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Al Mudim 1 Al Mudim 2 Al Mudim 3 Al Mudim 4 Al Mudim 5 Al Mudim 6 Al Mudim 7 Al Mudim 8 Al Mudim 9 Al Mudim 10 Al Mudim 11 Al Mudim 12 Al Mudim 13 |
Nature's Calling Vapak's destruction has caused quite a stir on Hallis Island -- among the island's aboriginal peoples. Kalen Hallis did more than engineer the largest bears on the island. "The guy was a freakin genius." He also created treants to protect his plans, as well as other denizens of the forest. The treants know of more than just Vapak's destruction -- they know of the unicorn that now walks the island. One of the four lead treants, Wrolkor, wants to speak with the unicorn -- and the druidess that walks with it. Wrolkor, like many of his kind, know not of the ways of man -- such as paladins -- or dragons. The treant knows the origin of Vapak: the troll king was originally intended to lead the trolls in defending the island against intruders. Something went wrong with Vapak, and the other trolls. Wrolkor doesn't know what, for sure, but there is a part of the forest where he dares not go: the remains of Minamir's keep has left a stagnant pool of magic. The stagnant pool was what granted Vapak his greater intelligence -- including ambition. Wrolkor warns that other creatures have been similarly transformed by the magics. Interestingly enough, the treant will only talk with Apple Demon and N'Kara, granting grudging acknowledgement to Jena. Xzax's dragon heritage (silver) totally masks his own druidic powers, to the treant.
Wrolkor: huge plant; CR 15; Size H (15ft, 5,500lbs); HD 7d8 + 8d8 + 112; HP 217; Init -1 (-1 Dex); Spd 40ft; AC 20 (-1 Dex, -2 size, +13 natural armor); Atk +20/+15/+10 melee (branched fists, 2d6+11, crit20x2) or +20/+20 melee (slam, 2d6+16, crit 20x2); SA Animate Trees, Trample, Double Damage against Objects; SQ Plant, Fire Vulnerability, Half Damage from Piercing; SV Fort +19, Ref +3, Will +12; Str 33, Dex 8, Con 26, Int 14, Wis 19, Cha 16. Languages: Common, Sylvan. Skills and Feats: Animal Empathy +8, Concentration +10, Hide -1*, Intuit Direction +9, Knowledge (geography) +5, Knowledge (nature) +6, Listen +7, Profession (farmer) +18, Spot +7, Wilderness Lore +11, Armor Proficiency (light, medium), Martial Weapon Proficiency, Shield Proficiency. Druid Spells: 6/5/4/4/3. Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter, it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The abilitiy is otherwise similar to liveoak as cast by a 12th-level druid. Trample (Ex): A treant or animated tree can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the treant or animated tree can attempt a Reflex save (DC 20) to halve the damage. Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage. Plant: Imune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to ciritcal hits. Fire Vulnerability (Ex): A treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success. Half Damage from Piercing (Ex): Piercing weapons deal only half damage to treants, with a minimum of 1 point of damage. Skills: Treants receive skills as though they were fey*. They have a +16 racial bonus to Hide checks made in forested areas.
The Vampire Bitch Va'anon is dead. So is Ye'amen. Their spirits, as well as the spirit of Quill, and others that the party has been with, will join with them in fighting Alliya -- so long as the battle is anywhere near holy ground. Ye'amen's spirit will tell Gunju something that will shake him to his very soul -- his son is destined to unite all of Chilleth, but only if Gunju is with him to teach the boy the ways of the East during his development. She's had six long months to prepare the Halls of the Faeries with traps and undead for the party. During that time, she had the SpinStone, and attempted to use it to retrieve the final piece of the amulet. When she was turned back -- and scarred for it -- Xemitar laughed at her impertinence. The Dread Knight had known that she was secretly trying to amass Al Mudim for herself, but had let her nearly be destroyed by it. Unable to retrieve the pendant herself, and more tightly under the thumb of Xemitar, the Alliya was forced to hide the SpinStone in a new location -- out on the Frozen Islands of Nabroleth. Finally having realized that she (or any undead) can never wield Al Mudim, she has been released by Xemitar to destroy the party. The Dread Knight fears the awakening powers of N'Kara and Jena considerably, and has even sent along some necromantic masters of evil to aid Alliya. The Ice Bitch is back. The converted remains of a heavy galleon, the ghost ship itself has some bones to pick with Captain Seamus and his crew.
Alliya, Servant of Xemitar: vampiric medusa; CR 8; HD 6d12; hp 55; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30ft; AC 24 (+5 Dex, +9 Natural); Atk +10 melee (snakes, 1d4+6+poi, crit20x2) or +10/+5 melee (slam, 1d6+4, crit20x2) or +11/+6 ranged (shortbow, 1d6, crit20x3, RI 60ft) or +15/+10 ranged (daggers, 1d4+4, crit19-20x2, RI 10ft); FR 5x5/5ft; SA Undead, Domination, Energy Drain, Blood Drain, Children of the Night, Create Spawn, Petrifying Gaze, Poison; SQ Damage Reduction +1/15, Turn Resistance +4, Resistance 20 (cold/electricity), Gaseus Form, Spider Climb, Alternate Form, Fast Healing; SV Fort +2, Ref +12, Will +8; Str 19, Dex 20, Con -, Int 15, Wis 17, Cha 19. Skills and Feats: Disguise +8, Move Silently +16, Spot +18, Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency. Possessions: mirrored sunglasses, Quiver of Ehlonna, 7 daggers, necklace of fireballs I, cloak of elvenkind. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Petrifying Gaze (SU): Turn to stone for 3d6 hours, 30ft, Fortitude save (DC 15). Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength. Domination (Su): Living creatures hit by a vampire's slam attack sufer 2 negative levels (Willpower save, DC 17). Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 point of permanent Constitution drain each round the pin is maintained (Fortitude save, DC 17). Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create Spawn (su): A humanoid or monsterous humanoid slain by a vampire's energy drain attack rises as a vampire spawn (see the Vampire Spawn entry, page 182) 1d4 days after burial. If the vampire instead drains the victim's Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master's death. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5th-level sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph self spell cast by a 12th-level sorcerer, except that the vampire can assume only one of the forms listed here. It can remain in that form until it assumes another or until the next sunrise. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points or lower, a vampire automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it rises to 1 hit point after 1 hour, then resumes healing at the rate of 5 hit points per round.
Bodak: medium-size undead; CR 8; HD 9d12 (58hp); Init +6 (+2 Dex, +4 Improved Init); Spd 20ft; AC 15 (+2 Dex, +3 nat); Atk slam +6 melee (slam 1d8+1); F/R 5x5/5ft; SA Death gaze; SQ damage reduction 15/silver, fire and acid resistance 20, electrical immunnity, sunlight vulnerability, flashbacks; SV Fort +3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12. Skills and Feats: listen +11, move silently +14, spot +13, Dodge, Improved Init, Weapon Focus (slam). Death Gaze (Su): Death, range 30ft, Fortitude negates DC 15. Humanoids who die from this attack are transformed into bodaks in one day. Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature. Flashbacks (Ex): From time to time, a bodak sees something that reminds it of its almost-forgotten life. At the start of every encounter, there is a 5% chance that it ntoices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent. AL CE.
Ormigons (15): huge undead; CR 5; HD 6d12; HP 56; Init +5 (+1 Dex, +4 Improved Initiative); Spd 40ft; AC 15 (-2 size, +1 Dex, +6 natural); Atk +6/+6 melee (claws, 1d8+4, crit20x2); F/R 10x10/15ft; SQ Undead, Immunities; SA Hellfire; SV Fort +1, Ref +2, Will +4; Str 18, Dex 12, Con -, Int -, Wis 10, Cha 11. Skills and Feats: Improved Initiative. Hellfire (Ex): Once per round as a standard action, the ormigon can produce a burst of greenish hellfire, equivalent to the fireball spell, dealing 5d6 fire damage to those of Good alignment, only. A Reflex save (DC 15) allows for half-damage. Immunities (Ex): Ormigon have fire immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Allip: medium-size undead (incorporeal); CR 3; HD 4d12 (26hp); Init +5 (+1 Dex, +4 Improved Init); Spd Fly 30ft (perfect); AC 15 (+1 Dex, +4 deflection); Atk incorporeal touch +3 melee (incorporeal touch, 1d4 permanent Wisdom drain); F/R 5x5/5; SA Babble, Wisdom drain, madness; SQ Undead, incorporeal, +2 turn resistance; SV Fort +1, Ref +2, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18. Skills and Feats: hide +8, intimidate +11, intuit direction +4, listen +7, search +7, spot +7, Improved Initiative. Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60ft of the allip must succeed at a Will save (DC16) or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion. Opponents who successfully save cannot be affected by the same allip's babble for one day. Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until at least 1 point of Wisdom is restored. Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of temporary Wisdom damage. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Incorporeal: Can be harmed only by other incorpreal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. AL NE.
Dire Rats (20): small animals; CR 1/3; HD 1d8+1; hp 5; Init +3 (Dex); Spd 40ft, climb 20ft; AC 15 (+1 size, +3 Dex, +1 natural); Atk +4 melee (bite, 1d4); F/R 5x5/5; SA Disease; SQ Scent; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Skills and Feats: Climb +11, Hide +11, Move Silently +6, Weapon Finesse (Bite).
Skeletons (144): medium-size skeleton/undead; CR 1/3; HD 1d12 (6hp); Init +5 (+1 Dex, +4 Improved Init); Spd 30ft; AC 13 (+1 Dex, +2 natural); Atk 2 claws +0 melee (claw 1d4); F/R 5x5/5; SQ undead, immunities; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11. Feats: Improved Initiative. Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Gillian Vomar: male human; Sor(draconic)7; CR 7; Size M (5 ft., 8 in. tall); HD 7d4+7; hp 26; Init +1 (+1 Dex); Spd 30 ft.; AC 14 (+1 Dex, bracers of armor +3); Attack +4 melee (spiked gauntlet +2, 1d4+2, crit20x2), or +4 ranged (daggers, 1d4, crit19-20x2, RI10ft); SV Fort +3, Ref +3, Will +6; AL NE; Str 13, Dex 12, Con 13, Int 16, Wis 13, Cha 15. Languages Spoken: Common, Draconic, Elven. Skills and feats: Concentration +10, Craft +12, Hide +1, Intuit direction +3.5, Knowledge (arcana) +12, Listen +1, Move silently +6, Scry +13, Spellcraft +8, Spot +1; Craft wand, Enlarge spell, Track, Weapon focus (mace, light). Sorcerer Spells (6/7/14/4): 0th -- Dancing Lights, Ghost Sound, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic. 1st -- Magic Missile, Magic Weapon, Shield, Silent Image, Spider Climb. 2nd -- Ghoul Touch, Melf's Acid Arrow, Web. 3rd -- Fireball, Flame Arrow. Possessions: (all of darkest ebonite or black leather) bracers of armor +3, ring of wizardry II, spiked gauntlet +2, velvet pouch w/13gp & 15sp, emerald ring (5,000gp value).
Ahelliaherral: female drow elf; Clr(Dakis)6; CR 7; Size M (4 ft., 10 in. tall); HD 6d8; hp 28; Init +1 (+1 Dex); Spd 30 ft.; AC 19 (+1 Dex, +5 dark elven chain, +3 web armor); Attack +5 melee (+2 marrowcrushing bastardsword, 1d10+3, crit19-20), or +5 ranged (throwing daggers, 1d4, crit19-20x2, RI10ft); SV Fort +5, Ref +3, Will +9; AL NE; Str 13, Dex 13, Con 10, Int 16, Wis 18, Cha 14. Languages Spoken: Common, Abyssal, Elven, Infernal, Giant, Undercommon. Skills and feats: Appraise +7, Craft (leatherwork) +10, Diplomacy +8, Escape artist +1.5, Forgery +4, Gather information +3, Hide +1, Innuendo +7, Intimidate +2.5, Knowledge (nature) +4.5, Listen +6, Move silently +1, Ride (lizards) +2, Scry +6, Search +8, Spot +6; Expertise, Exotic Weapon Proficiency (bastardswords), Scribe scroll. Cleric Domains: Evil, Water. Cleric Spells Per Day: 5/4+1/4+1/3+1. Possessions: (all of darkest ebonite or black leather) holy symbol of Dakis, Book of Dakis, dark elven chain, web armor (p50, Dragon magazine #298), +2 marrowcrushing bastardsword, four gold rings with tourmalines set in them (400gp ea). The vampire-medusa is no fool, to 'rush in where angels fear to tread'. She will not take the first bait the party offers, but will instead try to pick a watery site near shoals or some other obstacle that her mists can lure a ship onto. Successfully avoiding the shoals at night, with her mists up, would require a Profession (sailor) check vs DC25. Failure indicates that the hull takes 1d6 hit points damage for every 30ft of speed, and must make a successful Fortitude save (DC17) or have the keel broken in half. There will be no probing, once she has the party where she wants them. She will respond in force, with a massive attack. A point-blank broadside would only signal the beginning of the battle. |
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![]() Gaeleth |
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![]() Brijanis |