View Single Post

Thread: Monstrous NPCs

  1. - Top - End - #5
    Ogre in the Playground

    Join Date
    Apr 2017
    Vancouver <-> Dublin

    Default Re: Monstrous NPCs (WIP)

    Finally, my magnum opus of non-associated class levels, a green hag mystic theurge. Probably the only balanced one, as well!

    Swamp Witch (Green Hag Cleric 3rd/Wizard 3rd/Mystic Theurge 6th)

    Hit Dice: 9d8+18 plus 3d8+6 plus 3d4+6 plus 6d4+12 (118 hp)
    Initiative: +6
    Speed: 30 ft. (6 squares), swim 30 ft.
    Armor Class: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
    Base Attack/Grapple: +15/+19
    Attack: Claw +19 melee (1d4+4)
    Full Attack: 2 claws +19 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, weakness, mimicry, rebuke undead 4/day, spells,
    Special Qualities: Darkvision 90 ft., spell resistance 30, summon familiar
    Saves: Fort +13, Ref +14, Will +22
    Abilities: Str 18, Dex 14, Con 15, Int 20, Wis 16, Cha 12
    Skills: Appraise +8,Concentration +26, Diplomacy +3, Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge (religion) +21, Listen +27, Sense Motive +27, Spot +27, Spellcraft +31, Swim +12, Survival +3 (+5 aboveground)
    Feats: Ability Focus (weakness), Blind-FightB, Combat Expertise, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Practiced Spellcaster (cleric)CD, Practiced Spellcaster (wizard)CD, Scribe ScrollB
    Environment: Temperate marshes
    Organization: Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants), plus created undead
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: By character class
    Level Adjustment: -
    CDComplete Divine

    A swamp witch represents the pinnacle of hag-dom. These malevolent spellcasters call upon the powers of black magic (both arcane and divine) to curse and decrepify their foes, delighting in fading in and out of sight via their invisibility each time they deliver a new baneful spell.

    Swamp witches speak Abyssal, Common, Giant, Infernal, and Sylvan.

    Combat Abilities
    Cleric Domains
    Darkness (free Blind-Fight feat), Plant (rebuke plant creatures, Knowledge (nature) is cleric class skill).

    Mimicry (Ex)
    A swamp witch can imitate the sounds of almost any animal found near its lair.

    Rebuke Undead
    Note that a swamp witch gains a +2 bonus on turning checks due to its ranks in Knowledge (religion). A typical swamp witch also commands a variety of undead created through animate dead, even if it is not part of a covey.

    A swamp witch has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

    Caster level 13th (for both cleric and wizard spells).

    Typical cleric spells prepared (6/6/6/5/3/2; save DC 13 + spell level)
    0-create water, cure minor wounds, detect poison, guidance, light, purify food and drink; 1st-divine favour, entangle*, entropic shield, obscuring mist, protection from good, shield of faith 2nd-aid, barkskin*, desecrate, resist energy, spiritual weapon, undetectable alignment 3rd-bestow curse (2), blacklight*, cure serious wounds, dispel magic 4th-armor of darkness*, divine power, freedom of movement 5th-righteous might, wall of thorns*
    *Domain spell. Domains: Darkness and Plant.

    Typical wizard spells prepared (4/6/5/4/3/2; save DC 15 + spell level)
    0-arcane mark, detect magic, prestidigitation, read magic; 1st-colour spray, expeditious retreat, jump, mage armor, magic missile, shield; 2nd-acid arrow, blindness/deafness, glitterdust, mirror image, see invisibility; 3rd-fly, heroism, stinking cloud, suggestion; 4th-black tentacles, fire shield, stoneskin; 5th-baleful polymorph, feeblemind

    Spell-Like Abilities

    At willódancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.

    Spontaneous Casting
    An evil cleric (or a neutral cleric of an evil deity) canít convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

    Summon Familiar
    A swamp witch typically takes a raven familiar and makes use of it as a spy and Common-speaking emissary (the bonus to the swamp witch's Appraise skill from a raven familiar is included in the statistics block).

    Weakness (Su)
    A swamp witch can weaken a foe by making a special touch attack. The opponent must succeed on a DC 17 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
    Last edited by rferries; 2017-09-18 at 03:28 AM.