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Son guerreros enviados por el rey Cerdus para investigar las ruinas del castillo de brookmere.

Antaño el magnifico castillo bullía de risas y canciones ahora todo eso desaparecio.

Hace mucho, en tiempos de la gran hambre, los orcos, gigantes y otros monstruos llegados de
lejanas tierras heladas cayeron sobre brookmere en busca de comida y tesoros.

Los defensores del reino eran menos numerosos que los invasores, fueron atacados por sorpresa.
Aunque lucharon valientemente los habitantes tenían pocas esperanzas de vencer a las hordas de
monstruos. El rey debió ordenar la retirada para salvar a su pueblo pero juro que volvería a
recuperar su reino.

Ahora los envió para averiguar que quedo de su reino y del tesoro oculto en sus sótanos.

Al llegar al bosque única mente ven una torre el resto son ruinas y hay muchas rocas en diferentes
puntos del lugar.

Se logra ver un hoyo muy grande donde antes estaba la cámara del tesoro ahora no hay nada mas
que ese hoyo negro

Dc 15 en buscar para encontrar un corredor oculto entre las piedras que deben ser movidas para
pasar

Dc 15 fuerza para retirar piedras

A la mitad del camino se caen las escaleras

Reflos 20 para no sufrir daño sino caen inconcientes.

Al despertar tiene 5 de daño por caída y pierden armas e items

Al despertar y un check de buscar 15 encuentran un camino a los sotanos

Opción 1 buscar a los compañeros perdidos , recuperan los ítem y el amuleto les habla, avansan
por un túnel oscuro hasta ver un musgo verde (no letal) luego de pasar por ese túnel verde
escuchan gruñidos y lamentos, al avanzar se topan con un gnoll con mucho oro pero con ropajes
pobres y la puerta esta después de pasar esa habitación y un pasillo continua.

Opción 1.1 seguir adelante sin luchar, avansan por un túnel escarpado check de escalar 15, se
topan 3 gigantes de las colinas en una habitación sin salidas check de buscar 17 o hechizo de
puertaz secretas para encontrar la habitación . esconderse 18 sino los encuetran y capturan.

Don de son capturados es el lugar donde esta la puerta. Dentro de la habitación secreta
encuentran a mazahs protector invisible amigo de mim los guía donde donde orobius el cual ya
hace muerto con un gran cristal al frente muestra la visión de como salvo el pueblo y se quiebra el
cristal, luego el amuleto les indica donde ir y llegan a un portal

Opción 1.1.1 si deciden volver a casa por refuerzos termina la aventura


Opción 1.1.2regresa a la entrada y deben ekegir izquierda o derecha

a la izquierda esta el muzgo verde a la derecha hay un estruendo desagradable opción 1.1

Opcion1.1.3 mas cerca del centro del sotano

aparecen en una habitación con armaduras y ropajes de trasgos orcos y demás creaturas, en el
pasillo se escuchan tropas pasando el único camino para seguir es disfrazarse y avanzar con el
gurpo, pasan una inspecion dependiendo del roll pasan o son atacados por mob y mueren, si
pasan llegan donde ya esta el trono del rey y ven como una rata se transforma en un humano de 2
metros con cola y cara de rata, se les da información básica del hombre rata el nombre de frang el
descuartizador el cual dice el siguiente discurso – casi todos uds me conocen soy frang el
descuartizador , soy su jefe porque e derrotado a todos mis enemigos. Si yo lo ordeno morirán .un
nuevo y mortal enemigo invade nuestro territorio. Ningún ser vivo sabe de que setrata , porque
nadie a sobrevivido a su ataqueque o quien sea atraviesa los muros de piedra mazisa y los muros
de adobe. El invasor aplasta barricadas como si fueran cascaras de huevo. Patrullas entereas han
desaparecido dejando atrás únicamente sus armaduras aplastadas ycharcos de sangre como pruba
de que existieron. No tememos a nada ni a nadie . siempre hemos derrotado a nuestros enemigos.
Ahora debemos enfrentarnos a este nuevo adversario juntos, debemos cooperar hasta darle caza
y destruirlo. Si peleamos entre nosotros estamos perdidos. Alguien se opone? … entonces yo
mando . manténganse alerta, sean implacables. No muestren la menor misericordiaeste es
nuestro reino peleamos por el y lo ganamos. Si ven a alguien que no que no sea de los nuestros
mátenlo sin mas.el que mate al desconocido será nombrado mi ayudante personal asi sea. Frang a
hablado.

Luego de esto la multitud se retira y no les prestan atención al los jugadores para escapar deben
elegir uno de los dos caminos

Opción 1.1.3.1 izquierda

Avanza por un pasillo sumamente oscuro de oscuridad natural y al avanzar se topan concon un
comadreja gigante la cual se esta comiendo unos orcos y trasgos hasta hacerlos astillas, si el
jugador es el que posee el amuleto parlante sabra que es sissel y hablara con el y este le contara
su historia de como destrulleron lo que amaban cuando fueron a casar sus hermanos y hermanas y
como frang usa la piel de la madre como paca y que ellos son la amenaza que los mata
atravesando paredes, y decide entonces ofrete ayuda a acabar con ellos y el ejercito del rey solo
debes salir e informar al rey al salir tienes 2 opciones

1.1.3.1.1 salir con el disfraz

engañar a los enemigos para que te dejen pasar salir de la mazmorra e informar al rey con esta
información conseguirán capturan nuevamente el reino y el final bueno.

1.1.3.1.2 decides luchar con ellos se abren paso luchando con los trasgos y salen a la superfie e
informan de lo sucedido y obtiene el final bueno

1.1.3.2 derecha
Siguen el pasillo y con un chek de escuchar mas de 15 escuhan bien Lars, abajo lothar. Deja de
lamerme fritz al fijarse o esperar se topan que son lobos giantes

1.1.3.2.1 hablar con ellos con ayuda del medayon

Se les tira diplomacia pero ellos atacan sin dar ataque de oportunidad y muere el parti

1.1.3.2.2 huir por el pasillo del frente

Lo lobos toman la esensia distinta y los persiguen y matan fin de la aventura.

1.1.3.2.3 enfrentarse a ellos

Pelean con los lobos, al ganar al no saber la salida, con un chek de escuchar escuhan un canto y lo
siguen y al seguir el ruido se topan con tres gnoll ebrios pelean con ellos, al vencer abansan y
llegan a una pueta de roble al pasar ven unas llaves colagadas y muchas puertas con tesoros
detrás de ellas y ningún guardia con un chek de avistar les parece ver algo ala distancia de donde
entraron des pues de un rato entran en una basta habitación con dos puertas de madera y sin
guardias detrás delas puertas hay dos esqueletos cueviertos de lo que parecer mermelada y detrás
se les aparece un cubo de 3 x 3 geltinos que derrite cualquier material organico

1.1.3.2.3.1 si deciden luchar con el cubo maman pero si logran escapar por la puerta de la
izquierda salen afueran con intensas heridas y son rescatados por cazadores y los vendan y llevan
al pueblo de donde vienen el amuleto cuenta lo sucedido y ellos pasan por largos periods y
dolorosos de recuperación son declarados héroes y se hacen fiestas y se plantea la invacion
cuando se encuentre bien. Final mas omenos

1.1.3.2.3.2 huyen heridos son tratados por pastores y cuando se recuperan van al reino el cual los
recibe con un banquete pero perdieron una extremidad. Fin mas o menos

Opción 1.2 entrar en la habitación y luchar

Al ver que lo van a atacar el gnoll corre a la puerta del otro lado y tedice que no lo mates y huye
despavorido el camino que esta detrás del gnoll se ve transitado y escuchan un grupo asercarse
con rapidez, al frente hay una habitación o si deciden luchar pues pelean con 3 orcos y 2 goblinsal
avanzar ven signos de una batalla anterior en una sala enorme con 2 goblins grandes cambiar
dependiendo del team , y en esa sala hay dos hoyos enormes en las paraedes, si deciden pelear
contra ellos mueren. Si deciden dormir a uno y pelear con el otro sobreviven. Si por lo contrario
huyen final malo.

