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Introduction . . . . . . . . . . . . . . . . . . . . . . .3 Chapter 1: Crime . . . . . . . . . . . . . . . . . . . .4
Typical Thug ................................................................4 Pickpocket Gang .........................................................4 Typical Burglar.............................................................5 Halfling Clean-Up Crew ..............................................6 Hamelin, Precinct Boss ..............................................6 Laila, Black Marketeer.................................................8 Theresh, Thieves’ Guild Cleric ...................................8 Qirtaia, Djinni Slaver ..................................................9 Yarrick Zan, Mind Flayer Assassin ...........................10 Khalili, Master of the Thieves’ Guild........................12 Varro, Urban Druid ...................................................13

Chapter 2: Religion . . . . . . . . . . . . . . . . .14
Typical Temple Guard ...............................................14 Temple Warden .........................................................14 Senior Temple Guard................................................15 Mandel, High Priest of Hextor .................................15 Floki Longfingers, Adept of Maglubiyet...................17 Scarsnout, Adept of Kurtulmak................................17 Panga, Marsh Druid .................................................18 Korgul Redeye, Cleric of Gruumsh...........................19 Melantha, Inquisitor of St. Cuthbert........................19 Rosal, Champion of Heironeous..............................20 Brother Culver, Cleric of Heironeous .......................21 Abrian, Vigilant Druid...............................................22 Dallic Foehammer, Cleric of Moradin......................23 Neshia, High Priest of Pelor.....................................24

Band of the Hand .....................................................42 Archangel ..............................................................42 Dhavut Stonebreaker ............................................42 Eiger.......................................................................43 Jil Du Ghal.............................................................43 The White Spider ..................................................43 The Claw....................................................................44 Anrenay..................................................................45 Comar ....................................................................46 Blind Jak ................................................................46 Durlob ...................................................................46 Wallach ..................................................................46 The Pale Grin ............................................................47 Incunabulum .........................................................47 Lord Carrion ..........................................................48 Aoket......................................................................48 Redbone ................................................................49 Taliaferro................................................................49 Strabo, Erythnul’s Bloodiest Hand ..........................50 Rivals and Experience ...............................................51

Appendix 1: The One-Minute NPC . . . . .52
Mastermind Villain ...................................................52 Patron ........................................................................52 Sage ...........................................................................52 Artisan .......................................................................53 Minion .......................................................................53 Finishing Touches .....................................................53

Appendix 2: Iconic Characters . . . . . . . .53
Alhandra, Paladin......................................................53 Devis, Bard................................................................54 Ember, Monk.............................................................55 Hennet, Sorcerer.......................................................55 Jozan, Cleric ..............................................................56 Krusk, Barbarian........................................................57 Lidda, Rogue .............................................................57 Mialee, Wizard ..........................................................58 Nebin, Illusionist ......................................................59 Redgar, Fighter ..........................................................61 Soveliss, Ranger........................................................61 Tordek, Fighter ..........................................................62 Vadania, Druid ..........................................................63

Chapter 3: Mages . . . . . . . . . . . . . . . . . .26
Typical Evil Minion....................................................26 Jara of the Skullfire Mages .......................................27 Draganoth, Minotaur Mage .....................................28 Moxic, the Dread Dwarf............................................29 Gartha the Red, Spellslinger.....................................30 Silvarr, the Venerable Sage .......................................31 Vallen, Sorcerous Assistant ......................................32

Chapter 4: The Law . . . . . . . . . . . . . . . . .33
Typical City Guard .....................................................33 Elite Guard ................................................................33 Stallas Mon, Guard Commander .............................34 Thokka of the Nightwatch ........................................35 Ambrose Pifflestone, Bureaucrat .............................36 Brother Xonak, the Hand of Justice .........................36 Gerbo Flintwhistle and His Gnome Vigilantes........37 Chandra Skyreaver, Elven Warden of the Forest......38

Appendix 3: NPCs Ranked by Challenge Ratings . . . . . . . . . . . . . . . . . . . . . . . . . .64

Chapter 5: Adventurers . . . . . . . . . . . . .39
The Circle of Green...................................................39 Xarole Banoc .........................................................39 Greenleaf ...............................................................40 Kavatha..................................................................40 Murta Wintervale ..................................................41 Halaandial .............................................................41




