Monsters/NPCs for Sunday Special
Fire Witch, The
(Medium Undead Ha-Seht)
A corporeal specter of sorts. This Ha-Seht looks elegant and graceful, though it is clear she is not alive. Adorned with magical goods she appears to have been called from somewhere to do battle. Around her the air shimmers like the air over hot sand.
Hit Dice: 7d12+21 (72 hp)Initiative: +3 Initiative
Movement: 30 ft. (6 Squares)
Armor Class: 22 (Dex +3, Armor +2, Deflection +5, Natural +1, Unholy +1),
Base Attack/Grapple: +3/+5
Attack: Melee +6 Unarmed (1d3+2)
Full Attack: Melee +6 Unarmed (1d3+2)
Space/Reach: 5 ft. / 5 ft.
Abilities: Aura of Combustion
Special Qualities: Undead traits and DR 2/-
Saves: Fort +2, Ref +10, Will +8
Attributes: Str 14, Dex 16, Con -, Int 14, Wis 18, Cha 21
Skills: Acrobatics, +12 Balance +11, Concentration +8, Discern Intent +12, Escape Artist +13 Listen +14, and Spot +14
Feats: Soundless Spell, Signless Spell, Indomitable, Disciplined Mind, Untouchable
Environment:
Organization:
Difficulty Level:
Possessions: Hardened Scarab (Natural Armor +1 and Unholy Bonus +1 to AC)*, Spell Focus +2, Bracers of Armor +2, Bangles of Mitigation 2/- QGV 3600gp - 4000gp
Spell/Attack Curve: Advanced Magic, Low Attack, Combatant
Definitions: Undead, Sorcery, and Ego Deflection
* Unique drop, does not count towards this monster's gold value.
Abilities
Aura of Combustion*
Use: 2 per dayAction: 1 Swift
Target: 10 ft radius around the Fire Witch
Save: Fortitude negates
DC: 18
Duration: 7 rounds
Upon entering this radius around the fire witch, a creature must make a fortitude save. If they fail they burst into flames and take 2d6+4 heat damage. The save must be made at the start of the creature's turn if they remain within the aura's radius.
Spell Casting
Spell Proficiency: 2
Caster Level: 7
Spells Known: 4 - 4/4/3/2
Spells Per Day: 6/5/3/2
Spell Level Simplex(DC 17)
Detect MagicEnergy Bolt
Resistance
Touch of Fatigue
Spell Level 1(DC 18)
ShieldOrb of Fire
Stifle
Energy Spray
Spell Level 2(DC 19)
Energy FluxFairy Flame
Mote
Thaumic Pulse
Spell Level 3(DC 20)
Ray of WoundingSiphon Shield
Energy Line
Spell Level 4(DC 21)
Steel SkinEnergy Cloak
Innkeep
(Medium Varanukin)
A tall jovial varanukin with a knack for knowing what tastes good. His love food feeding others, the common folk, and history is equal to his hatred of elves. More times than not he'll be more than pleased to sell a room, meal, or some drink to most people; so long as they pay.
Hit Dice: 12d6+96 (140 hp)Initiative: +6
Movement: 30 ft. (6 squares) and 30 ft. Climb
Armor Class: 25 (+6 Dex, +5 Armor, +2 Parry, +2 Natural)
Base Attack/Grapple: +9/+10
Attack: Melee +21 Dagger (1d4+10 19-20 x2) or Melee +15 Bite (1d6+1)
Full Attack: Melee +21/+16 Dagger or Melee +15/+10 Bite
Space/Reach: 5 ft. / 5 ft.
Abilities: Identify (5 per day), Grace, Twin Talon, Riposte, Envenomate, Energy Charge (Acid), General Knowledge, Improved Opportunist (+6d6)
Special Qualities: Scent
Saves: Fort +6, Ref +14, Will +10
Attributes: Str 12, Dex 22, Con 14, Int 16, Wis 15, Cha 24
Skills: Beguile +18, Conceal +17, Craft (Meal) +26, Discern Intent +13, Diplomacy +29, Disguise +9, Escape Artist +17, Gather Information +22, Haggle +25, Intimidate +18, Investigate +14, Knowledge (Common) +14, Knowledge (High Class) +14, Knowledge (History) +14, Listen +16, Profession (Inn Keeper) +15, Sabotage Device +5, and Spot +13
Feats: Weapon Fixation (Dagger), Weapon Offensive (Dagger), Weapon Defensive (Dagger), Improved Weapon Fixation (Dagger), Improved Weapon Offensive (Dagger), and Weapon Master (Dagger)
Environment: Any
Organization: Solitary
Difficulty Level: 12
Possessions: Upper Arm Bangles of Charisma +4, Bracelets of Dexterity +4, Forearms Bangles of Armor +5, Dagger +3, Chef Kit +5, Eye Ridge Piercing of Keen Ears +3. QGV 8,000 gp- 9,600 gp
Spell/Attack Curve: Null, Medium Attack, Specialist,
Definitions: Diffuse Background, Artificer, Silver Tongue, Chef
Abilities
Grace
Use: 1 Grace PointAction: Immediate Action
Target: Self
Duration: Instantaneous
Special: This creature has 7 Grace Points
Once Per round, this creature can spend a grace point to attempt to dodge an attack. They will roll an acrobatics check and the result will be considered their AC for that attack. A grace point can also be expended to re-roll a failed reflex save.
Twin Talon
Use: 1 Grace pointAction: Standard Action
Target: Single Target
Save: Fortitude
DC: 22
Duration: Instantaneous
This creature will rush in and attack a target twice at its highest attack bonus. If both attacks hit the target must make a fortitude save or receive a deep gash.
Riposte
Use: 1 Grace pointAction: Immediate Action
Target: Single Target
Duration: Instantaneous
When an attack misses this creature they can spend a grace point to make an immediate attack at their full attack bonus. The defender is considered flat-footed for this attack. This counts as an attack of opportunity.
Envenomate
Use: 3 per dayAction: Tied to attack actions
Target: Single
Save: Fortitude; Fortitude again 1 minute later
DC: 18
Duration: Instantaneous
If a bite attack deals damage venom is injected dealing 1d6 constitution damage on a failed fortitude save. 1 minute later the subject must save again or take 1d6 constitution damage.
Energy Charge
Use: 9 per dayAction: Free action
Target: Self
Duration: 6 Rounds
This creature will charge itself with acid energy. All attacks made while like this will gain an extra +3d6 acid damage as well as a +7 circumstance bonus to attack. On top of that this creature will heal from acid damage, and attackers will take 2d6 acid damage when attacking this creature.
General Knowledge
Action: Free ActionThis creature knows random tidbits about every subject. When a knowledge check would be needed, it can attempt to recall general details about the topic. It will roll a 1d20+12 against the knowledge DC. It will never be quite as useful as a direct knowledge skill, but it can give broad strokes or fill in blanks.
Improved Opportunist
Use: InfiniteAction: Attack Action
Target: Creature that is targeted by the attack
Duration: Instantaneous
This creature will gain +6d6 damage to any sufficiently disadvantaged foe. This includes flanking, flat-footed foes, or helpless foes.
Kahm-Het
(Medium Ha-Seht)
A well dressed scholar of sorts carrying a book and pen seemingly all the time. His focus was on study and learning and it never went long without him jotting a note in his book. The robes he wore looked to be specifically
Hit Dice: 15d8+75 (146 hp)Initiative: +3
Movement: 30 ft. (6 Squares)
Armor Class: 29 (Dex +6, Armor +7, Deflection +3, Natural +3)
Base Attack/Grapple: +7/+8
Attack:
Full Attack:
Space/Reach:
Abilities: 1, 1, 10
Special Qualities: Acute Hearing 14, Spell Resistance 30
Saves: Fort +13, Ref +16, Will +18
Attributes: Str 12, Dex 22, Con 14, Int 21(27), Wis 18, Cha 16
Skills: Concentration +20, Diplomacy +7, Escape Artist +20, Haggle +19, Gather Information +5, Investigate +22, Knowledge (Arcane) +22, Knowledge (Common) +22, Knowledge (High Class) +22, Knowledge (History) +22, Knowledge (Religion) +22, Spot +6
Feats: Swift Spell, Sightless Spell, Soundless Spell, Mixed Metamagic, Untouchable, Unbreakable, Indomitable, Quick Feet, Improved Metamagic, Improved Metamagic
Environment:
Organization:
Difficulty Level:
Possessions: Turban of Intelligence +6, Gloves of Dex +6, Gambeson +5, Advanced Simplex Book Focus +5QGV #gp
Spell/Attack Curve: Advanced Low Combatant
Definitions: Wizardry (Abjurer), Spell Resistant, Wizard Associates (Abjurer), and Wizard Baccalaureate (Abjurer), Amulet of Natural Armor +3, Ring of Protection +3, and Mantle of Resistance +3
Abilities
Ability Name
Use:Action:
Target:
Save:
DC:
Duration:
Ability Descriptions
Spell Casting
Spell Proficiency:
Caster Level:
Spells Known:
Spells Per Day: