Just finished reading the Eberron Campaign Setting and looks like some material will definitely show up in my FR campaigns. Here are some good examples from the Ring of Winter novel. Enjoy.
Artus Cimber: Male Chondathan Human Rog1/Ftr4/Extreme Explorer 2/Harper Agent 1; CR 8; Medium-size Humanoid; HD 2d6+2 plus 4d10+4 plus 2d8+2; hp 48; Init +8; Spd 30 ft.; AC 17 (touch 17, flat-footed 13); Base Atk +5; Grp +8; Atk +10 melee (1d4+5 plus 1d6 cold/19-20, Artus’ dagger); Full Atk +10 melee (1d4+5 plus 1d6 cold/19-20, Artus’ dagger) or +10 ranged (1d8+1 plus 1d6 cold/x3, +1 longbow); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Trapfinding, additional action points, trap sense, dodge bonus, evasion, extreme hustle, Harper knowledge; AP 2; AL CG; SV Fort +5, Ref +10, Will +4; Str 17, Dex 18, Con 13, Int 16, Wis 13, Cha 15 Skills and Feats: Balance +10, Climb +8, Decipher Script +4, Diplomacy +14, Disable Device +7, Hide +7, Jump +10, Knowledge (dungeoneering) +8, Knowledge (history-Mulhorandi) +8, Knowledge (local-Cormyr) +8, Listen +5, Move Silently +7, Profession (sailor) +5, Ride (griffon) +11, Search +7, Sense Motive +8, Speak Language (common, chondathan, damaran, gnome, goblin, mulhorandi, thorass), Spot +5, Survival +6 (+8 underground), Swim +8, Tumble +12; Action Boost, Alertness, Haunted*, Improved Iniative, Improved Unarmed Strike, Negotiator, Quick Draw Special Qualities: Sneak attack +1d6, trapfinding. Additional action points, trap sense +1, dodge bonus +1, evasion, extreme hustle. Harper knowledge +6. Possessions:+1 longbow, quiver with 20 arrows, Artus’ dagger, lesser Harper pin, Artus’ cloak, Ring of Winter. Height: 6’, Weight: Unknown, Hair: Auburn-red, Eyes: Green
Artus’ Dagger: This +2 dagger can upon command emit daylight from the gem in the dagger’s hilt. When it is laid flat upon one’s palm and the command word (Porinko) is spoken, the blade points to the north. It can also be used to command any arachnid within 90 feet. Lastly, it can teleport the wielder and up to five other beings once a day. Strong varied; CL 9th; Craft Magic Arms and Armor, daylight, dominate animal, know direction, teleport; Price 87,202 gp; Cost 43,752 gp + 3,476 XP.
Artus’ Cloak: This green hooded cloak provides a +2 deflection bonus to AC and provides the wearer protection from extreme heat. Moderate abjuration; CL 6th; Craft Wondrous Item, endure elements; Price 9,000 gp; Cost 4,500 gp + 360 XP.
Ring of Winter (major artifact): This simple gold band covered in frost is a powerful tool for the forces of good as it allows the wearer to use any spell with the cold descriptor along with control weather (but user can only create weather appropriate for winter only) once a day. It also provides the icy burst special ability to any weapon the wearer wields. Once per day the user can heal himself. As long as the wearer has the ring, he/she will not age.
* This feat is found in the Ravenloft Campaign Setting. Sir Hydel Pontifax is the geist.
