Griffon Roosts

These Griffon Roosts are set toward the east end of the Goduanil, though this location can be placed into your world wherever griffons roost. They are intended to range from EL 7-9, depending on which is needed for your adventure.

The Goduanil is a region filled with rocky hills, where along the valley floors flows purple ooze in streams that run all the way to the sea. This roost is set in a valley off one of the main streams of ooze. The difficult terrain adds a +1 to the CR of this encounter.

1 Approach through the valley

A steep 100′ deep gorge devoid of a river branches off from the main valley, leading off in a direction clearly away from the central valley that runs with purple ooze. Stands of leafless birch saplings cling to the cliffsides in this otherwise barren landscape.

The characters hear the occasional flapping of wings as the wind gusts. Occasional rocks will break loose and tumble from the cliffsides. The party is not in danger of these small rocks, but they are an indication of something being afoot. When the party returns to the main valley, they will need to find a creative way around or over the rivers of ooze.

2 Bend in the rocks

The valley makes a turn to the left here, cutting a rocky path through the mountains. The bend obscures the view of the valley. Boulders cling to the ledges of the hillsides.

The characters see a shadow make its way across the valley floor. By the time they look up, whatever it was that caused the shadows has passed them over and is out of sight.

3 Hoodoos

Three sandstone hoodoos rise like towers from the valley floor, the result of years of extreme erosion in this valley. The scattered skeletal remains of large quadrupeds dot the valley floor. A few large feathers are blown about by the gusts of wind across the landscape, drawing attention to the tufts of hair clumped in small, regular dips in the ground.

In actuality, it is more the doing of the ooze that has caused the erosion and thus the hoodoos, areas of hardness where the erosion has not run its course on the rock. The skeletons and tufts of hair are those of horses, picked up from the lands to the north and east of the Goduanil and flown in to feed the griffons and their offspring. If the characters collect reagents or materials for fine brushes, they will recognize the horsehair and can collect a few horses worth, though not before they encounter the following.

Four griffons protect this valley floor, while the others hunt. They attack the party upon their entering this area. Resolve this encounter immediately after reading the above text.

Creatures: Griffons (4): MM page 139.

If the characters search the edges of the floor, they will find a broken staff and a torn red and white flag. This provides evidence that one of the horses belonged to a local knight.

4 View of Nests

From this vantage, it is clear that atop the hoodoos, large sticks frame 20’x20′ bowls filled with oversized, brown and white eggs.

The mound of rocks that form the vantage point have been affected by many years of erosion and the ooze begin to slip out from under the party’s feet, revealing a few pockets of a purple ooze that seep up to ground level, its acidic discharge spewing plumes of steam into the air.

Creature: Purple Ooze (see tomorrow’s post on CCB!)

5 Nests

The sticks and straw are bound together to make a nest. The sticks have been chewed at the ends by sharp beaks. In the center of the nest is a pair of speckled eggs.

Two griffon eggs are in each nest. The eggs are nearing the time to hatch, and when the characters arrive in this location, there is a 50% chance per egg that it will be hatching.

Development: As the characters explore the first of the nests, the four remaining elder griffons (14 HD) swoop in and attack, with the tactic of lifting them off of the floor of the nests and dropping them from the sky onto the valley floor. They will attack relentlessly until one side is vanquished. After the battle, in one of the nests, the party finds a mace +1 and a helm of alacrity +2 among some shredded metal that once was a suit of plate mail.


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

Spitfire XIII

The thirteenth in a long line of battle mages, Spitfire is ever bathed in a warm glow of fiery orange. His training has led him down a path where he feels justified in his self-centered state. He is an athiest.

Spitfire CR 10
male human wizard 10 (Battle Mage)
CN medium humanoid
Init: +2 Senses: Listen +2, Spot +3

Languages: common, celestial, draconic, dwarven, elveen, terran

AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 38 (HD 10d4+10)
Resist: spell resistance DC 15
Immune: fire
Fort: +7 Ref: +8 Will: +11
Vulnerable: cold

Speed: 30 ft.
Attack: quarterstaff +5 (1d6)
Full Attack: quarterstaff +5 (1d6)
Attack Options: quarterstaff or spells
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +5

SQ: SR 15
SA: spells
Feats: Quicken Spell, Maximize Spell, Empower Spell, Improved Familiar, Greater Spell Penetration, Spell Mastery

Abilities Str 11 Dex 14 Con 12 Int 20 Wis 13 Cha 14
Skills: Name Appraise +6, Balance +3, Bluff +4, Concentration +15, Craft – Stonework +6, Decipher Script +8, Diplomacy +6, Forgery +7, Knowledge Arcana +12 Architecture/Engineering +6 Geography +6 History +11 Local +8 Nobility/Royalty +10 Religion +6 Planes +12, Listen +2, Search +7, Spellcraft +17, Spot +3

Available Mana: 50
Spells Usually Prepared:
0th: (9/day) Burning Hands, Detect Magic, Read Magic
1st: (9/day) Magic Missile, Detect Secret Doors, Comprehend Languages
2nd: (9/day) Scorching Ray, Darkvision, Cat’s Grace
3rd: (8/day) Fireball, Flame Arrow, Fly, Ray of Exhaustion
4th: (8/day) Charm Monster, Wall of Fire, Enervation
5th: (7/day) Spitfire, Baleful Polymorph, Feeblemind, Hold Monster

Possessions: robes, bracers of protection +2, staff of fire, wand of shatter, cloak of resistance +3, pale lavender ioun stone, spellbook, scroll of recall, 300 gp.

Minions: pseudodragon familiar


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

Vamos Gladhell

Known for his ability to escape danger, Vamos makes the perfect scout. His elven stature and previous experience as a rogue have provided him the expertise to keep the point while the rest of the False Heroes back him up with magic and stout melee.

Vamos Gladhell CR 10
Male elven rogue 3 cleric 7
CN Medium humanoid
Init: +5 Senses: Listen +7, Spot +12

Languages: elven, common

AC: 22 (+5 dex, +7 armor) touch 15, flatfooted 17
HP: 60 (HD 3d6+7d8+10)
Immune: sleep
Fort: +7 Ref: +10 Will: +10

Speed: 40 ft.
Attack: longsword +1 +9/+4 (1d8+3 / 19-20×2) or longbow +1 +13/+8 (1d8+3)
Full Attack: longsword +1 or longbow +1
Attack Options: longsword or longbow
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7/+2 Grapple: +9

SA: sneak attack +2d6
Feats: Point Blank Shot, Rapid Shot, Many Shot, Dodge

Abilities Str 14 Dex 20 Con 12 Int 11 Wis 18 Cha 11
Skills: Appraise +3, Balance +6, Bluff +2, Climb +4, Concentration +10, Decipher Script +3, Escape Artist +13, Forgery +1, Hide +12, Jump +5, Listen +7, Move Silently +11, Search +7, Sense Motive +5, Slight of Hand +6, Spot +12, Tumble +13

Spells Per Day: 0th: 10, 1st: 9, 2nd: 8, 3rd: 7, 4th: 6
Domains: Travel, War
Spells Often Prepared:
0th: Detect Magic, Create Water, Mending
1st: Detect Undead, Deathwatch, Obscuring Mist, Sanctuary
2ns: Cat’s Grace, Bear’s Endurance, Darkness, Hold Person, Find Traps, Silence
3rd: Dispel Magic, Glyph of Warding, Locate Object, Obscure Object
4th: Dimension Door, Divine Power, Freedom of Movement, Spell Immunity, Restoration

Possessions: black leather armor +3, long sword +1, long bow +1, 20 arrows +1, 2 arrows of outrageous fortune, vest of escape, ring of protection +2, quiver’n’boots, gloves of storing, 2 potions of cure critical wounds, Holy Symbol to Erevan Ilesere, 300pp.

