NPCs of the Crawling Fey
Ellessandra was once a beautiful sidhe woman aligned with the Summer Court. After Raven killed her son, Flax, in battle, she swore revenge. Hatred and bitterness warped her appearance into that of a stooped crone with stringy black hair and deep blue skin. She wore a mithral crown adorned with a spider motif upon her head. She was killed with a Flame Strike summoned by Cedron. Her crown and the title of Lady of the Crawling Fey was passed to Wickerbell, who left the service of the River King to establish her own court.
When she fought Cedron and Raven, Ellessandra was accompanied by Wickerbell (who tried to turn her from her path of vengeance), Jenny Greenteeth, 6 Ogres, 3 Trolls, and 3 Fomorian Giants. She also had several Large Monstrous Miilupedes and Large Monstrous Spiders lurking in the ruins of the church she has claimed as her lair.
Init: +1 Spd: 40' AC: 22 (-1 size, +1 Dex, +10 Natural, Bracers of Armor +2); t: 10, ff: 19
Attacks: (BAB +16; Grap +27); +22 2 Claws: 1d8+7 plus Improved Grab and +20 Bite: 1d6+3 or +23/+18/+13 Dagger of Venom: 1d4+8 plus Poison spell (1/day, DC14) (19-20/×2, 10') or +16 (ranged touch) Eldritch Blast: 6d6 (60' ray, half damage to objects)
SA: Eldritch Blast (6d6), Improved Grab, Invocations (Least, Lesser, or Greater), Rake, Rend, Spell-like Abilities
SQ: DR2/Bludgeoning or DR3/Cold Iron, Darkvision 60', Deceive Item, Detect Magic, Energy Resistance 5 (Cold and Fire), Fiendish Resilience 1, SR19
Align: CE Saves: Fort +12, Ref +12, Will +16
Str: 25, Dex: 12, Con: 14, Int: 13 (11 w/ Regalia), Wis: 13, Cha: 13
Skills: Read/Write and Speak Common, Giant, and Sylvan, Appraise +1 (additional +2 w/ poison), Bluff +17, Craft (Poison) +7, Diplomacy +3, Disguise +7 (additional +2 to act in character), Hide +5, Intimidate +11, Jump +15, Knowledge (the Planes) +12, Listen +10, Sense Motive +7, Spot +10, Survival +1 (additional +2 on other planes)
Feats: Alertness, Blind-Fight, Great Fortitude, Improved Natural Attack (Claws), Multiattack, Necropolis Born, Persuasive
Gear: Bracers of Armor +2, Dagger of Venom, Regalia of the Crawling Fey, Amulet of Proof against Detection and Location, Cloak of Resistance +2, Wand of Magic Missile (CL9, 43 chg), Flask w/ 5 doses of Medium Spider Venom (DC14, 1d4 Str/1d4 Str)
SA: Eldritch Blast (6d6), Improved Grab, Invocations (Least, Lesser, or Greater), Rake, Rend, Spell-like Abilities
SQ: DR2/Bludgeoning or DR3/Cold Iron, Darkvision 60', Deceive Item, Detect Magic, Energy Resistance 5 (Cold and Fire), Fiendish Resilience 1, SR19
Align: CE Saves: Fort +12, Ref +12, Will +16
Str: 25, Dex: 12, Con: 14, Int: 13 (11 w/ Regalia), Wis: 13, Cha: 13
Skills: Read/Write and Speak Common, Giant, and Sylvan, Appraise +1 (additional +2 w/ poison), Bluff +17, Craft (Poison) +7, Diplomacy +3, Disguise +7 (additional +2 to act in character), Hide +5, Intimidate +11, Jump +15, Knowledge (the Planes) +12, Listen +10, Sense Motive +7, Spot +10, Survival +1 (additional +2 on other planes)
Feats: Alertness, Blind-Fight, Great Fortitude, Improved Natural Attack (Claws), Multiattack, Necropolis Born, Persuasive
Gear: Bracers of Armor +2, Dagger of Venom, Regalia of the Crawling Fey, Amulet of Proof against Detection and Location, Cloak of Resistance +2, Wand of Magic Missile (CL9, 43 chg), Flask w/ 5 doses of Medium Spider Venom (DC14, 1d4 Str/1d4 Str)
• Deceive Item (Ex): Can use magical items made for other characters, can always take 10 on a Use Magic Device check, even if distracted or threatened)
• Detect Magic (Sp): at will, CL12
• Fiendish Resilence (Su): 1/day, as a free action, can gain Fast Healing 1 for 2 minutes.
• Imbue Item (Su): Can use supernatural abilities to create magic items (even if they don't know the necessary spells but they must know the appropriate Item Creation feat) by substituting a Use Magic Device check (DC15 + spell level for Arcane spells or DC23 + spell level for Divine spells)
• Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
• Invocations Known: Beguiling Influence, Eldritch Charm, Hungry Darkness, Miasmic Cloud, Sickening Blast, Summon Swarm, Tenacious Plague
• Rake (Ex): +22 Rake: 1d6+7. An annis can attack a grappled foe with both claws at no penalty.
• Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
• Spell-Like Abilities: 3/day - Disguise Self, Fog Cloud. Caster level 8th.
