Silvanesti NPCs - Villains and Antagonists Part II


Flight Marshal Chomax, leader of the Third Flight of the 16th Red Dragonarmy
: Nerakese Human male Fighter 10/Dragonrider 8
CR: 18     Medium Humanoid (Human)     HD: 10d10+10 plus 8d8+8 (139 hp)
Init: +0     Spd: 30' (20' in armor)     AC: 29 (Full Plate +4, Improved Fire Resistance Heavy Steel Shield +4, Amulet of Natural Armor +1, Ring of Protection +2); t: 12, ff: 29; -6 ACP
Attacks: (BAB +16; Grap +21); +25/+20/+15 (or +27 during a charge) Skybreaker: 1d8+9 (19-20/×2, 10' reach; triple damage with mounted charge, apply mount's Str bonus if charging from dragonback) or +25/+20/+15 Ashwing: 1d8+10 (19-20/×2)
SA: Inpsire Fear, Directed Attacks, Mounted Attack
SQ: Defensive Tactics, Dragon Cohort, Dragon Feat (×2), Empathic Communication
Align: CE     Saves: Fort +15, Ref +11, Will +7
Str: 19, Dex: 10, Con: 12, Int: 13, Wis: 8, Cha: 14
Skills: Read/Write and Speak Common, Draconic, and Nerakese; Appraise (+4 w/ leather goods), Climb +10; Balance +11, Craft (Leatherworking) +11, Diplomacy +13, Handle Animal +10, Heal +5, Jump +13; Intimidate +14, Profession (Mercenary) +3, Ride +22, Swim +5, Tumble +2
Feats: Cleave, Improved Critical (Lance) (b), Improved Shield Bash, Leadership (20), Mounted Combat (b), Power Attack, Resist Dragonfear, Ride-by Attack (b), Spirited Charge (b), Tremendous Charge, Weapon Focus (Lance), Weapon Focus (Longsword) (b), Weapon Specialization (Lance) (b), Weapon Specialization (Longsword) (b)
Gear: Full Plate +4, Improved Fire Resistance Heavy Steel Shield +4, Amulet of Natural Armor +1, Ring of Protection +2, Skybreaker (Heavy Lance +3), Ashwing (Longsword +3), Cloak of Resistance +2, Ring of Feather Falling, Potion of Cure Moderate Wounds (×2); Exotic Military Saddle for Dragon Mount, Pouch w/ 36 gp, 83 sp, and 73 cp

• Defensive Tactics: Neither a dragon rider nor his mount can be flanked while he is in the saddle.
• Directed Attacks: The dragon rider may give encouragement and direct his cohort's attacks as a full-round action, granting a +4 circumstance bonus to attack rolls.
• Dragon Cohort: Chomax gains the use of a Young Red Dragon as a Cohort. This dragon gains +6HD (does not affect the number of Skill Points/Feats), a +6 Natural Armor bonus, and a +3 Strength Bonus. These bonuses are lost if their partnership is dissolved for any reason.
• Dragon feats: Chomax's Dragon Cohort gains 2 bonus Feats. These Feats are lost if their partnership is dissolved for any reason.
• Empathic Communication (Ex): A dragon rider is able to use nonverbal communication with his preferred mount. A dragon rider can convey information and instructions to his mount as long as they are within sight of each other.
• Inpsire Fear: A Dragon Rider adds his levels to his dragon cohort's HD when determining the DC of its frightful presence. The range is calculated as if the dragon were one age category higher.
• Leadership: Cohort (14th level - see Mindflame below), 50×1st level, 5×2nd level, 3×3rd level, 2×4th level, 1×5th level
• Mounted Attack: A dragon rider can always attack on the same round as his dragon cohort and is not required to make a Ride check to do so.

Chomax was a fairly high-ranking officer in the Red Dragonarmy. He came to Silvanost the morning after the initial attack on the city to demand an elven surrender. Both he and his mount were killed during the Battle of Tarithnesti. 

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Pyrothar (a.k.a. Mindflame):
male Young Red Dragon
CR: 7     Large Dragon (Fire, Psionic)
HD: 19d12+57 (195 hp)
Init: +0     Spd: 40', fly 150' (poor)     AC: 27 (-1 size, +18 Natural); t: 9, ff: 27
Attacks: (BAB +19; Grap +32); +26 Bite: 2d6+9 and +24 2 Claws: 1d8+4 and +24 2 Wings: 1d6+4 and +24 Tail Slap: 1d8+13
SA: Breath Weapon (40' cone, 6d10 fire/sonic Ref ½ DC24); Psionics (as Psi 1, DC11 + power level; 2 PSP)
SQ: Blindsense 60', Darkvision 120', Immunity to Fire, Paralysis, and Sleep; Keen Senses, Vulnerability to Cold
Align: CE     Saves: Fort +14, Ref +11, Will +12
Str: 28, Dex: 10, Con: 17, Int: 12, Wis: 13, Cha: 12
Skills: Concentration +11, Diplomacy +9, Gather Information +13, Intimidate +9, Jump +17, Knowledge (Psionics) +9, Listen +17, Search +17, Sense Motive +9, Spot +17
Feats: Ability Focus (Breath Weapon), Flyby Attack, Improved Initiative (b), Multiattack, Power Attack (b), Wingover

• Breath Weapon (Su): Mindfame's breath weapon deals 6d10 damage. Half of the damage is Fire and the other half is Sonic.
• Psionics: Due to experiments carried out on him before hatching Mindflame has lost the ability to cast arcane spells. Instead, he manifests powers as a Psion 1 with Clairsentience as his primary discipline. PSPs: 2; Psionic Powers Known: Inertial Barrier, Mind Thrust, Precognition

Pyrothar has red scales, tinged with green. His eyes blaze with a blue light. While not as powerful as other red dragons, his mental prowess often gave him an unexpected edge in combat.

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Ignivar Flameguard:
male Baaz Draconian Fighter 12
CR: 14     Medium Dragon     HD: 2d12+6 plus 12d10+36 (140 hp)
Init: +5 (+7 w/ Quickfire)     Spd: 30' (20' armor)     AC: 26 (Full Plate +5, +2 Natural, +1 Dex); t: 11, ff: 25
Attacks: (BAB +14; Grap +18); +14 Bite: 1d4+4 and +14 (+12 if using bite) 2 Claws: 1d4+2 or +21/+16/+11 Quickfire: 1d10+10 plus 1d6 fire (17-20/×2, used two-handed) or +17/+12/+7 Composite (+4 Str) Longbow +1: 1d8+7 (20/×3, 110')
SA: Death Throes
SQ: Darkvision 60', Gallop,  Glide, Immunity to Disease, Paralysis and Sleep; Inspired by Dragons, Low-Light Vision, Low Metabolism, Spell Resistance 20
Align: CE     Saves: Fort +14, Ref +8, Will +6
Str: 18, Dex: 12, Con: 16, Int: 11, Wis: 8, Cha: 8
Skills: Read/Write and Speak Common and Nerakese; Bluff +4, Climb +8, Diplomacy +1, Disguise +4 (additional +2 to act in character), Intimidate +18, Jump +8, Listen +6, Sleight of Hand +3, Spot +6, Swim +8
Feats: Alertness, Cleave (b), Great Cleave, Improved Critical (Greatsword) (b), Improved Initiative, Multiattack, Point Blank Shot (b), Power Attack, Run (b), Weapon Focus (Composite Longbow) (b), Weapon Focus (Greatsword) (b), Weapon Specialization (Composite Longbow) (b), Weapon Specialization (Greatsword) (b)
Gear: Full Plate +5, Quickfire, Composite (+4 Str) Longbow +1 and quiver w/ 25 arrows, Ring of Fire Resistance, Ring of the Ram (11 chgs remaining), Cloak of Elvenkind, Necklace of Fireballs (Type IV - 1×8d6
 and 2×3d6 fireballs remaining), Pouch w/ 73 sp and 6 cp

• Death Throes (Su): A baaz's body petrifies at the moment of death. If killed with a Slashing or Piercing weapon, the wielder must make a Reflex save or the weapon will be trapped. The baaz crumbles to dust in 1d4 minutes. Items in the baaz's possession are unaffected by the petrification and subsequent dissolution. Baaz can only be restored to life through the use of Resurrection, True Resurrection, or Wish spell.
• Gallop (Ex): Baaz are exceptionally swift and gain Run as a bonus feat.
• Glide (Ex): A Baaz can use its wings to glide, negating any damage from falling and allowing travel horizontally up to four times the vertical distance descended.
• Inpsired by Dragons (Ex): Draconians are drawn to evil dragons amd revere them. When a dragon commander is within line of sight, or when entering battle under the command of a dragon (in the chain of command), they receive a +1 morale bonus on all attacks and saving throws.
• Low Metabolism: Baaz Draconians can survive on one-tenth the food and water it takes to sustain a human.
• Spell Resistance: A Baaz has spell resistance equal to 8 + Class Level.

• Quickfire: Eager Flaming Greatsword +2; can be drawn as a free action, provides +2 bonus to Initiative and damage to attacks made during a surprise round and the first round of combat

Ignivar was assigned as a subcommander for the Draconian forces serving in the Red Dragonarmy. He was also Chomax's bodyguard and died at the base of the Protector's Tower during the battle of Tarithnesti. 

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Staff Sergeant Mirrak Steelhorns:
male Minotaur Fighter 6
CR: 10     Large Monstrous Humanoid     HD: 6d8+6 plus 6d10+6 (85 hp)
Init: +1     Spd: 30'     AC: 21 (-1 size, +1 Dex +5 Natural, Studded Leather +3); t: 9
10, ff: 21
Attacks: (BAB +12; Grap +23); +20/+15/+10 Greataxe +1: 3d6+13 (19-20/×3, used two-handed) and +16 Gore: 1d8+3
SA: Powerful Charge
SQ: Darkvision 60', Natural Cunning, Scent
Align: LE     Saves: Fort +11, Ref +11, Will +11
Str: 25, Dex; 13, Con: 12, Int: 10, Wis: 10, Cha: 8
Skills: Read/Write and Speak Common and Giant; Climb +9, Intimidate +8, Jump +10, Listen +6, Profession (Sailor) +4, Search +6, Spot +6, Swim +9
Feats: Cleave (b), Great Cleave, Great Fortitude, Improved Critical (Greataxe) (b), Multiattack, Power Attack, Track, Weapon Focus (Greataxe) (b), Weapon Specialization (Greataxe) (b)
Gear: Studded Leather Armor +3, Greataxe +1, Cloak of Resistance +1, Magnificent Captain's Coat, Potion of Cure Serious Wounds (×2)

• Powerful Charge (Ex): Mirrak typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +18 attack bonus that deals 4d6+6 points of damage.
• Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
• Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Mirrak was the Sergeant-at-Arms aboard a prison ship docked in Kurinost. He was killed by Raven Straightbow when he tried to prevent the elven swordsman from freeing the captives during a rescue mission.

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