In combat, Vamos tends to stay clear of melee, firing his longbow into combat. When engaged at close range, he wields a longsword passed down through his farmer father from his grandfather.


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

Kilmore Tréburne

Kilmore grew up in the forest, and learned his core ways there. More recently, he has been trained as a battle priest, waging a war of chaos upon the order of the world.

Kilmore Tréburne CR 10
male elven ranger 5 cleric 5
AL medium humanoid
Init: +3 Senses: Listen +8, Spot +10

Languages: common, elven

AC: 20 (+6 armor, +4 dex) touch 14, flatfooted 16
HP: 64 (HD 10d8+10) DR: 5/mithril
Aura: magic items
Resist: +2 saves vs. spells
Immune: sleep
Fort: +9 Ref: +8 Will: +8

Speed: 40 ft.
Attack: longsword +11/+6 (1d8+3 / 17-20×2)
Full Attack: weapon longsword +11/+6 (1d8+3 / 17-20×2)
Attack Options: longsword, spring attack, charge (on horseback)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8/+3 Grapple: +9/+4

Feats: weapon focus – longsword, mounted combat, dodge, mobility, spring attack
Other abilities: favored enemy: orcs, undead, combat style, endurance, animal companion – light horse, track, low-light vision, martial weapon proficiency, immune – sleep, +2 save vs. spells, chaos spells at +1 level

Abilities Str 12 Dex 19 Con 13 Int 10 Wis 17 Cha 13
Skills: Climb +4, Concentration +10, Handle Animal +4, Heal +8, Knowledge: Nature +4 Arcana +5 Religion +5, Listen +8, Ride +7, Search +5, Spellcraft +10, Spot +10, Survival +8

Spells Available: Ranger: 1st 3, Cleric: 0th 8, 1st 7, 2nd 6, 3rd 5
Domains: Animal, Chaos
Commonly Prepared Spells:
Ranger: 1st: Animal Messenger, Detect Snares and Pits, Longstrider
Cleric: 0th: Detect Magic, Detect Poison, Purify Food and Drink 1st: Comprehend Languages, Detect Law, Endure Elements, Remove Fear 2nd: Bull’s Strength, Darkness, Hold Person, Shatter, Undetectable Alignment 3rd: Dominate Animal, Cure Serious Wounds, Dispel Magic, Glyph of Warding, Meld into Stone, Obscure Object, Stone Shape

Possessions: “Three Strikes” longsword +2 (wounding), mithril shirt +1 (DR 5/mithril), cloak of resistance +1, boots of striding and springing, ring of protection +1, gloves of dexterity +2, scabbard of keen edges, stone salve, 2 potions of cure critical wounds, 200gp.

Kilmore’s animal companion (light horse) is also his mount.

Kilmore attacks using a spring attack, often leaping from his mount. He is proficient with his longsword, and that is his only weapon.


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

The Witch’s Watchdog

This is one of the first encounters in “Anointing the Seer“, an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch’s gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.

The Witch’s Watchdog (EL 12)

Here, an awakened dire wolf named Black Fang guards the entrance to the farm.

There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, “Who goes there?”

Creatures: An awakened dire wolf named Black Fang is the farm’s first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100′ iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.

Black Fang, CR 12
male
awakened advanced dire wolf
chaotic evil large magical beast

Initiative:
+7

Senses: Listen +32, Spot +32

Languages: common, sylvan, giant

AC: 22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP:
225 (HD 25d8 + 100)
Fort
: +18 Ref: +17 Will: +8

Speed: 50 ft.
Attack
: bite +20 (2d6 + 19) – 7 point power attack, 7 point Combat Expertiese
Attack Options
: combat expertiese, power attack, spring attack
Space / Reach
: 10 ft. / 5 ft.
Base Attack
: +25 Grapple: +37

SQ: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack

Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills
: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*

Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Black Fang.

Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.

Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.


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

Horror of the Old Ones Released!

