Here's the next few chapters for Out of the Darkness.
Chapter 2: Crux
Verdis Mov, leader of Crux, male human Rog4/Ftr6 CR 11 Medium-size Humanoid (human) HD 4d6+6d10+20 hp 88 Init +4 (Dex) Speed 30 feet AC 22 (+4 Dex, +6 bracers of armor, +2 deflection from ring of protection) Attacks greatsword +16/+11 melee or longbow +14/+8 ranged Damage greatsword 2d6+9/Crit 19-20 or longbow 1d8/Crit X3/100 ft range increment Face/Reach 5 ft by 5 ft/5 ft SA sneak attack +2d6 SQ evasion, uncanny dodge (Dex bonus to AC) SV Fort +8, Ref +10, Will +6 Str 17, Dex 19, Con 15, Int 18, Wis 16, Cha 18 AL LE
Skills and Feats: Balance +11, Bluff +13, Climb+11, Decipher Script +8, Diplomacy +13, Disguise +10, Forgery +10, Gather Information +13, Handle Animal +8 Intimidate +6, Jump +11. Knowledge (local) +7 Listen +11, Open Locks +6, Pick Pockets +6, Profession (merchant) +9, Sense Motive +10, Spot +11, Swim +11, Alertness, Expertise, Leadership, Persuasive, Quick Draw, Trustworthy, Weapon focus (greatsword), Weapon specialization (greatsword)
Notes: The Feats Persuasive and Trustworthy are taken from Song and Silence and give Verdis Mov a +2 bonus to Bluff, Diplomacy, Gather Information and Intimidate (already included in the above stastics). If you don’t have that book, replace them with Skill focus. I suggest switching the Bracers of Armor +6 to a lower Bracers of Armor to bring Verdis Mov more into line with the equipment guidelines in the DMG.
Special Equipment: Bracers of Armor +6, Ring of Protection +2, and a Greatsword +2 that has somehow been made invisible permanently.
Zin, Verdis Mov’s cat CR ¼ Tiny Animal HD 1/2d8 hp 2 Init +2 (Dex) Speed 30 feet AC 14 (+2 size, +2 Dex), Attacks 2 claws +4 melee, bite –1 melee Damage Claw 1d2-4, bite 1d3-4 Face/Reach 2 1/2 feet by 2 1/2/0 ft Fort +2, Ref +4, Will +1 Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7 AL N
Skills and Feasts: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4, Weapon Finesse (Claw, Bite)
Notes: Just a normal, white cat. Might make a useful red herring if the players think Verdis Mov is some kind of evil wizard and Zin is his familiar.
Marlus Van, Priestess of Ygdrasil, female human Drd 9 CR 9 Medium-size Humanoid (human) HD 9d8+9 hp 58 Init +3 (Dex) Speed 30 feet AC 15 (+3 Dex, +2 shield) Attacks Cudgel+7/+2 melee Damage Cudgel 1d6+1 Face/Reach 5 ft by 5 ft/5ft SA wildshape 3/day, wildshape (large), spells SQ Nature Sense, Resist Nature’s Lure, Trackless Step, Woodland Stride SV For +7, Ref +6, Will +10 Str 9, Dex 16, Con 12, Int 10, Wis 18, Cha 13 AL NG
Skills and Feats: Animal Empathy +4, Concentration +7, Handle Animal +7, Knowledge (nature) +14, Heal +13, Intuit Direction +6, Listen +6, Spot +7 Wilderness Lore +18, Alertness, Skill focus (knowledge- nature), Skill focus (Wilderness Lore), Track
Spells (6/5/5/4/3/1): Create Water, Cure Minor Wounds (X2), Detect Magic, Light, Purify Food and Drink 1: Charm Person or Animal, Cure Light Wounds (X2), Entangle, Good Berry, Shillelagh 2: Barkskin, Heat Metal, Hold Animal, Warp Wood 3: Plant Growth, Protection from the Elements, Snare, Spike Growth 4: Cure Serious Wounds, Dispel Magic, Freedom of Movement 5: Tree Stride
Special Equipment: Cudgel +2 (treat as a club), Small Wooden Shield +2
Ratatosk CR 1 Medium Size Outsider (Chaotic, Good) HD 2d8 hp 8 Initiative +4 (Dex) Speed 20 feet, Climb 30 feet, Fly 40 feet (poor) AC 14 (+4 Dex) Attacks 2 claws +6 melee or halfspear +2 melee Damage claw 1d4, halfspear 1d6/X3 Face/Reach 5 ft by 5 ft/5 ft SA Swoop, Taunt SQ Dodge Missiles, Fort+ 2, Ref +6, Will+3 Str 10, Dex 19, Con 11, Int 8, Wis 12, Cha 10 AL CG
Skills and Feats: Balance +10, Jump +6, Wilderness Lore +5*, Weapon finesse (claws)
Notes: Swoop (Ex) A ratatosk who is at a higher point than his opponent may dive at the foe and hit with his claws, doing double damage to the enemy.