• Necropolis Born: 1/day: Cause Fear, Ghost Sound, and Touch of Fatigue. Caster Level: 1st
• Regalia of the Crawling Fey: as Cloak of Arachnidia and provides +2 bonus to Cha-based checks with spiders, ettercaps, and similar creatures. Additionally, such creatures always initially have a favorable attitude when interacting with the wearer and address the wearer as “your Majesty.” The wearer can converse with such creatures, even if not normally able. The wearer loses 2 points of Intelligence while the regalia is worn.
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Wickerbell: Keeper of the Royal Apiaries and Spymaster: female Brownie Rogue 6/Spymaster 7
CR: 13 Tiny Fey HD: 6d6+18 plus 7d6+21 (81 hp)
Init: +5 Spd: 30' AC: 23 (+2 size, +5 Dex, Bracers of Armor +4, Ring of Protection +2); t: 23, ff: 23 (Uncanny Dodge)
Attacks: (BAB +9; Grap +1); +9/+4 Tiny Rapier: 1d3+1 (15-20/×2)
SA: Sneak Attack +5d6
SQ: Cover Identity (×3), Deep Cover, Dispel Scrying, Evasion, Keen Senses, Invisibility to Mortals, Magic Aura, Quick Change, Scrying Defense, Spell-like Abilities, Slippery Mind, Trapfinding, Trap Sense +2, Uncanny Dodge, Undetectable Alignment
Align: N Saves: Fort +7, Ref +15, Will +7
Str: 10, Dex: 20, Con: 16, Int: 14, Wis: 17, Cha: 18
Skills: Read/Write and Speak Common, Sylvan, and the language of Bees; Balance +10, Bluff +23, Decipher Script +8, Diplomacy +17; Disguise +12 (additional +2 to act in character), Escape Artist +9, Forgery +7, Gather Information +20, Handle Animal +12, Hide +18, Intimidate +6, Jump +5, Listen +13, Move Silently +10, Ride +14, Search +13, Sense Motive +16, Sleight of Hand +7, Spot +13, Survival +3 (additional +2 when following tracks), +10, Use Rope +5 (additional +2 w/ bindings)
Feats: Combat Expertise, Improved Feint, Mounted Combat, Skill Focus (Bluff), Weapon Finesse
Gear: Noble's Outfit, Bracers of Armor +4, Ring of Protection +2, Keen Rapier +1, Honey Dipper of Vermin Control, Exotic Saddle for Giant Honeybee
• Cover Identity (Ex): A spymaster has one specific cover identity. While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks.
• Keen Senses (Ex): Brownies have amazing senses of hearing, smell, and sight. They gain a +2 racial bonus to Listen, Search, and Spot checks. A brownie sees four times as well a human in shadowy illumination and twice as well in normal light.
• Invisibility to Mortals (Sp): Brownies, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a brownie is present, but brownies are good enough at concealment that this almost never matters. Other fey and rare mortals with second sight can see them anyway. If dispelled, brownies can become invisible again after a round.
• Magic Aura (Sp): Can use Nystul’s Magic Aura at will (CL7) Most spymasters use this ability to shield their own magic items from detection.
• Quick Change (Ex): Can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.
• Scrying Defense (Ex): Gains +7 to Will saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.
• Spell-like Abilities: Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: Protection from Evil, Ventriloquism, Dancing Lights, Continual Flame, Mirror Image (3 images), Confusion, and Dimension Door.
• Undetectable Alignment (Ex): The web of different identities and agendas inside a spymaster’s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an Undetectable Alignment spell, except that it is always active.
• Honey Dipper of Vermin Control: This enchanted Honey Dipper allows the wielder to cast Animal Messenger (at will - always summons a flying insect), Summon Swarm (3/day - insects only), Giant Vermin (1/day), and Creeping Doom (1/week), CL11
Giant Honeybee
CR: 1 Medium Vermin HD: 3d8 (13 hp)
Init: +2 Spd: 20', Fly 80' (Good) AC: 14 (+2 Dex, +2 Natural), t: 12, ff: 12
Attacks: (BAB +2; Grap +2); +2 Sting: 1d4 plus Poison (DC11, 1d4 Con/1d4 Con)
SA: Poison
SQ: Darkvision 60', Vermin Traits
Align: N Saves: Fort +3, Ref +3, Will +2
Str: 11, Dex: 14, Con: 11, Int: - -, Wis: 12, Cha: 9
Skills: Spot +5, Survival +1 (additional +4 to orient itself)
Feats: - -
Jenny Greenteeth: Green Hag Bard 10
CR: 16 Medium Monstrous Humanoid HD: 9d8+36 plus 10d6+40 (164 hp)
Init: +1 Spd: 30', Swim 30' AC: 30 (+1 Dex, +11 Natural, Bracers of Armor +5, Ring of Protection +3); t: 19, ff: 29
Attacks: (BAB +16; Grap +20); +20 2 Claws: 1d4+4 plus Disease or +23/+18/+13/+8 Consequences: 1d6+7 plus 1d6 cold (19-20/×2, additional 2d6 unholy damage vs good-aligned opponents)
SA: Arcane Spells (CL10; DC13 + spell level, DC14 + spell level for Enchantment), Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Courage +2, Inspire Greatness, Suggestion), Breath Weapon, Disease, Mimicry, Spell-like Abilities, Weakness
SQ: Amphibious, Bardic Knowledge +12, Darkvision 90', Scent, SR28
Align: CE Saves: Fort +15, Ref +17, Will +18
Str: 18, Dex: 12, Con: 18, Int: 15, Wis: 14, Cha: 17
Skills: Read/Write and Speak Common, Elven, Giant, and Sylvan, Bluff +18, Concentration +12 (additional +4 to cast defensively), Diplomacy +5, Disguise +3 (additional +2 to act in character), Knowledge (Nature) +10, Hide +9, Intimidate +7, Listen +12, Move Silently +9, Perform (Singing) +16, Perform (Wind Instrument) +16, Sense Motive +7, Sleight of Hand +3, Spellcraft +10, Spot +12, Swim +20
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (Sickle), Persuasive, Spell Focus (Enchantment)
Gear: Bracers of Armor +5, Ring of Protection +3, Ring of Major Spell Storing, Shawl of the Crone, Consequences (Unholy Frost Cold Iron Sickle +3), Bone Flute, Potion of Cure Serious Wounds (×2)
• Amphibious (Ex): Jenny can breathe water as well as air.
• Arcane Spells: 3/4/4/3/0 per day; Spells Known: 0th: Daze, Detect Magic, Mage Hand, Message, Read Magic, Summon Instrument; 1st: Cause Fear, Charm Person, Hypnotism, Tasha's Hideous Laughter; 2nd: Blindness/Deafness, Hold Person, Rage, Silence; 3rd: Charm Monster, Confusion, Crushing Despair
• Breath Weapon (Su): 1/1d4 rounds, Jenny can spew regurgitated swamp-water, algae and mud in a 10' cone. Each creature in that area must succeed at a Ref save (DC23) to avoid being spattered with the leech-infested bile or be blinded for 1 round. Affected target creatures must succeed on a Fort save (DC23) or become sickened until the leeches are removed.
• Disease (Ex): Filth Fever (Fort DC12 negates, 1d3 days, 1d3 Dex and 1d3 Con)
• Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
• Spell-Like Abilities: CL19 (DC13 + spell level); At will — Dancing Lights, Disguise Self, Ghost Sound, Invisibility, Pass Without Trace, Tongues, Waterbreathing.
• Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC22 Fortitude save or take 2d4 points of Strength damage.
• Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
• Bone Flute: This flute has been carved from the femur of a previous victim, the Bone Flute allows Jenny to Speak with Dead (3/day) or unleash a cone of Fear (1/day), it also provides a +2 bonus to Perform (Wind Instrument) checks
• Ring of Major Spell Storing: Contains (CL10) Hold Person, Rage, Confusion, and Crushing Despair
• Shawl of the Crone: This shawl functions as a Cloak of Resistance +3 while providing Acid and Cold Resistance 10.
• Burst of Speed (Ex): A Cavalier can urge his mount to greater than normal speed when charging, doubling the maximum distance the mount can charge (up to four times its speed). This ability can be used once per day without penalty, but each additional use requires the mount to make a Will save (DC20) or suffer 2d6 damage.
• Courtly Knowledge (Ex): Sir Oberest adds his Cavalier class level to his Knowledge (Nobility and Royalty) checks as a competence bonus.
• Deadly/Unstoppable Charge (Ex): When mounted and using the charge action, a Cavalier may declare his attack a "Deadly Charge", dealing quadruple damage with a melee weapon or quintuple damage with a lance. This ability does not stack with the benefits of the Spirited Charge feat.
• Full Mounted Attack (Ex): A mounted Cavalier can make a full attack when his mount moves more than 5' but no farther than a single move action would carry it. The Cavalier cannot combine this ability with a charge.
• Mounted Weapon Bonus (Ex): The Cavalier gains a competence bonus on their attack roll when using the indicated weapon while mounted. Sir Oberest substitutes his bonus with a sword for his axe instead.
• Plant Traits: Immunity to Poison, Sleep, Paralysis, Polymorph, Stunning, and Mind-affecting effects (Charm, Compulsions, Phantasms, Patterns, and morale effects); Not subject to extra damage from Critical Hits
• Ride Bonus (Ex): Sir Oberest gains a +10 competence bonus on Ride checks.
• Special Mount (Sp): A Cavalier gains the service of an unusually intelligent, strong, and loyal steed to serve him. This mount is usually a heavy warhorse. Once per day, as a full-round action, a cavalier may magically call the mount from the celestial realms in which it resides. The mount immediately appears adjacent to the cavalier and remains for 2 hours per cavalier level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the cavalier may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Should the cavalier's mount die, it immediately disappears, leaving behind any equipment it was carrying. The cavalier may not summon another mount for thirty days or until she gains a cavalier level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the cavalier takes a –1 penalty on attack and weapon damage rolls.
