2. OSTAGAR AND KORCARI WILDS
Genlocks (based on Dretch): AC 10 (Natural Armor), HP (15), Speed 20ft, 50 EXP
Genlocks (based on Dretch): AC 10 (Natural Armor), HP (15), Speed 20ft, 50 EXP
- Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
- Immune to Poison, Darkvision 60ft, Passive Perception 9
- Multiattack- one bite and one claw attack
- Bite: +2 to hit, reach 5ft, Hit Die 1d6 piercing damage
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 9 (-1), Wis 11 (+0), Cha 11 (+0)
- Immune to Poison, Resistant to Magic, Darkvision 120 ft, Passive Perception 10
- Devil's Sight: Magical darkness doesn't impede darkvision
- Magic Resistance: Adv on save throws against spells/magical effects
- Steadfast: Can't be frightened while it can see an allied creature w/in 30ft
- Multiattack: one claw attack and one glaive attack
- Claws: +2 to hit, reach 5ft, Hit Die 2d4 slashing damage
- Glaive: +5 to hit, reach 10 ft, Hit Die 1d10 +3 slashing damage
3. THE BATTLE OF OSTAGAR
Genlocks x10
Hurlocks x2
Ogre: AC 13 (Hide Armor), HP (72), Speed 40ft, 450 EXP
- Str 18 (+4), Dex 8 (-1), Con 15 (+3), Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
- Darkvision 60 ft, Passive Perception 8
- Greatclub: +6 to hit, reach 5ft, Hit Die 2d8+4 bludgeoning damage
#4: LOTHERING
Bandits x3: AC 12, HP (20), Speed 30ft, 100 EXP
- Str 14 (+2), Dex 10 (+0), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 16 (+3)
- Loot (each): Iron Chest Plate, Iron Long Sword, Heavy Tower Shield, Total 160 gold
- Shortsword: +3 to hit, reach 5ft, Hit Die 1d8+5 piercing damage
- Shield Slam: +3 to hit, reach 5ft, Hit Die 1d6+4 bludgeoning damage
#A: REDCLIFFE
Skeletons x30 [use discretion]: AC 10 (Armor Scraps), HP (14), Speed 30ft, 50 EXP
- Str 10 (+2), Dex 14 (+2), Con 15 (+0), Int 6 (-2), Wis 8 (-1), Cha 5 (-3)
- Immune to Poison, Darkvision 60ft, Passive Perception 9, Vulnerable to Bludgeoning
- Shortsword: +4 to hit, reach 5ft, Hit Die 1d6+2 piercing damage
- Shortbow: +4 to hit, range 80ft, Hit Die 1d6+2 piercing damage
- Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 12 (+1)
- Longsword: +4 to hit, reach 5ft, Hit Die 1d8+5 piercing damage
Desire Demon (mix of Medusa/Mindflayer): AC 13 (Natural Armor), HP (85), Speed 50ft, 2300 EXP
- Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 17 (+3), Wis 17 (+3), Cha 19 (+4)
- Save Throws Cha +7, Int +6, Wis +6; Darkvision 60ft, Passive Perception 14
- Petrifying Gaze: When a creature that can see Desire and is w/in 30ft of her starts its turn, she can force it to make a DC 14 Cha save. If it fails by 5 or more, the creature is petrified, put into the most delightful dream. W/each turn, player must make another save, ending upon success. Can be freed by GREATER RESTORATION.
- Detect Thoughts: Require's Concentration, range self. Desire can read the thoughts of the creature and can immediately see what the creature is thinking at the time of casting. Target must make a Cha save throw- fail and Desire gains insight into love/worries/hate that loom large in its mind; if save, spell ends. Target knows its mind is being probed.
- Claws: +5 to hit, reach 5ft, Hit Die 1d4+2 piercing damage and 4d6 poison damage
- Levitate: req's Concentration; Desire rises up to 20ft into the air, stays for up to 10 min
- Mind Blast: Recharge 5-6; psychic energy in a 60ft cone, each creature must make a DC 15 Int save or take 4d8+4 psychic damage and be stunned for next turn.
- Summon- Shade (based on ghoul): AC 12, HP (22), Speed 30ft, 200 EXP
- Str 13 (+1), Dex 15 (+2), Con 10, (+0), Int 7 (-2), Wis 0 (+0), Cha 6 (-2)
- Immune to Poison, Darkvision 60ft, Passive Perception 10
- Bite: +2 to hit, reach 5ft, Hit 2d6+2 piercing damage
- Claws: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
- Fireball: Effects a 20ft radius, instantaneous. Deals *d6 (* = lvl) of fire damage
#B: THE CIRCLE OF MAGES
Shades
Skeletons
Sloth Demon (based on Shadow Demon): AC 13, HP 12d8+12, Speed 10ft, 1000 EXP
- Str 17 (+4), Dex 10 (+0), Con 12 (+1), Int 13 (+1), Wis 14 (+2), Cha 14 (+2)
- Save Throws Cha; Immune to paralyze, petrify, poison, prone, etc
- Loot: Remarkable Malachite, Shiver (necklace)
- Claws: +5 to hit, reach 5ft, Hit Die 4d6+3 psychic damage
- Str 19 (+4), Dex 11 (+0), Con 16 (+3), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
- Save Throws Con +6, Dex +3, Wis +4, Cha +5, Deception +8, Perception +4; Spellcasting uses Cha
- Loot: Archon Robes, Libertarian's Cowl, Cinderfel Gauntlets
- Regeneration: regain 10 hp at start of its turn if it has >1.
- Multiattack: two attacks per round
- Claw: +7 to hit, reach 5ft, Hit Die 1d8+4 slashing damage
- Firestorm: work to level
- Animus Blast: work to level
#C: THE BRECILIAN FORREST
Genlocks
Hurlocks
Werewolves: AC 12 (Natural), HP 9d8+18, Speed 40ft, 700 EXP
- Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
- Advantage on all physical attacks from nonmagic weapons that aren't silver
- Loot: werewolf pelt
- Multiattack: one bite and one claw
- Bite: +4 to hit, reach 5ft, Hit Die 1d8+2 piercing damage; must make a DC 8-12 Con save or be cursed with lycanthropy
- Claw: +4 to hit, reach 5ft, Hit Die 2d4+2 slashing damage
- Str 20 (+5), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 13 (+1) Cha 20 17 (+3)
- Insight +9, Perception +5, Persuasion +9
- Loot: Heart of Witherfang, Griffon's Beak (ax gifted by Z)
- Charm: Target w/in 30ft must succeed DC 15 Cha save or be charmed, obeys all verbal or telepathic commands; every round, repeat save; if successful, cannot be charmed again
- Telepathy: no range restrictions
- Claw: +5 to hit, reach 5ft, Hit Die *d6+3 slashing damage
- Chaos Hammer: 20ft radius, instantaneous. The spell deals *d8 (maximum 10d6) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
- Will: can take only a single move action or standard action each turn, but not both (nor may it take full-round actions); additionally, take a -1 penalty on attack rolls and saves
- Str 10 (+0), Dex 15 (+2), Con 13 (+1), Int 17 (+3), Wis 20 (+5), Cha 12(+1)
- Deception +9, Insight +5, Perception +5, Persuasion +9
- Loot: Swiftrunner's Shield (gifted by Swiftrunner); if you kill him- Keeper's Ring, Varathorn's Dar'Misu
- Charm: Target w/in 30ft must succeed DC 15 Cha save or be charmed. Target obeys all verbal or telepathic commands. Every round, repeat save; if successful, cannot be charmed again
- Telepathy: no range restrictions
- Earthquake: 40-80ft, instantaneous. The shock knocks creatures down and collapses structures. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. All players on the ground must make a Dex save against a DC 15 or get hit by collapsing roof pieces (deals 8d6 of bludgeoning damage).
- Cone of Cold: 60ft, extending outward in a cone. It deals *d6 points of cold damage (maximum 15d6)
- Fireball: Effects a 20ft radius, instantaneous. Deals *d6 (* = lvl) of fire damage
- Mind Seed: 25ft, instantaneous. The target must pass a DC 15 Con save, or Zathrian forcibly controls the target’s blood. If the target resists, it takes 3d4 necrotic damage from the manipulation of its blood.
#D: DENERIM
"Weylon": (mage)
- Loot: Gold Ring, Lyrium Potion, [salve?], 16 Gold
- Reward: Coarse Cut Gauntlets
- Reward: Precision-Geared Recurve
- Reward: Red Jenny Seekers
#F: THE DEEP ROADS
Genlocks
Hurlocks
Pride Demon
Shrieks: AC 14, HP 11d10+33, Speed 30ft, 1800 EXP
- Str 20 (+5), Dex 12 (+1), Con 16 (+3), Int 6 (-2), Wis 6 (-2), Cha 7 (-2)
- Advantage on Save Throws agains spells/magical effects
- Multiattack: 3 attacks, one bite and two claws
- Bite: +6 to hit, reach 5 ft, Hit Die 2d4+2
- Claw: +6 to hit, reach 5ft, Hit Die 1d8+3
- Str 20 (+5), Dex 9 (-1), Con 18 (+4), Int 3 (-4), Wis 11 (+0), Cha 10 (+0)
- Immune to Poison, Psychic magic, Charm, Fright, Paralyze/Petrify; Darkvision 120 ft, Passive Perception 10
- Immutable Form: Immune to any spell/effect that would alter its form
- Magic Resistance: Adv on saving throws against spells/magical effects
- Multiattack: makes two slam attacks
- Slam: +10 to hit, reach 5ft, Hit Die 3d8+6 bludgeoning damage
- Str 20 (+5), Dex 5 (-3), Con 18 (+4), Int 3 (-4), Wis 11 (+0), Cha 1 (-5)
- Darkvision 90ft, Passive Perception 16
- Multiattack: one bite and one constrict attack
- Bite: +10 to hit, reach 10ft, Hit Die 3d10+6 bludgeoning damage
- Constrict: +10 to hit, reach 5ft, Hit Die 2d10+6 bludgeoning damage. The target is grappled (escape DC 16) until it makes a save.
- Swallow: With a successful Bite while Grappled, which un-grapples the target. Target is blind and restrained, takes 6d6 acid damage at the start of each of Broodmother's turns. If Broodmother takes 30+ damage on a single turn, she must succeed a DC 14 Con save or vomit up the target, which is prone for its next round. If the Broodmother dies, the target can gtfo.
- Acid Breath: reach 20x5 ft in a line, Hit Die 2d6 acid damage plus deals 1d6 points of damage per round of exposure; target must make a DC 13 Con save to clean off the acid.
- Str 20 (+5), Dex 8 (-1), Con 18 (+4), Int 12 (+1), Wis 11 (+0), Cha 10 (+0)
- Passive Perception 11
- Loot: Branka's Shield, Warhammer
- Warhammer: +5 to hit, reach 5ft, Hit Die 3d8+3 bludgeoning damage
- Str 24 (+7), Dex 3 (-4), Con 20 (+5), Int 10 (+0), Wis 11 (+0), Cha 12 (+1)
- Immune to fire, poison, psychic magic, Charm, Fright, Paralyze/Petrify; Darkvision 120 ft, Passive Perception 16
- Loot: Ring of Selection
- Fire Absorption: When hit by fire attack, he takes no damage and instead regains a number of HP equal to the damage dealt.
- Immutable Form: Immune to any spell/effect that would alter its form
- Magic Resistance: Adv on saving throws against spells/magical effects
- Multiattack: makes two melee attacks.
- Slam: + 13 to hit, reach 5ft., Hit Die 3d8 + 7 bludgeoning damage.
- Sword: + 13 to hit, reach 10ft., Hit Die 3d10 + 7 slashing damage.