Si duermen y pelean con uno y ganan pasan al evento de la opción 1.1.3

Opción 2 explorar el túnel, balance 15 por el mareo si falla alguno cae y suelta un grito cae y llegan
orcos nivel 5 a atraparllos y fin del juego
Opción 3 reflexionar en la posibilidades antes de tomar una decisión, el medayon aconseja
devolverse y al no encontrar los amigo suguiere ir por un túnel secretote lleva por un pasillo tinen
algunas batallas y encuentran un puerta con bruma si pasan se mueren, si siguen ver opción 1.1
Bichos

Bugbear

Medium Humanoid (Goblinoid)


Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light
wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged
(1d6+2)
Full Attack: Morningstar +5 melee (1d8+2) or javelin +3 ranged
(1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4
Feats: Alertness, Weapon Focus (morningstar)
Environment: Temperate mountains
Organization: Solitary, gang (2-4), or band (11-20 plus 150%
noncombatants plus 2 2nd-level sergeants and 1 leader
of 2nd-5th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +1

En la mazmorra del tesoro sale elder

Black Pudding Elder Black Pudding


Size/Type: Huge Ooze Gargantuan Ooze
Hit Dice: 10d10+60 (115 hp) 20d10+180 (290 hp)
Initiative: -5 -5
Speed: 20 ft. (4 squares), climb 20 ft. 20 ft. (4 squares), climb 20 ft.
Armor Class: 3 (-2 size, -5 Dex), touch 3, flat- 1 (-4 size, -5 Dex), touch 1, flat-
footed 3 footed 1
Base +7/+18 +15/+35
Attack/Grapple
:
Attack: Slam +8 melee Slam +19 melee
(2d6+4 plus 2d6 acid) (3d6+12 plus 3d6 acid)
Full Attack: Slam +8 melee Slam +19 melee
(2d6+4 plus 2d6 acid) (3d6+12 plus 3d6 acid)
Space/Reach: 15 ft./10 ft. 20 ft./20 ft.
Special Acid, constrict 2d6+4 plus 2d6 aci Acid, constrict 2d8+12 plus 2d6 aci
Attacks: d, improved grab d, improved grab
Special Blindsight 60 ft., split, ooze traits Blindsight 60 ft., split, ooze traits
Qualities:
Saves: Fort +9, Ref -2, Will -2 Fort +15, Ref +1, Will +1
Abilities: Str 17, Dex 1, Con 22, Int Ø, Wis Str 26, Dex 1, Con 28, Int Ø, Wis
1, Cha 1 1, Cha 1
Skills: Climb +11 Climb +16
Feats: — —
Environment: Underground Underground
Organization: Solitary Solitary
Challenge 7 12
Rating:
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 11-15 HD (Huge); 16-30 HD —
(Gargantuan)
Level — —
Adjustment:

Elder Black Pudding

The most ancient black puddings are vast pools of inky death.

Combat

The save DC for the elder black pudding’s acid attack (DC 29) is adjusted for its additional Hit Dice
and higher Constitution score.

Hill Giant
Size/Type: Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-
footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or
rock +8 ranged (2d6+7)
Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7)
or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved
Sunder, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants),
hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30
plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and
12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is
brown or black, with eyes the same color. Hill giants wear layers of crudely prepared
hides with the fur left on. They seldom wash or repair their garments, preferring to
simply add more hides as their old ones wear out.

Adults are about 10½ feet tall and weigh about 1,100 pounds. Hill giants can live to be
200 years old.

Combat
Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents
with rocks and boulders while limiting the risk to themselves.

Hill giants love to make overrun attacks against smaller creatures when they first join
battle. Thereafter, they stand fast and swing away with their massive clubs.

Rock Throwing (Ex)


The range increment is 120 feet for a hill giant’s thrown rocks.
Gnoll
Size/Type: Medium Humanoid (Gnoll)

Hit Dice: 2d8+2 (11 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch
10, flat-footed 15

Base Attack/Grapple: +1/+3

Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3)

Full Attack: Battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft.

