Creature: Brass Golem (CR 8)
These metal statues are carved in the form of muscular men and women – often appearing as athletes or heroes. Usually they are cast in brass but are also made of bronze or copper. They are animate guardians that are set in temples to detect and catch intruders. Priests form their bodies from metal and then summon a spirit from their deity’s home plane to animate their bodies. They are sometimes also known as wrestling golems, templar statues, wringen golems, wrestlen golem or guardian statues.
Brass Golem CR 8
good (often lawful) Medium Size Construct (Outsider)
Init: +4 Senses: darkvision 60 ft., see invisibility, detect evil
AC: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23, damage reduction 5/adamantine and evil
HP: 76 HP (HD 9d10+27)
Immune: magic
Fort +3, Ref +7, Will +4
MV: 30 ft
Attack: slam +12 melee (1d4+6)
Full Attack: 2 slams +12 melee (1d4+6)
Atk Options: improved grab
Space / Reach: 5 ft / 5 ft
Base Attack: +6 Grp: +12
Abilities: Str 23 (+6), Dex 21 (+4), Con —, Int —, Wis 13, Cha 11
SQ: Construct traits, damage reduction 5/adamantine and evil, darkvision 60 ft., see invisibility, detect evil, immunity to magic.
SA: improved grab
The handsome goldish-colored statue suddenly swivels it’s head to lock it’s glowing blue eyes with yours. It bounds off the pedistal it was on, dropping it’s discus, and charges at you.
COMBAT
Upon detecting evil intruders guardian statues charge their opponents and tackle them using a slam and their improved grab ability. Once grappling their foes they will attempt to wrestle them to the ground and pin them there. Foes that struggle will be dealt subdual damage until they submit. They will hold a foe indefinitely or until a priest of the temple arrives to decide the fate of the interloper.
Improved Grab (Ex): To use this ability, a guardian status must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Immunity to Magic (Ex): Immune to all magic with the following exceptions. Spells with the fire descriptor do no damage but instead cause it to become hasted and to deal an additional 1 point of heat damage with it’s slam attacks for 1 round for every 10 points of fire damage dealt. In addition the golem will be healed by 1 point for every 3 points of damage that would have been dealt and returns 1 point of DR for every 10 points of fire damage. Spells with the cold descriptor deal no damage but instead cause it’s DR to be reduced by 1 for every 10 points of cold damage dealt. It’s DR cannot be reduced below 0 in this fashion. It’s DR returns at a rate of 1 point per round. Spells that dismiss or otherwise banish outsiders drive off the spirits within them, effectively slaying them.
Construction
A guardian statue is cast or carved from a metal such as bronze, copper or brass weighing 400 lbs and costing 200 gp. It must then be treated with special alchemical mixtures and oils worth 1000 gp.
Creating the body requires a successful DC 20 Craft (sculpting) check.
CL 9th; Craft Construct, dispel evil, true seeing, commune, raise dead, caster must be at least 9th level; Price 30,000 gp; Cost 15,000 gp + 1,200 XP.
Posted in Creature and tagged construct by Adam A. Thompson with no comments yet.
Encounter: Old Captain Thorenson
“Kommen Sie in, and welcome, my friends… I am Kjarl Bard Thorenson, son of Thoren Bard Kjarlson… and on and on… You seem a nice lot… make yourselves comfortable… the signs of the zodiac… ah yes… Ven I was your age, I lived out at sea. I sailed a great vessel… the Fjord Escort ’twas, ja… The only mistress far me, if ya catch me drift.”
At this point the characters notice a stench emanating from the bearded man; they do catch his drift. Luckily, he lights a pipe and the room is filled with the tangy odor of sweetleaf. An owl paces back and forth along a perch on the far end of the room. The old man continues without pause as the characters examine the room.
The walls of this living room are covered with nautical regalia — silver sextans, sea-soaked and sun-stained maps of faraway lands; even a proverbial ship-in-a-bottle adorns the oaken table before the window. The light from the lone window barely illuminates the room, assisted by a fading fire under the mantle and the dim cherry of Thorenson’s pipe.
“So, how do you expect to fight it… I mean… 24, 40, 60 sailing men… driven back in fear… Have you seen it yet?”
