hikite
2016-10-19, 12:08 AM
Tomb Of Abysthor
These were the monsters/NPCs my adventurers encountered I have more conversions available if anyone is looking at running this module at 3.5 I can add them as well. If someone is running this module at 3.5 I hope this helps create more fun for you.
Wilderness Area, Burial Halls
Acolytes of Orcus Human male Clr 2 CR 2 SZ M Humanoid
HD 2d8+4 (20)
Init +1
Spd 20 ft. (30 ft. base)
AC 17 (+5 armor, +1 shield,Dex)
Atk +3 melee (1d8+2, heavy mace) or +2 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 4
SV Fort +5, Ref +1, Will +6
AL CE
Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 12.
Skills(15): Concentration 7, Knowledge (Rappan
Athuk) 2, Knowledge (religion) 4, Perception 8, Spellcraft 2
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD)
Spells:
0—cure minor wounds (x3),resistance
1st—(prot good)incite(TsC), doom, summon undead
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 2d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: Heavy mace, chainmail, small steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp.
TACTICS -
half clerics summon skeleton 227, half kobold zombie 265
cast doom, and cause fear one after the other
If one PC is readying or delaying too much use incite
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
PHRASES -
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Orcus' plan is great just as he is great
Lesser Priest of Orcus Human male Clr 4 CR 4 SZ M Humanoid
HD 4d8+8 (40)
Init +1
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 9
SV Fort +6, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 14, Int 12, Wis 17, Cha 14.
Skills(24): Concentration 9, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 10,
Search 3, Spellcraft 2, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(prot good)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 4d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 Heavy mace, chainmail, large steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp, 30 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Priests of Orcus Human male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +4, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 12, Wis 17, Cha 16.
Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Magic circle vs good)contagion, dispel magic
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
When we rule you will see how weak your living bodies are
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Goblin Rogue 4th level rogue
HD 4d6+1(22)
Init +1
Spd 30'
AC - 15/T 13/FF 13
BAB/Grapple +2
Attack - Light Crossbow +6(1d8+1), Morningstar +2(1d6)
Space/Reach 5'/5'
SQ - Darkvision/Sneak attack +2d6 (60')/Evasion/Trapfinding
Saves - Fort 2/Ref 5/Will 0
Abilities - S 11/D 14/Con 12/I 12/W 9/Cha 6
Skills(60)(12 unused)-Stealth(7)11*/Perception(7)6/Search(7)7/Tumble 8/Escape Artist(7)9
Feats - Weapon Focus Light Crossbow, Crossbow Sniper
AL - NE
Equipment - Light Crossbow (10 bolts),morningstar, leather armor
TACTICS -
uses crossbow sniper feat to maximum ability shoots from 60' away
tries to stay hidden in the dark
runs after using up his 10 bolts
PHRASES -
you cannot see Dig Dug!!
oh it hurts when Dig Dug hits you in your softies!
oh no you have found Dig Dug please don't hurt.......hahahaha you no find Dig Dug!!
Orkies has hired me to kill you so you no find Black Monolith
Upper Caves Level 1
Draeligor the Wight
pg 121 LM Slaughter Wight (thirst pg 8 LM)
use tactics and equipment given in module pg 24
Gorbash the Ogre
pg 200 MM Ogre Barbarian
huge sized morningstar 3d6
use other stats from MM, rage pg 26 PhB
Level 2
Dark Natasha, F Drow Sor8/Cle5(Queen of Spiders):CR 13; SZ M (5 ft., 1 in. tall)
HD 8d4+21 plus 5d8+15; hp 80 (106) Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 26 (+3 Dex, +3 ring, +10 spells)
Atk +12/+7 melee (1d6+4, +2 unholy spiked light mace of venom, plus 2d6 unholy damage against good, plus poison as per dagger of venom) or +10/+5 ranged (1d4, hand crossbow) plus drow poison [Fort DC 17, or unconscious], crit 19– 20, range 30 ft.
