Finally got around to updating the links to the few things that have been posted since I last visited these boards. Am likely to be around more in the foreseable future, as I'm writing a campaign again, so will do my best to keep this updated more regularly.
Welcome to the Encounter Resource, which now incorporates the Villian and NPC Compendium. Encounters here includes individual NPCs, NPC Groups (cults, organisations etc), Monsters (new, advanced, varients and templates), Traps and Locations (including location specific encounters with any of the above). This is the place to post your encounters for use by other DMs, and can include both aggressive and passive encounters. This thread is designed to be a resource for DMs, so it is preferable that background, motives and descriptions are included for all entries to make them usable by as many people as possible. However, entries that are simply stats or mechanics are also encouraged as these will still have use for many people.
NPC/group entries should ideally include details of the role they could take within a campaign setting and where they are most likely to be encountered, with background information and notes on how best to use then.
If posting an advanced monster or a monster variant, please include details of the changes you have made and the logic behind them. New monsters should be as fully detailed as an entry in the Monster Manual.
Traps and location entries should contain all relevant descriptive and crunchy information, including diagrams where appropriate.
If using material from a non-core WotC source, it would be helpful to reference what books you use. All postings can of course include non-WotC material, but all such inclusions should have detailed descriptions of such material if home-brew, or details of where such material can be found if third party.
If you have material situated elsewhere on the web and it is easier to just post a link to that material rather than repost it here, then feel free to post the link (or send it to me) and I'll add it to the index.
Whatever you are posting, the most useful thing to help me are details about which EL and section you would like your entry to go into in the index. Ok, so most of the time it will be obvious, but in some cases it isn't and in those cases I'd prefer to place the link where the creator of that entry would like it.
As always, comments and suggestions are more than welcome.
And most importantly, my sincere thanks to everyone who has posted material here or whose material I have copied from elsewhere on these boards, especially to those of you who are prolific creators and those whose own compilation threads I have raided to expand this resource. I couldn't have done this without you
Entries: Note: The following entries are listed by encounter level, encounter type (NPCs, Groups, Monsters, Traps and Locations) and then alphabetically. As I do not have all the books used in the creation of these encounters, I have had to guess the EL in some cases. If I have made any errors (for example, a missed level adjustment for a certain race) then please let me know. Entries that have multiple parts are listed by their highest EL or CR. Entries designed for a range of EL are listed by the lowest number in this band. Please note that many of these encounters are suitable for lower or higher levels than their EL might suggest, but I had to categorize them somehow! If you are unhappy about the one-line description I've assigned your creation or any other aspect, then let me know and I'll make the appropriate changes.
Ok, so the "Q" actual stands for "question" (singular) at the moment and "frequently" isn't exactly accurate, but if you have any questions about the thread I'm happy to answer them
Q: Why have you opted to repost everything, rather than just including links to the original source of the material? A: Primarily to avoid the risk of material being lost when the boards are pruned. A number of the threads I've "hijacked" for material have had vast amounts of that material unavailable due to the links in the indexes pointing to posts/threads that no longer exist. By reposting everything here, I can ensure this material does not get lost. Also, by having everything in a single thread, people who are not looking for anything specific can browse entries at their leisure without constantly having to jump from link to link.
Background: Born in squalor among the orcs of the Vile Rune tribe, Drachir managed to survive to adulthood by cunning and viciousness. At 15 yrs. of age, he challenged and beheaded the previous chief, Svyne Gutgorer, in mortal combat, becoming the most recent chieftain of the Vile Rune tribe. Chief Drachir plans to enrich the tribe by selling their services as mercenaries to Iuz the Old (or any BBEG from your fave campaign setting).
Crunchies: Chief Drachir the Scarred, Male Orc Bbn 8: CR 8; Medium humanoid (orc); HD 8d12+24; hp 78 (+16 rage); Init +2; Spd 30 ft.; AC 20 (18 rage), touch 12 (10 rage), flat-footed 20 (18 rage); Base Atk +8; Grp +13 (+15 rage); Atk +15 melee (+17 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe), or +11 ranged (1d8+5/x3, masterwork composite longbow); Full Atk +13/+8 melee main (+15/+10 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe) and +13 melee off (+15 rage) (1d8+3(+4 rage)/x3, +1 elf bane orc double axe), or +11/+6 ranged (1d8+5/x3, masterwork composite longbow); SA elf bane weapon (enhancement bonus increases by +2 and +2d6 damage against elves), rage (3/day for 8 rounds); SQ damage reduction 1/ - , darkvision 60 ft., fast movement, improved uncanny dodge, light sensitivity, trap sense +2, uncanny dodge; AL CE; SV Fort +9 (+11 rage), Ref +4, Will +2 (+4 rage); Str 20 (24 rage), Dex 15, Con 16 (20 rage), Int 9, Wis 11, Cha 13. Skills: Intimidate +12, Listen +11, Spot +5. Feats: Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting, Weapon Focus (orc double axe). Possessions: +1 elf bane orc double axe (both ends), masterwork composite longbow (+5 Str), quiver containing 20 arrows, +1 breastplate, amulet of natural armour +2, silver crown inlaid with 3 garnets (400 gp), 2 gold earrings (10 gp each), pouch containing 30 pp and 4 bloodstones (50 gp each).
Chief Drachir the Scarred is a hulking, fearsome orc, 19 years old, his warty yellow skin covered with scar tissue, with a bushy thatch of coarse black hair, beady black eyes, and fangs that protrude from his wide mouth. He carries a black-bladed orc double axe etched with fell runes, and wears a rust-red breastplate bearing the device of the Vile Rune orc tribe. Upon his grizzled brow is a silver, garnet-inlaid crown, and a pair of gold earrings pierce his pointed ears. A turtle shell amulet on a thick leather cord is tightly wrapped around his thick neck. On his broad back are a composite longbow and a quiver of black-fletched arrows.
Setting: Any remote cavern complex inhabited by trolls (or a mix of trolls and ogres, in which case Greela Hookhorns - see next post - is Garzog's accomplice).
Background: Garzog the Horrible is rumoured among the giant-kind he lords over to be a direct descendant of Vaprak the Destroyer, demigod of trolls and ogres. An extremely rare mutation has given Garzog four fully functional arms. Ruling over his monstrous subjects with iron claws, Garzog demands frequent tributes in humanoid flesh (particularly humans, dwarves, elves, gnomes and halflings) from his underlings. Optionally, Garzog can be partners in crime with the ogress mage Greela Hookhorns (see next post), who has brought her own loyal ogres to ally with Garzog's trolls.
Stats: Garzog the Horrible, Male Four-Armed Troll Ftr 6: CR 12; Large giant; HD 6d8+6d10+84; hp 145; Init +2; Spd 30 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +21; Atk +16 melee (1d8+7, bite or claw); Full Atk +16/+16/+16/+16 melee (1d8+7, claw) and +14 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA rend 2d6+10 (per 2 claw attacks that hit); SQ dark vision 60 ft., fire resistance 20 (major amulet of fire resistance), low-light vision, regeneration 5, scent; AL CE; SV Fort +16, Ref +6, Will +6; Str 25, Dex 14, Con 24, Int 8, Wis 10, Cha 8. Skills: Listen +5, Spot +9. Feats: Alertness, Improved Natural Armour (+3), Improved Natural Weapon (bite), Improved Natural Weapon (claw), Iron Will, Multiattack, Track. Languages: Giant. Possessions: Major amulet of fire resistance, large belt of gold-plated leather inlaid with emeralds (12,000 gp total value).
Garzog the Horrible is a hideous four-armed troll, with mottled green skin, shiny black eyes, sharp yellow teeth, and long, bloodstained claws. About his neck hangs an amulet of reddish copper in the shape of a flame.
Role: Advisor (cunning manipulator) of Garzog the Horrible (see above post).
Setting: See above, or use Greela and her ogre minions (# dependent on DM's needs) alone.
Background: Greela is an exceptional ogress mage, having the blood of a distant white dragon ancestor flowing through her veins. At an early age, she discovered her knack for sorcery, and has developed her powers as time permits ever since. Upon encountering the 4-armed troll chief, Garzog the Horrible (who was engaged in slaughtering a band of young rangers who got too close to his lair), Greela saw an opportunity to manipulate the ferocious troll for her own ends, and beguiled Garzog with her devious charm. Now the two rule over a combined force of trolls and ogres, and plan to wreak havoc on the nearby countryside.
Stats: Greela Hookhorns, Female Ogre Mage Sor 4: CR 12; Large giant; HD 5d8+4d4+36; hp 68; Init +5; Spd 40 ft., fly 40 ft. (good); AC 17, touch 12, flat-footed 16; Base Atk +5; Grp +14; Atk +10 melee (3d6+8+1d6 fire/19-20, +1 flame greatsword) or +6 ranged (2d6+5/x3, masterwork composite longbow); Space/Reach 10 ft./10 ft.; SA spell-like abilities (CL 9th, at will - darkness, invisibility; 1/day - charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14)), spells (save DC 14 + spell level, 6/7/4); SQ dark vision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL NE; SV Fort +9, Ref +3, Will +7; Str 20, Dex 12, Con 18, Int 14, Wis 14, Cha 18. Skills: Concentration +16, Listen +14, Spell craft +14, Spot +14. Feats: Combat Casting, Combat Expertise, Improved Disarm, Improved Initiative. Languages: Common, Dwarven, Giant, Orc. Possessions: +1 flame greatsword, ring of protection +2, platinum chain (1,000 gp) with large sapphire pendant (6,000 gp), 4 pouches containing spell components, large pouch containing 3 aquamarines (50 gp each), 13 pp, 25 gp, 9 sp and 4 cp. Known Spells: 0 - resistance, acid splash, detect poison, detect magic, daze, flare / 1st - shield, magic missile, expeditious retreat / 2nd - scorching ray.
Greela Hookhorns has a typical appearance for a female ogre mage. She has bluish green skin, long black hair worn in a ponytail, a pair of curved ivory horns protruding from her forehead, and black teeth and claws. Her dark eyes have small white pupils. She wears a dirty, tattered grey robe cinched at the waist with a frayed rope, from which depend several pouches. About her thick neck hangs a platinum chain with a large sapphire pendant. In her hands is a large greatsword with a blade of reddish steel, and a large composite longbow and quiver of arrows are strapped to her humped back.
Name: Johannas Bieron. Role: Court/political spy. Setting: Any city. Background: The bastard son of a high-ranking lord of the realm, Johannas had all of the benefits of a courtly upbringing but without the station it usually brings. All but ignored by his father, his mother (an unmarried low-ranking court lady) brought him up against the advise of her friends and family who were hoping she would have him adopted off to some wealthy merchant or public servant. With no actual station or rank of his own, Johannas spent most of his youth as a pageboy, suffering the insults and abuse due to his parentage with gritted teeth and tough skin. It was during this time that he learnt how to blend into backgrounds and make himself appear as insignificant as possible - a skill that saved him from numerous beatings over the years. It was this talent that brought him to the attention of the woman who was to become his teacher and mentor. Around about his 10th birthday, Johannas was approached by the king’s bard Giana Tarr, who offered to take him under her wing to train as her apprentice. Although surprised by this offer (he had never shown any real talent for music), Johannas jumped at the opportunity, if only to keep him away from the abuses of the other pageboys. Over the next four years, he learnt the basics of the bardic talents, and began to develop the magic of bardic song. His lack of talent for music proved true however, and it was through poetics and narrative that these talents were developed. His training also concentrated on the skills and ways of the court, and developed his talents for subtlety and stealth. Shortly after his 14th birthday, Giana Tarr revealed to him the true nature of her role within the court - that of the king’s spy, and her real reason for training him - to be her aide and eventual successor. In the years since then, Johannas has further developed his skills and bardic abilities and is now an accomplished spy in his own right, though still only a novice when compared to the talents of his mentor. He has recently moved away from his home city, and now acts as the king’s spy within the aristocracy of his new home. His father remains unknown to all but him and his mother, a situation he enjoys as it gives him certain leverage and benefits as his father would like the knowledge of his relationship to Johannas to stay hidden. Johannas is of average height and build, and nondescript in most ways, or at least appears to be so. He is in his late twenties. Usage: Johannas can be used in a multitude of ways depending on the relationship the PCs have with the aristocracy and officials of the city he is based in. Perhaps he enlists the help of the characters in a case of courtly intrigue or political wrangling. He might end up as an adversary of the group if their patron or employee is in disfavour with the king. Or perhaps his father is worried about the threat to his honour that Johannas posses, and hires the PCs to eliminate that threat. Any changes made to his background (especially his city of origin, liege and mentor) can open up other avenues where Johannas may encounter the PCs. Stats: Johannas Bieron Bard 4 (ECL 4) Male Medium Humanoid (human) Hit Dice: 4d6+8 Hit Points: 24 Initiative: +7 Speed: 30 ft. Armour Class: 15(+3 Dex, +2 bracers), touch 10, flatfooted 12. BAB: +3; Grapple: +3 Attack: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20). Full Atk: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20). Space/Reach: 5 ft./5 ft. Special Attacks: Bardic music, spells. Special Qualities: Bardic knowledge, bardic music, spells. Alignment: Neutral. Saving Throws: Fort +3, Rex +5, Will +3 Abilities: Str 11[-], Dex 17[+3], Con 14[+2], Int 13[+1], Wis 8[-1], Cha 15[+2]. Skills: Bluff +6, Diplomacy +11, Disguise +7, Gather Information +11, Hide +8, Knowledge (nobility and royalty) +4, Listen +6, Move Silently +12, Perform (oratory) +9, Search +5, Sense Motive +5. Feats: Investigator, Negotiator, Stealthy. Languages Spoken: Common, Elven, local language (if any). Deity: None (or appropriate deity of your choice). Bardic Knowledge: Modifier +5. Bardic Music: Countersong, fascinate, inspire courage +1, inspire competence. 4/day. Skill Modifiers: +2 bonus on Diplomacy, Gather Information, Hide, Move Silently, Search and Sense Motive checks from feats. +2 circumstance bonus on Disguise from disguise kit. (all figured in to above skill modifiers) Possessions:Bracers of armour +2, x2 mwk dagger (one kept hidden within his boot), ring of mind shielding, disguise kit - hidden within a large copy of “Tales of the Realm” which is locked (DC35) and protected by a variant fire trap spell, which is set up to destroy the book and its contents if opened by anyone other than Johannas (the opener remains unharmed other than a little singeing of their fingers). Spells: 3/3/1, 0-level: Detect magic, know direction, lullaby, mage hand, message, prestidigitation; 1st-level: Comprehend languages, expeditious retreat, sleep; 2nd-level: Alter self, invisibility.
Setting: World of Greyhawk, any cosmopolitan city (Greyhawk, Dyvers, etc.), or FR city such as Waterdeep or Calimport.
Background: Little is known about who the Black Poniard is, or where he came from. It seems likely that he received his training among the Assassins Guild in Greyhawk city, and it is rumoured that his first victim was a cruel instructor at the guildhouse. Having earned a reputation for cautious and deliberate effectiveness in his work, the Black Poniard is feared throughout the Flanaess (or the Realms) by those who have made powerful enemies.
Stats: Black Poniard, Male Half-Elf Rog 6 / Assassin 4: CR 10; Medium humanoid (half-elf); HD 6d6+4d6+20; hp 53; Init +9; Spd 40 ft. (base spd 30 ft.); AC 19, touch 15, flat-footed 19; Base Atk +7; Grp +10; Atk +13 melee (1d6+4/19-20, +1 wounding short sword), or +13 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +11/+6 melee main hand (1d6+4/19-20, +1 wounding short sword) and +11 melee off hand (1d4+2/19-20, dagger of venom), or +13 ranged (1d8+1/19-20, +1 light crossbow); Space/Reach 5 ft./5 ft.; SA arcane spells (save DC 11 + spell level, 5/3), death attack (Fort DC 15, death or paralysis 1d6+4 rounds), poison (dagger of venom, 1/day, Fort DC 14 negates), poison use, sneak attack +5d6, wounding weapon (1 point of Con damage on a hit); SQ evasion, half-elf traits, improved uncanny dodge, +2 save against poison, trap sense +2; AL CE; SV Fort +5, Ref +14, Will +5; Str 16, Dex 20, Con 14, Int 13, Wis 15, Cha 13. Skills: Appraise +9, Balance +9, Climb +9, Concentration +4, Disguise +10, Escape Artist +11, Gather Information +11, Hide +14 (+24 with ring of chameleon power), Jump +10, Listen +12, Move Silently +14, Open Lock +11 (+13 with masterwork thieves’ tools), Spot +12, Tumble +12. Feats: Alertness, Improved Initiative, Two-Weapon Fighting, Weapon Finesse. Languages: Common, Draconic, Elven. Possessions: +1 wounding short sword, dagger of venom, +1 light crossbow, case containing 10 bolts, +2 leather armour, ring of chameleon power, boots of striding and springing, masterwork thieves’ tools, black rogue’s outfit, jar containing 3 doses of deathblade poison (injury, Fort DC 20, 1d6 Con, 2d6 Con), pouch containing 4 large onyxes (100 gp each), 4 pouches containing spell components. Prepared Spells: 1st - feather fall, obscuring mist, sleep, true strike (2) / cat’s grace, darkness, spider climb.
Black Poniard is a handsome, rakish half-elf with a small but muscular build (5 ft. tall, 110 lbs.), 30 years old, with curly black hair, green eyes, an upturned moustache, a goatee, and lightly tanned skin. He has a tattoo of a black sword with a basket hilt on his right upper arm. He is clad in black leather, and wears a short sword and a dagger at his sides.