After almost two years in the conception, writing, playtesting, and re-writing, Unicorn Rampant is proud to release Horror of the Old ones, a 56-page module for 10th level characters.

In the dying port town of Onuago, troubles deeper than the recent economic decline loom over the horizon. Baron Stieglitz has locked himself in his castle to the northeast while his captains vie for control of his lands. Children have been born with strange deformities. A mysterious cult has corrupted the priest of the logging town to the northwest. And beneath the rocky island in the bay a horror beyond imagining slumbers as though dead, dreaming of destruction and of the void.

Horror of the Old Ones is a site based, event-driven d20 fantasy adventure with elements of horror for 10th level characters.

This multi-part adventure is inspired by the work of H.P. Lovecraft, though the authors have worked to keep the ideas true to the realm of d20 fantasy. These locations are not meant to derive from New England settings, think of them instead as extensions of whatever campaign world you the storyteller wish to place them in.

Go buy it now for $12 at rpgnow and support your local game creators!

This is what we’ve been up to this month, dear reader!


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

Anton Fink

Anton Fink is a skilled thief from the Phyloctæte who has learned to wield arcane power to assist him in his trade. He has used this power to seduce many a woman who is easily impressed with parlor tricks.

Unfortunately for him, this sex-driven rogue has had his soul trapped by an imp that he once befriended under the illusion that he was one of these parlor women. Now he must find a way to break the spell imposed by the imp. He is desperate to break free of this spiritual bond, and is willing to help or betray anyone else in the process.

Anton Fink (CR 8)
Chaotic Neutral Medium-size Male Human
Rogue 6 Rogue Caster 2
Initiative: +3
Vision: Normal

AC: 19 (flatfooted 19, touch 15)
Hit Dice: (8d6)+16
Hit Points: 54
Saves: Fortitude: +6, Reflex: +10, Will: +4

Speed: Walk 30 ft.
Attacks: +1 Shortbow +8 (1d6+2) or +1 Short Sword +6 (1d6+
Face / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +6

Feats: Armor Proficiency (Light), Dodge, Mobility, Point Blank Shot, Precise Shot, Simple Weapon Proficiency
Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +2, Trapfinding, Uncanny Dodge (Dex bonus to AC)

Abilities: STR 13 (+1), DEX 17 (+3), CON 14 (+2), INT 16 (+3), WIS 11 (+0), CHA 11 (+0)
Skills: Appraise 5; Balance 5; Bluff 7; Climb 3; Concentration 7; Craft (Untrained) 3; Decipher Script 6; Diplomacy 3; Disable Device 5; Disguise 1; Escape Artist 10; Forgery 3; Gather Information 2; Heal 0; Hide 11; Intimidate 4; Jump 7; Listen 3; Move Silently 17; Open Lock 11; Ride 3; Search 8; Sense Motive 4; Sleight of Hand 14; Spellcraft 8; Spot 8; Survival 0; Swim 1; Tumble 9; Use Magic Device 8;

Possessions: Arrow; Cloak of Resistance +1; Arrow +1; Bag of Holding (Type 1); Boots of Elvenkind; Quiver; Ring of Protection +2; Shortbow +1; Studded Leather +1; Sword +1 (Short); Wand of Magic Missile (3rd level caster);

Spells:
Spells per Day: (5/4/4/0/0/0 DC:13+spell level)
Rogue Caster – Known:

Level 1: Improved Forgery, Improved Appraisal, Improved Balance, Pass Without Trace
Level 2: Invisibility, Sleight of Hand, Spider Climb


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

Gil Devine

Gil has traveled around certain locations within the Republic of Esrun, often finding the need to leave the city under questionable circumstances. Luckily for her, her adventuresome spirit is always looking for a new place in which to venture, so this suits her.

Gil is a liar and a cheat, and that’s why so many men like her. She is as aggressive a person as you’ll ever meet, but not always (in fact, rarely) to your benefit. Unless you’re on her good side, she’ll leave you with a lighter purse at every encounter. And she rarely lets anyone onto her good side. It’s a matter of survival, you know?