SA death touch, spell-like abilities
SQ control undead, will save bonus (+2), darkvision (120 ft.), light blindness
SV Fort +11, Ref +6, Will +14
AL CE
Spells shield, greater mage armor, illusory wall, prot good, bear endurance, prot good, briar web, spider climb, stinking cloud
Str 14, Dex 16, Con 17, Int 17, Wis 18, Cha 22
Skills: Alchemy +12, Concentration +14, Craft +5, Stealth +4 (+14 with cloak), Survival +6, Knowledge (Arcana) +11, Knowledge (Nature) +6, Knowledge (Religion) +10, Scry +11 (+8 Rank, +3 Int), Search +5 (+3 Int, +2 Racial), Spellcraft +14, Perception +11, Use Rope +3, Wilderness Lore +6.
Feats: Enlarge Spell, Improved Initiative, Silent Spell, Skill Focus (Knowledge [Religion]), Weapon Finesse (light mace)
SA—Spell-like Abilities (SP): Once per day: dancing lights, darkness and faerie fire as per sorcerer of Natasha’s level (13th)
Sorcerer Spells Known (Cast per Day: 6/8/8/6/4): DC = 16 + spell level
0—(8)detect magic, disrupt undead, distort shadow(pg 67 Relics and Rituals), ghost sound, light, mage hand, ray of frost, read magic
1st—(5)alarm, shield, ray of enfeeblement, Bigby's Tripping Hand, spirit worm
2nd—(3)arcane lock, invisibility, spectral hand
3rd—(2)fireball, greater mage armor
4th—(1)illusory wall
Divine (unholy) Spells Per Day (5/4+1/3+1/2+1): DC = 14 + spell level
0—bleeding disease(demon fever), create water, cure minor wounds, read magic, shockwave
1st—command, cure light wounds, protection from good, inhibit
2nd—bear's endurance, silence, Protection from Energy(Negative, Positive, Sacred, Profane)
3rd—briar web, dispel magic.
Domain Spells (Death/Vermin):
Vermin Domain -
Granted Power
You gain a natural stinger attack. This deals 1d6 damage for a Medium user, always adds 1.5 times Strength modifier to damage rolls, and contains a poison equivalent to that of a monstrous scorpion one size smaller than the user.
Vermin Domain Spells
1 Spider climb
2 Faith's entrapping web
3 Stinking cloud
4 Black tentacles
5 Cloudkill
6 Antimagic field
7 Symbol of weakness
8 Symbol of insanity
9 Wail of the banshee
Death Domain
Granted Power: You may use a death touch once per day. Your
death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s
current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, devourers.
9 Wail of the Banshee: Kills one creature/level
1st—spider climb; 2nd—faith's entrapping web; 3rd—stinking cloud. See the Magic Appendix for more on the Vermin domain.
Special Domain Abilities: Dark Natasha gains a +4 on her saves against poison and can cast detect poison 2/ day; she may use a death touch once per day (see below). See the Magic Appendix for more on the Vermin domain.
SA—Death Touch (Sp): Natasha must succeed at a melee touch attack against a living creature (using the rules for touch spells). She then rolls 5d6. If the total equals or exceeds the creature’s current hit points, it dies. No saving throw is allowed.
Languages: Common, Elven, Gnoll, Goblin, Orc, Undercommon
Possessions:+2 unholy spiked light mace of venom (poison damage as per dagger of venom), a cloak of elvenkind (drow), a +3 ring of protection, a ring of spectral hand (7 charges, see side bar), seven potions (dominate person, levitation, cure critical wounds, haste, polymorph self and cure serious wounds [x2]), a scroll of 3 arcane spells (caster level 9, ethereal bolt [x3]), a hand crossbow, twenty bolts each envenomed with drow poison (see MM, page 86).
Rat Familiar (+2 on Fort Saves)
HP 40 (66) BAB +9 Saves (F 8/R 3/W 9) AC 18 T 14 FF 16
Polymorph Form - Wasteland Troll (Sandstorm)
WASTELAND TROLL FORM -
Natasha
S 25 / Con 24 / D 16 / W 18 / I 17 / Cha 22
Attk 17/12 +2 morningstar / 14/9 claws + 9 bite
HP - 132
AC - 20 (32)
T - 12
FF - 17 (29)
Familiar
S 25 / Con 24 / D 15 / W 12 / I 9 / Cha 2
Attk 14/14 claws + 9 bite
HP - 111
AC - 19 (31)
T - 11
FF - 17 (29)
Barzhag Cleric of OrcusOrc male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +8 melee (1d8+4, +1 unholy morningstar) or +7 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 16, Wis 16, Cha 16.
Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells: DC = 13 + spell level
Death Domain
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Bestow Curse)contagion, dispel magic
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
When we rule you will see how weak your living bodies are
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Level 5A
Tsathar Filth-Priest Cle5: CR 6; SZ M Monstrous Humanoid
HD 2d8+2 plus 5d8+10; hp 45
Init +7, Spd 30 ft., swim 30 ft.
AC 22 (+4 natural, +3 Dex, +5 armor)
Atk +7 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +6 melee (net, special, range 10 ft.) or +7 melee (1d4+2, keen kukri, crit 15–20) or +6 melee (1d6+2 [x2], claws) and +5 melee (1d3+2, bite)
SA leap (30 ft. horizontal, 10 ft. vertical as charge attack);
SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy, summon slaad;
AL CE
SV Fort +6, Ref +7, Will +10; Str 14, Dex 16, Con 14, Int 12, Wis 16, Cha 12.
Skills: Animal Empathy +6, Climb +5, Concentration +6, Handle Animal (frog) +6, Heal +2, Hide +5, Jump +8, Knowledge (arcana) +2, Knowledge (religion) +4, Listen +3, Move Silently +3, Search +2, Spellcraft +2, Spot +3, Swim +6.
Feats: Alertness, Brew Potion, Improved Initiative, Weapon Finesse (kukri).
Unholy Spells (5/4/3/2):
0—cure minor wounds, detect magic, guidance, read magic, resistance;
1st—(obscuring mist)bane, command, cure light wounds, curse water;
2nd—(shatter)bull’s strength, death knell, speak with animals;
3rd—(contagion)dispel magic, bestow curse
Domain Spells (Destruction/Water)
Domain Abilities: Filth-priests may Smite Good once per day, with a +4 to attack and +5 damage. Filth-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.
Languages: Tsathar, Abyssal, Slaad, Undercommon.
Possessions: +1 Studded leather armor (made from giant dire frog hide), a small wooden shield, a +1 shortspear, a net, a keen kukri, a soapstone symbol of Tsathogga, three potions of cure light wounds, a scroll of 2 divine spells (bless, contagion
TACTICS -
Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, obscuring mist if they can seperate the party with the spell
Melee attack spells - bull's strength
melee touch spells - bestow curse (50% do nothing), contagion
thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability
Tsathar Frog-Priest Cle7: CR 8; SZ M Monstrous Humanoid
HD 2d8+6 plus 7d8+21; hp 62
Init +6, Spd 30 ft., swim 30 ft.
AC 23 (+4 natural, +3 Dex, +6 armor)
Atk +10 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +8 melee (net, special, range 10 ft.) or +10 melee (1d4+4, +1 keen kukri, crit 15–20) or +9 melee (1d6+2 [x2], claws) and +8 melee (1d3+2, bite)
SA leap (30 ft. horizontal, 10 ft. vertical as charge attack)
SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy (1/2 dmg vs piercing and slashing), summon slaad (40% summon 1-2 red/blue slaad)
AL CE
SV Fort +8, Ref +8, Will +12
Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 12.
Skills: Animal Empathy +8, Climb +5, Concentration +8, Handle Animal (frog) +8, Heal +5, Hide +5, Jump +8, Knowledge (arcana) +6, Knowledge (religion) +9, Listen +3, Move Silently +3, Scry +4, Search +2, Spellcraft +6, Spot +3, Swim +6.
Feats: Alertness, Brew Potion, Improved Initiative, Scribe Scroll, Weapon Finesse (kukri).
Unholy Spells (6/5/4/3/2):
0—cure minor wounds, detect magic, guidance (x2), read magic, resistance
1st—(obscuring mist)bane, command, cure light wounds, curse water, divine favor
2nd—(shatter)augury, bull’s strength, death knell, speak with animals
3rd—(contagion)dispel magic, magic vestment, bestow curse
4th—(control water)poison, summon monster IV
Domain Spells (Destruction/Water)
Domain Abilities: Frog-priests may Smite Good once per day, with a +4 to attack and +7 damage. Frog-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.
Languages: Tsathar, Abyssal, Slaad, Undercommon.
Possessions: +1 studded leather armor (made from giant dire frog hide), a +1 small wooden shield, a +1 shortspear, a net, a +1 keen kukri, a soapstone symbol of Tsathogga, three potions of cure moderate wounds, a scroll of 4 divine spells (bless, contagion, cure serious wounds, dispel magic), a wand of command (24 charges).
TACTICS -
Summon Spells - Summon Slaad, summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water)
Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, control water if a situation arises to be taken advantage of, obscuring mist if they can seperate the party with the spell
Melee attack spells - summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water), Magic Vestment (+1), bull's strength, divine favor(+3 hit/damage),
melee touch spells - poison, bestow curse (50% do nothing), contagion
thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability
These were the monsters/NPCs my adventurers encountered I have more conversions available if anyone is looking at running this module at 3.5 I can add them as well. If someone is running this module at 3.5 I hope this helps create more fun for you.
Wilderness Area, Burial Halls
Acolytes of Orcus Human male Clr 2 CR 2 SZ M Humanoid
HD 2d8+4 (20)
Init +1
Spd 20 ft. (30 ft. base)
AC 17 (+5 armor, +1 shield,Dex)
Atk +3 melee (1d8+2, heavy mace) or +2 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 4
SV Fort +5, Ref +1, Will +6
AL CE
Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 12.
Skills(15): Concentration 7, Knowledge (Rappan
Athuk) 2, Knowledge (religion) 4, Perception 8, Spellcraft 2
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD)
Spells:
0—cure minor wounds (x3),resistance
1st—(prot good)incite(TsC), doom, summon undead
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 2d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: Heavy mace, chainmail, small steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp.
TACTICS -
half clerics summon skeleton 227, half kobold zombie 265
cast doom, and cause fear one after the other
If one PC is readying or delaying too much use incite
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
PHRASES -
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Orcus' plan is great just as he is great
Lesser Priest of Orcus Human male Clr 4 CR 4 SZ M Humanoid
HD 4d8+8 (40)
Init +1
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 9
SV Fort +6, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 14, Int 12, Wis 17, Cha 14.
Skills(24): Concentration 9, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 10,
Search 3, Spellcraft 2, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(prot good)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 4d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 Heavy mace, chainmail, large steel
shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 30 gp, 30 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Priests of Orcus Human male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +7 melee (1d8+4, heavy mace) or +5 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +4, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 12, Wis 17, Cha 16.
Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells:
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Magic circle vs good)contagion, dispel magic
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
When we rule you will see how weak your living bodies are
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Goblin Rogue 4th level rogue
HD 4d6+1(22)
Init +1
Spd 30'
AC - 15/T 13/FF 13
BAB/Grapple +2
Attack - Light Crossbow +6(1d8+1), Morningstar +2(1d6)
Space/Reach 5'/5'
SQ - Darkvision/Sneak attack +2d6 (60')/Evasion/Trapfinding
Saves - Fort 2/Ref 5/Will 0
Abilities - S 11/D 14/Con 12/I 12/W 9/Cha 6
Skills(60)(12 unused)-Stealth(7)11*/Perception(7)6/Search(7)7/Tumble 8/Escape Artist(7)9
Feats - Weapon Focus Light Crossbow, Crossbow Sniper
AL - NE
Equipment - Light Crossbow (10 bolts),morningstar, leather armor
TACTICS -
uses crossbow sniper feat to maximum ability shoots from 60' away
tries to stay hidden in the dark
runs after using up his 10 bolts
PHRASES -
you cannot see Dig Dug!!
oh it hurts when Dig Dug hits you in your softies!
oh no you have found Dig Dug please don't hurt.......hahahaha you no find Dig Dug!!
Orkies has hired me to kill you so you no find Black Monolith
Upper Caves Level 1
Draeligor the Wight
pg 121 LM Slaughter Wight (thirst pg 8 LM)
use tactics and equipment given in module pg 24
Gorbash the Ogre
pg 200 MM Ogre Barbarian
huge sized morningstar 3d6
use other stats from MM, rage pg 26 PhB
Level 2
Dark Natasha, F Drow Sor8/Cle5(Queen of Spiders):CR 13; SZ M (5 ft., 1 in. tall)
HD 8d4+21 plus 5d8+15; hp 80 (106) Init +7 (Dex, Improved Initiative); Spd 30 ft.; AC 26 (+3 Dex, +3 ring, +10 spells)
Atk +12/+7 melee (1d6+4, +2 unholy spiked light mace of venom, plus 2d6 unholy damage against good, plus poison as per dagger of venom) or +10/+5 ranged (1d4, hand crossbow) plus drow poison [Fort DC 17, or unconscious], crit 19– 20, range 30 ft.