He waits only briefly for an answer, continuing,
“And the gilled children… swimming out to sea along a warm current… right out to Harpy Point… no doubt to feed the harpies on the rocks… foul bitches… feeding on your young… My friend’s child! O, Anrik, now there was a lad… a wee tot, but full of piss and vinegar… I’ve seen so many terrible things… at sea… and at that window…”
The owl lets out a squak, eyeing the characters and making them feel uneasy. The characters will later see the same owl hunting rats elsewhere in the wharf district if they wander the streets at night. Grack is the old man’s closest companion now that he’s lost the sea to his memories, and keeps a close watch on the house. His eyes glow an intense golden glow, and he always appears to be on the verge of speaking, leaning forward and peering deep into any character’s eyes that come near.
If pressed with great skill, the old man will tell of his past life as a shipwright and then sailor, culminating with his encounters with sea serpents, after which he retired from the sea some sixty moons ago. He will speak of his friend’s loss of his child to “the mutation.” This friend, Falkonne, has been studying the mutation on the east side of town, where the disease seems to have appeared with the most prevalence. He urges the party to talk to him, and to relay a message, which he removes from his pocket and hands the most trustworthy of the party (determined with a sense motive check +12) a letter, sealed with an emblem of the Wyndm marsh tongue for sea (“go”), which appears as two wavy lines with two dots in between, roughly like so:
~
..
~
The note is in the Wyndm marsh tongue and reads:
Falkonne, I fear the worst for you. I have heard nothing from you in weeks, and cannot help thinking that you too have become one of the sea-spawn and become harpy bait. I watch the eastern sky with my spyglass looking for signs of your demise. Alas, I am too pessimistic. But an old man am I! On a positive note, the harpies seem awfully quiet lately. I send Grack to deliver this note to you, and hope you will return word of your whereabouts. As one of my few friends, you must understand my request that you halt your work and return to more a civilized neighborhood. With care, -KBT
Posted in Character, Encounter by Stephen Hilderbrand with 1 comment.
Creature: Wyndm-Wolf (CR 3)
Wyndm-Wolf (CR 3)
Medium Fey Wolf
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 4d10+5 (32 hp)
Initiative: +4
Saves: Fort +6, Ref +4, Will +1
Speed: 50 ft.
Base Attack/Grapple: +4/+10
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Abilities: Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 10
Skills: Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: Alertness, Improved Initiative, Track
Environment: forests and mountains
Organization: Solitary, pair, or pack (3–5)
Challenge Rating: 3
Treasure: None, though the hides are considered luxury items
Alignment: True Neutral
Advancement: 5–6 HD (Large); 7–8 HD (Huge) (very rare)
Level Adjustment: +3 (cohort)
A Wyndm-wolf grows about 6 feet long and stands about 3-1/2 feet at the shoulder. It weighs about 300 pounds. Wyndm-wolves can speak Fey and all three Wyndm tongues.
COMBAT
Wyndm-wolves typically hunt in packs, and tend to eat creatures smaller than themselves. However, with the colonization of the Wyndm-lands, and thus the introduciton of cattle to the lands, they have acquired a taste for beef and pork. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. When solitary, they usually sneak up on their opponents.
Trip (Ex): A Wyndm-wolf that hits with a bite attack can attempt to trip the opponent (+8 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 the Wyndm-wolf.
Skills: Wyndm-wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Wyndm-wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in forests and mountains. A Wyndm-wolf has a +4 racial bonus on Survival checks when tracking by scent.
Posted in Creature and tagged fey, Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Character: Anna červená (CR 9)

Anna červená is a tall, hardy woman who has fought her way up through the ranks to be the second-in-command in the Baron’s militia, where she was often called “the Baronness” in jest by men whose respect she hadn’t earned. All those men are dead now. She always provided a voice of reason to the Baron, before he became overly corrupted. Her closest followers are those who were most loyal to the Baron himself, when he was more honorable.
“The Baronness” Anna červená (CR 9)
Medium female Fighter 9
Lawful Neutral with good tendencies humanoid
Init: +2 Senses: normal
Listen +3 Spot +3
Languages: common
AC: 20 (8+ Armor, +1 Dex, +1 sheild)
HP: 73 (HD 9d10+18)
Saves: Fort: +8 Reflex: +5 Will: +3
MV: 20 ft., 50 ft. mounted
Base Attack: +9 / +4 Grapple: +11
Attack: +12 battleaxe (1d8+4) or +12 shortbow (1d6+3) [+1/+1 under 30 ft.]
Full Attack: +12 /+7 battleaxe (1d8+4)
or +12 / +7 shortbow (1d6+3) [+1/+1 under 30 ft.]
or +10 / +10 / +5 shortbow (1d6+3) [+1/+1 under 30 ft.]
Face / Reach: 5 ft / 5 ft
Attack Options: spring attack, ride-by attack
Abilities: Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 11 Cha: 9
Feats: 5 bonus, 5 normal Power Attack, Dodge, Mobility, Spring Attack, Point Blank Shot, Percise Shot, Rapid Shot, Mounted Combat, Ride-By Attack, Mounted Archery
Skills: 48 sp Climb +6+3= +8, Handle Animal +6-1= +5, Intimidate +12-1= +11, Listen +3, Ride +12+2= +14, Spot +3
Gear: 12,000 gp worth of gear: heavy flail, +1 battleaxe (2,310 gp), masterwork mighty composite shortbow (str +3) (525 gp), +2 full plate (5,650 gp), light wooden shield +1 (1,153 gp), big honkin’ warhorse named Pinky (400 gp), studded leather barding (100 gp), 2 potions of cure moderate wounds (600 gp), 1,226 in coin and gems.
Heavy Warhorse: HP: 31 AC: 17 MV: 50 ft
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Location: Onuago Wharf District
The Wharf District is situated on the east side of the west split of Onuago, along the waterfront. It was once a bustling port of ten warehouses, but now it is eerily deserted.
This salty run of docks has fallen into disrepair. Dilapidated shacks and weathered warehouses give way to creaky planks along an industrial boardwalk that juts out over the bay itself. Piles of sandbags, now mudbags, provide a makeshift levee that wavers against the waves. The air is uncomfortably still, and the sound of cats skirmishing echoes down the alleyways. The sky is overcast and a light drizzle plops into the pools in the building stoops.
As the characters make their way through the streets of the wharf district, point out the rustiness of the gutters and boarded up buildings and bring particular attention to the growling cats on rooftops. There is a distinct uneasiness in town, especially along the waterfront. The misty fog reduces visibility to 30′, allowing creatures and thieves to sneak up on the party.

The map above faces east. Key locations within the Wharf District include:
I – Snug Harbor Inn (description in another post, encounter in another)
C – Old Captain Thorenson‘s House
W – Warehouses
R – Rowhomes
t – Places where thieves are likely to accost the party
Old Captain Thorenson’s House (C)
As the characters approach the house, read or paraphrase the following:
A strand of smoke rises out of a the chimney of a lone hovel, set off the road, partially hidden by a row of connected homes. Three cats patrol the grassy yard, the only patch of green in this part of town. A flowerbox decorates the single window, set off to the left of the front door, painted blue.
Thorenson will answer the door if the party knocks. He will not have time for any haughty behavior, and he has many stories to tell.
Warehouses (W)
In one of the warehouses, surprise the party with three to four Koa-Toans, freshly visiting from the marshy bay for their daily catch. They are hungry and attack without pause or end; they fight until they are slaughtered.
Rowhomes (R)
The most common domicile in Onuago is a rowhome. Almost all the homes in the city itself share walls with other homes.
Thieves (t)
Thieves patrol the darker and more remote alleys of the wharf district. If the characters stray too far from the roads with foot traffic, they will likely be jumped by a band of two to three third level thieves. If they capture one, the thieves have a one in three chance of being an expatriate of Baron von Steiglitz‘ militia, and are either fending for themselves or are part of one of the factions that now claim von Steiglitz’ lands. If the latter, they will demand a tariff or entrance fee of the party when they are first encountered, and will threaten the party in the name of their faction leader, Petry Pokrm the Dish-eater.
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Location: The Port of Onuago
Also known as Onuago Port-town by the foreigners who’ve settled it, Onuago (in the marsh tongue of the native Wyndm-folk, “where the river meets the sea”) is a colonial town, and it prospered greatly from the trade generated by the inland resources, carried out by native slaves. In the past five years, ever since the Lazy River changed its course, the town has been on a a decline. Rarely do foreign ships enter the Old Bay, and increasingly the townspeople are unwilling to venture seaward. There is still a native population in small pockets in the region which you are free to introduce at any time. A sample camp will be included in a later post.