• Spell-like Abilities: (CL18, DC14 + spell level): 3/day - Speak with Plants; 1/day - Animate Plants, Command Plants, Control Plants, Entangle, Summon Nature's Ally II, Summon Nature's Ally IV, Summon Nature's Ally VI, Summon Nature's Ally VIII, Summon Nature's Ally IX
• Vulnerability to Fire (Ex): Takes an additional +50% damage from fire effects
• Skills: +1 racial bonus to Listen, Search, and Spot checks; +4 racial bonus to Hide checks aboveground natural environments
Verdis: male Heavy Warhorse
CR: -- Large Animal HD: 8d8+24 (74 Hp)
Init: +1 Spd: 60' (40' armor) AC: 31 (-1 size, +1 Dex, +10 Natural, Half-Plate Barding +4), t: 10, ff: 30
Attacks: (BAB +6, Grap +15); +11 2 Hooves: 1d6+5 and +6 Bite: 1d4+2
SA: --
SQ: Low-Light Vision, Scent, Special Mount Abilities
Align: N Saves: Fort +18, Ref +9, Will +12
Str: 20, Dex: 13, Con: 17, Int: 7, Wis: 13, Cha: 6
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance, Run
Gear: Half-Plate Barding +4, Caparison of Resistance +2, Saddle of Weather Protection, Horseshoes of a Zephyr, Everlasting Feedbag,
Wickerbell is a foot-tall female Brownie with pointed ears and golden hair. She dresses in fine clothes and is always accompanied by at least two giant bees. She was close friends with Ellessandra before the former's exile and subsequent marriage to a mortal. After Ellessandra returned, Wickerbell tried to support friend's plans but was uncomfortable with Ellessandra's bloodlust. She became the Lady of the Crawling Fey after Cedron killed Ellessandra.
Wickerbell: Keeper of the Royal Apiaries and Spymaster: female Brownie Rogue 6/Spymaster 7
CR: 13 Tiny Fey HD: 6d6+18 plus 7d6+21 (81 hp)
Init: +5 Spd: 30' AC: 23 (+2 size, +5 Dex, Bracers of Armor +4, Ring of Protection +2); t: 23, ff: 23 (Uncanny Dodge)
Attacks: (BAB +9; Grap +1); +9/+4 Tiny Rapier: 1d3+1 (15-20/×2)
SA: Sneak Attack +5d6
SQ: Cover Identity (×3), Deep Cover, Dispel Scrying, Evasion, Keen Senses, Invisibility to Mortals, Magic Aura, Quick Change, Scrying Defense, Spell-like Abilities, Slippery Mind, Trapfinding, Trap Sense +2, Uncanny Dodge, Undetectable Alignment
Align: N Saves: Fort +7, Ref +15, Will +7
Str: 10, Dex: 20, Con: 16, Int: 14, Wis: 17, Cha: 18
Skills: Read/Write and Speak Common, Sylvan, and the language of Bees; Balance +10, Bluff +23, Decipher Script +8, Diplomacy +17; Disguise +12 (additional +2 to act in character), Escape Artist +9, Forgery +7, Gather Information +20, Handle Animal +12, Hide +18, Intimidate +6, Jump +5, Listen +13, Move Silently +10, Ride +14, Search +13, Sense Motive +16, Sleight of Hand +7, Spot +13, Survival +3 (additional +2 when following tracks), +10, Use Rope +5 (additional +2 w/ bindings)
Feats: Combat Expertise, Improved Feint, Mounted Combat, Skill Focus (Bluff), Weapon Finesse
Gear: Noble's Outfit, Bracers of Armor +4, Ring of Protection +2, Keen Rapier +1, Honey Dipper of Vermin Control, Exotic Saddle for Giant Honeybee
• Cover Identity (Ex): A spymaster has one specific cover identity. While operating in that identity, she gains a +4 circumstance bonus on Disguise checks and a +2 circumstance bonus on Bluff and Gather Information checks.
• Keen Senses (Ex): Brownies have amazing senses of hearing, smell, and sight. They gain a +2 racial bonus to Listen, Search, and Spot checks. A brownie sees four times as well a human in shadowy illumination and twice as well in normal light.
• Invisibility to Mortals (Sp): Brownies, like most fey, can't be seen if they don't want to be seen. Sometimes it's possible to perceive the faintest glimmer in the air, like the shimmering of air over pavement on a hot day, when a brownie is present, but brownies are good enough at concealment that this almost never matters. Other fey and rare mortals with second sight can see them anyway. If dispelled, brownies can become invisible again after a round.
• Magic Aura (Sp): Can use Nystul’s Magic Aura at will (CL7) Most spymasters use this ability to shield their own magic items from detection.
• Quick Change (Ex): Can don a disguise in one-tenth the normal time (1d3 minutes) and don or remove armor in one-half the normal time.
• Scrying Defense (Ex): Gains +7 to Will saves against divination (scrying) spells, as well as to Spot checks made to notice the sensors created by such spells.
• Spell-like Abilities: Brownies use spells to harass and drive away enemies. They can use the following spells, once per day: Protection from Evil, Ventriloquism, Dancing Lights, Continual Flame, Mirror Image (3 images), Confusion, and Dimension Door.
• Undetectable Alignment (Ex): The web of different identities and agendas inside a spymaster’s mind makes it impossible for others to detect her alignment by means of any form of divination. This ability functions like an Undetectable Alignment spell, except that it is always active.
