DraktharCR 6
Male Bugbear Barbarian
NE Medium humanoid
Init +7; Senses Spot +4, Listen +6
Languages Common, Infernal
AC24, touch 11, flat-footed 23
hp36(5 HD)
Defense Gear mw chain shirt; DR 10/silver and magic. Cold and electricity resistance 10
Fort +5, Ref +6, Will +1
Spd40 ft.
Melee+1Morningstar +11 melee (1d8+6)
Slam +9 melee (1d6+5)
Base Atk+4, Grp+9
Atk OptionsCombat Reflexes
Special Atks Blood Drain (Ex), Dominate (Su) (DC 15), energy drain (Su)
Special Qlts Alternate form (Su), Fast Healing 5 (Ex), spider climb(Ex), turn resistance +4, Gaseous form (Su)
Combat Gear+1 Morningstar
AbilitiesStr 21, Dex 16, Con -, Int 12, Wis 12, Cha 17
Feats: Alertness, Weapon focus (morningstar), Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes
Skills: Bluff +11, Climb +4, Hide +12, Intimidate + 6, Listen +15, Move Silently +15, search +9, sense motive +9,Spot +13,
Possessionsmw chain shirt; +1 morningstar
Rage
AC 22, touch 9, flat-footed 21
hp 36 (5 HD)
Fort +5, Ref +6, Will +3
Melee mw Morningstar +12 melee (1d8+7)
Slam +11 melee (1d6+7)
AbilitiesStr 25, Dex 16, Con -, Int 12, Wis 12, Cha 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, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su): Living creatures hit by a vampire's slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
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 spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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 in combat, it 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.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has cold resistance 10, electricity resistance 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Vampire Spawn [bookmark]
Vampire SpawnMediumUndead
Hit Dice: / 4d12+3 (29 hp)
Initiative: / +6
Speed: / 30 ft. (6 squares)
Armor Class: / 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: / +2/+5
Attack: / Slam +5 melee (1d6+4 plus energy drain)
Full Attack: / Slam +5 melee (1d6+4 plus energy drain)
Space/Reach: / 5 ft./5 ft.
Special Attacks: / Blood drain, domination, energy drain
Special Qualities: / +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, cold resistance 10, electricity resistance 10, spider climb, undead traits
Saves: / Fort +1, Ref +5, Will +5
Abilities: / Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Skills: / Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats: / AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Environment: / Any
Organization: / Solitary or pack (2-5)
Challenge Rating: / 4
Treasure: / Standard
Alignment: / Always evil (any)
Advancement: / -
Level Adjustment: / -
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
Combat [bookmark]
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent's will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire's influence as though by a dominate person spell from a 5th level caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn's slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it 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 is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills:Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
ChorlyndyrCR 6
Male human Sorcerer 6
NE Medium humanoid
Init +6; Senses Spot +6, Listen +3
Languages Common, Draconic
AC18, touch 12, flat-footed 16
hp24 (6 HD)
Defense Gear Amulet of Natural Armor +2, Cloak of Resistance +1
Fort +4, Ref +5, Will +7
Spd 30 ft.
Melee masterwork dagger +4 (1d4/19-20)
Base Atk +3, Grp +3
Atk Optionsspells; still spells
Combat Gear mw Dagger
Spells (CL 4th, 6/7/6/4, DC SL+3, +5 ranged touch)
3rd – Vampyric touch
2nd – Melf’s Acid Arrow, Scorching ray
1st – Enlarge Person, Mage Armor, Magic Missile, True strike
0th – Acid splash, Detect magic, light, mage hand, ray of frost, read magic
AbilitiesStr 10, Dex 14, Con 12, Int 11, Wis 13, Cha 16
Feats: Alertness, Dodge, Improved Initiative, Still Spell, combat casting
Skills: Bluff +6, Climb +3, Concentration +9Listen +3, Spellcraft +6, Spot +6,
Possessionsmw Dagger; amulet of Natural Armor +2, Cloak of Resistance +1
XodenCR 5
Male Dwarf Expert 4 / Fighter 2
LE Medium humanoid
Init -1; Senses Spot +7, Listen +7
Languages Common, Dwarven, Goblin
AC20, touch 10, flat-footed 20
hp36 (6 HD)
Defense Gear +1 half plate, +1 heavy steel shield
Fort +6 (+8 vs poison), Ref +0, Will +4
Spd 20 ft.