Alisanda Rayburton: Female Shifter Quasi-deity (divine rank 0) Ftr7/Chm2 of Ubtao; CR 9; Medium-size Outsider (Native, Shapechanger); HD 9d10+18; hp 72; Init +5; Spd 60 ft.; AC 15 (touch 15, flat-footed 10); Base Atk +9; Grp +12; Face/Reach 5 ft./5 ft.; SQ Shifter traits, quasi-deity traits, possess animal, lay on hands, sacred defense; AL NG; SV Fort +8, Ref +2, Will +2; Str 16, Dex 20, Con 14, Int 15, Wis 15, Cha 16 Skills and Feats: Balance +7, Climb +12, Handle Animal +8, Intimidate +8, Jump +12, Knowledge (religion) +7, Ride (dinosaur) +16, Speak Language (common, chultan, chondathan, goblin), Swim +10; Cleave, Combat Reflexes, Dodge, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (heavy pick), Weapon Specialization (heavy pick) Special Qualities: Shifter traits: Shifting (longstride for 5 rounds) 1/day, low-light vision, +2 racial bonus to Balance, Climb and Jump checks. Quasi-deity traits: immune to transmutation, energy drain, ability drain, ability damage, mind-affecting effects; damage reduction 10/epic; fire resistance 5; spell resistance 32; immortal. Possess animal at will: Alisanda has been gifted by Ubtao with the ability to possess animals as the OA spell of the same name. Lay on hands (cure 6 hp a day), sacred defense +1. Possessions: Unknown Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Green
Sir Hydel Pontifax: Male Chondathan Human Ghost [Rank 1] Wiz5; CR 6; Medium-size Undead (Augmented Humanoid) (Incorporeal); HD 5d12; hp 38; Init +2; Spd fly 30 ft. (perfect); AC 13 (touch 13, flat-footed 11) or 12 (touch 12, flat-footed 10); Base Atk +2; Grp +2; Face/Reach 5 ft./5 ft.; SA Manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits; AL NG; SV Fort +1, Ref +3, Will +6; Str 10, Dex 14, Con -, Int 19, Wis 15, Cha 13 Skills and Feats: Concentration +9 (+13 when casting defensively), Decipher Script +12, Hide +10, Knowledge (arcana) +15, Knowledge (history-Cormyr) +9, Knowledge (local-Cormyr) +9, Knowledge (nobility and royalty) +10, Knowledge (the planes) +12, Listen +10, Search +12, Sense Motive +10, Speak Language (common, chondathan, damaran, draconic, elven, halfling), Spellcraft +15, Spot +10; Combat Casting, Craft Wondrous Item, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus (evocation) Special Qualities: Manifestation, darkvision 60 ft., incorporeal traits, rejuvenation, +4 turn resistance, undead traits. Wizard Spells Prepared (4/4/3/2; base DC = 14 + spell level; caster level 5th). Possessions: Unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Bert and Lugg: Male Awakened Wombat Rog3; CR 3; Small-size Magical Beast (Augmented Animal); HD 1d8+1 plus 3d6+3; hp 22; Init +4; Spd 30 ft., burrow 10 ft.; AC 16 (touch 15, flat-footed 12); Base Atk +2; Grp -4; Atk +7 melee (1d2-2, claw); Full Atk +7 melee (1d2-2, 2 claws); Face/Reach 5 ft./5 ft.; SA Sneak attack; SQ Low-light vision, scent, trapfinding, evasion, trap sense; AL CG; SV Fort +3, Ref +5, Will +1; Str 7, Dex 18, Con 13, Int 10, Wis 12, Cha 8 Skills and Feats: Climb +2, Escape Artist +8, Hide +12, Jump +2, Listen +5, Move Silently +8, Search +4, Speak Language (common), Spot +5, Swim +2; Alertness, Weapon Finesse Special Qualities: Sneak attack +2d6, trapfinding, evasion, trap sense +1. Possessions: Unknown Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Uther: Male Chondathan Human War3; CR 2; Medium-size Humanoid; HD 3d8+12; hp 29; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +3; Grp +8; Face/Reach 5 ft./5 ft.; AL LN; SV Fort +7, Ref +4, Will +2; Str 20, Dex 16, Con 18, Int 13, Wis 13, Cha 11 Skills and Feats: Climb +9, Intimidate +9, Jump +9, Profession (butler) +7, Speak Language (common, chondathan, damaran), Swim +9; Power Attack, Skill Focus (Intimidate), Skill Focus (Profession [butler]) Possessions: Unknown Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
NPCs of Cairnheim, Demesne of the Dodking: Reference: Underdark. If anyone has additional information on any of these NPCs or their items. Please send me a Private Message. Thanks