• Honey Dipper of Vermin Control: This enchanted Honey Dipper allows the wielder to cast Animal Messenger (at will - always summons a flying insect), Summon Swarm (3/day - insects only), Giant Vermin (1/day), and Creeping Doom (1/week), CL11
Giant Honeybee
CR: 1 Medium Vermin HD: 3d8 (13 hp)
Init: +2 Spd: 20', Fly 80' (Good) AC: 14 (+2 Dex, +2 Natural), t: 12, ff: 12
Attacks: (BAB +2; Grap +2); +2 Sting: 1d4 plus Poison (DC11, 1d4 Con/1d4 Con)
SA: Poison
SQ: Darkvision 60', Vermin Traits
Align: N Saves: Fort +3, Ref +3, Will +2
Str: 11, Dex: 14, Con: 11, Int: - -, Wis: 12, Cha: 9
Skills: Spot +5, Survival +1 (additional +4 to orient itself)
Feats: - -
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Jenny enjoys causing trouble. She supported Lord Flax when he wanted to wage war against the town of Riverbend. She has done what she can to feed Ellessandra's feelings of resentment towards Raven. She fled when the battle turned against Ellessandra and her giant allies.
Jenny Greenteeth: Green Hag Bard 10
CR: 16 Medium Monstrous Humanoid HD: 9d8+36 plus 10d6+40 (164 hp)
Init: +1 Spd: 30', Swim 30' AC: 30 (+1 Dex, +11 Natural, Bracers of Armor +5, Ring of Protection +3); t: 19, ff: 29
Attacks: (BAB +16; Grap +20); +20 2 Claws: 1d4+4 plus Disease or +23/+18/+13/+8 Consequences: 1d6+7 plus 1d6 cold (19-20/×2, additional 2d6 unholy damage vs good-aligned opponents)
SA: Arcane Spells (CL10; DC13 + spell level, DC14 + spell level for Enchantment), Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Courage +2, Inspire Greatness, Suggestion), Breath Weapon, Disease, Mimicry, Spell-like Abilities, Weakness
SQ: Amphibious, Bardic Knowledge +12, Darkvision 90', Scent, SR28
Align: CE Saves: Fort +15, Ref +17, Will +18
Str: 18, Dex: 12, Con: 18, Int: 15, Wis: 14, Cha: 17
Skills: Read/Write and Speak Common, Elven, Giant, and Sylvan, Bluff +18, Concentration +12 (additional +4 to cast defensively), Diplomacy +5, Disguise +3 (additional +2 to act in character), Knowledge (Nature) +10, Hide +9, Intimidate +7, Listen +12, Move Silently +9, Perform (Singing) +16, Perform (Wind Instrument) +16, Sense Motive +7, Sleight of Hand +3, Spellcraft +10, Spot +12, Swim +20
Feats: Alertness, Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (Sickle), Persuasive, Spell Focus (Enchantment)
Gear: Bracers of Armor +5, Ring of Protection +3, Ring of Major Spell Storing, Shawl of the Crone, Consequences (Unholy Frost Cold Iron Sickle +3), Bone Flute, Potion of Cure Serious Wounds (×2)
• Amphibious (Ex): Jenny can breathe water as well as air.
• Arcane Spells: 3/4/4/3/0 per day; Spells Known: 0th: Daze, Detect Magic, Mage Hand, Message, Read Magic, Summon Instrument; 1st: Cause Fear, Charm Person, Hypnotism, Tasha's Hideous Laughter; 2nd: Blindness/Deafness, Hold Person, Rage, Silence; 3rd: Charm Monster, Confusion, Crushing Despair
• Breath Weapon (Su): 1/1d4 rounds, Jenny can spew regurgitated swamp-water, algae and mud in a 10' cone. Each creature in that area must succeed at a Ref save (DC23) to avoid being spattered with the leech-infested bile or be blinded for 1 round. Affected target creatures must succeed on a Fort save (DC23) or become sickened until the leeches are removed.
• Disease (Ex): Filth Fever (Fort DC12 negates, 1d3 days, 1d3 Dex and 1d3 Con)
• Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
• Spell-Like Abilities: CL19 (DC13 + spell level); At will — Dancing Lights, Disguise Self, Ghost Sound, Invisibility, Pass Without Trace, Tongues, Waterbreathing.
• Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC22 Fortitude save or take 2d4 points of Strength damage.
• Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
• Bone Flute: This flute has been carved from the femur of a previous victim, the Bone Flute allows Jenny to Speak with Dead (3/day) or unleash a cone of Fear (1/day), it also provides a +2 bonus to Perform (Wind Instrument) checks
• Ring of Major Spell Storing: Contains (CL10) Hold Person, Rage, Confusion, and Crushing Despair
• Shawl of the Crone: This shawl functions as a Cloak of Resistance +3 while providing Acid and Cold Resistance 10.
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Lord Hamish is a black cat with a white patch on its chest. He was hired by Ellessandra to capture several of Raven's friends to serve as bait in a trap for the Sugar Plum Fairy. After not being compensated adequately, he gave Information regarding the whereabouts of those friends to Kysek Creepingshadow.
Lord Hamish: male Advanced Cat Síth Rogue 8
CR: 13 Medium Fey HD: 10d6+20 plus 8d6+16 (110 Hp)
Init: +8 Spd: 40', Climb 20'
AC: 20 (+4 Dex, +2 Natural, Amulet of Natural Armor +4), t: 14, ff: 20 (Uncanny Dodge)
Attacks: (BAB +11; Grap +14); +15 2 Claws: 1d3+2 plus Improved Grab and +13 Bite: 1d6+4
SA: Improved Grab, Pounce, Sneak Attack +4d6, Soul-Stealer, Rake (1d3+1)
SQ: DR5/Cold Iron, Evasion, Improved Evasion, Improved Uncanny Dodge, Low-Light Vision, Plane Shift, Scent, SR26, Spell-like Abilities, Trap Sense +2, Trapfinding, Uncanny Dodge
Align: NE Saves: Fort +7, Ref +19, Will +10
Str: 16, Dex: 19, Con: 15, Int: 14, Wis: 12, Cha: 14
Skills: Speak Common and Sylvan; Appraise +12, Balance +24, Climb +20, Escape Artist +14, Gather Information +12, Hide +33, Intimidate +14, Jump +26, Knowledge (Nature) +11, Listen +13, Move Silently +33, Perform (Dance) +11, Perform (Sing) +11, Search +12, Sense Motive +11, Spot +13, Survival +11 (additional +2 to follow tracks), Tumble +14, Use Rope +4 (+6 w/ bindings)
Feats: Alertness, Improved Initiative, Lightning Reflexes, Multiattack, Run, Stealthy, Weapon Finesse
Gear: Amulet of Natural Armor +4, Bracers of Greater Magic Fang,
• Improved Grab (Ex): To use this ability, a Cat Síth must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
• Improved Uncanny Dodge (Ex): Cannot be flanked by a Rogue of less than 12th level
CR: 13 Medium Fey HD: 10d6+20 plus 8d6+16 (110 Hp)
Init: +8 Spd: 40', Climb 20'
AC: 20 (+4 Dex, +2 Natural, Amulet of Natural Armor +4), t: 14, ff: 20 (Uncanny Dodge)
Attacks: (BAB +11; Grap +14); +15 2 Claws: 1d3+2 plus Improved Grab and +13 Bite: 1d6+4
SA: Improved Grab, Pounce, Sneak Attack +4d6, Soul-Stealer, Rake (1d3+1)
SQ: DR5/Cold Iron, Evasion, Improved Evasion, Improved Uncanny Dodge, Low-Light Vision, Plane Shift, Scent, SR26, Spell-like Abilities, Trap Sense +2, Trapfinding, Uncanny Dodge
Align: NE Saves: Fort +7, Ref +19, Will +10
Str: 16, Dex: 19, Con: 15, Int: 14, Wis: 12, Cha: 14
Skills: Speak Common and Sylvan; Appraise +12, Balance +24, Climb +20, Escape Artist +14, Gather Information +12, Hide +33, Intimidate +14, Jump +26, Knowledge (Nature) +11, Listen +13, Move Silently +33, Perform (Dance) +11, Perform (Sing) +11, Search +12, Sense Motive +11, Spot +13, Survival +11 (additional +2 to follow tracks), Tumble +14, Use Rope +4 (+6 w/ bindings)
Feats: Alertness, Improved Initiative, Lightning Reflexes, Multiattack, Run, Stealthy, Weapon Finesse
Gear: Amulet of Natural Armor +4, Bracers of Greater Magic Fang,
• Improved Grab (Ex): To use this ability, a Cat Síth must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
• Improved Uncanny Dodge (Ex): Cannot be flanked by a Rogue of less than 12th level
• Plane Shift (Sp): Hamish can travel between the Prime Material Plane and the Feywild at will.
• Pounce (Ex): If a Cat Síth charges a foe, it can make a full attack, including two rake attacks.
• Rake (Ex): Attack bonus +13 melee, damage 1d3+2
• Soul-Stealer (Su): If a Cat Síth walks across the body of a humanoid that has been dead for less than 24 hours, it can steal the soul of deceased as a full-round action. Stealing the soul prevents any form of raising or resurrection. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a captured victim to life. Check once for each creature. If the check fails, the creature cannot be brought back to life by mortal magic.
• Spell-like Abilities: 1/year - Blight, Plant Growth
• Skills: Cat Síth have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Cat Síth have a +8 racial bonus on Balance and Climb checks. A Cat Síth can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
• Bracers of Greater Magic Fang: provides a +1 enhancement bonus to all natural attacks
• Pounce (Ex): If a Cat Síth charges a foe, it can make a full attack, including two rake attacks.
• Rake (Ex): Attack bonus +13 melee, damage 1d3+2
• Soul-Stealer (Su): If a Cat Síth walks across the body of a humanoid that has been dead for less than 24 hours, it can steal the soul of deceased as a full-round action. Stealing the soul prevents any form of raising or resurrection. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a captured victim to life. Check once for each creature. If the check fails, the creature cannot be brought back to life by mortal magic.
• Spell-like Abilities: 1/year - Blight, Plant Growth
• Skills: Cat Síth have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Cat Síth have a +8 racial bonus on Balance and Climb checks. A Cat Síth can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
• Bracers of Greater Magic Fang: provides a +1 enhancement bonus to all natural attacks
- - - - -
Sir Oberest has taken over guardianship of a narrow ford on a river near the court of the River King. He fought a duel with Raven but lost and allowed the Sugar Plum Fairy to pass.