Names: Valanthe Siannodel, Enialis, Qillathe, Aust and Laucian. Role: Eldreth Veluuthra scouting party (EL 8). Setting: FRCS. Either within or close to a large forest. Background: The various members of this scouting party of the Eldreth Veluuthra cult have their own different histories that all share a common theme. At some point in their lives, they have all come to hate the plague of evil that they see in humankind. Valanthe, who’s hatred of humans was instilled from a young age by her parents, lost both mother and father during an attack on a human outpost near the edge of her home forest. Brother and sister Enialis & Qillathe are nasty characters who’s racist views are just one of many unsavoury characteristics they both posses. Aust was a slave to human masters in the far east before he escaped captivity, and Laucian witnessed the destruction of his home under human woodcutter axes. As a team they work well, relying on their combined stealth talents to set up well-coordinated ambushes and raids. Valanthe is a good leader, and has learnt to rely on the talents of her group and their own initiative rather than forcing her ideas upon them. Usage: This group can be used as written, either as an independent group of the cult or as a scouting party for a larger cult gathering. Alternatively, use these as a random bandit encounter in any setting. Stats:
Valanthe Siannodel (leader), Female Sun Elf Ftr7: CR7; Medium Humanoid (elf); HD 7d10; hp 39; Init +8; Spd 30 ft.; AC 21/22*, touch 15/16*, flatfooted 17; BAB +7; Grap +10; Atk +12 melee (1d8+6/19-20/x2, two-bladed sword), or +12 ranged (1d8/x3, longbow); Full Atk +12/+7 melee (1d8+6/19-20/x2, two-bladed sword), or +10/+5 melee (1d8+5/19-20/x2, two-bladed sword) and +10 melee (1d8+3/19-20/x2, two-bladed sword), or +12/+7 ranged (1d8/x3, longbow); Space/Reach 5 ft./5 ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL CN; SV Fort +5, Rex +6, Will +3; Str 17, Dex 18, Con 11, Int 15, Wis 12, Cha 11. Skills: Climb +12, Listen +3, Move Silently +8, Search +4, Spot +8, Tumble +8. Feats: Dodge*, Exotic Weapon Proficiency (two-bladed sword), Improved Initiative, Two Weapon Defence, Two Weapon Fighting, Weapon Focus (two-bladed sword), Weapon Specialisation (two-bladed sword). Possessions: Chain shirt armour +1, ring of protection +1, mwk two-bladed sword, mwk composite longbow, x20 arrows, potion of cure moderate wounds, backpack with travelling gear, 250gp in mixed coins, gold bracelet (80gp).
Enialis & Qillathe (scouts), Male & Female Moon Elf Rog2: CR2; Medium Humanoid (elf); HD 2d6; hp 10 & 8; Init +3; Spd 30 ft.; AC 16, touch 13, flatfooted 13; BAB +1; Grap +2; Atk/Full Atk +5 melee (1d6/18-20/x2, rapier), or +4 ranged (1d6/x3, composite shortbow); Space/Reach 5 ft./5 ft.; SA Sneak attack +1d6; SQ Evasion, immunity to magical sleep effects, hidden portal sense, low-light vision, trapfinding, +2 racial save bonus vs. enchantments; AL CE; SV Fort +0, Rex +6, Will +0; Str 12, Dex 17, Con 11, Int 14, Wis 10, Cha 8. Skills: Balance +10, Climb +6, Escape Artist +8, Hide +8, Jump +8, Listen +5, Move Silently +8, Search +7, Spot +5, Tumble +10, Use Rope +3 (+5 with bindings). Feats: Weapon Finesse. Possessions: Mwk studded leather armour, mwk rapier, composite shortbow, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.
Aust & Laucian (archers), Male Wood Elf Ftr2: CR2; Medium Humanoid (elf); HD 2d10; hp 14 & 18; Init +3; Spd 30 ft.; AC 17, touch 13, flatfooted 14; BAB +2; Grap +5; Atk/Full Atk +7 ranged (1d8+4/x3, longbow [within 30 ft.]) or +6 melee (1d10+4/19-20/x2, bastard sword); Space/Reach ft./ft.; SQ Immunity to magical sleep effects, hidden portal sense, low-light vision, +2 racial save bonus vs. enchantments; AL N; SV Fort +3, Rex +3, Will +1; Str 16, Dex 17, Con 11, Int 6, Wis 12, Cha 8. Skills: Move Silently +7. Feats: Point Blank Shot, Precise Shot, Skill Focus (move silently). Possessions: Mwk chain shirt, mwk composite longbow (+3 Str), mwk bastard sword, potion of cure light wounds, 4d6gp in mixed coins, backpack with travelling gear.