Salodrin’s House

SALODRIN’S HOUSE

At the edge of the Wealthy Quarter, Salodrin’s house stands nearly alone on a city block. The moon leers overhead, and a small flight of bats circles around a plume of putrid smoke that emanates from the chimney. It is not a normal oak or maple wood burning.

A black, windowless, iron edifice acts as a stoic sentry, as if to proclaim in not so many words, “Keep Out.”

Only characters that have encountered many devils or have traveled to the Planes of Hell would recognize this smell. Characters who have encountered one or two devils may recognize the smell (DC 20 wisdom check).

If the characters knock on the door, the bats will fly down by the door, screeching their high-pitched wails, before returning to the chimney. No one answers the door.

Attempts to peer into the windows are unsuccessful; many layers of soot and grime coat them opaque.

ENTRANCE LEVEL

1 Entrance Hall

Stepping into the foyer, it is immediately apparent that the marble of this fifteen foot long corridor is worn and uneven. A bovine smell hangs thick in the air.

Archways lead out of the hall to the left and right, and the hallway opens into a wider room at the end of the hall.

2 Storage Room

Various crates, some bearing demonic iconography, are stacked here.

Upon inspection, they appear empty, save the straw packing that they were likely stuffed with to keep the contents from being damaged.

3 Study

This room is fitted along the walls with dark bookshelves. On the far end of the room, a stack of books adorns a wooden table.

The stacked books are focused on architecture and history. Many of them appear to be from foreign lands, made of strange parchment and paper and bound in a strong leather-like substance.

Some of the books in Salodrin’s collection are bound in human and demon skin, notably those dealing with necromancy and similar topics.

4 Cage Room

A ten foot wide cage occupies the back half of the room. On the floor of the cage is a collection of ruffled feathers. Wooden doors lead in three directions.

Characters who success in a DC 25 Knowledge Nature check recognize the feathers as belonging to a cockatrice.

5 Tapered Cage Room

Another ten foot wide cage fills the back end of the room, with the main walkway leading straight through to a closed door. The floor of the cage is covered in layers of fur and large claw marks mar the wood paneling.

Characters succeeding in a DC 25 Knowledge Nature check recognize the fur as predominantly dire bear and dire wolf fur, with swaths of torn dire badger and alley cat fur among the pile.

6 Prayer Room

The torches set in dark sconces on the walls illuminate the 25’x25’ room, filled with columns carved into images of people writhing in pain. Most 5’x5’ spaces on the floor are covered with carefully arranged finely woven rugs, giving the room a very orderly feel. At the far end of the room is a low table, upon which are a few additional rugs. Two indoor plants adorn either side of the table.

The rugs are geometric in nature, not forming any specific image. If the characters check closely enough and make a DC 25 Knowledge Nature check, they notice that the rug is woven with the fur of many animals, as well as human, dwarven, and elven hair.

Trap: In the center of the room, hidden by one of the rugs, is a pit trap, DC 35 Reflex save to avoid (also DC 35 to perceive). A swarm of rug rats crawl up through the rug, distracting the character standing upon the rug just before the floor gives way. This pit leads to the lower level, where two pit fiends await their prey. See below.

Rug Rats (6).

7 Sitting Room

This oversized sitting room measures 25’x 15’ at its widest point where two walls come together to form a huge window. The view is mostly hidden by two large red velvet drapes. A slight light escapes from between them. A single oversized chair is set facing the window with a small end table at its right side and an ottoman before it.

Behind the drapes is a window into the city streets as seen at night, regardless of whether it is day or night when the party finds it. The light that peeked though the drapes is that of a full moon aloft in a clear sky, which is also what is seen regardless. It is as if someone had painted a life-like mural onto the window itself. If broken, characters will see into the Nine Hells. This will bring Salodrin, his wargoyles, and the pit fields immediately, who will burst through the opening and attack.

The end table is stained with a deep blue liquid unlike anything the party has encountered. The liquid is cool to the touch and will deal 1d4 points of constitution damage if touched, and 2d4 points if any amount is imbibed (DC 30 Fortitude save avoids each effect, roll separately for each effect as applicable).

8 Overflow Storage

This room serves as a mud room as well as a back entrance, and the walls are lined with boxes and crates. Other than that, this room appears to see little use.

From here, a long hallway leads back along the outer wall of the house, filled with bags, crates, and broken bottles.

If the party takes 20-30 minutes to search, they will encounter a few rats that quickly scurry out of sight, and find 2 potions of cure serious wounds and a broken quarterstaff +1.

Any noisy encounter with the rats will alert the pit fiends, who will storm up the steps and attack if the party is otherwise occupied and if they see an easy prey standing alone, or if the party splits up within the house.

9 Stairwell Down

Beyond two doors, a dark stairwell leads down into a dimly lit passage at the end of which glows an orange light.  A warm, smoky odor rises from below.

The ground floor of the house is like a standard human house, though there is no cooking pot nor stove to place one upon. It is possible that the party will discover the fastest route downstairs – the pit trap in location 6. If so, read the description at location 6 and move the action there.

LOWER LEVEL

A lone fireplace gently illuminates this floor. The stony floor is warm and the atmosphere humid.

The smell of grilled meat and smokiness from a fire assault the senses. Piles of bones occupy the edges of the room, mixed in with fur and teeth. The room that opens out to the left is dimly lit by two sputtering torches that cling perilously to the wall at the back of the room.

Rust colored stones line the walls of this musty basement, dripping with a moist luster.

If the characters touch the walls, they discover that they are not simply red-colored, but splattered with tainted blood (and they take 1d6 taint damage). By now the barbed devils will have attacked.

If the party enters here via the pit trap, the two denizens attack that one character. Otherwise, they attack whoever is closest to them, unless they detect a direct threat by a character, for instance, a priest.

Barbed devils (2) CR 12.

Characters who know infernal hear what sounds like one of them exclaiming, “another one?” They appear to have eaten recently, the charred and broken remains of a human slumped in the corner still oozing organs.

This is how the party must reach the second floor if they are to enter like civilized beings. The city’s watch will not take kindly to an uninvited visit to Salodrin’s house, and crashing through his stained glass windows will bring them in a flash.

TOP LEVEL

Large stained glass windows depicting horrific scenes of torture fill the 12′ arched windows on all sides of this penthouse.

This is where Salodrin sleeps between his meals of human and demi-human flesh. Unbeknownst to the citizens of Chaurille, he is an erinyes. When the characters enter this floor, he and his wargoyles attack, the wargoyles smashing through the stained glass window for dramatic effect, exposing views of a strange landscape (the Abyss) outside.

Before he attacks, he addresses the group.

“How dare you enter my house without summons! For your crime you shall spend your eternity in Hell!”

Salodrin.

Wargoyles (4).

CONCLUSION

Once Salodrin is either killed or flees, the view out the window returns to the surrounding Chaurille streets, and the party can explore this room.

At the opposite end of the room from the staircase is a tall bookshelf that runs the 5′ length of the convex wall.

If the characters search the bookcase and pull a book, they will discover a secret passage:

As the tome enters your hand, leaving the shelf, the entire bookshelf rotates on a small dais.  Behind the bookshelf is a doorway leading to a 10′ round chamber. In the center of the chamber is a strange set of runes set in the floor. Along the walls are bookshelves filled with texts labeled with arcane and demonic scripts and iconography.

The room is trapped. The first character stepping foot in the room must make a DC 30 Reflex check or be hit with a set of diseased darts. The disease quickly causes the part of the body hit to wither, resulting in a loss of 1d8hp per round until the disease is cured.

Further investigation of the runes on the floor (and a DC 20 Knowledge: Arcana or Planes check) reveals this as a portal of some sort.

When activated, this portal leads to the Plane of Knowledge.

Behind the other stained glass window, the one depicting the open book, is a portal to the Plane of Knowledge.


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Cover of Darkness Released

Claw/Claw/Bite is pleased to announce the release S.D. Hilderbrand’s Cover of Darkness, a Pathfinder/d20/3.5 Dungeons and Dragons fantasy module for 14th-16th level characters. Originally written in 2008, the module has undergone a number of refinements and improvements over the years.  Cover of Darkness is part 2 of 3 in the Time Out of Mind trilogy, a series that takes the PCs in a journey through time and space as they chase down a party of false heroes who wield a powerful artifact.

The adventure also ships with five 15th-level false heroes to serve as the party’s nemeses.

From the Introduction:

This is a continuation of a story starring the False Heroes the nemesis and your players’ party of 15th-level adventurers as the heroes. In Stealing Moments, a unique artifact known as the Silver Orb of the Ages was unleashed from the bottom of a mountain cave, carried forth by the False Heroes.

These False Heroes have traveled the land, burning villages and causing trouble.   In time, and as covered in the concluding module,Time Out of Mind, the party will chase the False Heroes to the Dream Plane, the only place where time is relative and thus out of reach of the power of the Orb.

But first, the party needs to learn more about the Orb. In this module, they will follow a trail of clues into the Plane of Knowledge and then track down a collection of tomes, through which they will become informed of the history of the Orb.  However, the since the Plane of Knowledge is a sprawling library of endless passageways and sections devoted to obscure subject matter, it is full of peril in every section.

The False Heroes are comprised of a collection of characters of a similar makeup as the party.  They have taken on the party’s persona and have made their way across the world, using the Silver Orb of the Ages to wreak havoc on the many peoples, and have brought shame to the party’s name.  This has forced the party to travel in secret, following the many tales of the False Heroes’ exploits, keeping abreast of the local bardic lore, and have hunted them down throughout the multiverse.

Recently, they have heard a bard’s tale that the False Heroes have been sighted in the merchant quarter of the large port city of Chaurille. Upon visiting the quarter, they locate a bookstore, where they learn that a rare book collector as been inquiring about a book describing a silver orb.

This is where the action picks up!

Buy the PDF for $2.99 at rpgnow.


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

Silvex

The two rakshasas go by Zilves and Chanaras when they take their human forms, the bards from the Salty Grog. This is where they learn their stories which they weave into stories, stories into song, songs into spells. They do not work with Salodrin, but know of him, and have a fork tuned to the Plane of Knowledge which allows them to plane shift here using Silvex’s ring.

Silvex is the younger of the duo, traveling with Janarax and for the most part following his directions. He could be persuaded to help the party for a large sum of gems, for which he has a certain overwhelming fascination.

Silvex
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 6 Rogue 1

Hit Dice: (7d8)+(6d4)+(1d6)+85
Hit Points: 160
Initiative: +9
Speed: Walk 40 ft.
AC: 32 (flatfooted 27, touch 15)
Attacks: Bite +8; 2 Claws +15/+15
Damage: Bite 1d6+4; 2 Claws 1d6+4
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar, Sneak Attack +1d6
Saves: Fortitude: +12, Reflex: +13, Will: +12
Abilities: Str 18, Dex 20, Con 22, Int 20, Wis 12, Cha 22
Skills: Appraise 4; Balance 12; Bluff 23; Climb 9; Concentration 18; Craft (Alchemy) 4; Craft (Trapmaking) 13; Craft (Untrained) 6; Diplomacy 10; Disguise 24; Escape Artist 7; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 6; Jump 7; Knowledge (Arcana) 22; Knowledge (Tactics) 10; Knowledge (The Planes) 9; Listen 6; Move Silently 15; Perform (Comedy) 8; Perform (Dance) 10; Ride 5; Search 5; Sense Motive 5; Spellcraft 23; Spot 13; Survival 2; Swim 4
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 14
Alignment: Lawful Evil
Possessions: 5 Tiger Eyes; Bracers of Armor +8; Cloak of Charisma +2; 2 Blue Diamonds; Emerald; Ring of Plane Shift; Star Ruby; Wand of Hold Monster; Tablas of Persuasion

Spells:
Spells per Day: (6/8/8/7/7/7/4/0/0/ DC:16+spell level)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Displacement, Fly, Haste, Hold Person
Level 4: Fire Trap, Charm Monster, Ice Storm, Phantasmal Killer
Level 5: Cone of Cold, Dismissal, Telekinesis
Level 6: Dispel Magic, Legend Lore, Shadow Walk

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Janarax

A devious bard who has focused his sorcerous powers on murder and deceit, Janarax partners with Silvex, one of his brethren. The two make a powerful spellcasting force, wandering the planes causing trouble.

Recently, he has learned about the power of Magesilver and has been wielding a large chunk. In his research into powerful artifacts, he has discovered the Silver Orb of the Ages, which he seeks in the Great Library that is the Plane of Knowledge.

Janarax
Medium-size Male Rakshasa
Rakshasa 7 Sorcerer 7

Hit Dice: (7d8)+(7d4)+70
Hit Points: 140
Initiative: +9
Speed: Walk 40 ft. (8 squares)
AC: 32 (flatfooted 27, touch 15)
Attacks: *Bite +8;*Claw +13/+13; ;
Damage: *Bite 1d6+1;*Claw 1d6+3; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Change Shape (Su), Damage Reduction (Su), Detect Thoughts (Su), Spell Resistance (Ex), Summon Familiar
Saves: Fortitude: +12, Reflex: +12, Will: +12
Abilities: STR 16 (+3), DEX 20 (+5), CON 20 (+5), INT 22 (+6), WIS 14 (+2), CHA 22 (+6)
Skills: Appraise 6; Balance 5; Bluff 26; Climb 3; Concentration 22; Craft (Alchemy) 11; Craft (Trapmaking) 9; Craft (Untrained) 6; Diplomacy 10; Disguise 27; Escape Artist 5; Forgery 6; Gather Information 6; Heal 2; Hide 5; Intimidate 8; Jump 7; Knowledge (Arcana) 23; Knowledge (Tactics) 10; Knowledge (The Planes) 10; Listen 6; Move Silently 12; Perform (Comedy) 8; Perform (Dance) 8; Ride 5; Search 6; Sense Motive 7; Spellcraft 25; Spot 11; Survival 2; Swim 3;
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Claw), Quicken Spell, Simple Weapon Proficiency
Challenge Rating: 17
Alignment: Lawful Evil
Possessions: Alexandrite; Tiger Eye; Amethyst; Aquamarine; Bite; Bracers of Armor +8; Claw; Cloak of Charisma +2; Blue Diamond; Emerald; Ring of Blinking; Star Ruby; Wand of Ice Storm; Sizable chunk of Magesilver (adds +2 to all spell levels while wielded)

Spells:
Spells per Day: (6/8/8/7/7/7/6/3/0/ DC:16+spell level+2 for the Magesilver)
Sorcerer – Known:
Level 0: Arcane Mark, Daze, Detect Magic, Flare, Light, Mage Hand, Open/Close, Read Magic, Resistance
Level 1: Alarm, Expeditious Retreat, Hold Portal, Magic Missile, Shield
Level 2: Arcane Lock, Bull’s Strength, Cat’s Grace, Knock, Touch of Idiocy
Level 3: Fireball, Fly, Haste, Lightning Bolt
Level 4: Black Tentacles, Charm Monster, Phantasmal Killer, Solid Fog
Level 5: Baleful Polymorph, Dismissal, Wall of Force
Level 6: Chain Lightning, Greater Dispel Magic
Level 7: Spell Turning

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

Rakshasas speak Common, Infernal, and Undercommon.

Combat

In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spells

Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Skills

A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

Rakshasas As Characters

Rakshasa characters possess the following racial traits.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Medium size.
* A rakshasa’s base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
* Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
* Racial Feats: A rakshasa’s outsider levels give it three feats.
* +9 natural armor bonus.
* Natural Weapons: Bite (1d6) and 2 claws (1d4).
* Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
* Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
* Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
* Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +7.


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Kurdt Menstan

Leader of the garrison at Rido Savo in the steep cliffs at the north edge of the Southern Reaches that sprawl across the southeast quadrant of Farghoal. Gruff. Intimidating. The perfect NPC for a DM who likes role playing in deep voices.

Kurdt Menstan
Medium-size Male Human
Fighter 15
Hit Dice: (15d10)+45
Hit Points: 153
Initiative: +6
Speed: Walk 20 ft.
AC: 24 (flatfooted 24, touch 13)
Attacks: *”Crash” Greatsword +4 (Thundering) +25/+20/+15;
Damage: *”Crash” Greatsword +4 (Thundering) 2d6+14;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +12, Reflex: +7, Will: +7
Abilities: Str 19, Dex 14, Con 16, Int 11, Wis 14, Cha 18
Skills: Appraise 0; Balance -4; Bluff 4; Climb 0; Concentration 3; Craft (Armorsmithing) 1; Craft (Untrained) 0; Diplomacy 4; Disguise 4; Escape Artist -4; Forgery 0; Gather Information 4; Handle Animal 15; Heal 2; Hide -4; Intimidate 22; Jump -4; Listen 2; Move Silently -4; Ride 16; Search 0; Sense Motive 3; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Hold the Line, Improved Critical (Greatsword), Improved Initiative, Improved Shield Bash, Leadership, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Trample, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Challenge Rating: 15
Alignment: Neutral Good

Possessions: “Crash” Greatsword +4 (Thundering); Cloak of Charisma +2; Gloves of Dexterity +2; Half-Plate +3 (Electricity Resistance (Improved)); Mithral Heavy Shield; Outfit (Traveler’s); Smoky Quartz; Ring of Protection +3; Star Ruby;

Mount: Ta N’ing

Ta N’ing
Large-size Male Warhorse, Light
Animal3
Hit Dice: (3d8)+9
Hit Points: 28
Initiative: +1
Speed: Walk 40 ft.
AC: 19 (flatfooted 18, touch 10)
Attacks: *Bite +2;*Hoof +4/+4;
Damage: *Bite 1d3+1;*Hoof 1d4+3;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +6, Reflex: +6, Will: +2
Abilities: Str 16, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills: Appraise -4; Balance -4; Bluff -2; Climb -2; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist -4; Forgery -4; Gather Information -2; Heal 1; Hide -8; Intimidate -2; Jump 3; Listen 2; Move Silently -4; Ride 1; Search -4; Sense Motive 1; Spot 4; Survival 1; Swim -7;
Feats: Lightning Reflexes, Multiattack
Challenge Rating: 1
Alignment: Neutral Good

Possessions: Barding (Chainmail); Saddlebags; Saddle (Exotic Military);


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