Tuesday, June 15, 2010

Night's Dark Terror Conversion V- Hobgoblin Lair and The Remnants of the Viper Clan

South of the River

(2) Dire Bats

HD 4d8+12; HP 30; Initiative +6; Speed 20 (4 squares), Fly 40 (good); AC 20 (touch 15, flat 14); BAB/Grapple +3/+10; Atk +1 melee (bite dg 1d8+4); SQ: Blindsense 40’; AL: N; Sv Frt +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6

FEATS: Alertness, Stealthy

SKILLS: Hide +4, Listen +12, Move Silently +11, Spot +8

King Vlack, Hobgoblin King

Hexblade 4, medium sized goblinoid, CR 5; HD 4d10+12; HP 36; Initiative +1; Speed 30m; AC 15 (touch 11, flat 14); Atk +8 melee (+1 Fullblade dg 2d8+4 crit 19-20/x2); SQ: Darkvision 60, Arcane Resistance +3, Mettle; SA: Hexblade Curse 1/day; AL: LE; Sv Frt +4, Ref +2, Will +4; Str 14, Dex 12, Con 16, Int 10, Wis 10, Cha 16

SKILLS: Concentration +4 (+7), Ride +4 (+5), Move Silently +4 (+9)

SPELLS KNOWN (cast 1st: 1): Magic Weapon, Sleep

FEATS: Armor Proficiency (Light), Exotic Weapon Proficiency (Fullblade), Weapon Focus (Fullblade), Weapon Proficiency (Simple, Martial)

GEAR: Chain Shirt, +1 Fullblade, Potion of Cure Light Wounds, Oil of Magic Weapon, Boots of Elvenkind, (3) garnet bracelets (75 gp each)


(4) Hobgoblin Soldiers

Fighter 1, medium sized goblinoid, CR 5; HD 4d10+12; HP 36; Initiative +1; Speed 30m; AC 15 (touch 11, flat 14); Atk +3 melee (Scimitar dg 1d6+1 crit 18-20/x2), Atk +3 missile (Shortbow dg 1d6 crit x3 rng 60); SQ: Darkvision 60; AL: LE; Sv Frt +3, Ref +1, Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10

SKILLS: Intimidation +4, Ride +4 (+1)

FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Weapon Focus (Scimitar), Weapon Focus (Shortbow), Weapon Proficiency (Simple, Martial)

GEAR: Studded Leather Armor, Scimitar, Light Wooden Shield, Shortbow, Quiver of 20 Arrows

Worg

HD 4d10+8; HP 40; Initiative +2; Speed 50m; AC 14 (touch 12, flat 12); BAB/Grapple +4/+7; Atk +7 melee (bite dg 1d6+4); SA: Trip; SQ: dark vision 60’, low light vision, scent; AL: NE; Sv Frt +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

FEATS: Alertness, Track

SKILLS: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2


Red Blade Lair

(12) Dire Rats

Small Normal Animal, HD 1d10; HP 5; Initiative +3; Speed 40 (8 squares), Climb 20; AC 15 (touch 14, flat 12); BAB/Grapple +0/-4; Atk +4 melee (bite 1d4 plus disease); SA: Disease (Injury DC 11 dmg Con 1d4/Con 1d4); SQ: Low Light Vision; AL: N; Sv Frt +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 10, Cha 4

FEATS: Alertness, Weapon Finesse (Bite)

SKILLS: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11


(4) Giant Bees

Tiny Insect, HD 3d8; HP 13; Initiative +0; Speed 20 (4 squares), Fly 80 (good); AC 14 (touch 12, flat 12); BAB/Grapple +2/+2; Atk +2 melee (sting dg 1d4 plus poison); SA: Poison (Injury DC 11 dmg Con 1d4/Con 1d4); SQ: Vermin traits, Darkvision; AL: N; Sv Frt +3, Ref +3, Will +2; Str 11, Dex 14, Con 11, Int -, Wis 19, Cha 10

FEATS: -

SKILLS: Spot +5, Survival +1


(6) Stirges

Tiny Magical Beast, HD 1d10; HP 5; Initiative +4; Speed 10 (2 squares), Fly 40 (Good); AC 16 (touch 16, flat 12); BAB/Grapple +1/-11 (+1 when attached); Atk Touch +7 melee (Attach) ; SA: Blood Drain (1d4 Con); SQ: Darkvision 60’, Low Light Vision; AL: N; Sv Frt +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6

FEATS: Alertness, Weapon Finesse

SKILLS: Hide +14, Listen +4, Spot +4


(4) Worgs replace Giant Shrews

Worg

HD 4d10+8; HP 40; Initiative +2; Speed 50m; AC 14 (touch 12, flat 12); BAB/Grapple +4/+7; Atk +7 melee (bite dg 1d6+4); SA: Trip; SQ: dark vision 60’, low light vision, scent; AL: NE; Sv Frt +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

FEATS: Alertness, Track

SKILLS: Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2


No comments:

Post a Comment