Saves: Fort +4, Ref +0, Will +0

Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8

Skills: Listen +2, Spot +3

Feats: Power Attack

Environment: Warm plains

Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100
plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults
and 1 leader of 4th-6th level and 5-8 hyenas), or tribe (20-200
plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th
or 5th level, 1 leader of 6th-8th level, and 7-12 hyenas;
underground lairs also have 1-3 trolls)

Challenge Rating: 1

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: By character class

Level Adjustment: +1
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have
dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent
creatures for food because they scream more. A gnoll is about 7½ feet tall and weighs
300 pounds. Gnolls speak Gnoll.

Combat
Gnolls like to attack when they have the advantage of numbers, using horde tactics and
their physical strength to overwhelm and knock down their opponents. They show little
discipline when fighting unless they have a strong leader; at such times, they can
maintain ranks and fight as a unit. While they do not usually prepare traps, they do use
ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s
modifier on Hide checks (untrained) is -2, which means gnolls always take special care to
seek favorable conditions when laying ambushes (such as darkness, cover, or some other
form of advantageous terrain).

Goblin
Goblin, 1st-Level Warrior

Size/Type: Small Humanoid (Goblinoid)

Hit Dice: 1d8+1 (5 hp)

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch
12, flat-footed 14

Base Attack/Grapple: +1/-3

Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft.

Saves: Fort +3, Ref +1, Will -1

Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Feats: Alertness

Environment: Temperate plains


Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-
level sergeant per 20 adults and 1 leader of 4th-6th level),
warband (10-24 with worg mounts), or tribe (40-400 plus 100%
noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-
24 worgs, and 2-4 dire wolves)

Challenge Rating: 1/3

Treasure: Standard

Alignment: Usually neutral evil

Advancement: By character class

Level Adjustment: +0

A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and
glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow
through any shade of orange to a deep red; usually all members of a single tribe are
about the same color. Goblins wear clothing of dark leather, tending toward drab,
soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher
also speak Common.

Most goblins encountered outside their homes are warriors; the information in the
statistics block is for one of 1st level.

Combat
Being bullied by bigger, stronger creatures has taught goblins to exploit what few
advantages they have: sheer numbers and malicious ingenuity. The concept of a fair
fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the
field if a battle turns against them. With proper supervision, though, they can
implement reasonably complex plans, and in such circumstances their numbers can be a
deadly advantage.

Skills
Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry
(mounted on worgs) usually select the Mounted Combat feat in place of
the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating
Goblins with levels in NPC classes have a CR equal to their character level -2.
Kobold
Kobold, 1st-Level Warrior

Size/Type: Small Humanoid (Reptilian)

Hit Dice: 1d8 (4 hp)

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-
footed 14

Base Attack/Grapple: +1/-4

Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)

Full Attack: Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., light sensitivity

Saves: Fort +2, Ref +1, Will -1

Abilities: Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8

Skills: Craft (trapmaking) +2, Hide +6, Listen +2, Move


Silently +2, Profession (miner) +2, Search +2, Spot +2

Feats: Alertness

Environment: Temperate forests

Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-
level sergeant per 20 adults and 1 leader of 4th-6th level),
warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-
level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th
level, 1 leader of 6th-8th level, and 5-8 dire weasels)

Challenge Rating: ¼

Treasure: Standard

Alignment: Usually lawful evil

Advancement: By character class

Level Adjustment: +0
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.

A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing
red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and
orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic
with a voice that sounds like that of a yapping dog.

Combat
Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should
the odds fall below this threshold, they usually flee. However, they attack gnomes on
sight if their numbers are equal.

They begin a fight by slinging bullets, closing only when they can see that their foes
have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Light Sensitivity (Ex)


Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

Skills
Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner),
and Search checks.

The kobold warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Challenge Rating
Kobolds with levels in NPC classes have a CR equal to their character level -3.
Orc
Orc, 1st-Level Warrior

Size/Type: Medium Humanoid (Orc)

Hit Dice: 1d8+1 (5 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 13 (+3 studded leather armor), touch 10, flat-footed 13

Base Attack/Grapple: +1/+4

Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)

Full Attack: Falchion +4 melee (2d4+4/18-20) or javelin +1 ranged (1d6+3)

Space/Reach: 5 ft./5 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., light sensitivity

Saves: Fort +3, Ref +0, Will -2

Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6

Skills: Listen +1, Spot +1

Feats: Alertness

Environment: Temperate hills

Organization: Gang (2-4), squad (11-20 plus 2 3rd-level sergeants and 1


leader
of 3rd-6th level), or band (30-100 plus 150% noncombatants
plus
1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants,
and
3 7th-level captains)

Challenge Rating: ½
Treasure: Standard

Alignment: Often chaotic evil

Advancement: By character class

Level Adjustment: +0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing
vivid colors that many humans would consider unpleasant, such as blood red, mustard
yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult
male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is
understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as
well.