When the party arrives by sea, read the following:
As you disembark, you note the tufts of spanish moss which dangle from the ancient oaks that dot the streets of Onuago. The streets seem desolate and a silver mist hangs in the moist air. The buildings are set close to one-another, pulling at your most closterphobic strings. To the southeast end of the town, the docks form a hedge against the Old Bay, perhaps serving a purpose more like a levee, as they are covered in sandbags. The Lazy River has overflowed its banks, dividing the town into murky east and slightly-less-murky west banks. The west bank appears inhabited, but the east bank appears deserted.
The players notice before too long that there are only elderly and children in the town. The children have smooth, olive skin and move much faster than the rest of the city’s denizens.
The town once prospered as a trading port, but now it seems stuck in time, reverted to a fishing village. Various skiffs, canoes, and other vessels line the docks, and in the early morning, the elder men still head to sea, their profiles set against a foggy backdrop. The east portion of town on the other side of the river has been abandoned, and is dangerous to travel in.
Main characters:
• Adept: 6th
• Aristocrat: 4th
• Barbarian: 3rd
• Bard: 6th
• Cleric: 4th – old drunk sod – a failure – wanted to do conversions but failed
• Commoner: 9th
• Druid: 4th
• Expert: 10th
• Fighter: 7th
• Monk: 1st
• Paladin: 2nd
• Ranger: 3rd
• Rogue: 5th
• Sorcerer: 2nd
• Warrior: 3rd
• Wizard: 3rd
Creatures in and around Onuago (for use in random or planned encounters):
• Kelp Angler (CR9) along coast
• Mud Slaad (CR6) in marsh
• Octopus Tree (CR12) in river delta, east side of Onuago
• Swamplight Lynx (CR7) in marsh
• Mudmaw (CR7) in marsh
• Morkoth (CR5) underwater
• Darktentacles (CR7) in marsh
• Catoblepas (CR6) in marsh
• Reekmurk (CR6) in water along shore
Gather Information / Divination information
• The town has fallen on hard times (DC 5)
• The annual celebration at Castle Stiegleitz is not being held as usual this month (DC 15 before ghost event, after ghost event completed DC 5)
• Baron Stieglietz isn’t coming out of his room anymore (DC 20)
• Person at the inn has been moaning in pain and disturbing other occupants, but he won’t come out of his room and has barred the door somehow – former servant of S just died and is haunting the room (DC 5)
• The priest of Kord in village of Elsemere is acting strangely (DC 20)
• The son of Elsemere’s thain refuses to go hunting anymore, though that used to be his favorite activity-and his hair has turned completely white (DC 20)
• Weird shit is going on in Elsemere (DC 15)
• Ex-knight robber baron & other bandit elements on way to castle
• Creatures taken up residence in basement of a house in the east side of Onuago and are scaring people there (talk to Bard for DC 10)
• The dead scholar was poking around about weird shit (DC 5)
• Fishermen and tales of monster at sea (DC 5)
• There is a pirate cove at harpy point (DC 10)
• People are getting killed along the way to the village and no one knows by what (DC 5)
• Bog hounds can be heard at night (DC 5 / event)
• If the party tries to secure passage on another vessel to Galorad, they find out that there are no vessels that are seaworthy enough to make a long voyage (DC 5)
• If the party makes a DC 3 Gather Information check, or if they ever ask the DM why the paint on the sign above the door is fresh, they learn that the inn used to bear a different name. If they succeed on a DC 20 Gather Information check, they succeed in getting someone to tell them what the old name is, which is something that the innkeeper doesn’t want people to know: XXXX
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Creature: The Great Earth Serpents (CR 20)
Great Earth Serpent CR 20
neutral Colossal Magical Beast (fire)
Init: +3 Senses: Tremmorsense: 60 ft, 5 x lowlight vision
Listen +1 Spot +26
AC: 31 (-8 size, +3 dex, +20 natural)
HP: 267 (HD 25d10 + 125)
Immune: fire
Fort: +17 Ref: +15 Will: +9
Weakness: cold
MV: 30 ft, burrow 20ft, swim 60ft
Attack: +38 bite 2d8 + 15 plus 2d8 fire or +37 tail slap 4d6 + 22 plus 2d8 fire
Full Attack: +38 bite 2d8 + 15 plus 2d8 fire and +32 tail slap 4d6 + 22 plus 2d8 fire
Atk Options: constrict, improved grab, swallow whole
Space / Reach: 30′ / 20′
Base Attack: +37 Grapple: +51
Abilities: Str: 41 Dex: 17 Con: 21 Int: 5 Wis: 12 Cha: 3
SQ: DR 10/frost, destroy weapon, fire immunity, heat aura, sheds light 20′
SA: constrict, improved grab, swallow whole
Feats: Power Attack, Cleave, Great Cleave, Awesome Blow, Improved Sunder, Snatch, Weapon Focus (bite), Improved Bull Rush, Iron Will.
Skills: spot 25+1 = +26
Treasure: double standard, no items (as raw precious metal and uncut gems – see bolow)
A colossal serpent rears up 20 feet out of the lava, it’s body composed of molten rock and it eyes shining with white-hot light. The great heat of it’s body distorts the air.
Earth serpents, the beasts that dwell beneath and among the mountain’s roots and are the cause of earthquakes and volcanoes (according to dwarves), appear to be colossal snakes or wyrms whose bodies are composed of lava or semi-molten rock, and have eyes that gleam with a white-hot light. Dwelling in and around the lakes of molten stone that pepper the underdark and delving deeper even than dwarven lore, these creatures are mysterious and strange.
Generally content to bask in the pools of lava that their bodies create, sometimes they are seized with a sudden restlessness, burrowing through solid rock and sometimes causing disastrous shifts in the surface.
Great earth serpents are rumored by deep dwarves to have blood of molten gold, and when they die create veins of ore.
COMBAT
Great Earth Serpents are straightforward in combat, charging, swallowing and crushing any that intrude on their territory, or threaten them or their offspring.
Damage Reduction: No weapon without the magical frost ability has a chance of completely penetrating the molten metal and rock that compose an earth serpent’s scales.
Destroy Weapon (Su): Any nonmagical weapon that strikes them is destroyed by the great heat of their bodies.
Fire Trait: Great earth serpents take no damage from fire at all, and take double damage from cold except on a successful save.
Improved Grab (Ex): To use this ability, a great earth serpent must hit with its bite or tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe or constrict the following round.
Swallow Whole (Ex): A great earth serpent can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d8+22 points of crushing damage plus 2d8 points of heat damage per round from the serpent’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Colossal serpent’s interior can hold 4 Large, 16 Medium, 64 Small, 256 Tiny, or 1024 Diminutive or smaller opponents.
Constrict (Ex): A great earth serpent automatically deals 4d6+22 points of bludgeoning and 2d8 heat damage with a successful grapple check.
Heat Aura (Su): All creatures and objects within 10′ of an earth serpent take 2d8 damage from the immense heat of their bodies, (reflex save ½). Those failing their saves have caught fire and will burn for an additional 1d4 rounds for 1d6 points of damage per round.
Tremmorsense: Great Earth Serpents have tremorsense to a distance of 60 ft.
Lowlight vision: Great Earth Serpents can see 5 times as far as a normal human in low light.
Sheds light: Great Earth Serpents shed light in a 20′ radius.
Hide: Great Earth Serpents gain a +10 to hide checks when in lava.
Treasure: Earth serpents have significant quantities of molten precious metal in their bloodstreams and gems in their eyes and skulls. After their deaths the metals cool and can be mined from the rocklike flesh. Roll for coins and gems and award that value in raw ore by dividing the coin value by 50 to determine the number of pounds of precious metal available.
Posted in Creature and tagged fire subtype, magical beast by Adam A. Thompson with no comments yet.
Miniatures: Thunderbolt mountain

Just a quick post this Monday to show off some figures I just finished painting. They’re some of the exquisite figures from Thunderbolt Mountain, of the famous and brilliantly talented Tom Mier. This isn’t a paid shill for Tom, I just love his work. And they always throw in a free monster figure when I order from them, like a goblin or a skeleton. It’s the little extra touches that get me…
Wow! I just looked at Thunderbolt Mountain’s site, and saw the new releases for Gencon! A wood elf champion and scouts! Take a look!
Wait, forget those (although they’re cool)… I started to ready his blog here, and check this out!!! That’s truly incredible!
So I just threw them into GIMP and put a cheezy background on it. Not bad for 15 minutes of work… They look pretty heroic there. Now they just need a big dragon behind them to be fleeing from 😛
In other news, stay tuned this week for more content coming from Unicorn Rampant on Claw / Claw / Bite ! You’ll be seeing the Great Earth Serpent (CR 20), the lawful good Bronze Golem (CR 8) and more Castle Steiglitz and much, much more!
Posted in Miniatures and tagged fun by Adam A. Thompson with no comments yet.
Character: Baron von Stieglitz (CR 12)

“Baron von Stieglitz” is a title referring to the current ruler of the Barony of Stieglitz.
von Stieglitz lived his life a baudy drunkard, leading a militia of seventy from an isolated castle deep in a valley in the Cyrűk Mountains. In the past few months, the Baron has become corrupted by his greedy lifestyle, and has become a wight.
Baron Von Stieglitz CR 12
Medium Male Wight Fighter 7, Rogue 2
lawful evil Undead
Init: +2 Senses: Darkvision 60 ft
Listen +7 Spot +10
AC: 22 (+6 Armor, +2 Dex, +4 natural) touch 12, flatfooted 20
HP: 72 (HD 7d10 and 2d6 and 4d12)
Saves: Fort: +6 Reflex: +8 Will: +6
Defensive Options: Hide +11 Move Silently +14, Combat Expertise
Immunities: All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects, not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects, immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
MV: 20 ft. (50 ft hasted)
Base Attack: +10 Grapple: +13
Attack: +13 slam (1d4+3 plus energy drain) or +15 bastard sword (1d10+6)
Full Attack: +13 slam (1d4+3 plus energy drain)
or +15 / +10 bastard sword (1d10+6)
or +13 / +8 bastard sword (1d10+6) and +11 slam (1d4+3 plus energy drain)
Face / Reach: 5 ft / 5 ft
Attack Options: energy drain, sneak attack +1d6
Abilities: Str: 17 Dex: 14 Con: 8 Int: 13 Wis: 10 Cha: 12
Feats: (5 and 4 bonus, 1 undead) Leadership, Two-Weapon Fighting, Exotic Weapon Proficiency (Bastard Sword), Combat Expertise, Improved Disarm, Dodge, Mobility, Spring Attack, Weapon Focus (Bastard Sword), Weapon Specialization (Bastard Sword).
Skills: Languages: common, draconic/dwarf. (Skill points 18 rogue, 30 fighter, 20 wight): Bluff +3+1=+4, Climb +10+3-4=+9, Diplomacy +3+1=+4, Hide +10+2+5-4=+13, Intimidate +12+1=+13, Listen +7, Move Silently +10+2+8-4=16, Ride +10+2-4=+8, Sense Motive +3, Spot +10.
Gear: 12,493 gp worth of gear: +1 bastard sword (2,335 gp), masterwork throwing axe (308 gp), +1 breastplate of shadows(5,100 gp), cloak of resistance +2 (4,000 gp), Potion of Haste (750 gp).
Special Qualities: Darkvision 60 ft., undead traits, trapfinding, evasion.
SA: Energy Drain, Create Spawn, Sneak attack +1d6.
This grizzled warrior’s skin and hair are a shocking, sickly white. Blue veins are clearly visible beneath the leathery-looking skin. Gauzy, black-yellow eyes glare out from beneath his wiry eyebrows. Claw-like fingernails tip the ends of his powerful, gnarled digits. His breastplate is tarnished and stained but still sturdy, his cloak is dusty and a fine bastard sword and throwing-axe hang from his belt.
COMBAT
If Attacked Herr Stieglitz will attempt to flee combat to attack again from surprise or with his family at his side.
Given opportunity he will quaff his potion of haste, which will last for 5 rounds.
If able to sneak up on an opponent he will approach the weakest-looking one and attempt to perform a full attack with bastard sword and a slam attack as his off-hand weapon. His hope is that this will slay them and they will rise in 1d4 rounds as a wight to fight at his side.
If fighting with his family he will try to spring attack the party from behind their ranks.
Create Spawn (Su): Any humanoid slain by the Baron becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by the Baron’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.
Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Undead do not breathe, eat, or sleep.
Posted in Character and tagged fighter, Horror of the Old Ones, Journey to Castle Steiglitz by Stephen Hilderbrand with no comments yet.
Issue Release: Claw/Claw/Bite Issue 1 – August 2006
The PDF version of Claw/Claw/Bite‘s Issue 1 is now available for download here, and also at enworld.org here. It contains material first published on this site from July 7-25, 2006. Material published from July 25th until the end of this month will be included in Issue 2, due out September 1st.
[In our best imitation of the voice from the Justice League of America]: Stay tuned for more exciting material from Unicorn Rampant’s Claw/Claw/Bite!
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.


