the Jester
Legend
By request, I'm posting some of my notes from the conversion of RttToH I used.
First, a couple of general points: I heavily modified the adventure in order to fit it into my regular high-level game (yes, I ran this in my regular campaign- scared the hell out of my players!). The entire thing was sort of a side adventure on the way to confront their true enemy, Felenga, but I digress.
The party started at around 15th-21st level and by the end was something like 17th-23rd.
My players skipped over almost the entire first couple chapters via an ethereal assault that took them to the entrance of the Tomb (the hall at the back of the Bleak Academy). The initial ethereal assault involved a fight with something like ten glabrezu. Then, in the entry hall, I had positioned a crawling head, and the pcs ended up fighting Ferranifer, the head, the Dim Triad, a Balor, Drake, Ngise and some lesser necromancers all at once.
Also, the Tomb itself was heavily warded against certain divinations- no find the path in there! However, augury, divination and similar things worked.
Without further ado, I'll start with some of the villains from the Bleak Academy.
(If you play in my campaign, don't look at the stuff that's blacked out with the spoiler tag; it might come up again sometime.)
First, a couple of general points: I heavily modified the adventure in order to fit it into my regular high-level game (yes, I ran this in my regular campaign- scared the hell out of my players!). The entire thing was sort of a side adventure on the way to confront their true enemy, Felenga, but I digress.
The party started at around 15th-21st level and by the end was something like 17th-23rd.
My players skipped over almost the entire first couple chapters via an ethereal assault that took them to the entrance of the Tomb (the hall at the back of the Bleak Academy). The initial ethereal assault involved a fight with something like ten glabrezu. Then, in the entry hall, I had positioned a crawling head, and the pcs ended up fighting Ferranifer, the head, the Dim Triad, a Balor, Drake, Ngise and some lesser necromancers all at once.
Also, the Tomb itself was heavily warded against certain divinations- no find the path in there! However, augury, divination and similar things worked.
Without further ado, I'll start with some of the villains from the Bleak Academy.
(If you play in my campaign, don't look at the stuff that's blacked out with the spoiler tag; it might come up again sometime.)
FERRANIFER
Vampire (former human) Necromancer 20
(Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).)
Hit Dice: 20d12 (162 hp)
Initiative: +10
Speed: 30’
Armor Class: 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30
Base Attack/Grapple: +10/+13
Attack: Slam (1d6+3 plus energy drain)
Full Attack: Slam +x/x (1d6+3 plus energy drain)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells
Special Qualities: Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses
Saves: Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders.)
Abilities: Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18
Skills: Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks
involving scrolls)
Feats: Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell
Challenge Rating: 22
Gear: Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.
Alignment: Chaotic Evil
Permanent Spell Effects- arcane sight, tongues, read magic, see invisibility.
Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.
Note: Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring.
Typical Spells Prepared:
0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2);
1st level (DC 20/22 necromancy)- bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant;
2nd level (DC 21/23 necromancy)- darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2);
3rd level (DC 22/24 necromancy)- clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered);
4th level (DC 23/25 necromancy)- animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#;
5th level (DC 24/26 necromancy)- cloudkill, dismissal, fireball (empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**;
6th level (DC 25/27 necromancy)- blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**;
7th level (DC 26/28 necromancy)- banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2);
8th level (DC 27/29 necromancy)- bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**;
9th level (DC 28/30 necromancy) - blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*.
*Necromancy spell.
**Already cast.
#From the Book of Vile Darkness.
Ferranifer’s Brooch: This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again.
