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 Post subject: Wicked NPCs
PostPosted: Sun Oct 27, 2013 4:28 pm 
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Posts: 1381
Grumblejack the Ogre
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Male half-fiend ogre Fighter 2 (CR 7)
LE Large outsider (giant, native)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10
____________________________________________________________
AC 22, touch 10, flat-footed 21 (+6 armor, +1 Dex, +6 natural, –1 size), combat 23
hp 86(4d8+2d10+28+8+8)
Fort +11, Ref +2, Will +5
Immune poison, Resist acid 10, cold 10, electricity 10, fire 10
DR 5/magic, SR 18
____________________________________________________________
Speed 40 ft., fly 80 ft. (good)
Melee large morningstar +12 (2d6+10) and bite +6 (1d8+3), or
large morningstar +12 (2d6+7) and claw +6 (1d6+3) and bite +6 (1d8+3), or
2 claws +11 (1d6+7) and bite +11 (1d8+7), or
Ranged large javelin +11 (1d8+7)
Space 10 ft.; Reach 10 ft.
____________________________________________________________
Spell-like Abilities (CL 5)
3/day – darkness
1/day – desecrate, unholy blight (DC 16)
____________________________________________________________
Str 25, Dex 12, Con 19, Int 12, Wis 14, Cha 11
Base Atk +5; CMB +13
Feats Brutal Throw, Iron Will, Power Attack (-2/+4, +6 two-handed), Toughness, Weapon Focus (morningstar)
Skills Athletics +9 (2 ranks), Fly +5 (5 ranks), Intimidate +9 (6 ranks), Knowledge (nature) +6 (5 ranks), Knowledge (religion) +2 (2 ranks), Perception +10 (5 ranks), Stealth -2 (5 ranks), Survival +10 (5 ranks)
(Athletics, Fly, Stealth ACP -3 included. Stealth size -4 included)
Languages Talirean, Giant, Infernal
Combat Gear large javelins x10
Possessions large masterwork breastplate, large morningstar, unholy symbol of Bael

Smite Good (Su): Once per day as a swift action Grumblejack can smite good as an antipaladin of the same level as his Hit Dice. The smite persists until the target is dead or Grumblejack rests.

Tactics
Grumblejack’s great joy in life is smacking people with his gigantic morningstar. He does so whenever he can, though he does enjoy unleashing his new magical powers before entering melee. Since he gained the power of flght, he loves to swoop in and smash “little’uns” into pulp. Grumblejack’s flight is supernatural until his wings grow in.


Last edited by WarDragon on Sat Jan 31, 2015 1:24 pm, edited 10 times in total.

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 Post subject: Re: Wicked NPC
PostPosted: Sun Oct 27, 2013 4:29 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Guard Dog
N Medium animal
Init+2; Senses low-light vision, scent; Perception +8
DEFENSE
AC
13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort+5, Ref+5, Will+1
OFFENSE
Speed
40 ft.
Melee bite +3 (1d6+3 plus trip)
STATISTICS
Str
15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Tactics
Trained to bite anyone whose scent it doesn't recognize, and bark as loudly as possible. Whimpers in pain and flees if reduced to less than 5 hp.


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 Post subject: Re: Wicked NPCs
PostPosted: Fri Nov 15, 2013 11:54 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
The White Ravens

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 Post subject: Re: Wicked NPCs
PostPosted: Sat Feb 15, 2014 7:37 pm 
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Posts: 1381
Kiliketz, the Laughing Storm (ice mephit)
N Small outsider (cold)
Init+6; Senses darkvision 60 ft.; Perception +6

DEFENSE
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3), fast healing 2 (only below freezing)
Fort+2, Ref+5, Will+3
DR 5/magic
Immune Cold

OFFENSE
Speed
30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon
Spell-Like Abilities(CL 6th)
1/hour –magic missile
1/day – chill metal(DC 14)

TACTICS
During Combat Killiketz tries to find a perch out of the reach of his enemies. From his perch, he leads with chill metal, then magic missile (he shoots three missiles). He uses his breath weapon on anyone who tries to climb the rigging.
Morale Kiliketz tries to flee if he is reduced to eight or less hit points.

STATISTICS
Str13, Dex15, Con12, Int6, Wis11, Cha14
Base Atk+3; CMB+3; CMD 15
Feats Dodge, Improved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Talirean, Aquan

SPECIAL ABILITIES
Breath Weapon (Su)Kiliketz can unleash his breath weapon every 4 rounds as a standard action. It is a 15-foot cone, that deals 1d4 cold damage. All living creatures affected are sickened for 3 rounds. A Reflex DC 13 halves the damage and negates the sickened effect.


