Reach 15 ft.
Special Attacks Ebon Bloodthirst, Ebon Weapon
Statistics
Str 33, Dex 10, Con 20, Int 12, Wis 16, Cha 20
Base Attack +30; CMB +44; CMD 54
Feats Awesome Blow, Bull Rush Strike, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite and claws), Improved Initiative,
Improved Natural Attack (bite and claws), Improved Vital Strike Power Attack, Vital Strike, Weapon Focus (bite and claws)
Skills Acrobatics +33, Climb +44, Knowledge (religion) +34, Intimidate +38, Perception +36, Sense Motive +36, Spellcraft +34
Languages Abyssal, Common, Infernal
SQ Ebon Blessing
Special Abilities
Ebon Blessing (Su) If the caster check to overcome the Ebon Aspects spell resistance fails, it heals damage equal to twice the level of the spell
or effect targeting it.
Ebon Bloodthirst (Su) Once per day as a free action, the Ebon Aspect can enter a terrific fury for one round. The aspect gains DR 20/epic, fast
healing 10, and a +8 profane bonus to attacks and damage.
Ebon Weapon (Sp) The Ebon Aspect can cast spiritual weapon (CL 20th) once per day. Attacks with the spiritual weapon have a +33 to attack
and inflict 1d8+5 force damage on a hit.

Ilthanes Brood CR 10XP 9,600 CE medium modified juvenile dragon (water)


Init +8; Senses dragon senses; Perception +21
DEFENSE
AC 29, touch 12, flat-footed 25 (+4 Dex, +15 natural)
HP 144/204 (12d12+60)
Fort +13, Ref +12, Will +10
Immune acid, paralysis, sleep
OFFENSE
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +19 (1d8+9), 2 claws +18 (1d6+6), 2 wings +13 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (60 ft. line, DC 22, 8d6 acid)
Spell-Like Abilities (CL 12th, concentration +13)
At will--darkness (40 ft. radius)
STATISTICS
Str 22, Dex 18, Con 20, Int 12, Wis 15, Cha 12
Base Attack+12; CMB +18; CMD 32 (36 vs. trip)
Feats Alertness, Improved Initiative, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
Skills Fly +19, Handle Animal +13, Intimidate +16, Knowledge (Arcana) +16, Perception +21, Stealth +25, Swim +29; Racial Modifiers +8
Swim
Languages Common, Draconic
SQ speak with reptiles, swamp stride, water breathing
SPECIAL ABILITIES
Speak with Reptiles (Sp)
A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with
reptilian animals.
Swamp Stride (Ex)
A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.

Water Breathing (Ex)


A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four times as well as a human in dim light and twice as
well in normal light.

Acid Wraith CR 16 XP 76,800 CE Large undead (incorporeal, water)


Init +14; Senses darkvision 60 ft.; Perception +26
Aura corrupting (10ft, 1d6 or 6d6 damage)
Defense
AC 18, touch 27, flat-footed 16 (+6 deflection, +10 Dex, +1 dodge) plus mobility and combat expertise
HP 278/344 (22d8+168); fast healing 15
Fort +5, Ref +8, Will +7
Defensive Abilities incorporeal, channel resistance +2; Immune undead traits
Offense
Speed fly 60 ft. (perfect)
Space 10 ft.; Reach 10 ft.
Melee bite +24 (4d6+10 plus 2d6 acid) and 4 tendrils +19 touch (2d6 acid)
Special Attacks breath weapon
Statistics
Str , Dex 30, Con , Int 15, Wis 12, Cha 25
Base Attack+15; CMB +15; CMD 36
Feats Ability Focus (breath weapon), Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Skill Focus
(craft [alchemy]), Spring Attack, Stand Still, Whirlwind
Skills Acrobatics +32, Craft (Alchemy) +30, Fly +35, Knowledge (Arcana) +27, Perception +26, Stealth +35
SQ acidic body
Special Abilities
Acidic Body (Ex): Any strike against an acid wraith with a natural weapon or unarmed strike takes 2d6 points of acid damage. Any weapon
that strikes an acid wraith takes 2d6 points of acid damage.
Breath Weapon (Su): Once every 1d4 rounds an acid wraith can exhale a 30 foot long cone of acidic and poisonous vapor. Creatures in the
area of effect take 12d6 acid damage (Reflex DC 30 half) and must make a DC 30 Fortitude save to avoid taking 1d6 strength damage. If the
fortitude save fails, one minute later they must make a Fortitude DC 28 save or take 2d6 points of strength damage.
Corrupting Aura (Su): All water within 10 of an acid wraith is turned into acid. This acid is diluted and deals 1d6 points of damage. Any
creature with the water subtype that is within 10 takes 6d6 points of damage per round.

Liquid Dependency (Ex): An acid wraith must contain contact with water as large as its size constantly or take 2d6 points of damage and lose
its fast healing ability.

Prince Zeech: LE Male Human Fallen paladin 8/Fighter 8


Skills: Bluff +17, Diplomacy +28, Initmidate +15, Sense Motive +22
Initial Attitude: Unfriendly
Hostile: Ejections from the gala, 4 Blessed Angel sent to assassinate later
Friendly: Asked to sit at his end of the table during the feast
Helpful: As friendly plus points them out their qualities to other guests (+1 authority point but -2 to Diplomacy due to jealousy)
The Ominous Fabler, Zeechs Fool: CN Male Spriggan rogue 12/bard 2
Skills: Bluff +20, Diplomacy +10, Initmidate +17, Perform (comedy) +15, Perform (oratory) +12, Perform (Wind Instruments) + 5, Sense
Motive +22
Initial Attitude: Indifferent
Helpful: Will remember the PCs and may help when they meet him later
The Help: LN human commoners
Initial Attitude: Indifferent
Helpful: The servant will warn the PC if they offend Prince Zeech
Hostile: The servant will report them to Prince Zeech who will be offended
Bkruss: LE Male Hobgoblin fighter 14
Skills: Bluff +1, Diplomacy +1, Intimidate +1, Sense Motive -1
Initial Attitude: Depending on Event 5 either Indifferent or Hostile

Indifferent: If not made or kept at indifferent by Event 11 Bkruss will challenge a PC to a duel. Knowledge (nobility) DC 15 will reveal it is
OK to turn down the challenge since it is at a party. The PC sets the rules for the challenge, losing offends the prince. BKruss offends the
prince win or lose and will not live through the night.
Hemriss: LE Female Half-fiend human rogue 8/assassin 10
Skills: Bluff +25, Disguise +25, Diplomacy +29, Sense Motive +24
Initial Attitude: Unfriendly (Any Diplomacy check that compliments her appearance is at -10)
Hostile: She gives her impressions of the PCs and he immediately gives the order to posion their food
Helpful: She entrust the PC with her suspicion that Miszen has sinister goals at the party and asks the PC for help finding out what it is
Hoff: NE Male Dwarf fighter 11
Skills: Bluff -1, Diplomacy -1, Intimidate +14, Sense Motive -1; Str check +5
Initial Attitude: Unfriendly
Friendly: Hoff challenges the strongest PC to arm wrestle. (Best 2 out of 3 opposed Strength checks). If he loses he becomes Unfriendly, but if
he wins he becomes Helpful
Helpful: Hoff invites the PC to his mercenary band. The PC gains 1 authority point.
Lord Malaven Kilraven: LN Male Human aristocrat 5/fighter 8
Skills: Bluff +11, Diplomacy +13, Initmidate +18, Sense Motive +7
Initial Attitude: Unfriendly
Friendly: Kilraven realizes the PCs arent Zeechs agents and takes note of their actions and words
Helpful: Kilraven seeks to befriend the PCs and in private admits he would like to see Alhaster free of Zeechs rule. He wont ask for help with
a coup, but will ask them to remain in touch. The PCs gain 1 authority Point.
Lashonna: LE very old Vampiric Silver Dragon
Skills: Bluff +17, Diplomacy +28, Initmidate +15, Sense Motive +22
Initial Attitude: Helpful
Mahuudril: CE Female Avolakia sorcerer 14
Skills: Bluff +36, Diplomacy +42, Initmidate +38, Sense Motive +18
Initial Attitude: Hostile
She cannot be swayed by Diplomacy but doesnt let her hatred of the PCs show. If any notice is given to her she feigns illness and leaves the
party as soon as she can without drawing attention.
Professor Montague Marat: N Male Human aristocrat 9
Skills: Bluff +17, Diplomacy +28, Initmidate +15, Sense Motive +22
Initial Attitude: Friendly
Helpful: Puts the PCs up at the Deluxury for a few weeks at his expense.

Miszen Mitchwillow: NE Neutral Female Halfling sorcerer 9


Skills: Bluff +24, Diplomacy +8, Initmidate +8, Sense Motive +1
Initial Attitude: Indifferent
Helpful: Miszen may be smitten with a male Halfling but keeps business from pleasure. She wont reveal her secret unless she believes her
lover would be an ally to her cause.
Mariss Quemp: CN Male Half-orc barbarian 4/fighter 8
Skills: Bluff +1, Diplomacy +1, Initmidate +13, Sense Motive +0
Initial Attitude: Indifferent
Friendly: Mariss may become smitten with a female PC and promises her wealth and eternal happiness if she consents to become his bride. If
the PC agrees, he insists the wedding take place the name day at the cathedral of Zon Kuthon. He doesnt mention he already has two wives.
Shag Solomon: N Male Quaggoth aristocrat 6
Skills: Bluff +7, Diplomacy +11, Initmidate +3, Sense Motive +7
Initial Attitude: Indifferent
Helpful: Shag recognizes one of the PCs from his time in Diamond Lake and promises him wealth and fame if he helps Shag get accepted into
Alhasters aristocracy.
Toris: NG Male Gnome aristocrat 11
Skills: Bluff +3, Diplomacy +17, Initmidate +3, Sense Motive +0
Initial Attitude: Friendly
Helpful: Toris becomes exceedingly friendly with the PCs and follows them everywhere even after the gala is over. If there is a female gnome
in the party he attempts to win her over with lavish gifts (up to 5,000 gp) and promises eternal happiness if she marries him. Award 1 authority
point to the PCs.
Vjuss: CE Male Hobgoblin sorcerer 11
Skills: Bluff +17, Diplomacy +11, Initmidate +12, Sense Motive +0
Initial Attitude: Indifferent
When around BKruss, VJuss takes pain to support his bosss opinions, but otherwise has no opions of the PCs himself
Captain Vulras: CG Human Male ranger 9/rogue 7
Skills: Bluff +15, Diplomacy +0, Initmidate +18, Sense Motive +9
Initial Attitude: Indifferent
Helpful: Vulras confides in the PCs his dissatisfaction of Zeech, and hints that if the PCs ever make a move against him they would have his
support and his rangers. Grant the PCs 1 authority point.

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