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PT 3 Encounter at Blackwall Keep
PT 3 Encounter at Blackwall Keep
Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Base Attack +7; CMB +8; CMD 21
Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5
Languages Common
Special Abilities
Captivating Song (Su): A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy
sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A
creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves
toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that
creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend
themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as
the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Advanced Otyugh CR 5 XP 1,600 N Large aberration
Init +2; Senses darkvision 60 ft., scent; Perception +11
Defense
AC 21, touch 11, flat-footed 19 (+10 natural, +2 Dex, 1 size)
HP 51/72 (6d8+24)
Fort +5, Ref +4, Will +8
Defensive Abilities Immune disease
Offense
Speed 20 ft.
Melee bite +9 (1d8+6 plus disease), 2 tentacles +5 (1d6+3 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+3)
Statistics
Str 22, Dex 14, Con 17, Int 9, Wis 17, Cha 10
Base Attack +4; CMB +11 (+15 grapple); CMD 23 (25 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +11, Stealth +4 (+12 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
Special Abilities
Disease (Ex): Filth fever: Biteinjury; save Fortitude DC 16; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage;
cure 2 consecutive saves. The save DC is Constitution-based.
Shattering Strike (Ex): Shukak gains a +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Shukak makes a single attack with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training (Ex): Whenever he attacks with the trident, Shukak gains a +1 bonus on attack and damage rolls.
Backswing (Ex): When Shukak makes a full attack with his trident, he adds double his Str bonus on damage rolls for all attacks after the first.
Ilthanes Kobold CR 2 XP 600 Male draconic kobold rogue 2 LE Small humanoid (reptilian)
Init +5 Senses darkvision 60 ft., low-light vision; Perception +6
Defense
AC 17, touch 12, flat-footed 15 (+5 Armor, +2 Dex)
HP 20/23 (2d8+7)
Fort +1, Ref +6, Will +1; +4 vs sleep and paralysis
Defensive Abilities Resist acid 15; evasion
Weaknesses light sensitivity
Offense
Speed 20 ft.
Melee mw rapier +5 (1d4/18-20) +1d6 sneak attack
Ranged mw hand crossbow +5 (1d3/19-20)
Statistics
Str 11, Dex 17, Con 12, Int 10, Wis 12, Cha 10
Base Attack +1; CMD +0; CMD 13
Feats Toughness, Weapon Finesse
Skills Craft (trapmaking) +5, Acrobatics +8, Escape Artist +8, Intimidate +5, Perception +6, Profession (miner) +6, Sense Motive +6, Stealth
+8; ACP 1
Languages Draconic
Combat Gear mw chain shirt, mw rapier, mw hand crossbow with 10 bolts, 10gp
Special Abilities
Crafty (Ex): Craft (trapmaking) and Stealth are always class skills for a kobold.
Combat Gear mw chain shirt, mw rapier, mw hand crossbow with 10 bolts, 10gp
Shukak (PBP) CR 10 XP 9,600 Half-Black Lizardfolk Fighter (Two-Handed Fighter) 8 CE Medium dragon
Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 26, touch 12, flat-footed 24 (+11 natural, +3 Armor, +2 Dex)
HP 131/174 (2d8+8d10+78)
Fort +15, Ref +4, Will +3
Defensive Abilities Immune sleep, paralysis, acid
Offense
Speed 30 ft., swim 15 ft., fly 80 ft. (Average)
Melee +1 returning trident +20/+15 (1d8+16/19-20), bite +15 (1d6+4)
PA +1 returning trident +20/+12 (1d8+25 (29)/19-20), bite +8 (1d6+7)
PA+VS +1 returning trident +20 (2d8+29/19-20)
Ranged +1 returning trident +14 (1d8+8/19-20)
Statistics
Str 26, Dex 15, Con 24, Int 13, Wis 12, Cha 14
Base Attack +9; CMB +17; CMD 29
Feats Cleave, Furious Focus, Improved Critical (Trident), Improved Initiative, Improved Natural Armor, Multiattack, Power Attack, Weapon
Focus (Trident), Weapon Specialization (Trident), Vital Strike
Skills Acrobatics +12, Initimidate +15, Perception +11, Swim +27; Racial Modifiers +4 Acrobatics
Languages Draconic, Common
SQ hold breath
Gear +1 returning trident, amulet of natural armor +1, bracers of armor +3, potion of cure moderate wounds (2), pouch (31 cp, 35 sp, 210 gp)
Special Abilities
Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Shattering Strike (Ex): Shukak gains a +2 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Shukak makes a single attack with a two-handed weapon, he adds double his Strength bonus on damage rolls.
Weapon Training (Ex): Whenever he attacks with the trident, Shukak gains a +1 bonus on attack and damage rolls.
Backswing (Ex): When Shukak makes a full attack with his trident, he adds double his Str bonus on damage rolls for all attacks after the first.
Acid Breath: Once per day Skukak can breathe a 60 foot line of acid like a black dragon doing 2d6 (Reflex DC 18 for half)