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 Post subject: Re: Wicked NPCs
PostPosted: Sat Apr 26, 2014 7:52 pm 
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Joined: Tue Oct 08, 2013 9:28 pm
Posts: 1182
Quote:
Bloody Girallon Skeleton (desecrated) (x3)
NE Large undead
Init +8; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, -1 size)
hp 59 (7d8+28); DR 5/bludgeoning, fast healing 3
Fort +6, Ref +8, Will +7; channel resistance +4
Immune cold, undead traits

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d6+6), 4 claws +10 (1d6+6)

STATISTICS
Str 19, Dex 19, Con —, Int —, Wis 10, Cha 14
Base Atk +5; CMB +12; CMD 24
Feats Improved Initiative
SQ deathless
Gear none


Image

Quote:
Duskblight Desecrated Bloody Skeleton
Male heavy warhorse
NE Large undead
Init
+6; Senses darkvision 60ft; Perception +0
_____________________________________________________________

AC 26, touch 12, flat-footed 23, combat 19
(+3 Dex, +6 armor, +8 natural, -1 size)
hp 32 (3d8 + 12); Fast Healing 1; DR 5/bludgeoning
Immune cold, undead traits
Fort +1, Ref +4, Will +3; channel resistance +4
_____________________________________________________________

Speed 50 ft. (40 barding)
Melee bite +4 (1d4 + 3) and
2 hooves +4 (1d6 + 3)
Space 10 ft.; Reach 5 ft.
Base Atk +2; Combat +6
_____________________________________________________________
Abilities Str 17, Dex 16, Con -, Int -, Wis 10, Cha 14
SQ deathless
Feats Improved Initiative
Skills None
Possessions Masterwork breastplate barding (gift for Lucavi, from Puella).


Note: When within the Horn, Duskblight gains +2 to attack rolls, damage rolls, and saving throws. Not included in his stats, unlike the other undead, as he seems likely to be taken beyond it.



Image


Quote:
Bloody, Desecrated Skeletal Archer Mk2 (x4)
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0


DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 natural)
hp 8 (1d8+4); DR 5/bludgeoning; fast healing 1
Fort +4, Ref +4, Will +4; channel resistance +4
Immune cold, undead traits


OFFENSE
Speed 20 ft.
Melee 2 claws +4 (1d4+4), or
halberd +4 (1d10+5)
Ranged shortbow +4 (1d6+4/x3, 70ft)

STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative, Point-Blank Shot, Precise Shot
SQ deathless
Gear Halberd, breastplate, composite shortbow (+2), 40 arrows.


Last edited by Coriat on Thu Apr 23, 2015 7:05 pm, edited 3 times in total.

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 Post subject: Re: Wicked NPCs
PostPosted: Sat Apr 25, 2015 3:53 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Hexor and Vexor
Greater Ceustodaemons CR 7

NE Large outsider (daemon, evil, extraplanar)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see invisibility; Perception +15
__________________________________________________________________
AC 24, touch 12, flt-footed 21 (+1 Dex, +12 natural, –1 size), combat 24
hp 99 (8d10+45)
Fort +11, Ref +5, Will +10
DR 10/good or silver; Immune acid, death effects, disease, mind-affecting effcts, paralysis, poison, polymorph effects, sleep effects; Resist cold 10, electricity 10, fire 10
__________________________________________________________________
Speed 30 ft.
Melee bite +13 (2d6+6), 2 claws +13 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. cone; 6d6 electricity damage; Reflex DC 19 for half; usable once every 1d4 rounds)

Spell-Like Abilities (CL 8th; concentration +10)
Constant—detect good, detect magic, see invisibility
At will—dimension door
3/day—dispel magic, fly
1/day—hold monster (DC 19), slow (DC 17)
____________________________________________________________________
TACTICS
During Combat Hexor and Vexor are fearless combatants. They may look like savage brutes, but they are quite intelligent. They use their breath weapon as often as they can but otherwise enjoying mauling opponents. They use hold monster against particularly dangerous adversaries.
Morale Believing themselves to be indestructible while their amulets exist, Hexor and Vexor always fight to the death in their Charge. Anywhere else, they flee if they lose more than half their hit points.
_____________________________________________________________________
Str 22, Dex 17, Con 20, Int 15, Wis 18, Cha 19
Base Atk +8; CMB +13
Feats Alertness, Blind-Fight, Power Attack, Step Up
Skills Bluff +15, Intimidate +15, Knowledge (planes) +13, Knowledge (Hexor nature, Vexor religion)+13, Perception +15, Sense Motive +15, Stealth +10, Survival +15
Languages Abyssal, Infernal; telepathy 100 ft.(or anywhere within the Horn)
SQ bound to the amulet, drawn to service
_____________________________________________________________________
SPECIAL ABILITIES
Bound to the Amulet (Su) When Hexor and Vexor were summoned to this plane, an iron amulet was made for both that contained their true names. While these Iron Amulets persist,
Hexor and Vexor cannot be permanently destroyed. If slain, they will reform one month later, next to the Amulet. Whoever wields the amulet may command these daemons.