Melee+2 dwarven waraxe +8 (1d10+3/x3)
Base Atk +5, Grp +6
Atk OptionsCombat Expertise, Improved Disarm, Improved Feint, Dodge
Special qualities Darkvision 60’
Combat Gear+2 dwarven waraxe
AbilitiesStr 12, Dex 8, Con 14, Int 13, Wis 10, Cha 7
Feats: Weapon Focus (dwarven waraxe), Combat Expertise, Improved Disarm, Dodge
Skills: Appraise +8 (+10 metal or stone), Craft (blacksmithing)+9, Craft (Stonemasonry)+9, gather information +0, Knowledge (architecture)+8, Knowledge (local)+8, Listen +7, search +2 (+4 secret doors and compartments), Spot +7,
Possessions+2 dwarven waraxe, +1 scale mail, +1 heavy steel shield
KalevCR 6
Female Tiefling Fighter 5
CE Medium humanoid
Init +2; Senses Spot +0, Listen +0
Languages Common, Infernal
AC 16, touch 12, flat-footed 14
hp45 (5 HD)
Defense Gear Studded leather armor +1, Brooch of shielding (24 points), resist cold, electricity, fire 5
Fort +6, Ref+3, Will +1
Spd 30 ft.
Melee+1 flaming Halbert+10 (1d10+1d6+3/x3)
Base Atk +5, Grp +7
Atk OptionsPower Attack, Improved Sunder, Dodge, Blind-fight
Special attacks Darkness 1/day
Special Qualities Darkvision 60’
Combat GearMw Halbert
AbilitiesStr 15, Dex 15, Con 14, Int 10, Wis 10, Cha 10
Feats: Blind-fight, Dodge, Power Attack, Weapon Focus (hallbert), Improved Sunder
Skills: Bluff +2, Climb +5, Hide +7, Intimidate +5
Possesions+1 Flaming Halbert; Studded leather armor +1, Brooch of shielding (24 points), potion of cure moderate wounds
Half-Orc MercinariesCR 2
Male Half-orc fighter 2
LE Medium humanoid
Init +1; Senses Spot +0, Listen +0
Languages Common, Orc
AC 16, touch 11, flat-footed 15
hp 15 (2 HD)
Defense Gear Breastplate, Buckler,
Fort +5, Ref +1, Will +0
Spd 30 ft.
Melee Mw Halbert +7 (1d10+2/x3)
Ranged Longbow + 3 (1d8 +2/x3)
Base Atk +2, Grp +5
Atk Options Combat Reflexes
Special Qlts Darkvision 60’
Combat Gear mw Halbert, longbow
AbilitiesStr 17, Dex 12, Con 14, Int 6, Wis 10, Cha 10
Feats: Alertness, Weapon focus (Hallbert), Combat Reflexes,
Skills: Intimidate + 3, Sense motive +1,
Possessions Breastplate, buckler, mw Halbert, longbow, quiver of arrows, potion of cure light wounds
Elite Half-Orc GuardsCR 8
Male Half-orc fighter 8
LE Medium humanoid
Init +1; Senses Spot +0, Listen +0
Languages Common, Orc
AC 23, touch 11, flat-footed 22
hp 64 (8 HD)
Defense Gear +1 Fullplate, +1 heavy steel shield,
Fort +8, Ref +3, Will +5
Spd 30 ft.
Melee+1 Dwarven waraxe +15/+10 (1d10+7/19-20/x3)
Ranged mw Longbow + 3 (1d8 +2/x3)
Base Atk +8, Grp +12
Atk Options Cleave, Power attack
Special Qlts darkvision 60’
Combat Gear+1 dwarven waraxe, mw longbow
AbilitiesStr 19, Dex 13, Con 14, Int 8, Wis 12, Cha 8
Feats: Cleave, Exotic weapon proficiency (dwarven waraxe), Greater weapon focus (dwarven waraxe), Improved critical (Dwarven Waraxe), Iorn Will, Power attack, weapon focus (dwarven waraxe), weapon specialization (dwarven waraxe)
Skills: Jump +15,
Possessions+1 dwarven waraxe, mw longbow, +1 Fullplate, +1 heavy steel shield, Guantlets of Ogre power
Goblin SneakCR 1
Male and female goblin rogue 1
NE small humanoid
Init +3; Senses Spot +5, Listen +5
Languages Goblin
AC 16, touch 14, flat-footed 13
hp 7 (1 HD)
Defense Gear leather armor,
Fort +1, Ref +5, Will +1
Spd 30 ft.
Melee shortsword +2 (1d4+1/19-20)
Ranged light crossbow + 4 (1d6/19-20)
Base Atk +0, Grp -3
Atk Options Dodge, sneak attack +1d6
Special Qlts Darkvision 60’, trapfinding
Combat Gearshortsword, light crossbow
AbilitiesStr 12, Dex 15, Con 14, Int 10, Wis 11, Cha 6
Feats: Dodge
Skills: balance +5, climb +5, disable device +5, hide +9, jump +5, move silently+9, listen +5, open lock +5, search +5, spot +5, tumble +5
Possessionsleather armor, shortsword, light crossbow, 10 arrows, pouch with 5 gp
Goblin skirmisherCR 1/3
Male and female goblin warrior 1
NE small humanoid
Init +1; Senses Spot +2, Listen +2
Languages Goblin
AC 15, touch 12, flat-footed 11
hp 5 (1 HD)
Defense Gear leather armor, light shield
Fort +3, Ref +1, Will -1
Spd 30 ft.
