Monday, July 5, 2010

Night's Dark Terror Conversion XII- Ruins of Xitaqa


Reaver of the Iron Ring

Warrior 4, medium sized human, CR 2; HD 4d8+8; HP 22; Initiative +0; Speed 20m; AC 15 (touch 10, flat 15); Atk +5 melee (longsword dg 1d8+2 crit 19-20/x2), Atk +5 melee (dagger dg 1d4+2 crit 19-20/x2), Atk +4 thrown (dagger dg 1d4+2 crit 19-20/x2), Atk +6 missile (+1 composite short bow dg 1d6+3 crit x3); SA: none; SQ: none; AL: NE; Sv Frt +6, Ref +1, Will +1; Str 15, Dex 11, Con 15, Int 12, Wis 11, Cha 11

SKILLS: Ride (Dex) +5, Intimidate (Cha) +6, Survival (Wis) +4, Swim (Str) +4 (+6)

LANGUAGES: Thyatian, Traladaran

FEATS: Armor Proficiency (Light, Heavy, Medium, Shield), Point Blank Shot, Track, Weapon Focus (Shortbow), Weapon Proficiency (Simple and Martial)

GEAR: Scale Mail (+4 AC -4 armor check), Longsword, Dagger, +1 Composite Short bow with 20 arrows, Ring of Sustenance, (2) Sunrod, Signal Whistle


(8) Hounds of the Iron Ring

Warrior 2, medium sized human, CR 1; HD 2d8+2; HP 10; Initiative +1; Speed 30m; AC 14 (touch 11, flat 13); Atk +3 melee (Battle Axe dg 1d8+1 crit x3), Atk +3 missile (shortbow dg 1d6 crit x3 range 60); SA: none; SQ: none; AL: NE; Sv Frt +4, Ref +1, Will +0; Str 12, Dex 13, Con 12, Int 10, Wis 11, Cha 11

SKILLS: Ride (Dex) +4 (+5), Climb (Str) +4 (+3), Hide (Dex) +2 (+2), Swim (Str) +1 (+0)

FEATS: Armor Proficiency (Light, Heavy, Medium, Shield), Mounted Combat, Power Attack, Weapon Proficiency (Simple, Martial)

GEAR: Studded Leather Armor (+3 AC -1 armor check), Shortbow, Quiver of 20 arrows, Battle Axe

NOTES: The Iron Ring slavers are mounted on horses. Half of the Hounds will remain on horseback and attack with axes. The rest will fire arrows for a few rounds before joining the melee. The leader will remain on the edge of the combat and act as a sniper, targeting spell-casters.



Apes

Large Animal; CR 2; HD 4d8+11; HP 25; Initiative +2; Speed 30m or 30m climb; AC 14 (touch 11, flat 12); BAB/Grapple +3/+12; Atk +7 melee (2 claw dg 1d6+5), Atk +2 melee (bite dg 1d6+2); SQ: Low light vision, scent; AL: N; Sv Frt +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7

FEATS: Alertness, Toughness

SKILLS: Climb +14, Listen +6, Spot +6


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


Plak, King of the Yellow Fang Goblins

Dragon Shaman 5, small sized goblinoid, CR 5; HD 5d10+5; HP 10; Initiative +1; Speed 30m; AC 16 (touch 13, flat 15); Atk +2 thrown (+1 Chakram dg 1d4+3 crit x3 rng 30), Atk +7 melee (Mastercraft Longsword dg 1d6+3 crit 19-20x2 ); SQ: Draconic Aura +2 (Energy Shield /Power <+2 damage>/Resistance , Senses <+2 Listen and Spot checks>, Toughness ), Totem Dragon (Green), Draconic Adaptation (Water Breathing), Breath Weapon (2d6 Acid Cone and Save DC 13 for ½ damage), Draconic Resolve (Immunity to Sleep, Paralysis and Dragon Fear), Darkvision 60’; AL: NE; Sv Frt +6, Ref +2, Will +4; Str 14, Dex 13, Con 12, Int 10, Wis 11, Cha 11

SKILLS: Hide +8 (+12), Move Silently +8 (+15), Ride +4 (+9)

LANGUAGES: Draconic, Thyatian, Traladaran

FEATS: Armor Proficiency (Light, Medium, Shield), Exotic Weapon Proficiency (Chakram), Skill Focus (Move Silently), Weapon Proficiency (Simple and Longsword)

GEAR: +1 Leather Scale, +1 Returning Chakram, Mastercraft Longsword, Potion of Water Breathing, Potion of Cure Moderate Wounds, Potion of Cure Light Wounds

NOTE: Plak’s +1 Returning Chakram is medium sized and he suffers a penalty to throw it. Plak is a fierce melee combatant with his draconic aura and breath weapon powers. He will ambush unwary opponents; using his superior Move Silently skill and open with a breath weapon attack. He will keep his aura to Energy Shield or Toughness when in melee. He is a fanatic worshipper of evil dragons, invoking their power in battle. Play him as a ranting, raving lunatic.


Yellow Fang Bodyguards

Warrior 3, small sized goblinoid, CR 1; HD 3d8+3; HP 16; Initiative +3; Speed 30m; AC 17 (touch 12, flat 14); Atk +4/+4 melee (Dogslicer dg 1d4+1+2 Fire crit 19-20/x2), Atk +7 missile (Shortbow dg 1d4 crit x3 rng 70); SQ: Small Size, Darkvision 60’; AL: NE; Sv Frt +3, Ref +4, Will +0; Str 12, Dex 17, Con 12, Int 10, Wis 8, Cha 8

SKILLS: Intimidate +6 (+5), Ride +3 (+6)

FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Two-Weapon Fighting, Weapon Focus (“Dogslicer” shortsword), Weapon Proficiency (Simple, Martial)

GEAR: Studded Leather Armor, (2) “Dogslicer” Shortsword, Shortbow, Quiver of 20 Arrows, (2) Vial of Bladefire


Yellow Fang Goblins

Warrior 2, small sized goblinoid, CR 1; HD 2d8; HP 10; Initiative +1; Speed 30m; AC 14 (touch 12, flat 13); Atk +4 melee (Dogslicer Shortsword dg 1d4+1 crit x2), Atk +3 missile (Shortbow dg 1d4 crit x3 rng 70); SQ: Small Size, Darkvision 60’; AL: NE; Sv Frt +2, Ref +1, Will -1; Str 12, Dex 12, Con 10, Int 10, Wis 8, Cha 8

SKILLS: Hide +2 (+7), Intimidate +2 (+1), Ride +4 (+5)

FEATS: Armor Proficiency (Light, Medium, Heavy, Shield), Weapon Focus (Dogslicer Shortsword), Weapon Proficiency (Simple, Martial)

GEAR: “Dogslicer” Shortsword, Shortbow, Quiver of 20 Arrows, Leather Armor


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


Monstrous Hunter Spider

Huge sized monstrous humanoid, HD 8d8+16; HP 48; Initiative +4; Speed 40m, Climb 30m; AC 16 (touch 11, flat 13); Atk +9 melee (bite dg 2d6+6+poison crit x2); Face/Reach: 15/10; SA: Poison (DC 16 Str 1d8/Str 1d8, Reach; SQ: DR 10/magic, Darkvision 60, Tremorsense, Vermin Traits; AL: N; Sv Frt +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2

SKILLS: Climb +11, Hide +3, Jump +2, Spot +4


Winter Wolf

Large Magical Beast, HD 6d10+18; HP 48; Initiative +5; Speed 50m; AC 15 (touch 10, flat 14); Atk +9 melee (bite dg 1d8+6+1d6 cold); Face/Reach: 10/5; SA: Breath Weapon, Trip, Freezing Bite; SQ: Darkvision 60, Immune to Cold, Low Light Vision, Vulnerability to Fire; AL: NE; Sv Frt +8, Ref +6, Will +3; Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10

SKILLS: Hide -1, Listen +6, Move Silently +7, Spot +6, Survival +1

FEATS: Alertness, Improved Initiative, Track


Minotaur

Large monstrous humanoid, CR 4; HD 6d8+12; HP 35; Initiative +0; Speed 30m; AC 14 (touch 9, flat -); Atk +9 melee (Gore dg 1d8+4 ); SA: Powerful Charge 4d6+6; SQ: Darkvision 60, Natural Cunning, Scent; AL: CE; Sv Frt +6, Ref +5, Will +5; Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8

SKILLS: Intimidate +2, Listen +7, Search +2, Spot +7

FEATS: Great Fortitude, Power Attack, Track

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