Naahaogo Hunter and Warrior
Presented below are a two examples of the Naahaogo people that players might encounter in their mountainous homes. The first is a experienced hunter, who might just be a provider for his tribe, or might be specialized in stalking the arctic’s Ice Kobolds, or fighting off encroaching human settlers. The second is a warrior, such as might defend the tribe in times of trouble.
Naahaogo Hunter CR 3
Naahaogo ranger 3
neutral with chaotic tendencies Size Medium humanoid
Init: +3 Senses: Listen +6, Spot +6
Languages: Naahaogo
AC: 16 (+3 dex, +3 armor) touch 13, flatfooted 16
HP: 20 (HD 3d8+6)
Fort: +5 Ref: +6 Will: +2
MV: 30 ft.
Attack: longspear +5 (1d8+2 / 20 x3) or longbow +8 (1d8 / 20 x3)
Attack Options: Rapid Shot: longbow +6 / +6 (1d8 / 20 x3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +3 Grapple: +4
Abilities Str 14 Dex 16 Con 14 Int 8 Wis 12 Cha 7
SA: Favored Enemy (Animal or Ice Kobolds or Humanoids (human)), wild empathy
Feats: Rapid Shot, Track, Dodge, Endurance, Precise Shot, Mobility
Skills: 30 Climb +7, Hide +8, Jump +7, Listen +6, Move Silently +8, Spot +6.
Possessions: studded leather, masterwork longbow, 10 masterwork arrows, longspear, potion of cure light wounds, malachite and silver bracers and necklace worth 500 gold.
Naahaogo Warrior CR 1
Naahaogo warrior 2
neutral with chaotic tendencies Size Medium humanoid
Init: +1 Senses: Listen +0, Spot +0
Languages: Naahaogo
AC: 14 (+3 armor, +1 dex) touch 11, flatfooted 13
HP: 11 (HD 2d8+2)
Fort: +4 Ref: +1 Will: +0
MV: 20 ft.
Attack: greatsword +3 (2d6 + 1 / 19-20 x 2) or spear +3 (1d6 +3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +2 Grapple: +3
Abilities Str 13 Dex 12 Con 13 Int 6 Wis 10 Cha 8
Feats: dodge
Skills: Ballance +6, Climb +7, Jump +7
Possessions: hide armor, greatsword and spear.
Tactics: These warriors will try to use their home terrain to their advantage, fighting defensive actions and using their excellent jumping and climbing abilities to secure high ground and make their oponnents approach them over dangerous ground.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature and tagged Naahaogo by Adam A. Thompson with no comments yet.
Strange Pilgrims on the Road
In this encounter, the players meet a group of religious pilgrims at a crossroad, who happen to be traveling the same direction. The leader of the group, a strangely intense charismatic older person, asks the party to travel with them awhile to exchange news and share company.
Talking to them the party learns that they are a group of religious pilgrims, either traveling to a holy site, migrating to a new land, or wandering in search of the promised land where they can practice their faith in peace. If the party travels long enough with them, they camp together and get a glimpse into their strange ways at smoke-enshrouded gatherings late in the evening.
This encounter can go different ways, depending on what you want to get out of it as the Gamemaster.
- CG – party is actually religious pilgrims, and may need help getting through a difficult area ahead, be it a war zone, monster-infested land, or something else.
- CN – they’re actually theives, masquerading as pilgrims, but pretty friendly. May try to filch something from the party, but will probably try to be discreet. May do some robbing in a town along the way, putting the party in a difficult position if they catch wind of it or the pilgrims are accused of the thefts.
- CE – the cult is a group of theives, lead by an assassin. They may be on the way to an important job, or just nomadic by nature. They may try to make a sacrifice of the party to their dark gods, or may later assassinate someone important to the party, like a NPC who has hired them. A great way to introduce a recurring villain.
Posted in Encounter by Adam A. Thompson with no comments yet.
Crawling Drake
This creature’s common name is something of a misnomer, as this dragon-like creature has no legs, just a scaly, sinuous, serpentine body and a set of wings set above a thickening in it’s trunk midway down it’s body. Able to stand up by propping itself up with it’s wings, these drakes deliver vicious wounds with their snapping jaws.
Their origin is speculated to be a mixture of dark things of the underlands, such as a fang dragon, mixed with other creatures from the outer realms of cruelty and madness. Able to speak a few words of broken draconic and undercommon, crawling drakes are not espically intelligent, but they are tremendously fearsome, nasty and cruel.
Presented are three forms, wyrmling, adult and methelusean versions.
Wyrmling Crawling Drake CR 5
CE Medium Dragon
Init: +3 Senses: Blindsense 120ft., Darkvision 120ft. Listen +12, Spot +12
Languages: very little draconic and undercommon
AC: 19 (+6 Natural Armor, +3 Dex) touch 13, flatfooted 16
HP: 75 (10d12)
Fort +10, Ref +10, Will +10
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 14, 1d6+3 (19-20 / x2)
Attack Options: Constrict 1d3+4
Space / Reach: 5ft. / 5ft.
Base Attack: +10 Grapple: +13
Abilities Str 16, Dex 16, Con 16, Int 8, Wis 12, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will
Skills: Hide +13, Listen +12, Move Silently +13, Spot +12
Treasure: Standard
Adult Crawling Drake CR 10
CE Large Dragon
Init: +6 Senses: Blindsense 120ft., Darkvision 120ft. Listen +27, Spot +27
Languages: very little draconic and undercommon
AC: 19 (+8 natural Armor, +2 Dex, -1 Size) touch 11, flatfooted 18
HP: 199 (19d12 + 114)
Fort +16, Ref +15, Will +15
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 27, 1d8+7 (19-20 / x2)
Attack Options: Constrict 1d6+7
Space / Reach: 10ft. / 5ft.
Base Attack: +19 Grapple: +26
Abilities Str 24, Dex 14, Con 20, Int 10, Wis 14, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative
Skills: Hide +33, Listen +33, Move Silently +33, Spot +33
Treasure: Standard
Methusalean Crawling Drake CR 15
CE Huge Dragon
Init: +1 Senses: Blindsense 120ft., Darkvision 120ft. Listen +49, Spot +49
Languages: very little draconic and undercommon
AC: 22 (+13 natural armor, +1 Dex, -2 Size) touch 9, flatfooted 23
HP: 287 (25d12 + 125)
Fort +32, Ref +28, Will +30
MV: 20 ft, fly 60ft (clumsy)
Attack: Bite + 37, 2d6+11 (19-20 / x2)
Attack Options: Constrict 1d8+11
Space / Reach: 10ft. / 5ft.
Base Attack: +25 Grapple: +36
Abilities Str 32, Dex 12, Con 24, Int 12, Wis 16, Cha 5
SA: Constrict, Blindsense 120ft.
Feats: Weapon Focus (bite), Power Attack, Improved Critical (bite), Iron Will, Lightning Reflexes, Improved Overrun, Improved Initiative, Cleave, Great Cleave
Skills: Hide +49, Listen +49, Move Silently +49, Spot +49
Treasure: Standard
COMBAT
Crawling drakes are crafty combatants and adept stalkers, and so will ambush their prey when possible. Once they pick a target, they will attempt to crush them in their coils while delivering bite after bite.
Constrict (Ex): On a successful grapple check, a wyrmling crawling drake deals 1d4+3 points of damage. Adult drakes deal 1d6+7 points of damage, and Methusalean drakes deal 1d8+11 points of damage.
Posted in Creature and tagged dragon by Adam A. Thompson with no comments yet.