Melee morningstar +2 (1d6)
Ranged Javalin +3 (1d4)
Base Atk +1, Grp -3
Special Qlts Darkvision 60’,
Combat GearMorningstar, javalin
AbilitiesStr 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Feats: allertness
Skills: hide +6, listen +2, Move silently +6, Ride +5, spot +2
Possessionsleather armor, light shield, Morningstar, javalin
Goblin skirmisher mob CR 8
Male and female goblin warrior 1
NE small humanoid
Init +0; Senses Spot +2, Listen +2
Languages Goblin
AC 11, touch 8, flat-footed 7
hp135 (30 HD)
Defense Gear leather armor, light shield
Fort +3, Ref +1, Will -1
Spd 30 ft.
Melee mob (5d6)
Base Atk +22, Grp 34
Combat options trample, expert grapple,
Special Qlts Darkvision 60’, mob anatomy (+50% dmg from area spells
Combat Gear Morningstar, javalin
AbilitiesStr 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Feats: alertness, improved bull-rush, improved overrun
Skills: hide +6, listen +2, Move silently +6, Ride +5, spot +2
Possessions leather armor, light shield, Morningstar, javalin
Goblin AdeptCR 3
Male and female goblin adept 4
NE small humanoid
Init +1; Senses Spot +4, Listen +4
Languages Goblin
AC 12, touch 12, flat-footed 11
hp 15 (4 HD)
Fort +2, Ref +2, Will +6
Spd 30 ft.
Melee shortspear +2 (1d4-1)
Ranged shortspear +4 (1d4-1)
Base Atk +2, Grp -3
Atk Options spells
Special Qlts Darkvision 60’
Combat Gear shortspear
Spells CL 4th
2nd – Scorching ray
1st – bless, burning hands (DC 13), sleep (DC 13)
0th – Detect magic, ghost sound, read magic
AbilitiesStr 8, Dex 13, Con 9, Int 12, Wis 14, Cha 6
Feats: Dodge
Skills: concentration +6, hide +5, listen +4, move silently +r, ride +5, spellcraft +8 spot +4
Possessionsshortspear, potion of cure light wounds, potion of aid, Potion of invisibility
Silent wolf GoblinsCR 3
Male and female goblin rogue 1 ranger 2
NE small humanoid
Init +2; Senses Spot +6, Listen +6
Languages Goblin, common
AC 16, touch 14, flat-footed 13
hp19 (3 HD)
Defense Gear mwleather armor
Fort +4, Ref +8, Will +0
Spd 30 ft.
Meleemw longsword +4 (1d6+1/19-20)
full attack mw longsword +2 (1d6+1/19-20) and shortsword +2 (1d4+1/19-20)
Ranged light crossbow + 6 (1d6/19-20)
Base Atk +0, Grp -3
Atk OptionsFavoured enemy (Dwarf) +2, sneak attack +1d6
Special Qlts Darkvision 60’, trapfinding
Combat Gearmw longsword, mw shortsword, light crossbow
AbilitiesStr 12, Dex 17, Con 13, Int 12, Wis 10, Cha 6
Feats: Allertness, Dodge, Track, Two-weapon fighting
Skills: balance +5, climb +5, disable device +5, hide +9, jump +5, move silently+9, listen +5, open lock +5, search +5, spot +5, tumble +5
Possessionsmw leather armor,mw longsword, mw shortsword, light crossbow, 10 arrows, pouch with 5 gp, potion of cure light wounds, potion of bull’s strength, potion of cat’s grace
Worg [bookmark]
WorgMediumMagical Beast
Hit Dice: / 4d10+8 (30 hp)
Initiative: / +2
Speed: / 50 ft. (10 squares)
Armor Class: / 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: / +4/+7
Attack: / Bite +7 melee (1d6+4)
Full Attack: / Bite +7 melee (1d6+4)
Space/Reach: / 5 ft./5 ft.
Special Attacks: / Trip
Special Qualities: / Darkvision 60 ft., low-light vision, scent
Saves: / Fort +6, Ref +6, Will +3
Abilities: / Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: / Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats: / Alertness, Track
Environment: / Temperate plains
Organization: / Solitary, pair, or pack (6-11)
Challenge Rating: / 2
Treasure: / 1/10 coins; 50% goods; 50% items
Alignment: / Usually neutral evil
Advancement: / 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: / +1 (cohort)
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
Combat [bookmark]
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 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 worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.