Most orcs encountered away from their homes are warriors; the information in the
statistics block is for one of 1st level.

Combat
Orcs are proficient with all simple weapons, preferring those that cause the most
damage in the least time. Many orcs who take up the warrior or fighter class also gain
proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking
from concealment and setting ambushes, and they obey the rules of war (such as
honoring a truce) only as long as it is convenient for them.

Light Sensitivity (Ex)


Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Invisible Stalker
Size/Type: Large Elemental (Air, Extraplanar)

Hit Dice: 8d8+16 (52 hp)

Initiative: +8

Speed: 30 ft. (6 squares), fly 30 ft. (perfect)

Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13

Base Attack/Grapple: +6/+14


Attack: Slam +10 melee (2d6+4)

Full Attack: 2 slams +10 melee (2d6+4)

Space/Reach: 10 ft./10 ft.

Special Attacks: —

Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility, improved tracking

Saves: Fort +4, Ref +10, Will +4

Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11

Skills: Listen +13, Move


Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)

Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)

Environment: Elemental Plane of Air

Organization: Solitary

Challenge Rating: 7

Treasure: None

Alignment: Usually neutral

Advancement: 9-12 HD (Large); 13-24 HD (Huge)

Level Adjustment: —

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes
serve wizardsand sorcerers, who summon them to perform specific tasks.

A summoned invisible stalker undertakes whatever task the summoner commands, even
if the task sends it hundreds or thousands of miles away. The creature follows a
command until the task is completed and obeys only the summoner. However, it resents
protracted missions or complex tasks and seeks to pervert its instructions accordingly.

Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim
outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.
These creatures speak only Auran but can understand Common.

Combat
An invisible stalker attacks by using the air itself as a weapon. It creates a sudden,
intense blast of wind that pounds a single target on the same plane as the creature.

An invisible stalker can be killed only when it is on the Elemental Plane of Air. When
performing a task elsewhere, it automatically returns to its home plane when it takes
damage sufficient to destroy it.

Natural Invisibility (Su)


This ability is constant, allowing a stalker to remain invisible even when attacking. This
ability is inherent and not subject to the invisibility purge spell.

Improved Tracking (Ex)


An invisible stalker is a consummate tracker and makes Spot checks instead of the
usual Survivalchecks to trace a creature’s passage.
Werewolf
Werewolf, Human Form Werewolf, Wolf Form Werewolf, Hybrid Form
Size/Typ Medium Humanoid (Hum Medium Humanoid (Hum Medium Humanoid (Hum
e: an, Shapechanger) an, Shapechanger) an, Shapechanger)
Hit Dice: 1d8+1 plus 2d8+6 (20 1d8+1 plus 2d8+6 (20 1d8+1 plus 2d8+6 (20
hp) hp) hp)
Initiative +4 +6 +6
:
Speed: 30 ft. (6 squares) 50 ft. (10 squares) 30 ft. (6 squares)
Armor 17 (+2 natural, +4 chain 16 (+2 Dex, +4 natural), 16 (+2 Dex, +4 natural),
Class: shirt, +1 light shield), touch 12, flat-footed 14 touch 12, flat-footed 14
touch 10, flat-footed 17
Base +2/+3 +2/+4 +2/+4
Attack/G
rapple:
Attack: Longsword +3 melee Bite +5 melee (1d6+3) Claw +4 melee (1d4+2)
(1d8+1/19-20) or light
crossbow +2ranged
(1d8/19-20)
Full Longsword +3 melee Bite +5 melee (1d6+3) 2 claws +4 melee
Attack: (1d8+1/19-20) or light (1d4+2)
crossbow +2ranged and bite +0 melee
(1d8/19-20) (1d6+1)
Space/R 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
each:
Special — Curse of lycanthropy, Curse of lycanthropy
Attacks: trip
Special Alternate form, wolf Alternate form, wolf Alternate form, wolf
Qualities empathy, low-light empathy, damage empathy, damage
: vision, scent reduction10/silver, low- reduction10/silver, low-
light vision, scent light vision, scent
Saves: Fort +6, Ref +3, Will +2 Fort +8, Ref +5, Will +2 Fort +8 Ref +5, Will +2
Abilities: Str 13, Dex 11, Con 12, Str 15, Dex 15, Con 16, Str 15, Dex 15, Con 16,
Int 10, Wis 11, Cha 8 Int 10, Wis 11, Cha 8 Int 10, Wis 11, Cha 8
Skills: Handle Handle Handle
Animal +1, Hide +1, List Animal +1, Hide +6, List Animal +1, Hide +6, List
en +1, Move en +1, Move en +1, Move
Silently +2, Spot +1, Sur Silently +6, Spot +1, Sur Silently +6, Spot +1, Sur
vival +2 vival +2* vival +2*
Feats: Improved Initiative, Iron (same as human form) (same as human form)
WillB, Stealthy, TrackB,
Weapon Focus (bite)
Environ Temperate forests Temperate forests Temperate forests
ment:
Organiza Solitary, pair, pack (6- (same as human form) (same as human form)
tion: 10), or troupe (2-5 plus
5-8 wolves)
Challeng 3 3 3
e Rating:
Treasure Standard Standard Standard
:
Alignme Always chaotic evil Always chaotic evil Always chaotic evil
nt:
Advance By character class By character class By character class
ment:
Level +3 +3 +3
Adjustm
ent:

Werewolves in humanoid form have no distinguishing traits.

Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form
usually dispenses with weapon attacks, though it can wield a weapon and use its bite as
a secondary natural attack.

Alternate Form (Su)


A werewolf can assume a bipedal hybrid form or the form of a wolf.

Curse of Lycanthropy (Su)


Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex)
A werewolf in animal form that hits with a bite attack can attempt to trip the opponent
(+2 check modifier) as a free action without making a touch attack or provoking
an attack of opportunity.

If the attempt fails, the opponent cannot react to trip the werewolf.

Wolf Empathy (Ex)


Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based
checks against wolves and dire wolves.

Skills
*A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when
tracking by scent.