The Dim Triad- Absalom, Blaesing and Harrow
ABSALOM
Male Human Vampire Fighter 15 (Medium undead)
Hit Dice: 15d12+8 (140 hp)
Initiative: +6
Speed: 20’
Armor Class: 35 (+7 natural, +10 armor, +6 shield, +2 dex), touch 12, flat-footed 32
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d6+12 plus energy drain) or +4 shock bastard sword +29 melee (1d10+15/17-20 plus lethality)
Full Attack: Slam +24/19/14 melee (1d6+12 plus energy drain); or +4 shock bastard sword +29/24/19 melee (1d10+15/17-20 plus lethality); or +4 shock bastard sword +23/18/13 melee (1d10+15/17-20 plus lethality) and heavy steel shield +14 melee (1d4+9)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 18), create spawn, energy drain (DC 18)
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, hide in plain sight, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 29 (including gauntlets), Dex 14, Con -, Int 12, Wis 14, Cha 13
Skills: Bluff +9, Hide +10, Jump +26, Listen +12, Move Silently +10, Search +9, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Improved Shield Use, Iron Will, Lethality (bastard sword), Lightning Reflexes, Power Attack, Quickdraw, Resilience, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword),
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Eel (+4 shock cold iron bastard sword), Turtle (heavy steel shield +3), full plate +2, gauntlets of ogre power, potions of inflict serious wounds (3d8+15) (3), potion of haste
BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 22 (+6 natural, +6 dex), touch 16, flat-footed 16
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +2 longsword +16 melee (1d8+6); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or ++2 longsword +16/11 melee (1d8+6);; or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +4, Ref +17, Will +4
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Headband of intellect +2, longsword +2, masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot).
Spells Per Day: 5/4/4/4; base save DC 15 + spell level. Spells Known:
1st level- Disguise self, ghost sound, obscuring mist, true strike;
2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;
3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;
4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.
HARROW
Female Elf Vampire Fighter 4/Evoker 5/Eldritch Knight 6 (Medium undead)
Hit Dice: 15d12 (110 hp)
Initiative: +8
Speed: 60’ (with expeditious retreat) plus lock-step
Armor Class: 33 (+9 natural, +5 armor, +5 shield, +4 dex), touch 14, flat-footed 29 plus 7 mirror images
Base Attack/Grapple: +12/+17
Attack: Slam +17 melee (1d6+7 plus energy drain) or Drowspite +20 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19 ranged (1d8+6/x3) plus power attack
Full Attack: Slam +17/12/7 melee (1d6+7 plus energy drain) or Drowspite +20/15/10 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19/14/9 ranged (1d8+6/x3) plus power attack
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 19), create spawn, energy drain (DC 19), spells
Special Qualities: Alternate form, DR 10/silver and magic and 10/adamantine (absorbs 150 points), fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 20, Wis 13, Cha 14
Skills: Appraise +5 (+7 if related to weapons), Bluff +10, Concentration +18, Craft (weaponsmithing) +21, Diplomacy +4, Handle Animal +3, Hide +12, Intimidate +9, Knowledge (arcana) +18, Listen +11, Move Silently +12, Ride +11, Search +13, Sense Motive +9, Spellcraft +25, Spot +11, Swim +12, Survival +1 (+3 when following tracks)
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Improved Initiative, Improved Trip, Lightning Reflexes, Lock-Step, Monkey Grip, Power Attack, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell, Weapon Focus (falchion), Weapon Specialization (falchion)
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Bracers of armor +5, buckler +4, Drowspite (keen falchion+2, elfbane), amulet of natural armor +3, mighty (+3) composite longbow +3, adamantine dagger +1, potion of inflict light wounds (1d8+5), scroll (disintegrate).
Spells (5 7 6 5 5 4); opposition schools- Necromancy and Conjuration; base save DC = 15 + spell level (16 + spell level for evocation). Typical Spells Prepared:
0 level (DC 15, evocation 16)- Detect magic, flare*, prestidigitation, ray of frost*, resistance;
1st level (DC 16, evocation 17)- Expeditious retreat**, magic missile (2)*, shocking grasp (2)*, true strike (2);
2nd level (DC 17, evocation 18)- Invisibility, mirror image**, scorching ray (2), touch of idiocy, vertigo;
3rd level (DC 18, evocation 19)- Displacement, fireball (2)*, fly, haste;
4th level (DC 19, evocation 20)- Acid spray*, dispel magic (still), distort summons#, ice storm*, stoneskin**;
5th level (DC 20, evocation 21)- Cone of cold*, seeker missiles (2)*, wall of force*.
*Evocation spell.
**Already cast.
#From the Book of Vile Darkness.
Vampire (former human) Necromancer 20
(Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).)
Hit Dice: 20d12 (162 hp)
Initiative: +10
Speed: 30’
Armor Class: 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30
Base Attack/Grapple: +10/+13
Attack: Slam (1d6+3 plus energy drain)
Full Attack: Slam +x/x (1d6+3 plus energy drain)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells
Special Qualities: Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses
Saves: Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders.)
Abilities: Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18
Skills: Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks
involving scrolls)
Feats: Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell
Challenge Rating: 22
Gear: Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.
Alignment: Chaotic Evil
Permanent Spell Effects- arcane sight, tongues, read magic, see invisibility.
Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.
Note: Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring.
Typical Spells Prepared:
0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2);
1st level (DC 20/22 necromancy)- bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant;
2nd level (DC 21/23 necromancy)- darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2);
3rd level (DC 22/24 necromancy)- clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered);
4th level (DC 23/25 necromancy)- animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#;
5th level (DC 24/26 necromancy)- cloudkill, dismissal, fireball (empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**;
6th level (DC 25/27 necromancy)- blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**;
7th level (DC 26/28 necromancy)- banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2);
8th level (DC 27/29 necromancy)- bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**;
9th level (DC 28/30 necromancy) - blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*.
*Necromancy spell.
**Already cast.
#From the Book of Vile Darkness.
Ferranifer’s Brooch: This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again.
The Dim Triad- Absalom, Blaesing and Harrow
ABSALOM
Male Human Vampire Fighter 15 (Medium undead)
Hit Dice: 15d12+8 (140 hp)
Initiative: +6
Speed: 20’
Armor Class: 35 (+7 natural, +10 armor, +6 shield, +2 dex), touch 12, flat-footed 32
Base Attack/Grapple: +15/+24
Attack: Slam +24 melee (1d6+12 plus energy drain) or +4 shock bastard sword +29 melee (1d10+15/17-20 plus lethality)
Full Attack: Slam +24/19/14 melee (1d6+12 plus energy drain); or +4 shock bastard sword +29/24/19 melee (1d10+15/17-20 plus lethality); or +4 shock bastard sword +23/18/13 melee (1d10+15/17-20 plus lethality) and heavy steel shield +14 melee (1d4+9)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 18), create spawn, energy drain (DC 18)
Special Qualities: Alternate form, DR 10/silver and magic, fast healing 5, gaseous form, hide in plain sight, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +12, Ref +12, Will +10
Abilities: Str 29 (including gauntlets), Dex 14, Con -, Int 12, Wis 14, Cha 13
Skills: Bluff +9, Hide +10, Jump +26, Listen +12, Move Silently +10, Search +9, Sense Motive +10, Spot +21
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Improved Shield Use, Iron Will, Lethality (bastard sword), Lightning Reflexes, Power Attack, Quickdraw, Resilience, Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword),
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Eel (+4 shock cold iron bastard sword), Turtle (heavy steel shield +3), full plate +2, gauntlets of ogre power, potions of inflict serious wounds (3d8+15) (3), potion of haste
BLAESING (Medium Undead)
Female Human Vampire Rogue 5/Assassin 10
Hit Dice: 15d12 (100 hp)
Initiative: +10
Speed: 30’
Armor Class: 22 (+6 natural, +6 dex), touch 16, flat-footed 16
Base Attack/Grapple: +10/+14
Attack: Slam +14 melee (1d6+6 plus energy drain); or +2 longsword +16 melee (1d8+6); or masterwork mighty (+2) shortbow +18 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Full Attack: Slam +14/9 melee (1d6+6 plus energy drain); or ++2 longsword +16/11 melee (1d8+6);; or masterwork mighty (+2) shortbow +18/13 ranged (1d6+3 plus 1d4 sonic plus deafness howling arrows)
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, death attack (DC 25), dominate (DC 22), create spawn, energy drain (DC 22), sneak attack +8d6, spells
Special Qualities: Alternate form, DR 10/silver and magic, evasion, fast healing 5, gaseous form, improved uncanny dodge, resistance to cold 10 and electricity 10, spider climb, trap sense +1, trapfinding, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +4, Ref +17, Will +4
Abilities: Str 19, Dex 22, Con -, Int 21 (with headband), Wis 10, Cha 20
Skills: Balance +8, Bluff +36, Climb +5 (+7 when involving rope), Diplomacy +9, Disguise +17 (+19 acting in character), Escape Artist +6 (+8 when involving rope), Hide +34, Intimidate +15, Jump +7, Listen +20, Move Silently +34, Search +25, Sense Motive +20, Sleight of Hand +21, Spot +20, Survival +0 (+2 when following tracks), Tumble +21, Use Rope +18
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved Initiative, Lightning Reflexes, Sidestep, Stealthy
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Headband of intellect +2, longsword +2, masterwork mighty (+2) shortbow, 24 silver arrows, 24 howling arrows (arrows +1, deal +1d4 sonic damage, those struck must make a Fort save, DC 15, or be deafened for ten minutes), potion of invisibility, potion of bull’s strength, potion of eagle’s splendor, Deception (scarf, grants +5 competence bonus to Bluff; uses amulet slot).
Spells Per Day: 5/4/4/4; base save DC 15 + spell level. Spells Known:
1st level- Disguise self, ghost sound, obscuring mist, true strike;
2nd level- Cat’s grace, darkness, invisibility, undetectable alignment;
3rd level- Magic circle against good, Malford’s dopplegangment, misdirection, nondetection;
4th level- Clairaudience/clairvoyance, dimension door, freedom of movement, greater invisibility.
HARROW
Female Elf Vampire Fighter 4/Evoker 5/Eldritch Knight 6 (Medium undead)
Hit Dice: 15d12 (110 hp)
Initiative: +8
Speed: 60’ (with expeditious retreat) plus lock-step
Armor Class: 33 (+9 natural, +5 armor, +5 shield, +4 dex), touch 14, flat-footed 29 plus 7 mirror images
Base Attack/Grapple: +12/+17
Attack: Slam +17 melee (1d6+7 plus energy drain) or Drowspite +20 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19 ranged (1d8+6/x3) plus power attack
Full Attack: Slam +17/12/7 melee (1d6+7 plus energy drain) or Drowspite +20/15/10 melee (2d4+11/15-20) or +3 mighty (+3) composite longbow +19/14/9 ranged (1d8+6/x3) plus power attack
Space/Reach: 5’/5’
Special Attacks: Blood drain, children of the night, dominate (DC 19), create spawn, energy drain (DC 19), spells
Special Qualities: Alternate form, DR 10/silver and magic and 10/adamantine (absorbs 150 points), fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +10, Ref +10, Will +8
Abilities: Str 21, Dex 18, Con -, Int 20, Wis 13, Cha 14
Skills: Appraise +5 (+7 if related to weapons), Bluff +10, Concentration +18, Craft (weaponsmithing) +21, Diplomacy +4, Handle Animal +3, Hide +12, Intimidate +9, Knowledge (arcana) +18, Listen +11, Move Silently +12, Ride +11, Search +13, Sense Motive +9, Spellcraft +25, Spot +11, Swim +12, Survival +1 (+3 when following tracks)
Feats: Alertness, Cleave, Combat Expertise, Combat Reflexes, Craft Magic Arms and Armor, Improved Initiative, Improved Trip, Lightning Reflexes, Lock-Step, Monkey Grip, Power Attack, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Still Spell, Weapon Focus (falchion), Weapon Specialization (falchion)
Challenge Rating: 17
Alignment: Chaotic evil
Gear: Bracers of armor +5, buckler +4, Drowspite (keen falchion+2, elfbane), amulet of natural armor +3, mighty (+3) composite longbow +3, adamantine dagger +1, potion of inflict light wounds (1d8+5), scroll (disintegrate).
Spells (5 7 6 5 5 4); opposition schools- Necromancy and Conjuration; base save DC = 15 + spell level (16 + spell level for evocation). Typical Spells Prepared:
0 level (DC 15, evocation 16)- Detect magic, flare*, prestidigitation, ray of frost*, resistance;
1st level (DC 16, evocation 17)- Expeditious retreat**, magic missile (2)*, shocking grasp (2)*, true strike (2);
2nd level (DC 17, evocation 18)- Invisibility, mirror image**, scorching ray (2), touch of idiocy, vertigo;
3rd level (DC 18, evocation 19)- Displacement, fireball (2)*, fly, haste;
4th level (DC 19, evocation 20)- Acid spray*, dispel magic (still), distort summons#, ice storm*, stoneskin**;
5th level (DC 20, evocation 21)- Cone of cold*, seeker missiles (2)*, wall of force*.
*Evocation spell.
**Already cast.
#From the Book of Vile Darkness.