Master of Cairnheim, The Dodkong The Dodkong: Male Stone Giant Elder Lich Sor11; CR22; Large Undead (Augmented Giant, Earth); HD 25d12; hp 150; Init +8; Spd 40 ft.; AC 24 (touch 13, flat-footed 20); Base Atk +15; Grp +30; Atk +26 melee (1d4+11, slam) or +19 touch (1d8+5, negative energy plus paralysis) or +19 ranged (2d8+16, rock); Full Atk +26 melee (1d4+11, 2 slams) or +19 touch (1d8+5, negative energy plus paralysis) or +19 ranged (2d8+16, rock); Face/Reach 10 ft./10 ft.; SA Rock throwing, Spell-like abilities; SQ Stone Giant Elder traits, Lich Traits, DR 15/Magic and Bludgeoning, Turn Resistance +4; AL NE; SV Fort +13, Ref +12, Will +17; Str 32, Dex 18, Con --, Int 20, Wis 20, Cha 24. Skills and Feats (counting all modifiers except equipment and attributes): Climb +17, Concentration +28 (+32 when casting defensively), Craft (Sculpting) +10, Hide +21*, Knowledge (Arcana) +20, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Local: Underdark-Darklands) +5, Listen +25, Move Silently +8, Search +8, Sense Motive +8, Speak Language (Chondathan, Common, Giant, Tethyrian, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnome, Goblin, Infernal, Netherese, Terran, Undercommon), Spellcraft +18, Spot +25. Combat Casting, Craft Wondrous Item, Eschew Materials, Far Shot, Improved Combat Casting, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot. *Hide +29 in rocky terrain. Sorcerer Spells Known (6/6/6/6/6/4; base DC = 17 + spell level; caster level 11th): 0 –Arcane Mark, Daze, Detect Magic, Light, Mage Hand, Message, Prestidigitation, Read Magic, Resistance; 1st –Alarm, Hail of Stone*, Identify, Magic Missile, Shield; 2nd –Invisibility, Melf’s Acid Arrow, Mirror Image, Scorching Ray, Web; 3rd –Dispel Magic, Eradicate Earth*, Fireball, Lightning Bolt; 4th –Animate Dead, Ice Storm, Scrying; 5th –Cone of Cold, Summon Monster V. *Underdark Special Qualities: Stone Giant Elder traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor; Rock Throwing (Ex): the range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock; Rock Catching (Ex): a stone giant gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock; Spell-like Abilities (as 21st level caster): Stone Shape, Stone Tell; Transmute Rock to Mud/Transmute Mud to Rock (DC 24). Lich traits: Fear Aura (Su): creatures of less then 5 HD in a 60’ radius that look at the Dodkong must succeed on a Will save (DC 29) or be affect as a Fear spell from a 25th level caster, a creature that successfully saves is immune to the Dodkong’s Fear Aura for the next 24 hours; Paralyzing Touch (Su): any living creature the Dodkong hits with its touch attack must succeed on a Fortitude save (DC 29) or be permanently paralyzed, Remove Paralysis or any spell that can remove a curse can free the victim; Turn Resistance +4; DR 15/Magic and Bludgeoning; Immunities (Ex): Cold, Electricity, Polymorph, and Mind-Affecting attacks; +8 Racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks; Undead traits. Summon Familiar. Possessions:Crown of Obadai, Phylactery, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Crown of Obadai (Minor Artifact): this is an ancient stone giant artifact. Powers unknown, grants the Dodkong power over the undead. Can be used to create and control Dodforers.
NOTE: Increased The Dodkong's level by 1, due to requirement for Lich Template.
Royal Artisan Ruvok Aerthmett: Female Stone Giant Exp6; CR14; Large Giant (Earth); HD 14d8+112 plus 6d6+48; hp 234; Init +6; Spd 40 ft.; AC 25 (touch 14, flat-footed 20); Base Atk +13; Grp +28; Atk +24 melee (1d4+11, slam) or +19 ranged (2d8+16, rock); Full Atk +24 melee (1d4+11, 2 slams) or +19 ranged (2d8+16, rock); Face/Reach 10 ft./10 ft.; SA Rock Throwing; SQ Stone Giant traits; AL NE; SV Fort +19, Ref +11, Will +16; Str 32, Dex 22, Con 26, Int 16, Wis 20, Cha 16. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +9, Climb +15, Craft (Gemcutting) +18, Craft (Sculpting) +23, Craft (Stonemasonry) +10, Hide +16*, Jump +3, Listen +16, Search +8, Speak Language (Common, Giant, Common, Goblin, Orc, Terran), Spot +16. Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Skill Focus (Craft: Gemcutting), Skill Focus (Craft: Sculpting). *Hide +24 in rocky terrain. Special Qualities: Stone Giant traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor. Rock Throwing (Ex): The range increment is 180 feet for Ruvok’s thrown rocks. She uses both hands when throwing a rock. Rock Catching (Ex): Ruvok gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock. Possessions: Masterwork Gemcutting Tools, Masterwork Sculpting Tools, Masterwork Stonemasonry Tools, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown Source Note: Listed in Underdark as Stone Giant Exp6. No attributes or possessions. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E).