The werewolf presented here is based on a 1st-level human warrior and natural
lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis
9, Cha 8.
Werewolf Lord
Werewolf Lord, Human Werewolf Lord, Dire Werewolf Lord, Hybrid
Form Wolf Form Form
Size/Typ Medium Humanoid (Hum Large Humanoid (Human Large Humanoid (Human
e: an, Shapechanger) , Shapechanger) , Shapechanger)
Hit Dice: 10d10+20 plus 10d10+20 plus 10d10+20 plus
6d8+30 (132 hp) 6d8+30 (132 hp) 6d8+30 (132 hp)
Initiative +2 +4 +4
:
Speed: 30 ft. (6 squares) 40 ft. (8 squares) 30 ft. (6 squares)
Armor 26 (+2 Dex, +3 natural, 19 (-1 size, +4 Dex, +6 19 (-1 size, +4 Dex, +6
Class: +6 +2 mithral chain natural), touch 13, flat- natural), touch 13, flat-
shirt, +5 +3 heavy footed 15 footed 15
shield), touch 12, flat-
footed 24
Base +14/+18 +14/+29 +14/+27
Attack/G
rapple:
Attack: +2 bastard Bite +25 melee Claw +24 melee
sword +21 melee (2d6+16/19-20) (1d6+11) or +2 bastard
(1d10+8/17-20) or sword +27 melee
masterwork composite
longbow (+4 Str bonus)
(2d8+15/17-
20) +17 ranged
(1d8+4/×3)
Full +2 bastard Bite +25 melee 2 claws +24 melee
Attack: sword +21/+16/+11 mel (2d6+16/19-20) (1d6+11)
ee (1d10+8/17-20) or and bite +20 melee
masterwork composite (2d6+5/19-20); or
longbow (+4 Str +2 bastard
bonus) +17/+12/+7range sword +27/+22/+17 mel
d (1d8+4/×3) ee (2d8+15/17-20)
and bite +20 melee
(2d6+5/19-20)
Space/R 5 ft./5 ft. 10 ft./5 ft. 10 ft./10 ft.
each:
Special — Curse of lycanthropy, Curse of lycanthropy
Attacks: trip
Special Alternate form, wolf Alternate form, wolf Alternate form, wolf
Qualities empathy, low-light empathy, damage empathy, damage
: vision, scent reduction 10/silver, low- reduction10/silver, low-
light vision, scent light vision, scent
Saves: Fort +16, Ref +12, Fort +17, Ref +12, Fort +17, Ref +12,
Will +13 Will +11 Will +11
Abilities: Str 18, Dex 14, Con 14 Str 32, Dex 18, Con 20 Str 32, Dex 18, Con 20
Int 10, Wis 12, Cha 12 Int 10, Wis 12, Cha 12 Int 10, Wis 12, Cha 12
Skills: Handle Handle Handle
Animal +4, Hide +6, List Animal +4, Hide +6, List Animal +4, Hide +6, List
en +9, Move en +9, Move en +9, Move
Silently +8, Spot +13, Su Silently +12, Spot +13, S Silently +12, Spot +13, S
rvival +5 urvival +5* urvival +5*
Feats: Alertness, Cleave, Comb (same as human form) (same as human form)
at Reflexes, Exotic
Weapon
Proficiency (bastard
Sword), Improved
Critical (bastard
sword), Improved
Critical(bite), Improved
Natural
Armor, Improved
Natural
Attack(bite), Iron
WillB, Power
Attack, Run, Stealthy, T
rackB, Weapon
Focus (bastard
sword), Weapon
Focus (bite), Weapon
Specialization (bastard
sword)
Environ Temperate forests Temperate forests Temperate forests
ment:
Organiza Solitary, pair, or pack (same as human form) (same as human form)
tion: (1-2 werewolf lords plus
2-4 werewolves plus 5-
8 wolves)
Challeng 14 14 14
e Rating:
Treasure Standard Standard Standard
:
Alignme Always chaotic evil Always chaotic evil Always chaotic evil
nt:
Advance By character class By character class By character class
ment:
Level +3 +3 +3
Adjustm
ent:

Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a
murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope,
using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.

Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form,
they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight
with their claws.

Alternate Form (Su)


A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

Curse of Lycanthropy (Su)


Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex)
A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the
opponent (+15 check modifier) as a free action without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the opponent cannot react to
trip the werewolf lord.

Wolf Empathy (Ex)


Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based
checks against wolves and dire wolves.

Skills
*A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when
tracking by scent.

Possessions
+2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak
of resistance +2, masterwork composite longbow (+4 Str bonus).

Size/Type: Medium Animal

Hit Dice: 2d8+4 (13 hp)

Initiative: +2

Speed: 50 ft. (10 squares)

Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple: +1/+2

Attack: Bite +3 melee (1d6+1)


Full Attack: Bite +3 melee (1d6+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Trip

Special Qualities: Low-light vision, scent

Saves: Fort +5, Ref +5, Will +1

Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*

Feats: TrackB, Weapon Focus (bite)

Environment: Temperate forests

Organization: Solitary, pair, or pack (7-16)

Challenge Rating: 1

Advancement: 3 HD (Medium); 4-6 HD (Large)

Level Adjustment: —

Wolves are pack hunters known for their persistence and cunning.

Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the
pack circles and attacks from the flanks or rear.

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier)
as a free action without making a touch attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to trip the wolf.

Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Tabla de encuen

D20 Encounter

1 .2-8 Brigands,

2. 4-12 Goblins, werewolf with 3hd leader

3 2-6 Bounty Hunters, see below

4-5 no pasa nada

6-7 2-8 Orcs

8-9 1-6 Boars

10 1 Brown Bear

11 2-4 Ogres

12 Knight and 2-4 goblins,

13-5 lobos

16 Traveler, see below

17-18 trampa se activa de los costados del tunel

19 se envuentran bolsa con oro

20 cubo gelatinoso

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