Her favorite activity is employing forgery and disguise to her benefit, but she’ll settle for a good old fashioned pickpocketing anyday!

Gil Devine
Medium-size Female Human
Rogue 4
Hit Dice: (4d6)
Hit Points: 19
Initiative: +5
Speed: Walk 30 ft.
AC: 17 (flatfooted 17, touch 15)
Attacks: *Sword +1 (Short) +6; ;
Damage: *Sword +1 (Short) 1d6+3; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Evasion (Ex), Sneak Attack +2d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +1, Reflex: +9, Will: +3
Abilities: STR 14 (+2), DEX 20 (+5), CON 11 (+0), INT 11 (+0), WIS 14 (+2), CHA 12 (+1)
Skills: Appraise 3; Balance 14; Bluff 8; Climb 4; Concentration 0; Craft (Untrained) 0; Decipher Script 1; Diplomacy 4; Disguise 8; Escape Artist 5; Forgery 9; Gather Information 1; Heal 2; Hide 11; Intimidate 3; Jump 4; Listen 2; Move Silently 9; Ride 5; Search 1; Sense Motive 4; Sleight of Hand 16; Spot 2; Survival 2; Swim 2; Tumble 10; Use Magic Device 5;
Feats: Armor Proficiency (Light), Deceitful, Deft Hands, Nimble Fingers, Simple Weapon Proficiency
Challenge Rating: 4
Alignment: Chaotic Neutral

Possessions: Gloves of Dexterity +2; Leather; Sword +1 (Short);


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

Pakhar Madrat

Pakhar Madrat, also known as Pakhar Feybane, was born into a cruel bugbear world of tribal hunters. From as early as he can recall he has always held a spear in his hands. When not out hunting animals or elves for food, he was often patrolling the rugged hillside of his homeland for goblins and bugbears of enemy tribes. He is now a devoted cleric of the bugbear god, and his domains are Chaos, and Evil.

Pakhar Madrat stands well over 6ft tall. His shaggy golden hair is swept into a crest down the middle of his wide head. He wears leather armor, blacker than midnight; a deep blue cloak, and finely made black leather gloves over his clawed hands. He carries upon his back a long spear trimmed in horsehair, a heavy flail, a composite longbow constructed of black wood, and 2 quivers of black arrows fletched with vulture feathers.

Pakhar Madrat CR 11
Alignment: Evil medium sized male bugbear
fighter 3, cleric 3 (domains Chaos and Evil), blackguard 4
Init: +5
Senses: Listen +5, Spot +5
Aura: Pure Evil (level of aura’s force 7, aura power Strong) and Despair (enemies within 10 feet take -2 to all saving throws)
Languages: common, goblin, orc, draconic, abyssal

AC: 19 (+4 armor, +5 dex) touch 15, flatfooted 14 with shield of faith AC 21
HP: 86(HD 6d8+7d10+30)
Fort: +15 Ref: +11 Will: +10

MV: 30 ft.
Attack: +14 longspear (1d8 +7) or +14 heavy flail (1d10 + 7 / 19-20 x 2) or +14 longbow (1d8 + 5)

Full Attack: +14 / +9 longspear, flail or longbow

Attack Options: Power Attack, Cleave, Great Cleave, Sneak Attack +1d6, Smite Good (+1 attack / +4 damage), poison use
Space / Reach: 5 ft. / 5 ft. (10 ft. with longspear)
Base Attack: +9 Grapple: +14

SQ: Darkvision 60 ft, scent, aura of despair, Dark blessing
SA: Sneak Attack +1d6, command undead, smite good 1/day, aura of evil, detect good, poison use
Feats: Scribe Scroll, Power Attack, Cleave, Improved Sunder, Dodge, Quick Draw, Great Cleave

Skills: Climb 7, Concentrate 10, Heal 4, Hide 15, Intimidate 8, Jump 8, Knowledge (Arcana) 4, Knowledge (Religion) 7, Knowledge (The Planes) 3, Listen 5, Move Silently 10, Profession (Mercenary) 5, Search 4, Spot 5, Swim 7
Abilities: Str 20 Dex 18 (20 gloves of dexterity) Con 16 Int 14 Wis 16 Cha 10 (12 cloak of charisma)

Cleric Spells Prepared or Available: Domains: trickery (special power), evil (special power)
0th (4): resistance, detect magic, guidance, cure minor wounds
1st (3+1): bane, cure light wounds, shield of faith, protection from good*
2nd (2+1): aid, cure moderate wounds, invisibility*
* domain spell

Blackguard Spells Prepared:
1st (2): cause fear, magic weapon
2nd (1): death knell

Spell-Like Abilities: Detect good

Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Aura Of Despair (Su): All enemies within 10ft take a -2 on saving throws

Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Command Undead (Su): Rebuke, Bolster, Command Undead. An evil cleric may also use this ability to dispell the turning effects of a good cleric.

Possessions: +2 leather armor of shadow (+5 to hide), +1 cold iron longspear, +1 heavy flail, composite longbow (str +5), 30 arrows, 3 doses of poison, gloves of dexterity +2, cloak of charisma +2, scrolls of: bane, blindness, bestow curse; Torque (silver, copper, brass), holy symbol, coins.

Bugbear characters possess the following racial traits.

* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* Medium size.
* A bugbear’s base land speed is 30 feet.
* Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
* Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
* Racial Feats: A bugbear’s humanoid levels give it two feats.
* +3 natural armor bonus.
* +4 racial bonus on Move Silently checks.
* Special Qualities: Darkvision 60 ft., scent.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
* Favored Class: Rogue.
* Level adjustment +1.


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

Caesinthurirl, deep forest dragon

This Deep Forest Dragon lives in the far northern reaches of Elsemere Wood.

Caesinthurirl CR 13
male young adult iron dragon
Ng large true dragon
Init: +0 Senses: Listen +?, Spot +?
Aura: frightful presence (DC 23)
Languages: draconic, sylvan, common, elvin, gnome, goblin,

AC: 27 (-1 size, +18 natural), touch 9, flat-footed 27
Damage Reduction: 5/magic
HP: (HD 19d12+76)
Immune: acid and electricity
Spell Resistance: 20
Fort: +15 Ref: +11 Will: +15

MV: 40 ft., burrow 30 ft.
Attack: bite +24 (2d8+6)
Full Attack: weapon bite +24 (2d8+6), 2 claws +19 (1d6+3), 2 wings +19 (1d6+3)
Attack Options: Breath Weapons (wind or electricity)
Space / Reach: 10 ft. / 10 ft.
Base Attack: +19 Grapple: +28

Abilities Str 23 Dex 10 Con 19 Int 18 Wis 19 Cha 16
SQ: DR 5/magic, SR 20, acid and electricity immunity
SA: spells, spell-like abilities, breath weapon
Feats: Name,
Skills: Name +?,

Spells Available: casts as 5th level sorcerer with access to druid spell list and strength domain. Spell DCs are 13 + spell level.
0th: (6/day): resistance, daze, detect magic, arcane mark, read magic, dancing lights
1st: (7/day): shield, mage armor, expeditious retreat, silent image
2nd: (5/day): invisibility, whispering wind

Spell-Like Abilities (Su): 3 / day: calm emotions, wind wall. 1 / day: call lightning. Possessions: horde:

Breath Weapon (Su): A iron dragon has two types of breath weapon, a cone of wind and a cone of lightning. Creatures within a cone of wind must succeed on a strength check opposed by DC 23 or be moved away from the dragon as though bull rushed (1 ft for every 2 points by which the check is failed). The cone of electricity does 10d6 points of damage, and half that on a successful DC 23 reflex saving throw.


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