Sir Berckilak Oberest, the Green Knight: male Half-elf Woodling Fighter 8/Cavalier 10
CR: 20 Medium Humanoid HD: 8d10+8 plus 10d10+10 (144 hp)
Init: +8 Spd: 30' AC: 38 (Duskwood Breastplate +5, Heavy Wooden Shield +4, +3 Dex, Ring of Protection +2, +7 Natural), t: 15, ff: 35, -4 ACP
Attacks: (BAB +18; Grap +21); +25/+20/+15/+10 Gloomthorn:1d8+8 (19-20/×2, triple damage with mounted charge) or +21/+16/+11/+6 Slam: 1d6+3 or +23/+18/+13/+8 Hawthorn Axe: 1d8+9 (19-20/×2, double damage with mounted charge)
SA: Deadly/Unstoppable Charge (5/day), Full Mounted Attack, Mounted Weapon Bonus (Lance +3, Battle Axe +3*)
SQ: Burst of Speed, Courtly Knowledge, DR5/Slashing, Low-Light Vision, Plant Traits, Ride bonus, Special Mount, Vulnerability to Fire
Align: LE Saves: Fort +15, Ref +7, Will +11
Str: 16, Dex: 19, Con: 12, Int: 16, Wis: 12, Cha: 17
Skills: Read/Write and Speak Common and Sylvan, Climb +9, Diplomacy +15, Handle Animal +24, Hide +4 (additional +4 in aboveground natural environments), Intimidate +24, Jump +9, Knowledge (Nobility and Royalty) +28, Listen +2, Ride +35, Search +4, Spot +2, Tumble +6
Feats: Improved Critical (Battle Axe), Improved Critical (Lance), Improved Initiative, Leadership (21), Mounted Combat, Ride-by Attack (b), Spirited Charge, Trample, Weapon Focus (Battle Axe) (b), Weapon Focus (Lance) (b), Weapon Specialization (Battle Axe) (b), Weapon Specialization (Lance) (b)
Gear: Duskwood Breastplate +5, Heavy Wooden Shield +4, Ring of Protection +2, Greater Ring of Fire Resistance, Gloomthorn (Lance +3), Hawthorn Axe (Battle Axe +4), Cloak of Protection +2, Potions of Cure Serious Wounds (×2)
CR: 20 Medium Humanoid HD: 8d10+8 plus 10d10+10 (144 hp)
Init: +8 Spd: 30' AC: 38 (Duskwood Breastplate +5, Heavy Wooden Shield +4, +3 Dex, Ring of Protection +2, +7 Natural), t: 15, ff: 35, -4 ACP
Attacks: (BAB +18; Grap +21); +25/+20/+15/+10 Gloomthorn:1d8+8 (19-20/×2, triple damage with mounted charge) or +21/+16/+11/+6 Slam: 1d6+3 or +23/+18/+13/+8 Hawthorn Axe: 1d8+9 (19-20/×2, double damage with mounted charge)
SA: Deadly/Unstoppable Charge (5/day), Full Mounted Attack, Mounted Weapon Bonus (Lance +3, Battle Axe +3*)
SQ: Burst of Speed, Courtly Knowledge, DR5/Slashing, Low-Light Vision, Plant Traits, Ride bonus, Special Mount, Vulnerability to Fire
Align: LE Saves: Fort +15, Ref +7, Will +11
Str: 16, Dex: 19, Con: 12, Int: 16, Wis: 12, Cha: 17
Skills: Read/Write and Speak Common and Sylvan, Climb +9, Diplomacy +15, Handle Animal +24, Hide +4 (additional +4 in aboveground natural environments), Intimidate +24, Jump +9, Knowledge (Nobility and Royalty) +28, Listen +2, Ride +35, Search +4, Spot +2, Tumble +6
Feats: Improved Critical (Battle Axe), Improved Critical (Lance), Improved Initiative, Leadership (21), Mounted Combat, Ride-by Attack (b), Spirited Charge, Trample, Weapon Focus (Battle Axe) (b), Weapon Focus (Lance) (b), Weapon Specialization (Battle Axe) (b), Weapon Specialization (Lance) (b)
Gear: Duskwood Breastplate +5, Heavy Wooden Shield +4, Ring of Protection +2, Greater Ring of Fire Resistance, Gloomthorn (Lance +3), Hawthorn Axe (Battle Axe +4), Cloak of Protection +2, Potions of Cure Serious Wounds (×2)
• Burst of Speed (Ex): A Cavalier can urge his mount to greater than normal speed when charging, doubling the maximum distance the mount can charge (up to four times its speed). This ability can be used once per day without penalty, but each additional use requires the mount to make a Will save (DC20) or suffer 2d6 damage.
• Courtly Knowledge (Ex): Sir Oberest adds his Cavalier class level to his Knowledge (Nobility and Royalty) checks as a competence bonus.
• Deadly/Unstoppable Charge (Ex): When mounted and using the charge action, a Cavalier may declare his attack a "Deadly Charge", dealing quadruple damage with a melee weapon or quintuple damage with a lance. This ability does not stack with the benefits of the Spirited Charge feat.
• Full Mounted Attack (Ex): A mounted Cavalier can make a full attack when his mount moves more than 5' but no farther than a single move action would carry it. The Cavalier cannot combine this ability with a charge.
• Mounted Weapon Bonus (Ex): The Cavalier gains a competence bonus on their attack roll when using the indicated weapon while mounted. Sir Oberest substitutes his bonus with a sword for his axe instead.
• Plant Traits: Immunity to Poison, Sleep, Paralysis, Polymorph, Stunning, and Mind-affecting effects (Charm, Compulsions, Phantasms, Patterns, and morale effects); Not subject to extra damage from Critical Hits
• Ride Bonus (Ex): Sir Oberest gains a +10 competence bonus on Ride checks.
• Special Mount (Sp): A Cavalier gains the service of an unusually intelligent, strong, and loyal steed to serve him. This mount is usually a heavy warhorse. Once per day, as a full-round action, a cavalier may magically call the mount from the celestial realms in which it resides. The mount immediately appears adjacent to the cavalier and remains for 2 hours per cavalier level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the cavalier may release a particular mount from service (if it has grown too old to join her crusade, for instance). Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Should the cavalier's mount die, it immediately disappears, leaving behind any equipment it was carrying. The cavalier may not summon another mount for thirty days or until she gains a cavalier level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the cavalier takes a –1 penalty on attack and weapon damage rolls.
• Spell-like Abilities: (CL18, DC14 + spell level): 3/day - Speak with Plants; 1/day - Animate Plants, Command Plants, Control Plants, Entangle, Summon Nature's Ally II, Summon Nature's Ally IV, Summon Nature's Ally VI, Summon Nature's Ally VIII, Summon Nature's Ally IX
• Vulnerability to Fire (Ex): Takes an additional +50% damage from fire effects
• Skills: +1 racial bonus to Listen, Search, and Spot checks; +4 racial bonus to Hide checks aboveground natural environments
Verdis: male Heavy Warhorse
CR: -- Large Animal HD: 8d8+24 (74 Hp)
Init: +1 Spd: 60' (40' armor) AC: 31 (-1 size, +1 Dex, +10 Natural, Half-Plate Barding +4), t: 10, ff: 30
Attacks: (BAB +6, Grap +15); +11 2 Hooves: 1d6+5 and +6 Bite: 1d4+2
SA: --
SQ: Low-Light Vision, Scent, Special Mount Abilities
Align: N Saves: Fort +18, Ref +9, Will +12
Str: 20, Dex: 13, Con: 17, Int: 7, Wis: 13, Cha: 6
Skills: Listen +9, Spot +8
Feats: Alertness, Endurance, Run
Gear: Half-Plate Barding +4, Caparison of Resistance +2, Saddle of Weather Protection, Horseshoes of a Zephyr, Everlasting Feedbag,
• Special Mount Abilities: Empathic Link, Improved Evasion, Improved Speed (included above), Share Saving Throws, Share Spells
- - - - -
Mister Rose and Mister Pink are a pair of flamingos with a rather incomplete understanding of the game of croquet. They encountered Cedron and Raven in the marsh leading to Lady Ellessandra's lair.
Mister Rose and Mister Pink: male Feytouched Upright Flamingos
CR: ½ Small Fey HD: 1d8-1 (3 hp)
Init: +4 Spd: 20', Fly 50' (poor) AC: 15 (+4 Dex, +1 Natural), t: 14, ff: 11
Attacks: (BAB +0; Grap -2); +4 Bite: 1d4-2
SA: Spell-like Abilities
SQ: Immune to Mind-affecting effects, Low-Light Vision, Wading
Align: CN Saves: Fort +1, Ref +6, Will +3
Str: 6, Dex: 19 Con: 8, Int: 14, Wis: 16, Cha: 10
Skills: Speak Common and Sylvan; Hide +10, Listen +8, Move Silently +10, Spot +13
Feats: Alertness, Weapon Finesse (b)
Gear: Croquet Mallet
CR: ½ Small Fey HD: 1d8-1 (3 hp)
Init: +4 Spd: 20', Fly 50' (poor) AC: 15 (+4 Dex, +1 Natural), t: 14, ff: 11
Attacks: (BAB +0; Grap -2); +4 Bite: 1d4-2
SA: Spell-like Abilities
SQ: Immune to Mind-affecting effects, Low-Light Vision, Wading
Align: CN Saves: Fort +1, Ref +6, Will +3
Str: 6, Dex: 19 Con: 8, Int: 14, Wis: 16, Cha: 10
Skills: Speak Common and Sylvan; Hide +10, Listen +8, Move Silently +10, Spot +13
Feats: Alertness, Weapon Finesse (b)
Gear: Croquet Mallet
• Spell-like Abilities: 1/day - Charm Person (DC11)
• Wading (Ex): Although it does not have a swim speed, a flamingo suffers no movement penalty when walking through water less deep than the length of its legs.
• Skills: Gain a +4 racial bonus to Spot checks and a +2 racial bonus to Hide and Move Silently checks.
• Wading (Ex): Although it does not have a swim speed, a flamingo suffers no movement penalty when walking through water less deep than the length of its legs.
• Skills: Gain a +4 racial bonus to Spot checks and a +2 racial bonus to Hide and Move Silently checks.



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