Drawn to Service (Su) When brought to another plane with a planar binding or planar ally spell (or any similar calling effect), greater ceustodaemons take a –5 penalty on the initial Will
save and on their Charisma check to refuse service. Greater ceustodaemons also take a –5 penalty on saves against binding, planar binding, and other spells designed to bind a creature to a particular plane as long as the daemon is commanded to serve as a guardian for a single area or small complex.


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 Post subject: Re: Wicked NPCs
PostPosted: Sat Apr 25, 2015 4:33 pm 
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Joined: Sat Oct 05, 2013 1:14 am
Posts: 1381
Zikomo Hears-the-Father
Male Boggard Oracle 4 (dark tapestry)
CE Medium humanoid (boggard)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
_____________________________________________________________
AC 15, touch 10, flt-footed 15 (+2 armor, +3 natural), combat 17
hp 65 (7d8+24)
Fort +6, Ref +2, Will +5
_____________________________________________________________
Speed 20 ft., swim 30 ft.
Melee dagger+7 (1d4+2/19-20), tongue +3 touch (sticky tongue)
Special Attacks terrifying croak
_____________________________________________________________
Oracle Spells Known (CL 4th, concentration +7)
2nd(4/day) -- cure moderate wounds, dust of twilight, hold person
1st (7/day) -- cause fear, cure light wounds, doom, entropic shield, inflict light wounds
0th -- bleed, detect magic, detect poison, guidance, mending, stabilize
_____________________________________________________________
TACTICS
During Combat Zikomo leads with hold person immobilizing deadly enemies. He uses interstellar void to weaken dangerous foes. After that, he adopts a support role trying his best to remain out of melee. If forced into melee, he uses gift of madness to confuse his enemies and escape.
Morale Zikomo is a drug-addled fanatic and to defend his tribe fights to the death.
_____________________________________________________________
Str 14, Dex 10, Con 14, Int 14, Wis 15, Cha 16
Base Atk +5; CMB +7;
Feats Brew Potion, Extra Revelation, Improved Initiative, Toughness
Skills Acrobatics +3 (+15 jumping), Craft (Alchemy) +8, Diplomacy +10, Heal +9, Intimidate +10, Knowledge (arcana) +9, Knowledge (nature) +5, Knowledge (planes) +9, Knowledge (religion) +9, Sense Motive +9, Stealth +10 (+18 in swamps), Survival +8, Swim +10; Racial Modifiers +16 acrobatics when jumping, +4 Perception, +8 Stealth in swamps
Languages Abyssal, Boggard, Talirean
SQ brain drain, gift of madness, hold breath, interstellar void, oracle’s curse (clouded vision), swamp stride
Gear dagger, leather armor, 4 doses of vision juice

Brain Drain (Su): Zikomo can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 4d4 points of damage. After successfully attacking with this ability, Zikomo may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in Zikomo’s mind for 3 rounds. Treat the knowledge gained as if Zikomo had used detect thoughts. This is a mind-affecting effect. Zikomo can use this ability once per day.
Gift of Madness (Su): Zikomo can tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Fortitude save negates the effect. This is a mind affecting compulsion effect. Zikomo can use this ability 6/day.
Interstellar Void (Su): Zikomo call upon the frigid depths of outer space to bring a terrible chill to his enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 4d6 points of cold damage. A successful Fortitude save halves this damage. Zikomo can use this ability once per day.

Hold Breath (Ex) Zikomo can hold his breath for 52 rounds before risking drowning or suffocating.
Oracle’s Curse(Ex) Clouded Vision: Zikomo cannot see beyond 30 feet.


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 Post subject: Re: Wicked NPCs
PostPosted: Sun Apr 26, 2015 2:35 pm 
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Posts: 1381
Halthus the Flayer
Male Human expert 5/fighter (Cad) 2
NE Medium humanoid
Init +1; Senses Perception +11
___________________________________________
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex), combat 20 (21 vs. disarm, dirty trick, steal)
hp 67 (2d10+5d8+16+8)
Fort +6, Ref +2, Will +5
Defensive Abilities Dirty maneuvers
___________________________________________
Speed 20 ft.
Melee heavy flail +9 (1d10+6/19-20) or
masterwork whip +11 (1d3+4 nonlethal)
Reach 5 ft. (15 ft. with whip)
___________________________________________
TACTICS
During Combat Halthus loves to take prisoners for torturing later. This sadist considers simply killing an opponent to be a waste.
Morale Halthus is a coward and born backstabber who would sell his mother for a masterwork set of torturer’s tools. He flees at half hit points.
___________________________________________
Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMD +9 (+10 for dirty trick, disarm, and steal)
Feats Armor Proficiency (medium), Exotic Weapon Proficiency (whip), Intimidating Prowess, Persuasive, Skill Focus (Profession[torturer]), Toughness, Weapon Focus (whip)
Skills Craft (traps) +4, Diplomacy +6, Heal +6, Intimidate +16, Knowledge (religion) +3, Perception +11, Profession (torturer) +19, Sense Motive +11
Languages Talirean
Gear banded mail, masterwork whip, heavy flail


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 Post subject: Re: Wicked NPCs
PostPosted: Sat May 23, 2015 4:57 pm 
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Posts: 1381
Artephius, Alchemical Golem
N Large construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
___________________________________________
AC 23, touch 13, flt-footed 19 (+4 Dex, +10 natural, –1 size), combat 35
hp 96 (12d10+30)
Fort +4, Ref +8, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, magic
___________________________________________
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus alchemy)
Ranged bomb +15 (8d6 energy damage)
Space 10 ft.; Reach 10 ft.
Special Attacks alchemy, bombs, splash
___________________________________________
TACTICS
During Combat When facing one opponent, Artephius prefers his powerful slam attacks. Against groups, Artephius will use his bombs to spread the damage amongst all his enemies. Artephius is a heartless combatant and has no problem splashing allies
with his bombs.
Morale Artephius is a fearless combatant and fights to the death to fulfull his master’s commands.
___________________________________________
Str 27, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21
___________________________________________
Alchemy (Ex) When an alchemical golem strikes a foe, the attack has an additional random effect, chosen from the options below. The attack can deal 1d6 points of acid, cold, electricity, or fire damage, cause the target to become sickened (Fortitude
DC 16 negates) for 1d4 rounds, or cause the target to become entangled (Reflex DC 16 negates) for 1d4 rounds. These save
DCs are Constitution-based.

Bombs (Ex) As a standard action, an alchemical golem can throw a bomb as a ranged touch attack to a distance of 60 feet (no range increment). If the attack misses, treat it as a thrown splash weapon to determine where it lands. Anyone struck by an alchemical golem’s bomb takes 8d6 points of acid, cold, electricity, or fie damage (determine type randomly). All creatures adjacent to the location where the bomb hits take 1d6 points of energy damage of the same type.

Immunity to Magic (Ex) An alchemical golem is immune to spells or spell-like abilities that allow spell resistance, save for spells
with the sonic descriptor. Shatter damages an alchemical golem as if it were a crystalline creature.

Splash (Ex) Any strike on an alchemical golem with a non-reach melee weapon deals 1 point of acid, cold, electricity, or fire
damage (determine type randomly) to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit.


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 Post subject: Re: Wicked NPCs
PostPosted: Sat May 30, 2015 10:35 pm 
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Posts: 1182
Hell Hound CR 3
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +5; Senses darkvision 60 ft., scent; Perception +7
__________________________________________________________________
AC 16, touch 11, flt-footed 15 (+1 Dex, +5 natural), combat 16 (20 vs trip)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +1
Immune fire
Weaknesses vulnerability to cold
__________________________________________________________________
Speed 40 ft.
Melee bite +5 (1d8+1+1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (10-ft. cone; 2d6 fire damage; Reflex DC 14 for half; usable once every 2d4 rounds)
_____________________________________________________________________
Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +5
Feats Improved Initiative, Run
Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)


Advanced Hell Hound CR 4
LE Medium outsider (evil, extraplanar, fire, lawful)
Init +7; Senses darkvision 60 ft., scent; Perception +9
__________________________________________________________________
AC 20, touch 13, flt-footed 17 (+3 Dex, +7 natural), combat 20 (24 vs trip)
hp 38 (4d10+16)
Fort +8, Ref +7, Will +3
Immune fire
Weaknesses vulnerability to cold
__________________________________________________________________
Speed 40 ft.
Melee bite +7 (1d8+4+1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (10-ft. cone; 4d6 fire damage; Reflex DC 16 for half; usable once every 2d4 rounds)
_____________________________________________________________________
Str 17, Dex 17, Con 19, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +7
Feats Improved Initiative, Run
Skills Acrobatics +10, Athletics +10, Intimidate +7, Perception +9, Stealth +15, Survival +9; Racial Modifiers +5 Stealth
Languages Infernal (cannot speak)


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