Chief of the Dodforers Koenig Serpentspine: Male Stone Giant Elder Cairn Ran9; CR20; Large Undead (Augmented Giant, Earth); HD 23d12+69; hp 207; Init +2; Spd 40 ft.; AC 45 (touch 19, flat-footed 41); Base Atk +17; Grp +40; Atk +41 melee (2d6+24, +5 Large Adamantine Warhammer), or +36 melee (1d6+19, slam) or +22 ranged (2d8+28, rock); Full Atk +41/+36/+31/+26 melee (2d6+24, +5 Large Adamantine Warhammer) or +36 melee (1d6+19, 2 slams) or +22 ranged (2d8+28, rock); Face/Reach 10 ft./10 ft.; SA Rock Throwing, Favored Enemy; SQ Stone Giant Elder traits, Cairn traits, DR 10/Adamantine and Magic; AL NE; SV Fort +20, Ref +20, Will +19; Str 48, Dex 20, Con --, Int 16, Wis 20, Cha 20. Skills and Feats (counting all modifiers except equipment and attributes): Climb +15, Hide +16*, Intimidate +4, Jump +12, Knowledge (Dungeoneering) +10, Knowledge (Geography) +10, Knowledge (Nature) +10, Listen +20, Move Silently +24, Search +12, Sense Motive +4, Speak Language (Common, Giant, Common, Goblin, Orc, Terran), Spot +20, Survival +26. Cleave, Combat Reflexes, Endurance, Great Cleave, Great Strength, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Sunder, Iron Will, Many Shot (b), Point Blank Shot, Power Attack, Precise Shot, Rapid Shot (b), Track. *Hide +28 in rocky terrain. Special Qualities: Stone Giant Elder traits: Darkvision 60’; Low-Light Vision; +8 Racial bonus on Hide checks in rocky terrain; +11 Natural Armor. Cairn traits: +8 Natural Armor (+19 total); +4 Racial bonus to Intimidate, Listen, Search, Sense Motive, and Spot checks; +8 Racial bonus to Move Silently checks; +4 Racial bonus on Hide checks in rocky terrain (+12 total); Undead traits. Favored Enemy: Aberrations +4, Dwarves +2; Wild Empathy +14; Improved Combat Style (Many Shot, Rapid Shot); Animal Companion; Woodland Stride; Swift Tracker; Evasion. Rock Throwing (Ex): The range increment is 200 feet for Koenig’s thrown rocks. He uses both hands when throwing a rock. Rock Catching (Ex): Koenig gains a +4 Racial bonus on its Reflex save when attempting to catch a thrown rock. Spell-like Abilities (as 19th level caster): 1/day–Stone Shape, Stone Tell, Transmute Rock to Mud/Transmute Mud to Rock (DC 22). Improved Rock Throwing (Ex): Koenig adds +20 ft. to his range increment with thrown rocks. Already figured into Rock Throwing. Plant Withering (Su): Koenig generates negative energy that causes 1 point of damage/hour to all plants within 100 feet. Over a period of months, this usually leads to the death of all plant life within a quarter-mile radius of the Cairn’s lair. Damage Reduction (Ex): Koenig’s undead body is tough, giving him damage reduction 10/adamantine and magic. His natural weapons are treated as adamantine magic weapons for the purpose of overcoming damage reduction. Detect Thoughts (Sp): Koenig can Detect Thoughts (DC 17) as though by the spell at will. Immunities (Ex): Koenig has immunity to acid, cold, and spells with the acid, cold, or earth descriptors, except Stone to Flesh and Transmute Rock to Mud. Both Stone to Flesh and Transmute Rock to Mud weaken Koenig’s damage reduction to 10/magic. Ranger Spells Prepared (3/1; base DC = 15 + spell level; caster level 4th). Possessions: +5 Large Adamantine Warhammer, Belt of Giant Strength +6, Boots of Striding and Springing, Bracers of Armor +8, Cloak of Resistance +5, Gloves of Dexterity +6, Ring of Major Fire Resistance, Ring of Protection +5, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Source Note: Listed in Underdark as Undead Stone Giant Ran9. No attributes or possessions. Sources: Drizzt Do’Urden’s Guide to the Underdark (2E), PHB 3.5, DMG 3.5, MM 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), Underdark (3.5E), Epic Level Handbook (3E). Cairn Template provided by Thomas M. Costa.
NPCs of Blessed Seahaven: Pliil Seachild, leader of the settlement of Blessed Seahaven is detailed in Underdark on page 128.
Second-in-command of the settlement of Blessed Seahaven Sloomik Goldscales: Male Kuo-toa monk9; CR11; Medium Monstrous Humanoid (Aquatic); HD 11d8+22; hp 66; Init +3; Spd 50 ft., swim 40 ft.; AC 26 (touch 20, flat-footed 26); Base Atk +8; Grp +13; Atk +14 melee (1d10+5, unarmed strike) or +13 melee (1d4+5, bite); Full Atk +14/+9 melee (1d10+5, unarmed strike) and +8 melee (1d4+2, bite); Face/Reach 5 ft./5 ft.; SQ Kuo-toa traits; AL LE; SV Fort +10, Ref +12, Will +14; Str 20, Dex 17, Con 16, Int 19, Wis 20, Cha 10. Skills and Feats (counting all modifiers except equipment and attributes): Balance +5, Climb +5, Diplomacy +5, Escape Artist +18, Hide +10, Knowledge (Arcana) +8, Knowledge (Religion) +12, Listen +10, Move Silently +10, Search +10, Sense Motive +5, Speak Language (Kuo-toa, Undercommon, Aquan, Draconic, Dwarven, Elven), Spot +10, Survival +2, Tumble +10. Combat Reflexes, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility, Stunning Fist, Survivor, Weapon Focus (Unarmed Strike). Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Flurry of Blows, Evasion, Still Mind, Ki Strike (Magical), Slow Fall 40’, Purity of Body, Wholeness of Body, Improved Evasion. Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 13), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check. Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice. Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement. Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment. Possessions: Unknown. Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Captain of the Guards of the settlement of Blessed Seahaven Bibble Goddessgifted: Female Kuo-toa monk3; CR5; Medium Monstrous Humanoid (Aquatic); HD 5d8+15; hp 35; Init +3; Spd 30 ft., swim 40 ft.; AC 22 (touch 16 flat-footed 22); Base Atk +4; Grp +6; Atk +7 melee (1d6+2, unarmed strike) or +6 melee (1d4+2, bite); Full Atk +7 melee (1d6+2, unarmed strike) and +1 melee (1d4+1, bite); Face/Reach 5 ft./5 ft.; SQ Kuo-toa traits; AL LE; SV Fort +6, Ref +9, Will +9; Str 14 Dex 16, Con 17, Int 13, Wis 16, Cha 12. Skills and Feats (counting all modifiers except equipment and attributes): Diplomacy +3, Escape Artist +10, Knowledge (Local: Underdark-Deep Wastes) +3, Knowledge (Religion) +4, Listen +5, Search +9, Sense Motive +3, Speak Language (Kuo-toa, Undercommon, Aquan), Spot +9. Combat Reflexes, Dodge, Improved Unarmed Strike, Stunning Fist, Weapon Focus (Unarmed Strike). Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Flurry of Blows, Evasion, Still Mind. Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 14), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check. Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice. Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement. Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment. Possessions: Unknown. Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Bibble Goddessgifted’s Lieutenant Jopaarg: Male Kuo-toa Rog5; CR7; Medium Monstrous Humanoid (Aquatic); HD 2d8+8 plus 5d6+20; hp 138; Init +2; Spd 20 ft., swim 40 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +5; Grp +9; Atk +9 melee (1d4+4 plus 1d4 acid, bite); Full Atk +9 melee (1d4+4 plus 1d4 acid, bite); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, SQ Kuo-toa traits; AL LE; SV Fort +7, Ref +9, Will +8; Str 18, Dex 15, Con 18, Int 19, Wis 18, Cha 11. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Balance +2, Bluff +6, Climb +5, Diplomacy +5, Disable Device +5, Escape Artist +14, Gather Information +6, Hide +6, Knowledge (Local: Underdark-Deep Wastes) +5, Listen +6, Move Silently +6, Open Lock +5, Search +10, Sense Motive +7, Speak Language (Kuo-toa, Undercommon, Aquan, Draconic, Dwarven, Elven), Spot +10, Survival +4. Caustic Adaptation, Combat Reflexes, Survivor. Special Qualities: Kuo-toa traits: Darkvision 60’; Electricity Resistance 10; Immunity to Poison and Paralysis; Light Blindness (blindness for 1 round, dazzled for the rest if exposed to bright light); +6 natural armor; +8 Racial bonus to Escape Artist checks; +4 racial bonus to Search and Spot checks; Weapon Familiarity: a Kuo-toa may treat Pincher Staffs as martial weapons rather than exotic weapons. Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge. Adhesive (Ex): A Kuo-toa uses his own body oil and other materials to give his shield a finish almost like flypaper, capable of holding fast any creature or items that touch it. Any creature that makes a successful melee attack against a Kuo-toa must succeed on a Reflex save (DC 15), or the weapon sticks to the shield and is yanked out of its wielder’s grip. A creature using a natural weapon is automatically grappled if it gets stuck. A Kuo-toa requires one hour and special materials costing 20gp to coat a shield with adhesive, but the secretion remains sticky for up to three days, or until it actually catches something or someone, whichever comes first. Successfully trapping a creature or item uses up the adhesive, so the shield can trap no further creatures or items until its coating is replenished. Pulling a stuck weapon or limb from a shield requires a DC 20 Strength check. Keen Sight (Ex): A Kuo-toa has excellent vision, thanks to his two independently focusing eyes. His eyesight is so keen that he can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creature’s avoid a Kuo-toa’s notice. Slippery (Ex): A Kuo-toa secretes an oil film that makes him difficult to grapple or snare. Webs (magical or otherwise) don’t affect Kuo-toas, and they usually can wriggle free from most other forms of confinement. Amphibious (Ex): Kuo-toas can breathe both air and water without difficulty and are capable of surviving indefinitely in either environment. Possessions: Unknown. Height: Unknown, Weight: Unknown, Hair: None, Eyes: Unknown.
Leader of the Blingdenstone Wererats Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+18 plus 6d4+18 plus 1d8+3; hp 73; Init +8; Spd 20 ft.; AC 21 (touch 18, flat-footed 13); Base Atk +8; Grp +5; Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6; SQ Svirfneblin traits, Afflicted Wererat traits; AL LE; SV Fort +12, Ref +15, Will +14; Str 12, Dex 18, Con 16, Int 18, Wis 18, Cha 12. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +5, Bluff +5, Concentration +10 (+14 when casting defensively), Craft (Alchemy) +4, Control Shape +3, Decipher Script +2, Disable Device +8, Hide +14, Knowledge (Arcana) +10, Knowledge (Local: Underdark-Northdark) +4, Listen +12, Move Silently +10, Open Lock +8, Search +10, Sense Motive +10, Speak Language (Gnome, Undercommon, Draconic, Dwarven, Elven, Terran), Spellcraft +12, Spot +12, Survival +2, Swim +8, Use Magic Device +12. Alertness, Brew Potion, Combat Casting, Dodge, Improved Initiative, Magical Aptitude, Scribe Scroll, Strong Soul, Weapon Finesse. Special Qualities: Svirfneblin traits: +2 racial bonus on Craft (Alchemy) and Listen checks; +2 racial bonus on Hide checks (improves to +4 in underground environments); +1 racial bonus on attack rolls vs Kobolds and Goblinoids; +4 dodge bonus vs all creatures; Stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +1 to DC of all illusions spells cast by Svirfneblin; Darkvision 120 ft.; SR 23; +2 racial bonus on all saving throws; +2 racial bonus on saving throws vs illusions; Spell-like abilities (as 13th level caster) 1/day –Blindness/Deafness (DC 13), Blur, Disguise Self; Speak with Burrowing Mammals 1/day (as Speak with Animals as 1st level caster); Radiates Nondetection at 13th level; Weapon Familiarity: a svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons. Afflicted Wererat traits: Low-Light Vision, Scent, +2 natural armor, +8 Racial bonus on Swim checks. +2 bonus on Fortitude and Will saves vs Death Effects, Energy Drain, and Ability Drain attacks. Sneak Attack +3d6, Trapfinding, Evasion, Trapsense +2, Uncanny Dodge. Summon Familiar. Alternate Form (Su): Seldig can assume a bipedal hybrid form or the form of a dire rat, provided he makes a Control Shape check per page 303 of the Monster Manual 3.5. Curse of Lycanthropy (Su): Any humanoid or giant hit by Seldig’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Disease (Ex): Filth Fever; bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Rat Empathy (Ex): Communicate with rats and dire rats, and +4 Racial bonus on Charisma-based checks against rats and dire rats. Damage Reduction (Ex): 5/Silver in hybrid or rat form. Skills: Seldig in animal or hybrid form uses his Dexterity modifier for Climb or Swim checks. He has a +8 Racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Wizard Spells Prepared (4/4/4/3; base DC = 14 + spell level, 15 + spell level for illusions; caster level 6th). Possessions: Spellbooks, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Seldig in Hybrid Form Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+24 plus 6d4+24 plus 1d8+4; hp 86; Init +11; Spd 20 ft.; AC 25 (touch 21, flat-footed 14); Base Atk +8; Grp +5; Atk +15 melee (1d4+1 plus Disease, bite); Full Atk +15 melee (1d4+1 plus Disease, bite) and +10 melee (1d3, 2 claws); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, Disease; SQ Svirfneblin traits, Afflicted Wererat traits, DR 5/Silver; AL LE; SV Fort +13, Ref +18, Will +14; Str 12, Dex 24, Con 18, Int 18, Wis 18, Cha 12.
Seldig in Rat Form Seldig: Male Svirfneblin Afflicted Wererat Rog6/Wiz6; CR 16; Small Humanoid (Gnome, Shapechanger); HD 6d6+24 plus 6d4+24 plus 1d8+4; hp 86; Init +11; Spd 40 ft., climb 20 ft.; AC 25 (touch 21, flat-footed 14); Base Atk +8; Grp +5; Atk +15 melee (1d4+1 plus Disease, bite); Full Atk +15 melee (1d4+1 plus Disease, bite); Face/Reach 5 ft./5 ft.; SA Sneak Attack +3d6, Disease; SQ Svirfneblin traits, Afflicted Wererat traits, DR 5/Silver; AL LE; SV Fort +13, Ref +18, Will +14; Str 12, Dex 24, Con 18, Int 18, Wis 18, Cha 12.
Leader of the Drow Scavengers in Blingdenstone from Menzoberranzan Zelzpassa Duskryn: Female Drow Clr7/Rog3; CR 11; Medium Humanoid (Elf); HD 7d8+14 plus 3d6+6; hp 75; Init +5; Spd 30 ft.; AC 25 (touch 14, flat-footed 22); Base Atk +7; Grp +10; Atk +12 melee (1d6+5, +2 Short Sword); Full Atk +12/+7 melee (1d6+5, +2 Short Sword); Face/Reach 5 ft./5 ft.; SA Rebuke Undead, Sneak Attack +2d6; SQ Drow traits, SR 21; AL NE; SV Fort +6, Ref +5, Will +6; Str 16, Dex 17, Con 14, Int 17, Wis 18, Cha 18. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +4, Bluff +4, Climb +4, Concentration +10, Decipher Script +1, Diplomacy +4, Disable Device +5, Hide +3, Intimidate +8, Knowledge (Arcana) +4, Knowledge (Religion) +8, Listen +6, Move Silently +3, Open Lock +5, Search +6, Sense Motive +4, Sleight of Hand +4, Speak Language (Elven, Undercommon, Abyssal, Draconic, Drow Sign Language, Gnome), Spellcraft +10, Spot +6, Use Magic Device +6. Blind-Fight (b), Blooded, Combat Reflexes, Dodge, Exotic Weapon (Scourge), Lightning Reflexes (b). Special Qualities: Drow traits: +2 Racial bonus on Listen, Search (entitled to a Search check when passing within 5 feet of a secret or concealed door), and Spot checks; Darkvision 120 ft.; Immune to Sleep; +2 Racial bonus on saves vs Enchantments; +2 Racial bonus on Will saves vs Spells and Spell-like Abilities; SR 21. Aura of Evil (aura equals cleric level); Rebuke Undead as 7th-level cleric 7/day. Sneak Attack +2d6; Trapfinding; Evasion; Trap Sense +1. Cannot be Shaken, and ignores the effects of the Shaken condition. Spell-like Abilities (as 10th level caster) 1/day–Dancing Lights, Darkness, Faerie Fire. Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 + spell level; caster level 7th). Deity: Lolth. Domains: Darkness, Drow. Possessions: Silver Holy Symbol (Lolth), Duskryn House Insignia, +3 Elven Chainmail, +2 Buckler, +2 Short Sword, Drow Boots, Greater Piwafwi, Messenger Medallion, Rod of Metal and Mineral Detection, Ring of Protection +1, other possessions unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown. Note: Listed in Underdark as Clr7/Rog3, no other information. Sources: Drow of the Underdark (2E), PHB 3.5, DMG 3.5, Forgotten Realms Campaign Setting (3E), Magic of Faerun (3E), Player’s Guide to Faerun (3.5E), and Underdark (3.5E).
Originally posted by Mannanin Mac Lir Could someone dothe epic l;evs for me , for the seven sister and the other chosen ..>
Dove Falconhand, Laeral Silverhand, and Sylune' Silverhand are already written up by Green Giant, see the table of contents on the first page of this thread. He hasnt done Qilue yet presumably because a Chosen of Ellistraee template hasnt been released yet (although I would still encourage him to stat her anyway, since a Chosen template isnt going to get the most priority in newly released sourcebook, and Qilue didnt have any dual-Chosen powers in 2e).
Alustriel, Elminster, Khelben, Storm, and the Simbul are already given epic statistics in the Appendix of the Epic Level Handbook, although they are horribly done, are full of obvious errors ("immunity" to Timestop and other no SR spells), some are missing various Epic features (*oops* no epic skill points for Khelben), many of their abilities are given the wrong names (i.e. it's "Bonus Spells" not "Chosen Spell-like Abilities") and many other abilities are missing altogether (Extraordinary Immunities, Name and Song Attunement, etc)
NPCs of the Fardrimm: A dwarf with a rich clan and a big dream. Rurik wants to reclaim the Fardrimm, a vast underground highway under the North. He wants to at the very least reclaim the part that runs between Citadel Adbar and Citadel Felbarr. Rurik Silverhilt: Male Shield Dwarf Ftr5; CR 5; Medium Humanoid; HD 5d10+20; hp 73; Init +2; Spd 20 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +5; Grp +9; Face/Reach 5 ft./5 ft.; SQ Shield Dwarf traits; AL CG; SV Fort +8, Ref +3, Will +3; Str 18, Dex 15, Con 19, Int 17, Wis 15, Cha 13. Skills and Feats (counting all modifiers except equipment and attributes): Appraise +1, Climb +4, Craft (Armorsmith) +5, Craft (Weaponsmith) +5, Intimidate +8, Jump +2, Speak Language (Dwarven, Common, Draconic, Elven, Giant, Goblin, Orc, Undercommon), Survival +4, Swim +2. Cleave, Bullheaded, Power Attack, Toughness, Weapon Focus (Dwarven Waraxe). Special Qualities: Shield Dwarf traits: Darkvision 60 ft.; 20 ft. speed in any armor; Stability (+4 on ability checks to resist bull rushes and trips when on ground); +1 Racial bonus on attack rolls vs Goblinoids and Orcs; +2 Racial bonus on saves vs Spells and Spell-like Abilities; +2 Racial bonus on saves vs Poison; +4 Dodge bonus vs Giants; Stonecunning (+2 Racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 Racial bonus on Appraise checks and Craft checks related to stone or metal; Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Cannot be shaken, and ignores the effects of the shaken condition. Possessions: Unknown. Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown