map i encoun…  · web view156. black pudding huge ooze (); cr 7; hd 10d10+60; hp 115; init-5;...

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p 156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115; Init -5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk Slam +8 melee (2d6+4 plus 2d6 acid); Full Atk Slam +8 melee (2d6+4 plus 2d6 acid); SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL Always neutral; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1 Skills: Climb +11 Skills(): A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Constrict(Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid. Acid(Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based. The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Improved Grab(Ex): To use this ability, a black pudding must hit with its slam 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 constrict. Split(Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. 157. 6 Darkmantle Small Magical Beast (); CR 1; HD 1d10+1; hp 6; Init +4; Spd 20 ft., fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk Slam +5 melee (1d4+4); Full Atk Slam +5 melee (1d4+4); SA Darkness, improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL Always neutral; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10

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Page 1: Map I Encoun…  · Web view156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115; Init-5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch

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156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115;Init -5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk Slam +8 melee (2d6+4 plus 2d6 acid); Full Atk Slam +8 melee (2d6+4 plus 2d6 acid);SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60 ft., split, ooze traits; AL Always neutral; SV Fort +9, Ref -2, Will -2;Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1Skills: Climb +11Skills(): A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.Constrict(Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid. Acid(Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based. The pudding's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Improved Grab(Ex): To use this ability, a black pudding must hit with its slam 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 constrict. Split(Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.157. 6 Darkmantle Small Magical Beast (); CR 1; HD 1d10+1; hp 6;Init +4; Spd 20 ft., fly 30 ft. (poor); AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +0; Atk Slam +5 melee (1d4+4); Full Atk Slam +5 melee (1d4+4);SA Darkness, improved grab, constrict 1d4+4; SQ Blindsight 90 ft.; AL Always neutral; SV Fort +3, Ref +2, Will +0;Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10Skills: Hide +10, Listen +5*, Spot +5*Feats: Improved InitiativeSkills(): A darkmantle has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsight is negated. The creature's variable coloration gives it a +4 racial bonus on Hide checks.Blindsight(Ex): A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle. Constrict(Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check. Improved Grab(Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam 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 attaches to the opponent's head and can constrict.

Page 2: Map I Encoun…  · Web view156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115; Init-5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch

160. Steeran: Female bugbear Wiz5; CR 7; Medium-size Humanoid (7 ft. tall); HD 3d8+3 + 5d4+5;hp 34; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +4; Grp +6; Atk +6 melee (1d8+2, morningstar) or +5 ranged (1d6+2, javelin); Full Atk +6 melee (1d8+2, morningstar) or +5 ranged (1d6+2, javelin); SQ darkvision 60 ft., scent; AL CE; SV Fort +3, Ref +5 Will +5; Str 15, Dex 12, Con 13, Int 13, Wis 10, Cha 9. Skills: Climb +3, Concentration +8, Hide +4, Knowledge (arcana) +5, Listen +4, Move Silently +6, Spellcraft +5, Spot +4; Feats: Alertness, Weapon Focus (morningstar), Spell Focus (Evocation). Spells Prepared (4/4/2/1; save DC 11+spell level): 1st – charm person, magic missile* (2), shield; 2nd – invisibility, flaming sphere*; 3rd – lightning bolt*; *Evocation, DC+1Spellbook: 0 – all; 1st – alarm, charm person, identify, magic missile, shield; 2nd – darkness, invisibility, flaming sphere, knock, locate objecct, see invisible; 3rd – lightning bolt, tongues.Possessions: bracer of armor +1, wand of magic missiles (as 5th-level caster, 25 charges), potion of fly, morningstar, gold bracelet with inset garnet (200 gp), pouch with 640 gp.

Fesad: Female bugbear Clr5; CR 7; Medium-size Humanoid (7 ft. tall); HD 3d8+3 + 5d8+5; hp 46; Init +1; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +5; Grp +7; Atk +7 melee (1d8+2, morningstar) or +6 ranged (1d6+2, javelin); Full Atk +7 melee (1d8+2, morningstar) or +6 ranged (1d6+2, javelin); SQ darkvision 60 ft., scent; AL CE; SV Fort +6, Ref +5 Will +6; Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 9. Skills: Climb +3, Concentration +7, Heal +2, Hide +4, Knowledge (religion) +3, Listen +5, Move Silently +6, Spot +5; Feats: Alertness, Weapon Focus (morningstar), Combat Casting.Spells Prepared (5/3+1/3+1/1+1; save DC 11+spell level): 1st – command, doom, protection from good*, sanctuary, shield of faith; 2nd – bear’s endurance, shatter*, sound burst; 3rd – contagion, magic circle against good*. *Domain spell. Deity: Hruggek. Domains: Chaos (cast chaos spells at 6th level); Evil (cast evil spells at 6th level).Possessions: +1 light wooden shield(hums when struck), cloak of resistance +1, pearl of power (1st level spells)( humanoid head in silhouette with radiating flanges coming off it (think cartooney "stink lines"), morningstar with blue star sapphire in hilt (900gp), javelin, potion of cure moderate wounds, leather armor162. 2 Bugbear Medium Humanoid (Goblinoid); CR 2; HD 3d8+3; hp 16;Init +1; Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2); Full Atk Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2);SA -; SQ Darkvision 60 ft., scent; AL Usually chaotic evil; SV Fort +2, Ref +4, Will +1;Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4Feats: Alertness, Weapon Focus (morningstar)Skills(): Bugbears have a +4 racial bonus on Move Silently checks.

Bugbear Scouts (2): Male bugbear Rog1; CR 3; Medium-Sized Humanoid (Goblinoid); HD 3d8+3+1d6+1; hp 23, 20; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin);

SA: Sneak attack +1d6; SQ: Darkvision 60 ft., scent, trapfinding; AL CE; SV Fort +2, Ref +6, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.Skills: Climb +3, Hide +4, Knowledge (religion) +1, Listen +6, Move Silently +9, Spot +6; Feats: Alertness, Weapon Focus (morningstar).Possessions: leather armour, light wooden shield, morningstar, 2 javelins, potion of cure moderate wounds, potion of invisibility, pouch with 250gp164. Urolax: Female bugbear Ftr4; CR 6; Medium-size Humanoid (7 ft. tall); HD 3d8+3 + 4d10+4; hp 50; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +6; Grp +10; Atk +12 melee (1d10+8/19-20, +2 bastard sword) or +7 ranged (1d6+4, javelin); Full Atk +12/+7 melee (1d10+8/19-20, +2 bastard sword) or +7/+2 ranged (1d6+4, javelin); SQ darkvision 60 ft., scent; AL CE; SV Fort +7, Ref +6 Will +2; Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 12. Skills: Climb +1, Hide -2, Jump +4, Listen +4, Move Silently +0, Spot +4; Feats: Alertness, Exotic Weapon Proficiency (bastard sword), Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).Possessions: +2 bastard sword, banded mail, light wooden shield, 4 javelins.165. 4 BugbearDire Boar Large Animal (); CR 4; HD 7d8+21; hp 52;Init +0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +6 natural), touch 9, flat-footed 15; Base Atk +5; Grp +17; Atk Gore +12 melee (1d8+12); Full Atk Gore +12 melee (1d8+12);SA Ferocity; SQ Low-light vision, scent; AL Always neutral; SV Fort +8, Ref +5, Will +8;Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8Skills: Listen +8, Spot +8

Page 3: Map I Encoun…  · Web view156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115; Init-5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch

Feats: Alertness, Endurance, Iron WillFerocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Page 4: Map I Encoun…  · Web view156. Black Pudding Huge Ooze (); CR 7; HD 10d10+60; hp 115; Init-5; Spd 20 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 3 (-2 size, -5 Dex), touch

166. 7 Bugbear Medium Humanoid (Goblinoid); CR 2; HD 3d8+3; hp 16; Init +1; Spd 30 ft.; AC 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2); Full Atk Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2);SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will +1;Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4Feats: Alertness, Weapon Focus (morningstar)Skills(): Bugbears have a +4 racial bonus on Move Silently checks.171. Kadiss: Male elf Wiz6; CR 6; Medium humanoid (elf); HD 6d4; hp 17; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +2; Atk masterwork longsword +3 melee (1d8) or +1 longbow +5 ranged (1d8+1) or +1 longbow (within 30') +6 ranged (1d8+2); Full Atk same; SQ Immune to sleep, low-light vision, +2 bonus on saves vs. enchantments; AL NE; SV Fort +2, Ref +4, Will +7; Str 11, Dex 14, Con 11, Int 16, Wis 14, Cha 13.Skills: Concentration +9, Knowledge (arcana) +12, Listen +7, Search +8, Spellcraft +14, Spot +7; Feats: Point blank shot, precise shot, scribe scroll, spell focus (enchantment), spell mastery (suggestion, fly, lightning bolt)Kadiss has mage armor, shield, blur, and bear's endurance in effect upon himself when first encountered in CRM 171. With these spells active: hp: 29; AC 20, touch 12, flat-footed 20; SQ 20% miss chance; SV Fort +4; Ref +4; Will +7; Con 15, Concentration +11.Spells Prepared (4/4/4/3; save DC 13+spell level): 1st-mage armor, shield, sleep*, magic missile;2nd-blur, bear's endurance, see invisibility, summon monster II;3rd-fly, lightning bolt, tongues; *Enchantment, DC+1Spellbook: 0-all cantrips; 1st-mage armor, magic missile, shield, sleep, summon monster I; 2nd-alter self, blur, darkness, bear's endurance, mirror image, see invisibility, shatter, summon monster II; 3rd-fireball, fly, lightning bolt, summon monster III, tongues.Possessions: +1 longbow, 20 arrows, wand of summon monster IV (6 charges)( activation word written on it, "Muirthemne," which is Elvish for, "Come to me."), arcane scroll of summon swarm, arcane scroll of detect thoughts, masterwork longsword

5 Elf Warrior Male and female elf War1; CR 1; Medium-size humanoid (elf); HD 1d8; hp avg 4; Init +3; Spd 20 ft.; AC 18 ,touch 13, flat-footed 15; Base Atk +1; Grp +3; Atk +5 melee (1d8/19-20, masterwork longsword) or +4 ranged (1d6+2/x3, mighty composite shortbow [+2 str]); Full Atk +5 melee ((1d8/19-20, masterwork longsword) or +4 ranged (1d6+2/x3, mighty composite shortbow [+2 str]); SQ Immune to sleep , low-light vision, +2 bonus on saves against enchantment effects; AL CE; SV Fort +2, Ref +3, Will -1; Str 15, Dex 16, Con 11, Int 12, Wis 8, Cha 10.Skills: Climb +2, Jump +2, Listen +1, Search +1, Spot +3; Feats: Weapon Focus (longsword)Possessions: Breastplate, masterwork longsword, mighty composite shortbow (+2 Str bonus), 20 arrows, 2 potions of cure light wounds