Taunt (Sp) A ratatosk may instigate a foe into going into a berserk rage, attacking the ratatosk in melee with a temporary +2 morale bonus on attack rolls, but with a -2 to AC. Will save (DC 11) negates.
Dodge Missiles (Ex.): Ratatosk are very agile and adept at dodging missiles lobbed at them. A ratatosk may dodge any missile (including magical ones like Melf’s Acid Arrow) shot at him that requires an attack roll by making a Reflex Save greater than the attack roll.
Skills: A ratatosk gets a +8 racial modifier on all its racial class skills while on Ygdrasill.
Glittereye, Ratatosk Priest of Ygdrasill CR 3 Medium-size Outsider (Chaotic, Good) HD 3d8 hp 19, Init +5 (Dex) Speed 20 feet, Climb 30 feet, Fly 40 feet (poor) Attacks two claws +8 melee or cudgel +3 melee Damage claw 1d4, cudgel 1d6 Face/Reach 5 ft by 5 ft/5 ft SA: Spells, Swoop, Taunt SQ: Dodge Missiles SV Fort +3, Ref +8, Will +5 Str 10, Dex 20, Con 11, Int 10, Wis 15, Cha 12 AL CG
Skills and Feats: Balance +8, Concentration +5, Knowledge (nature) +5, Jump +4, Wilderness Lore +11, Weapon finesse (claws)
Notes: Glittereye casts spells as a 6th level druid and has all the normal abilities of a normal ratatosk.
Spells (5/4/4/2) 0: Create Water, Cure Minor Wounds, Detect Poison, Know Direction, Light 1: Cure Light Wounds, Good Berry, Magic Fang Shillelagh 2: Heat metal, Cure Moderate Wounds, Warp Wood, Wood Shape 3: Protection from the Elements, Summon Nature’s Ally II
Pentadrone (modron) CR 4 Medium-size Outsider (Lawful) HD 5d8+10 hp 44 Initiative +3 (Dex) Speed 50 feet AC 17 (+3 Dex, +4 natural) Attacks 5 slams +9 melee Damage Slam 1d4+4 Face/Reach 5 ft by 5 ft/5 ft SA: Breath Weapon SQ: All-around vision, DR 10/+1, levitation, modron traits, resistances SV Fort +6, Ref +7, Will +5, Str 18, Dex 16, Con 14, Int 12, Wis 12, Cha 12 AL LN
Skills and Feats: Diplomacy +10, Gather Information +6, Intuit Direction +6, Knowledge (plains) +7, Listen +9, Search +11, Sense Motive +6, Spot +13, Alertness, Track
Notes: This is from WoTC’s MoTP web enhancement All-around vision (Ex): +4 racial bonus to Spot and Search, cannot be flanked
Breath Weapon (Ex): 30 feet, cone of gas, Fortitude save (DC 14) or be paralyzed for 2d4 rounds, useable 1/hr, up to 5/day
Levitation (Ex) By aiming breath weapon down, pentadrone can levitate 20 ft per round for up to 1 hour. Counts as a breath weapon use.
Modron traits: Immune to mind-influencing effects, not subject to subdual damage, ability damage, ability drain, energy drain, or critical hits
Resistances (Ex) Acid, Cold, and Fire Resistance 20
Chapter 3: Masks
Visage Medium-size undead (tanar’ri) CR 6 Medium-size undead HD 6d12 hp 60 Initiative +2 (Dex) Speed Fly 40 feet (perfect) AC 20 (+2 Dex, +8 natural) Attacks 2 claws +6 melee Damage claw 1d8+4 Face/Reach 5 ft by 5 ft/5 ft SA: Lucidity control, Domination, Assume Identity SQ DR 15/+1, SR 16, Turning Resistance +6, Elasticity, Immunities, Undead SV: Fort +2, Ref +4, Will +7 Str 16, Dex 14, Con -, Int 14, Wis 15, Cha 20 AL CE
Skills and Feats: Bluff +14, Concentration +13 Knowledge (any one)+6 Hide+10 Listen +6, Move Silently +10, Sense Motive +9, Spot +6, Wilderness Lore +7, Alertness, Fly-by Attack, Track, Weapon focus (claws)
Notes: Lucidity Control (Su): The visage employs a most unique and most lethal power called lucidity control. With this power, a visage can reach into the mind of any poor soul it sees and take total and utter control of what the person perceives. There is no initial saving throw against this power, but if a victim thinks he senses are being manipulated, he is allowed a Will Save (DC 18) to break the hold of the visage on him. This is why visages are subtle and tricky in their efforts of deception. The victim must continue to make the save each round to remain in control of his senses. Extremely lawful creatures, like modrons or even rogue modrons, are immune to this power, as is creatures immune to illusions. A true seeing spell will negate the effect of the lucidity control too.
Domination (Sp): Once per day, a visage may dominate one victim (as in the Dominate Person spell) as a 12th level sorceror. It cannot use its Lucidity Control power while dominating a victim, so visages sometimes travel in small tracks to make the most use of their powers.
Assume Identity (Su): A visage may steal the identity, the very soul essence of a person it kills. It temporarily gets his skills, languages, and feats, but not hit points, attack bonus, or other class features or ability scores. On the outside, a visage who took the likeness of a victim appears to be exactly alike the unfortunate soul. The visage has taken his soul, so there is also no way to bring the victim back from the dead. The sod can’t be reincarnated or become a petitioner either. This fate can only be avoided unless the visage that stole his essence is slain within one day. If the fiend keeps the victim’s identity for more than that time period, or the visage gives up its victims identity to assume another one, the victim’s soul is permanently destroyed with no hope of the person coming back to life, or the afterlife for that matter. A visage assuming a stolen identity can still make use of its Domination and Lucidity Control powers
Elasticity (Ex): Although it appears incorporeal, the visage is actually fully material. However, it can fold itself to fit into tiny places that normal humans could not fit in.
Immunities: A visage is immune to cold and holy water.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Minion of Set hp 45, 39, 32 CR 7 Medium-size Outsider (Evil, Lawful) HD 6d8+13 hp 57, 51, 44 Initiative + 1 (Dex) Speed 30 feet AC 19 (+1 Dex, +4 natural, +4 scale mail) Attacks: Greatsword +9 melee or by animal form Damage: Greatsword 2d6+4 or by animal form Face/Reach: 5 ft. by 5 ft./ 5 ft SQ: Animal form, fear immunity, SR 11 SV: Fort +7, Ref +6, Will +6 Str 17, Dex 13, Con 15, Int 12, Wis 12, Cha 13 AL N
Skills and Feats: Bluff +4, Climb +8, Gather Information +6, Hide +5, Knowledge (the planes) +6, Knowledge (religion) +8, Listen +6, Spot +6, Swim +10, Wilderness Lore +8, Multiattack, Track
Notes: For a conversion of Minions of Set, go here:
http://www.ps3e.com/monster.cfm?id=26Ps3e.com:Beings:Monster:Minion of Set
Animal Form (Su): Minions are able to assume the form of a giant snake, and a few are able to change into a second form, usually that of a black bear, a medium-sized crocodile, a giant hyena or a medium-sized monstrous scorpion. (Refer to the Monster Manual entries for these animals for complete statistics), this tranformation is divinely assisted, and as such only requires a partial action to complete.
Giant boring beetle (8) CR 3 Large (long) Vermin HD 5d8+15 hp 37 Initiative +0 Speed 20 feet AC 17 (-1 size, +8 natural) Attacks Bite +7 melee Damage Bite 5d4+7 Face/Reach 5 ft by 10 ft/5 ft SQ: Vermin SV Fort +7, Ref +1, Will +1 Str 20, Dex 10, Con 16, Int -, Wis 10, Cha 9 AL N
Skills and Feats: Listen +5, Spot +5
Notes: Vermin: Immune to mind-influencing effects. Giant boring beetles have darkvision with a range of 60 feet.
Crux Watchman, male human War 5 CR 4, HD 4d8+8 hp 25 Init +2 (Dex) Speed 20 feet (30 ft base) AC 18 (+2 Dex, +5 chain mail armor, +1 shield) Attacks longsword +8 melee Damage longsword 1d8+3/Crit X3 Face/Reach 5 ft by 5 ft/5 ft SV Fort +6, Ref +3, Will +1 Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 11 AL NG or CG
Skills and Feats: Listen +4, Spot +4, Profession or Craft +4, Combat Reflexes, Improved Unarmed Strike, Weapon focus (longsword)
Kiir-Aama, barmy Frat. of Order guy, male aasimar Guvner War 6 CR 5 Medium-size Ousider HD 6d8+6 hp 36 Init +1 (Dex) Speed 30 feet AC 11 (+1 Dex) Attacks club +7/+2 melee Damage club 1d6+1 Face/Reach 5 ft by 5 ft/5 ft SQ aasimar traits, Guvner traits SV Fort +6, Ref +5, Will +3. Str 12, Dex 13, Con 12, Int 10, Wis 6, Cha 10 AL LN
Skills and Feats: Diplomacy +4, Listen +4, Spot +3, Profession +4, Alertness, Iron Will, Lightning Reflexes
Notes: This is a berk who the visages are trying to kill and assume his identity. As an aasimar, he has acid, cold, and fire resistance 5 and can cast Light once per day as a 6th level sorcerer.
Chapter 4: Message from Thanatos
Lovelost (Wraith) CR 5 Medium-side Undead (Incoporeal) Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 30 feet, Fly 60 feet (good) AC 15 (+3 Dex, +2 Deflection) Attacks Incorporeal touch +5 melee touch Damage Incorporeal touch 1d4 and 1d6 permanent Constitution drain Face/Reach 5 ft by 5 ft/5 ft SA: Constitution drain, Create spawn SQ: Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness SV Fort +1, Ref +4, Will +6 Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 AL LE
Skills and Feats: Hide +11, Intimidate +10, Intuit Direction +6, Listen +12, Search +10, Sense Motive +8, Spot +12; Alertness, Combat Reflexes, Improved Initiative
Notes: MM pg.185 Create Spawn (Su) victims hit by touch attack must make a Fortitude Save (DC 14) or take 1d6 points of permanent Constitution drain
Create Spawn (Su) Humanoid slain by a wraith becomes a wight in 1d4 rounds under command of the wraith
Unnatural Aura (Su): Animals can sense wraith within 30 feet and will not approach willingly; if force animal will become panicked for duration in presence of wraith
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight and flee form it.
Rish-Shisitris-Shas (Steam Mephit) Small Outsider (Fire) HD 3d8 hp 13 Initiative +5 (+1 Dex, +4 Improved Initiative) Speed 30 ft, Fly 50 ft (Average) Attacks 2 claws +4 melee Damage claw 1d3 and 2 fire Face/Reach 5 ft by 5 ft/5 ft SA: Breath weapon, spell-like abilities, summon mephit SQ: Fire subtype, fast healing 1, DR 5/+1 SV: Fort +3, Ref +4, Will +3 Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 AL N
Skills and Feats: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6, Improved Initiative
Notes: Since mist mephits have not been converted to 3E, I made Rish a steam mephit. MM p. 132-134: Breath Weapon (Su): Cone of steam, 10 ft, damage 1d4, Reflex half DC 12. Living creatures who fail Save and who are not immune to or protected from fire –4 morale penalty to AC and –2 morale penalty to attack rolls made for 3 rounds.
Spell-like Abilities: 1/day blur as cast by a 3rd level sorcerer. 1/day create a rainstorm of boiling water that affects an area of a 20 ft square and does 2d6 damage (Reflex half DC 15)
Fire Subtype: Fire immunity, double damage from cold except on a successful save
Fast Healing (Ex): Only if it is touching boiling water or it is in a hot, humid area.
Giant Eagle CR 3 Large Magical Meast HD 4d8+4 hp 29 Initiative +3 (Dex) Speed 10 ft, fly 80 ft (average) AC: 15 (-1 size, +3 Dex, +3 natural) Attacks 2 claws +7 melee, bite +2 melee Damage: Claw 1d6+4, bite 1d8+2 Face/Reach: 5 ft by 5 ft/5 ft SQ: Evasion SV Fort +5, Ref +7, Will +3 Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 AL NG
Skills and Feats: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11, Wilderness Lore +8, Alertness
Notes: MM p. 102
Chapter V: The Bottom of the Multiverse
Ghoul CR 1 Medium-Size Undead HD 2d12 hp 16 Initiative +2 (Dex) Speed 30 ft AC 14 (+2 Dex, +2 natural) Attacks Bite +3 melee, 2 claws +0 melee Damage bite 1d6+1 and paralysis, claw 1d3 and paralysis Face/Reach 5 ft by 5 ft/5ft SA: Paralysis, create spawn SQ: Undead, +2 turn resistance SV Fort +0, Ref +2, Will +5 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 AL CE
Skills and Feats: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +6, Move Silently +7, Search +6, Spot +7, Multi-attack, Weapon finesse (bite)
Notes: MM pg. 97 Paralysis (Ex): Those hit by claw or bite must make Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves immune.
Creatue spawn (Su): Bodies of humanoids killed by ghouls but are not destroyed arise as ghouls in 1d4 days. Casting Protection from evil on the body prevents this.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Spectre CR 7 Medium-size undead (incorporeal) HD 7d12 hp 50 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 40 ft, fly 80 ft (good) AC 15 (+3 Dex, +2 Deflection) Attacks Incorporeal touch +6 melee Damage: Incorporeal touch 1d6 and energy drain Face/Reach 5 ft by 5 ft/5 ft Special Attacks: Energy drain, create spawn SQ: Undead, incorporeal, +2 turn resistance, unnatural aura, sunlight powerlessness SV Fort +2, Ref +5, Will +7 Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 AL LE
Skills and Feats: Hide +13, Intimidate +12, Intuit Direction +10, Listen +13, Search +10, Spot +13; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Notes: MM pg. 169-170: Energy drain (Su): Living creatures hit by touch receive 2 negative levels. Fort. Save DC 15 to remove.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds under the control of the one who created it
Unnatural Aura (Su): Animals can sense wraith within 30 feet and will not approach willingly; if force animal will become panicked for duration in presence of wraith
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex) can take only partial actions and cannot attack while in natural sunlight (not the daylight spell).
Xeg-yi (Energon) CR 5 Medium-size Outsider (Incorporeal) HD 5d8+5 hp 27 Initiative +3 (Dex) Speed Fly 30 ft (good) AC 17 (+3 Dex, +4 deflection) Attacks 4 incorporeal touches +8 melee or negative energy ray +8 ranged touch Damage Incorporeal touch 1d6 and negative energy, negative energy ray 1d8 Face/Reach 5 ft by 5 ft/5 ft SQ: incorporeal, negative energy lash, rebuke undead, explosion SV Fort +5, Ref +7, Will +4 Str -, Dex 17, Con 12, Int 7, Wis 10, Cha 18 AL N
Skills and Feats: Hide +10, Search +5, Sense Motive +8, Spot +8; Combat Reflexes, Extra Turning
Notes: from MoTP p. 169 Incorporeal: Can be harmed only by other incorporeal creature, +1 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Energy Ray (Ex): range of 30 feet
Explosion (Su): when destroyed, xeg-yi explodes doing 1d8+9 damage to 20 ft radius, Fortitude Save DC 16 half)
Rebuke Undead (Su): Can flood a 60 ft area with negative energy, rebukes undead as a 5th level cleric up to 5/day, cannot command undead.
Flesh Golem CR 7 Large Construct HD 9d10 hp 50 Initiative –1 (dex) Speed 30 ft (Cannot run) AC 18 (-1 size, -1 Dex, +10 natural) Attacks 2 slams +10 melee Damage Slam 2d8+5 Face/Reach 5 ft by 5 ft/10 ft SA: Berserk SQ: Construct, magic immunity, DR 15/+1 SV Fort +3, Ref +2, Will +3 Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 AL N
Notes: MM p108-110 Berserk (Ex) When the golem enters, combat, cumulative 1% chance goes berserk attacking nearest creature or smashing some object, creator if within 60 ft can regain control if make Cha check (DC 19). takes one minute of rest for golem berserk chance to go back to 0.
Construct: Immune to mind-influencing effectds, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): Immune to all spells, spell-like abilities, and supernatural effect except for fire and cold-based effects which slows the golem only, and lightning effects, which dispels any slow effects on the golem and cures one point of damage for each 3 points of damage they would normally otherwise do.
Kestod, male drow vampire Ftr 8 CR 11 Medium-size undead HD 8d12 hp 50 Init +10 (+6 Dex, +4 Improved Initiative) Speed 30 ft AC 22 (+6 Dex, +6 natural) Attacks Slam +14/+9 melee Damage Slam 1d6+6 and energy drain Face/Reach 5 ft by 5 ft/5 ft SA: Domination, energy drain, blood drain, children of the night, create spawn SQ DR 15/+1, turn resistance +4, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 5, undead, drow traits, SR 19 SV Fort +6, Ref +10, Will +6 Str 23, Dex 22, Con -, Int 16, Wis 15, Cha 18 AL CE
Skills and Feats: Bluff +16, Climb +8, Hide +18, Jump +7, Knowledge (religion) +5, Listen +16, Move Silently +18, Search +15, Sense Motive +15, Spot +12,; Alertness, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Sunder
Notes: Proxy of Kiaransalee. As a drow, Kestod can cast 1/day dancing lights, darkness, and faerie fire as a sorcerer of 8th level and gets a +2 racial bonus on saves vs. spells and spell-like abilities. As a vampire, he gets several special abilities; the save against these where applicable is 18. He has all of the usual vampire vulnerabilities, including the wooden stake.
Domination (Su): Gaze attack, but with standard action. Anyone the vampire targets must succeed a Will Save or fall instantly under the vampire’s influence as thought by a dominate person spell cast by a 12th level sorcerer. Range 30 ft
Energy Drain (Su): Living creatures hit by Kestod’s slam attack receives 2 negative levels.
Blood drain (Ex): Kestod may suck blood from a living victim with his fangs if he makes a successful grapple check. If he pins the foe, he can drain blood, inflicting 1d4 points of permanent Constitution Damge each round the pin is maintained.
Children of the Night (Su): 1/day can call once per day a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack or 3d6 wolves that arrive in 2d6 rounds and remin in Kestod’s control for 1 hour.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises 1d4 days after it is buried. If the vampire slays a humanoid or monstrous humanoid victim of more than 5 HD or levels by driving his Constitution to 0, then the victim rises as a vampire; otherwise it is still a vampire spawn.
Gaseous Form (Su) Can assume gaseous form as a standard action at will as the spell cast as a 5th level sorcerer, but can remain in this form indefinitely and fly at a speed of 20 with perfect maneuverability.
Spider Climb (Ex): can climb as though with a spider climb spell.
Alternate Form (Su): can assume the shape of a bat, dire bat, or dire wolf as a standard action as though cast by a 12th level sorcerer but can remain in this form until the next sunrise.
Fast Healing (Ex): Has fast healing 5 as long as Kestod has 1 hp left. If driven to 0 hp or lower, he automatically assume gaseous form and must reach his coffin within two hours.
Glyphimor, curse balor spirit Large outsider (Chaotic, Evil) CR 6 HD 10d8+30 hp 84 Initiative +7 (+3 Dex, +4 Improved Initiative) Speed 30 ft, fly 50 ft (poor) AC 20 (+3 Dex, +7 natural) Attacks Slam +10 melee Damage 1d4 and Fear Face/Reach 5 ft by 5 ft/10 ft SA: suggestion, ray of enfeeblement SQ: DR 15/+1, SR 17, tanar’ri qualities, immortality SV Fort +10, Ref +10, Will +9 Str 11, Dex 16, Con 16, Int 18, Wis 14, Cha 13 AL CE
Skills and Feats: Bluff +14, Concentration +16, Diplomacy +14, Hide +16, Knowledge (religion) +17, Listen +12, Move Silently +16, Search +13, Sense Motive +14, Spot +11; Endurance, Improved Initiative, Running
Notes: Fear (Su): Anyone hit by slam and fails Will save (DC 16) flees in terror for 1d6 rounds.
Spell-like abilities: At will- ray of enfeeblement, suggestion. These spells are cast as if by a 15th level sorcerer.
Tanar’ri Qualities: Immunity to poison and electricity. Cold, fire and acid resistance 20. Telepathy with any creature within 100 feet that has a language.
Immortality (Su): Whether by Kiransalee’s curse or by his master’s whim, if Glyphimor is “slain” in combat, his body reforms in the blue light shaft he was initially found in, unconscious until his master Tenebrous decides to awaken Glyphimor.
Tri-flower frond CR 2 Medium-size plant HD 2d8+8 hp 20 Initiative +0 Speed 0 ft AC 11 (+1 natural) Atttacks 5 tendrils +5 melee Damage Intelligence drain Face/Reach 5 ft by 5 ft/5ft SA: Intelligence drain, acid, fluid drain SQ: plant, blindsight, camouflage SV Fort +5, Ref +0, Will +1 Str 14, Dex 10, Con 14, Int -, Wis 13, Cha 9 AL N
Notes: Go here for a conversion: The Creature Catalog- Your #1 Source for 3E Converted Monsters
Intelligence Drain (Su): A creature hit with a tendril takes 1d4 points of Intelligence damage if it fails a Fortitude save (DC 13). Those whose Intelligence is reduced to 0 by the tri-flower frond fall into an unconscious, coma-like state until at least 1 point of Intelligence is restored.
Acid (Ex): Acidic enzymes drip from the yellow flower. It deals 1d6 points of acid damage per round the acid contacts a victim.
Fluid Drain (Ex): A tri-flower frond injects a tendril into its unconscious victim and drains its body fluids, dealing 1d6 points of damage per round.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks.
Blindsight (Ex): Tri-flower fronds have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex): Since the tri-flower frond looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant.
Biological Construct, CR n/a Large aberration HD 8d8+27 hp 77 Init –2 (Dex) Speed 20 feet AC 14 (-2 Dex, -2 size, +8 natural) Attacks Slam or by weapon as controller, modified by the construct’s strength Damage Slam 2d6+6 or by weapon +6 SQ: cold and fire resistance 20, shared mind SV Fort +7, Ref +0, Will +6 Str 23 Dex 6 Con 16 Int: as controller Wis: as controller Cha: as controller –6 AL: as controller
Skills: As controller, modified by the construct’s stats
Feats: Great Fortitude, Endurance, Toughness
Notes: Shared Mind (Ex): Since the biological construct is an extension of the user of the pod, it shares the same Intelligence, Wisdom, alignment, and skills of the “controller”. It’s the Charisma is that of the users but with a –6. The controller and the construct must be within 10 feet of each other or both fall unconscious.