SA death touch, spell-like abilities
SQ control undead, will save bonus (+2), darkvision (120 ft.), light blindness
SV Fort +11, Ref +6, Will +14
AL CE
Spells shield, greater mage armor, illusory wall, prot good, bear endurance, prot good, briar web, spider climb, stinking cloud
Str 14, Dex 16, Con 17, Int 17, Wis 18, Cha 22
Skills: Alchemy +12, Concentration +14, Craft +5, Stealth +4 (+14 with cloak), Survival +6, Knowledge (Arcana) +11, Knowledge (Nature) +6, Knowledge (Religion) +10, Scry +11 (+8 Rank, +3 Int), Search +5 (+3 Int, +2 Racial), Spellcraft +14, Perception +11, Use Rope +3, Wilderness Lore +6.
Feats: Enlarge Spell, Improved Initiative, Silent Spell, Skill Focus (Knowledge [Religion]), Weapon Finesse (light mace)
SA—Spell-like Abilities (SP): Once per day: dancing lights, darkness and faerie fire as per sorcerer of Natasha’s level (13th)
Sorcerer Spells Known (Cast per Day: 6/8/8/6/4): DC = 16 + spell level
0—(8)detect magic, disrupt undead, distort shadow(pg 67 Relics and Rituals), ghost sound, light, mage hand, ray of frost, read magic
1st—(5)alarm, shield, ray of enfeeblement, Bigby's Tripping Hand, spirit worm
2nd—(3)arcane lock, invisibility, spectral hand
3rd—(2)fireball, greater mage armor
4th—(1)illusory wall
Divine (unholy) Spells Per Day (5/4+1/3+1/2+1): DC = 14 + spell level
0—bleeding disease(demon fever), create water, cure minor wounds, read magic, shockwave
1st—command, cure light wounds, protection from good, inhibit
2nd—bear's endurance, silence, Protection from Energy(Negative, Positive, Sacred, Profane)
3rd—briar web, dispel magic.
Domain Spells (Death/Vermin):
Vermin Domain -
Granted Power
You gain a natural stinger attack. This deals 1d6 damage for a Medium user, always adds 1.5 times Strength modifier to damage rolls, and contains a poison equivalent to that of a monstrous scorpion one size smaller than the user.
Vermin Domain Spells
1 Spider climb
2 Faith's entrapping web
3 Stinking cloud
4 Black tentacles
5 Cloudkill
6 Antimagic field
7 Symbol of weakness
8 Symbol of insanity
9 Wail of the banshee
Death Domain
Granted Power: You may use a death touch once per day. Your
death touch is a supernatural ability that produces a death effect.
You must succeed on a melee touch attack against a living creature
(using the rules for touch spells). When you touch, roll 1d6 per
cleric level you possess. If the total at least equals the creature’s
current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, devourers.
9 Wail of the Banshee: Kills one creature/level
1st—spider climb; 2nd—faith's entrapping web; 3rd—stinking cloud. See the Magic Appendix for more on the Vermin domain.
Special Domain Abilities: Dark Natasha gains a +4 on her saves against poison and can cast detect poison 2/ day; she may use a death touch once per day (see below). See the Magic Appendix for more on the Vermin domain.
SA—Death Touch (Sp): Natasha must succeed at a melee touch attack against a living creature (using the rules for touch spells). She then rolls 5d6. If the total equals or exceeds the creature’s current hit points, it dies. No saving throw is allowed.
Languages: Common, Elven, Gnoll, Goblin, Orc, Undercommon
Possessions:+2 unholy spiked light mace of venom (poison damage as per dagger of venom), a cloak of elvenkind (drow), a +3 ring of protection, a ring of spectral hand (7 charges, see side bar), seven potions (dominate person, levitation, cure critical wounds, haste, polymorph self and cure serious wounds [x2]), a scroll of 3 arcane spells (caster level 9, ethereal bolt [x3]), a hand crossbow, twenty bolts each envenomed with drow poison (see MM, page 86).
Rat Familiar (+2 on Fort Saves)
HP 40 (66) BAB +9 Saves (F 8/R 3/W 9) AC 18 T 14 FF 16
Polymorph Form - Wasteland Troll (Sandstorm)
WASTELAND TROLL FORM -
Natasha
S 25 / Con 24 / D 16 / W 18 / I 17 / Cha 22
Attk 17/12 +2 morningstar / 14/9 claws + 9 bite
HP - 132
AC - 20 (32)
T - 12
FF - 17 (29)
Familiar
S 25 / Con 24 / D 15 / W 12 / I 9 / Cha 2
Attk 14/14 claws + 9 bite
HP - 111
AC - 19 (31)
T - 11
FF - 17 (29)
Barzhag Cleric of OrcusOrc male Clr 5 CR 5 SZ M Humanoid
HD 5d8+15 (50)
Init +2
Spd 20 ft. (30 ft. base)
AC 19 (+5 armor, +2 shield, +2 Dex)
Atk +8 melee (1d8+4, +1 unholy morningstar) or +7 melee (death touch, target’s armor is ignored)
SA death touch, increased evil spells
SQ control undead, TU - 10
SV Fort +7, Ref +3, Will +7
AL CE
Str 16, Dex 14, Con 16, Int 16, Wis 16, Cha 16.
Skills(27): Concentration 12, Knowledge (Rappan
Athuk) 3, Knowledge (religion) 4, Perception 11,
Search 3, Spellcraft 3, Tumble 4
Feats: Profane Boost(TcD), Domain Spontanaiety(Death)(TcD), Extra Turning(PhB)
Spells: DC = 13 + spell level
Death Domain
0—cure minor wounds (x3),resistance, detect magic
1st—(cause fear)incite(TsC), doom, blade of blood (PhbII), summon undead
2nd-(desecrate)hold person, silence, bull's strength
3rd-(Bestow Curse)contagion, dispel magic
Special Domain Abilities: Acolytes of Orcus cast
evil spells at +1 caster level. They may also use a
death touch once per day (see SAs).
SA—Death Touch (Sp): Acolytes of Orcus must
succeed at a melee touch attack against a living
creature (using the rules for touch spells). They then
roll 5d6. If the total equals or exceeds the creature’s
current hit points, it dies. No saving throw is allowed.
Possessions: +1 unholy morningstar +2d6 vs good, masterwork chainmail, large steel shield, three vials of unholy water, an unholy symbol
of Orcus, a black robe emblazoned with the symbol of
Orcus, a small sack with 60 gp, 45 pp.
TACTICS -
half clerics summon skeleton, half kobold zombie; animate dead
cast silence on any undead minions before sending them in for melee
cast doom, cause fear, contagion(DmG pg 292), and hold person one after the other
If one PC is readying or delaying too much use incite
cast bull strength, blade of blood before wading into melee
Use profane bonus before casting cause wounds spell
Use death touch on any bloodied PCs
use death knell on any downed PCs
PHRASES -
When we rule you will see how weak your living bodies are
Orcus' plan is great just as he is great
Let us kill you, and you can join us
Once I reanimate your corpse you can help the Temple of Orcus find The Black Monolith
Level 5A
Tsathar Filth-Priest Cle5: CR 6; SZ M Monstrous Humanoid
HD 2d8+2 plus 5d8+10; hp 45
Init +7, Spd 30 ft., swim 30 ft.
AC 22 (+4 natural, +3 Dex, +5 armor)
Atk +7 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +6 melee (net, special, range 10 ft.) or +7 melee (1d4+2, keen kukri, crit 15–20) or +6 melee (1d6+2 [x2], claws) and +5 melee (1d3+2, bite)
SA leap (30 ft. horizontal, 10 ft. vertical as charge attack);
SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy, summon slaad;
AL CE
SV Fort +6, Ref +7, Will +10; Str 14, Dex 16, Con 14, Int 12, Wis 16, Cha 12.
Skills: Animal Empathy +6, Climb +5, Concentration +6, Handle Animal (frog) +6, Heal +2, Hide +5, Jump +8, Knowledge (arcana) +2, Knowledge (religion) +4, Listen +3, Move Silently +3, Search +2, Spellcraft +2, Spot +3, Swim +6.
Feats: Alertness, Brew Potion, Improved Initiative, Weapon Finesse (kukri).
Unholy Spells (5/4/3/2):
0—cure minor wounds, detect magic, guidance, read magic, resistance;
1st—(obscuring mist)bane, command, cure light wounds, curse water;
2nd—(shatter)bull’s strength, death knell, speak with animals;
3rd—(contagion)dispel magic, bestow curse
Domain Spells (Destruction/Water)
Domain Abilities: Filth-priests may Smite Good once per day, with a +4 to attack and +5 damage. Filth-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.
Languages: Tsathar, Abyssal, Slaad, Undercommon.
Possessions: +1 Studded leather armor (made from giant dire frog hide), a small wooden shield, a +1 shortspear, a net, a keen kukri, a soapstone symbol of Tsathogga, three potions of cure light wounds, a scroll of 2 divine spells (bless, contagion
TACTICS -
Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, obscuring mist if they can seperate the party with the spell
Melee attack spells - bull's strength
melee touch spells - bestow curse (50% do nothing), contagion
thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability
Tsathar Frog-Priest Cle7: CR 8; SZ M Monstrous Humanoid
HD 2d8+6 plus 7d8+21; hp 62
Init +6, Spd 30 ft., swim 30 ft.
AC 23 (+4 natural, +3 Dex, +6 armor)
Atk +10 melee (1d8+3, +1 shortspear, crit x3, range 20 ft.) or +8 melee (net, special, range 10 ft.) or +10 melee (1d4+4, +1 keen kukri, crit 15–20) or +9 melee (1d6+2 [x2], claws) and +8 melee (1d3+2, bite)
SA leap (30 ft. horizontal, 10 ft. vertical as charge attack)
SQ amphibious, darkvision (90 ft.), implant, light blindness, scent, slimy (1/2 dmg vs piercing and slashing), summon slaad (40% summon 1-2 red/blue slaad)
AL CE
SV Fort +8, Ref +8, Will +12
Str 16, Dex 16, Con 16, Int 14, Wis 18, Cha 12.
Skills: Animal Empathy +8, Climb +5, Concentration +8, Handle Animal (frog) +8, Heal +5, Hide +5, Jump +8, Knowledge (arcana) +6, Knowledge (religion) +9, Listen +3, Move Silently +3, Scry +4, Search +2, Spellcraft +6, Spot +3, Swim +6.
Feats: Alertness, Brew Potion, Improved Initiative, Scribe Scroll, Weapon Finesse (kukri).
Unholy Spells (6/5/4/3/2):
0—cure minor wounds, detect magic, guidance (x2), read magic, resistance
1st—(obscuring mist)bane, command, cure light wounds, curse water, divine favor
2nd—(shatter)augury, bull’s strength, death knell, speak with animals
3rd—(contagion)dispel magic, magic vestment, bestow curse
4th—(control water)poison, summon monster IV
Domain Spells (Destruction/Water)
Domain Abilities: Frog-priests may Smite Good once per day, with a +4 to attack and +7 damage. Frog-priests can turn fire creatures and command water creatures (including monstrous frogs) as a cleric turns or commands undead up to three times per day + Cha modifier.
Languages: Tsathar, Abyssal, Slaad, Undercommon.
Possessions: +1 studded leather armor (made from giant dire frog hide), a +1 small wooden shield, a +1 shortspear, a net, a +1 keen kukri, a soapstone symbol of Tsathogga, three potions of cure moderate wounds, a scroll of 4 divine spells (bless, contagion, cure serious wounds, dispel magic), a wand of command (24 charges).
TACTICS -
Summon Spells - Summon Slaad, summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water)
Ranged Attack Spells - Targetted Dispel Magic on Casters first, shatter, command, bane, control water if a situation arises to be taken advantage of, obscuring mist if they can seperate the party with the spell
Melee attack spells - summon monster IV(huge Viper Fiendish Snake if on land/ Large fiendish shark if in water), Magic Vestment (+1), bull's strength, divine favor(+3 hit/damage),
melee touch spells - poison, bestow curse (50% do nothing), contagion
thought tactics -commands monstrous frogs to attack if they can, casts ranged attack spells, then melee attack spells, then melee touch spells, then moves in to melee will smite good on its first attack from its domain ability