Gray Ghouls of the Ice Isles

Once dwarven warriors, these ancient corpses were raised up again and given new life by the necromancer White Eye. The boatmen of the northern sea who have sailed too close to the ice isles therein call them “the gray ones” when they return to the shore to tell their stories. Ravenous for flesh, they will climb down out of the ice-encased towers naked save for tattered hauberks of chain mail, gather on the shores and wade out into the frigid water when boats come within sighting distance.

Gray Ghoul – CR 3

XP 800
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 19, touch 10, flat-footed 19; (+4 natural, +5 armor)
hp 36 (4d12+4)
Fort +1, Ref +1, Will +5
Immune cold, undead immunities

OFFENSE

Speed 20 ft.
Melee 2 claws +6 (1d4+4) and bite +4 (1d4+4 and Frigid Bite (below))
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 10, Con -, Int 7, Wis 14, Cha 12
Base Atk +3; CMB +7; CMD 17
Skills Climb +8; Perception +6
Feats Toughness, Toughness

SPECIAL ABILITIES

Frigid Bite (Su)

Those bitten by the gray ghouls must succeed on a DC 14 Fortitude save or become paralysed for 1d10 rounds, during which time they take 1d3 points of cold damage per round.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature by with no comments yet.

Adventure: The Dragon of Krom Frykt – The Dragon’s Lair

Here is the third and final part of the Pathfinder-compatible adventure The Dragon of Krom Frykt. See the introduction here and the wilderness encounters here.

The Dragon’s Cave

Once the players reach the entrance read or paraphrase the following:

The rocky hillside, cracked and smoking from various vents, descends to the valley floor here where a wide, low cavern lies. A natural stone awning canopies an open space of small scattered rocks. WIthin, a dark passage emits heat and haze.

One goblin hides among the rocks in at the entrance (DC 20 perception to spot) and watches the approach (perception +0). If he sees the party approaching the cave he will alert the goblins in area 1 (see below).

An alternate entrance can be discovered through investigating the vents on the hillside above and succeeding on a DC 20 nature, survival or dungeoneering skill check. Success means they discover a fissure on the hillside above the cave, which leads to a corridor behind the entrance guards (area 2 on map).

Dragon’s Lair Areas

When the players enter the lair, run the following encounters as the players progress through the areas.

1) Guards and Wards – CR 4 – XP 1300

Within, more goblins with cover and bows and magical traps pass the time by playing at dice inside the entrance.

Trap – At the apex of the entrance, a mark has been made on the stone with grayish paint. Any who cross the threshold or touch the rune trigger this glyph of warding, which summons a poison frog swarm that will attack whoever triggered it.

Creatures – 5 goblins – one on watch among the rocks at the entrance, the rest wary. The goblins will attempt to use cover from the large rock in the center of the chamber and fire their shortbows at attackers.

2) Savage Riders – CR 5 – XP 2000

A natural stone passage splits in an area with several interconnecting chambers. Here, a couple of goblin worg-riders and their mounts stand guard.

Creatures – 2 x Goblin commandos (http://www.d20pfsrd.com/bestiary/unique-monsters/cr-1/goblin-commando) and 2 worg. They will attack the players with shortbows, charges, and halberds on their mounts. The goblins will try to keep moving and flank single opponents.

3) A Fallen Champion – CR 3 – XP 800

Among the corpses of many goblins, the party finds the temple champion’s corpse, which has been partially eaten, and his ceremonial trappings -a helm, shield, and necklace.

Creatures – 2 zombies and 3 skeletons, animated corpses of the goblins that the champion killed, rise up and attack the party as they prepare to leave the area.

Treasure – The necklace is an amulet of health +2. If returned to the Temple further rewards will be bestowed upon them in the form of honors – they will be named Champions of Krom and a feast will be held.

4) The Chamber of Earthfire – CR 6 – 2400 XP

In the chamber of earthfire, a large cavern with lava pools and a natural stone bridge, the party must rescue the dragon’s eggs from the goblin wizard who ejected her. His intention is to hatch them himself and train them.

Hazard – the chamber is extremely hot and each round inhabitants who are not immune to extremes of heat must make a DC 10 Fortitude check or become Fatigued.

Hazard – the area around the nest is even hotter due to closer proximity to the lava, and creatures take 1d3 points of fire damage while past the stone bridge.

Hazard – anyone falling into the pool of molten rock in this chamber will take 5d6 points of damage per round.

Creatures – Goblin Wizard (see below) and 2 Bugbear Bodyguards, one of whom wields the Beastblade (see below) will confront the party. Both are wearing hide armor and are AC 19 (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/bugbear). The goblin’s wizardry protests all three from the sweltering heat hazards of the chamber except the lava, and he will fight the battle flying around the chamber casting spells.

Treasure – The goblin wizard and the bugbears carry 10 platinum and 30 gold coins each. The dragon’s hoard consists of ore and globs of lead, copper, silver, iron, and gold that are melted together into a nest which weighs 500 pounds and is worth 1000 gold.

Within the lumpy metallic nest rest three egg-shaped stones, very hard, scaly, and hot to the touch. A DC 20 Knowledge Arcana skill check will reveal that these are the dragon’s eggs and require a constant temperature in order to hatch. A DC 25 Knowledge Arcana skill check combined with a DC 25 Knowledge Nature skill check will reveal that these three will hatch in 5d12 days if undisturbed. A DC 25 appraise check will reveal they could fetch up to 500 gold apiece.

Developments – If the eggs are harmed or removed the dragon will wreak her wrath upon the valley. The eggs will only hatch if their temperature is properly maintained.

Concluding the Adventure

Return to the temple and complete a skill challenge where the PCs must give an accounting of their deeds before the dragon is convinced that her treasure is safe and will leave. As she does she will sniff all of the PCs to check if they smell like her eggs, or, more direly, dragon blood. If she notices the Beastblade which the bugbear took from her hoard she will mention that a fool carried it last and that they may keep it as “the memory is sour”. If flattered she will tell the story of a group of thieves who came into her lair. She killed two  and two more escaped, but the one carrying the Beastblade fought to the death with the smell of fear strong upon him.

Any harm to the eggs leads to dire repercussions the next day after the dragon finds out. She will hunt the players down if possible, likely destroying the village Sera and the temple regardless.

When the players rid the Temple of Krom Frykt of the dragon they are offered 100 gold coins each as a gesture of gratitude. Additionally, as the temple’s kennels have just had a litter, and they are offered up to two mountain hound pups.

Faoer Dornoe, The temple elder, expresses concern at the machinations of the goblin waste wizard, as the goblins have not troubled the valley since he was a boy. Their wolf and goat borne raiders had earned them a reprisal from the warriors of the temple and the men of the village. He mentions that a scouting expedition may need to be mounted and asks the players if they would consider undertaking such a task, which could lead to further adventures in the wastes to the north. Perhaps the players will meet the wizard’s two brothers.

Creatures

Deom-Adr, earth dragon, CR 10

Neutral large dragon (earth, fire)
Draconic, Common
Senses: darkvision, tremorsense

12 HD, 131 hp

AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)

F +12 R +10 W +9
Move: 40 feet

Bite +19, 2d6+10 +1d6 fire damage, 2 x claws +17, 1d8+7 damage

Breath Weapon – 60 foot line of fire – 6d8 fire damage, DC 20 reflex save for 1/2 damage

Choking Smoke – at will the dragon can exhale a cloud of choking poisonous gas and smoke. Each round of exhalation grows the cloud by 10′ diameter. The cloud gives concealment for all within it, which the dragon ignores due to tremorsense. Living creatures in the cloud must make a DC 20 Fortitude saving throw each round or begin to suffocate and take 1d6 points of subdual damage per round in the smoke.

Stats – S 24 D 14 C 18 I 12 W 13 Ch 12

Canny and suspicious, Deom-Adr seethes with anger at the goblins who are holding her eggs hostage. She has had dealings with the men of Sera in the past and is reluctant to inform them of the true nature of her treasures and will resort to threats if the players ply her for details. She will instead insist that the players secure all of her treasure and kill or drive off the goblins.

Ixame, Wizard of the Wastes – XP 1200

NE small humanoid (goblin) Witch 5

hp 20 AC 11 F +1 R +2 W +4

Spear +2, 1d6 damage

Spells – lightning bolt, hold person, summon swarm, sleep, ray of enfeeblement, cause fear

Hexes – Evil Eye, Flight, Healing

Gear – spear, scroll of cure light wounds, resist elements, ray of enfeeblement

Stats – S 10 D 12 C 10 I 16 W 14 Ch 10


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged , by with no comments yet.

Wooly Manticore

The Wooly Manticores of northern Findor are distinct from their southern brethren in their smaller stature and thick pelts of wiry grey fur. Their coats both protect them from the regions cold seasons and blend with the snow and rock of their hunting grounds. Prides of them are known to lair in caves and ruins through the region, and single young males will sometimes attack isolated standings to feast on the inhabitants and take up residence.

Wooly Manticore CR 3

XP 900
LE Medium magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +3

DEFENSE

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +2

OFFENSE

Speed 30 ft., fly 50 ft. (clumsy)
Melee bite +8 (1d8+5), 2 claws +8 (2d4+5)
Ranged 4 spikes +8 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 18, Dex 15, Con 16, Int 7, Wis 12, Cha 9
Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
Feats Hover, Weapon Focus (spikes)
Skills Fly –1, Perception +3, Survival +3 (+7 tracking); Racial Modifiers +4 Perception, +4 Survival when tracking
Languages Common

SPECIAL ABILITIES

Spikes (Ex)
With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 150 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.

Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged by with no comments yet.

Demos Magen

Demos Magen Level 6 Brute
medium construct XP 250


HP 80;
AC 20; Fortitude 17, Reflex 15, Will 17
Speed 1, climb 1
Initiative -1
Senses Perception +9

Powers

Bite ✦ At-Will, Standard, Melee 1
+2 vs AC, 1d4+2 damage.

Pierced! ✦ Encounter, Immediate Reaction, Melee 1
One of the stalagtites drops from the ceiling towards your companion’s exposed back!
+6 vs. Reflex, 3d10+4 damage and the target is grabbed.


Alignment neutral Languages none
Skills Stealth +11 Perception +9
Str 10 (+2) Dex 4 (-1) Wis 15 (+4)
Con 15 (+4) Int 18 (+6) Cha 6 (+9)



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Salodrin

An erinyes who stalks the Plane of Knowledge from a manor house in the center of the Wealthy Quarter of Chaurille, Salodrin is enacting a plan to mislead the local city’s leadership so he may set up a permanent link to the Plane of Knowledge to the Nine Hells so that Hell may control all knowledge.

Salodrin

Male Erinyes, Medium Outsider (Extraplanar,Evil,Lawful)
Outsider 9 Wizard 9

Hit Dice: (9d8)+(9d4)+162
Hit Points: 250
Initiative: +11
Speed: Walk 30 ft., Fly 50 ft.
AC: 29 (touch 17, flatfooted 22)
Base Attack/Grapple: +13/+17
Attacks: +2 Longsword +17 melee or rope +20 ranged (entangle)
Damage: Longsword 1d8+8/19-20 *Rope 1d0
Vision: Darkvision 60’, true seeing
Face / Reach: 5ft./5ft.
Special Attacks: Entangle, spell-like abilities, spells, summon devil
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: Fort: +18, Ref: +16, Will: +17
Abilities: Str 24, Dex 25, Con 28, Int 29, Wis 20, Cha 23
Skills: Appraise +9, Balance +7, Bluff +6, Climb +7, Concentration +30, Craft (Untrained) +9, Decipher Script +12, Diplomacy +14, Disguise +6, Escape Artist +7, Forgery +9, Gather Information +6, Heal +5, Hide +7, Intimidate +16, Jump +7, Knowledge (Arcana) +25, Knowledge (Architecture and Engineering) +10, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (History) +15, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Nobility and Royalty) +10, Knowledge (Religion) +10, Knowledge (The Planes) +26, Listen +10, Move Silently +7, Ride +7, Search +9, Sense Motive +14, Spellcraft +32, Spot +20, Survival +5, Swim +7, Use Rope +7
Feats: Combat Reflexes, Flyby Attack, Greater Spell Penetration, Improved Familiar, Improved Initiative, Reach Spell, Spell Penetration, Wingover, Dodge, Mobility, Simple Weapon Proficiency, Scribe Scroll

Challenge Rating: 17
Alignment: Lawful evil
Possessions: Bracers of Armor +4 Blue Diamond, Outfit (Scholar’s), Potion of Cure Serious Wounds, Potion of Gaseous Form, Potion of Magic Circle against Good, Potion of Fire Resist Energy 20, Major Ring of Energy Resistance (Cold), Rope, Scarab of Protection, Scroll (Air Walk), Scroll (Charm Monster), Golden Yellow Topaz, Wand of Darkness
Innate Spell-like Abilities: Charm Monster, Minor Image, Greater Teleport (self plus 50 pounds of objects only), Unholy Blight
Wizard – Spells per Day: (4/7/6/5/4/3/0/0/0/ DC: 19 + spell level)
Known:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue
Level 1: Burning Hands, Expeditious Retreat, Hypnotism, Ray of Enfeeblement, True Strike, Ventriloquism
Level 2: Bull’s Strength, Hideous Laughter, Magic Mouth, Scorching Ray, See Invisibility, Web
Level 3: Explosive Runes, Fireball, Haste, Tongues, Vampiric Touch
Level 4: Fear, Hallucinatory Terrain, Ice Storm, Phantasmal Killer, Scrying, Stoneskin
Level 5: Baleful Polymorph, Cloudkill, Feeblemind, Sending, Teleport
Level 6: Circle of Death, Flesh to Stone, Globe of Invulnerability
Level 7: Arcane Sight, Greater, Delayed Blast Fireball, Ethereal Jaunt
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.

Combat

Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.

An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Salodrin can accomplish this by flying up out of the second story of the manor, with its multiple stained glass installations.

Spell-Like Abilities

At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).


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The Phantom Lord

The slain, damned, and risen soul of Brashel Oktor, priest of Orcus, appears as a shade of his former self – enormously tall and corpulent, and dressed in mail, gauntlets and helm, all of an impenetratable blackness, but with the legs trailing into a smoky base.

When encountered he is likely to hold forth at some length about the circumstances of his existence, how when a mortal man had worshiped at the altar of Orcus, building a gory and groutesque cult in the sewers and basements beneath the streets of Soguer, “The Crown of the Soral”, as it was known at that time, before the cataclysm.  His death at the hands of the valliant Kedmar, Turrn, and Coyote he will belabor in hateful detail.  He will then go on to gloat about his rise from a nearly helpless larvae of the abyss through murderous appetite, both in his character and in his literal actions, to the indestructible,  shade-form shaped like his former corpus.  He will then likely go on to offer the crusaders eternal undeath and respite from the Raven Queen’s judgment in his master’s growing kingdom upon the mortal realm.

“Join me and die.”

The Phantom Lord
medium natural humanoid (undead)
Level 25 Elite Brute – XP 14000

Initiative +14        Senses Perception +15; Darkvision
Baleful Presence (Fear) aura 3; any living creature that starts its turn with the aura takes a -2 penalty to attack rolls against the Phantom Lord.
HP 450; Bloodied 225
AC 39; Fortitude 39, Reflex 32, Will 37
Immune disease, fear, poison; Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed fly 6
Action Points 1

Skull-Tipped Mace (standard, at-will)
+28 vs AC; 3d8 + 10 damage.

Dread Smash (standard, recharge) 
+28 vs AC; 5d8 + 10 damage, and the target is knocked prone.

Shroud (recharge 5-6)
close blast 5; +26 VS Fort; 3d8 + 10 necrotic damage.  The blast creates a zone that slows and deals 15 points of ongoing damage to any non-undead who start their turn in or enter the zone, and which persists until the end of the Phantom Lord’s next turn.

Move Actions

Dissappear (move, at-will)
The Phantom Lord becomes invisible until he attacks or chooses to end the invisibility.

Immedeate Reactions

Discorporate (whenever the the Phantom Lord drops to 225 hit points)
The Phantom Lord does not die, but instead discorporates, and rises an hour later with 450 hit points.

Free Actions

Death’s Touch (at-will)
The creature just slain by the phantom lord will rise as undead suitable to their previous station in life.

Alignment Chaotic Evil        Languages Common
Str 30 (+22)      Dex 12 (+13)      Wis 26 (+20)
Con 26 (+20)      Int 3 (+8)      Cha 14 (+14)


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Carrion Beast

Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures.  During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead.  After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.

In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths.  Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.

Large natural magical beast (undead)
Level 23 skirmisher XP 5100

Initiative +21        Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10

Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.

Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.

Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.

Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.

Alignment Evil        Languages none

Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18)      Dex 27 (+19)      Wis 17 (+14)
Con 22 (+17)      Int 17 (+14)      Cha 24 (+18)

 


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Warlord of the Dread Host

Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest.  By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.

Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.

Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000

Initiative +19        Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Immune fear
Resist 20 necrotic, 10 cold
Speed 6

Soulblade (standard, at-will)  Weapon
+30 vs AC; 4d6+19 damage and the target is marked.

Stunning Blow (standard, recharge 5-6) Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.

Soulblade Flames (standard, encounter)  Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).

Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.

Alignment Unaligned        Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21)      Dex 20 (+17)      Wis 25 (+19)
Con 26 (+20)      Int 25 (+19)      Cha 20 (+17)

Equipment: sword, armor, tarnished crown.


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Watcher

The Watchers are a race of bio-mechanical floating orbs of flesh and metal with camera lenses as their corneas, a large central eye that is always turned toward to their prey.  The center eye provides levitation and other basic cognitive functions.

In addition to the large central eye, Watchers have 8 retractable compartments containing foot-long extensions that appear long enough to cause their effects before retracting back into the metallic carapace of the Watcher.  Four of these extensions are standard to all Watchers, and 4 with special powers based on the type of Watcher.  Each power recharges 4 rounds after use, and each Watcher can use 2 extensions each round (3 if they do not move):

  • Telekinesis: objects up to 300 lbs.
  • Lightning Bolt: 3d6 to all in a line, bouncing off conductive surfaces, DC 25 reflex for half damage
  • Stun Ray: stuns target for 1d4 rounds, +15, DC 25 fortitude to halve (min 1)
  • Fear: DC 25 will save negates, cower in fear for 1d4 rounds
  • 4 specific to the type of Watcher

This eye is a gem (the types vary by Watcher) worth 10,000 credits.  Any damage dealt to the Watcher in 20 or more points (after the DR/10) in a single strike disables one of the 8 extensions.  Roll 1d8 to determine which, rerolling any results that correspond with extensions which are already disabled.

In addition, a simplified humanoid brain is used to power the Watcher.  Some of these come directly from humans, while others are synthesized via artificial means.  These brains are programmed like computers, allowing the Watchers to be provided commands that govern their abilities, granting them semi-sentience.

Other stats of interest:

Init: +6 Senses: darkvision 60’ Listen -2 Spot +25
Languages: Telepathy 60’ and either common or none

AC: 26 (-1 size, +3 dex, +14 natural)
HP: 130 (12d12+44)

Defenses: SR 20, DR 10 / psychic
Saves: Fort: +9 Ref: +7 Will: +11
Speed: fly 30 ft.

Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4), various extensions
Full Attack: Lightning Touch +9 ranged touch and bite +7 melee (2d4), various extensions
Attack Options: Lightning Touch, Spell-like effects

Space / Reach: 10ft. / 5ft.
Base Attack: +8 Grapple: +12

SQ: DR 10/psychic, SR 20, All-around vision, Flight

SA: spell like abilities: Blur
Feats: Alertness, Flyby Attack, Great Fortitude, Quicken Spell-Like Ability (Blur)

Abilities: Str 11 Dex 16 Con 18 Int 16 Wis 14 Cha 15

Skills: Hide +12, Knowledge (arcana) +14, Knowledge (planes) +8, Search +18, Spot +25, Survival +6
Spell-like abilities: 1/day – blur (caster level 13)

DR: 10/good
Spell Resistance: 20

There are several varieties of Watchers, four of which are detailed here.

Reflect Watcher

  • Mirror Image: Reflects 50% of attacks back on attacker
  • Pass Through Glass: Can pass through reflective surfaces
  • Force Shield: 20’, similar to a wall of force.  Impassable, except via telekinesis and shadow dancing.
  • Laser Light: 1d6+1 and target must succeed on a DC 25 reflex save or be blinded for 1d4 rounds.

Holo Watcher

  • Ghosting: All attackers have a 50% miss chance.  Hits occur against the inner hull, which is considerably smaller than the appearance of the holo watcher.
  • Illusions: Projects illusions every round (disbelieve on DC 25 will save).  Favored illusions include doorways and passageways that appear to open along the walls, pits that lead the target to them, as well as spurious letters and numbers and obscuring the actual letters on walls, doors, etc.
  • Spotlight: Target must succeed on a DC 25 reflex save or be blinded for 1d4 rounds.
  • Ghost Sound: Sounds of approaching enemies, impending doom, creaking locks, levers, doors, etc.

Striker Watcher

  • True Strike: Deals 1d4 damage on an automatic hit each round (recharges every round).
  • Force Push: Either a living or inanimate target 3 squares.  In this case, the metal spheres can be pushed into the goals for points.
  • Dive: The Watcher can shift 1 square to block a shot.
  • Laser Beam: 2d8+4 damage on a successful hit (+10 with a DC 25 reflex save for half).

Defender Watchers (Minor)

  • These Watchers have the same base powers of the Watchers, but only the 4 core extensions (lightning bolt does 1d6+1 to all targets in a straight line).
  • 60hp, AC 23.

Shadow Watcher

  • Invisibility: to those who see the visible spectrum, but visible via infrared sensing.
  • Fireball: 3d6 to a 4×4 square area, DC 25 reflex for half damage.
  • Darkness: as the spell, in a 20’ radius.
  • True, Extra-sensory Sight: Can see all, never flat-footed.

Many more varieties exist; feel free to extend these Watchers to fit your own campaign.


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Buffing the 4e Lich

I recently ran a group through an encounter involving a lich, and found them grossly underpowered.  Their lack of a melee attack renders them weak in the face of a single 15th lvl fighter, let alone a full party.  To make up for this likely accidental shortcoming, here are some powers that beef up the 4e lich.

Fear Aura (psychic) Aura 3
Any creature beginning its turn in the aura takes 5 damage and is immobilized (save ends).

Necrotic Touch (necrotic) At-Will

Attack: Melee 1 (one creature) +15 vs. Fortitude

Hit: 2d6 +5 necrotic damage, and the creature is dazed until the end of the lich’s next turn

Dominate the Living (psychic) Minor Recharge

Attack: One living creature within close burst 10, +15 vs. Will

Effect: The lich dominates one living creature (save ends).

These effects provide the lich with plenty of up-close-and-personal, up-in-your-Kool-Aid power that will make your players truly fear an encounter with this granddaddy of the undead.  Feel free to adjust the numbers to make an appropriately-powered lich for your encounters.

Update: after writing a draft of this post, Scott Murray of Save Versus Death pointed me to the Monster Vault, which includes a number of improved variants of classic creatures that seemed underwhelming in 4e.  The Lich Necromancer on page 183 takes on similar traits, as well as added ranged attacks and movement.

Happy player hunting!


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