The characters you’re about to meet insisted that we write this book for them. We’ve all got them—nonplayer characters (NPCs) who seem as alive as real-life people, NPCs that the players remembered long after the adventure was forgotten. In this book are some of the most helpful and notorious NPCs that we’ve created for our own campaigns. Now we want to see what you can do with them. You’ll meet Qirtaia, a djinni who’s the most dangerous pacifist you’ll ever know; Melantha, inquisitor of St. Cuthbert and a criminal’s worst nightmare; and Draganoth, a minotaur wizard who uses spells to improve his combat prowess. You’ll also encounter adventuring companies such as the Circle of Green and the mostly undead members of the Pale Grin—though perhaps you’ll wish you hadn’t. Enemies and Allies intentionally avoids long NPC histories and intricately detailed descriptions. Melantha’s creator could spend an hour telling you about her family history, of course, and PCs who have met Qirtaia would recognize his gravelly voice anywhere. We have not put them in a specific place or given them particular agendas either. We don’t want to cramp your style. These characters are yours to do with as you will. Alter them as little or as much as you like. All NPCs aren’t powerful patrons or villains, of course. This book has plenty of typical alley thugs, temple guards, city guards, and spellcasting minions to populate the streets, neighborhoods, fortresses, and dungeons of your adventures. You’ll also find statistics in this book for the iconic characters depicted in Chapter 3 of the Player’s Handbook. These characters are the ones we use when we’re playtesting new adventures, monsters, and guidebooks for the D&D® game. Now you can call on them too if you need a character on short notice. Again, make them your own. If you want Krusk the barbarian to multiclass into the bard class, go right ahead. The D&D game is ultimately about characters. They work together, they fight one another, they negotiate and argue, and they even mourn the passing of others. The characters in this book may become trusted friends or frustrating nemeses. But however you use them, let your own imagination bring them to life. They insist.

The NPCs in Enemies and Allies are divided into five main sections: crime, religion, mages, the law, and adventurers. The borders between these areas can be fuzzy—you’ll find a cleric in the crime section and a sorcerer in the religion section, for example.


Crime: Here are the typical pickpockets, thugs, and the master of the thieves’ guild, among others. There’s also a not-so-nice djinni, a mind flayer assassin, and a druid who specializes in urban ecologies. Religion: Some clerics, such as Neshia, high priest of Pelor, are a boon to adventurers. Others, such as Mandel, high priest of Hextor, are dangerous, crafty foes. If PCs step on the wrong side of the law, they may be challenged by an inquisitor of St. Cuthbert Player Characters vs. who doesn’t take “no” for an answer. This Nonplayer Characters section also provides typical temple guards and wardens to sprinkle throughout your Most of Enemies and Allies conadventures. tains information about NPCs Mages: This section introduces you to you can use in any DUNGEONS & typical minions and apprentices, plus a D RAGONS ® game you run. The mage who’s a pyromaniac, a dwarven necrolists of iconic characters (found mancer, and even a minotaur with grand in this book’s Appendix 2) are ambitions. Perhaps the most helpful for PCs, however, and it is character to adventurers is a learned important to maintain the dissage who’s fighting a battle he can’t tinction. These characters are possibly win. ideal for players who want to try The Law: Typical city guards, elite new types of characters (but guards, and guard commanders fill don’t have time to roll up that this section, along with an elven 15th-level druid in time for warden of the forest who patrols the tonight’s game), but as NPCs woodland paths, not the city streets. they aren’t appropriate to game The whole spectrum of the law is covered in this section, from petty play, mostly because of the bureaucrats to fearsome vigilantes. amount of treasure they posAdventurers: Adventuring comsess. Player characters, as dispanies take many forms. One evil cussed in Chapter 2 of the DUNgroup presented in this section GEON M ASTER ’s Guide, simply includes two undead members and a have "more stuff" than NPCs. If golem; another group, not evil but you want to use Mialee or sometimes harsh, focuses on wilderTordek as an NPC in your ness adventures. A third adventuring game, you’ll need to make company cares only for personal some adjustments—or you can enrichment. And if you ever wondered simply use the tables in Chapwhat the statistics for a blindfolded ter 2 of the DUNGEON MASTER’s umber hulk monk or a phase spider Guide to quickly create your rogue look like, this is the place for you. own NPCs. If you need a speThe first of three appendices provides cific type, Appendix 1 can help a quick way for you to generate NPCs based on the role they play in your advenyou out. ture. A few tosses of the dice, and your high-level patron or low-level minion is ready to meet the PCs. We’ve also put the PCs we use for playtesting in their own appendix. You’ll get to see what Jozan, Lidda, Mialee, Tordek, and the other iconic D&D characters look like at various levels in a second appendix and finally, the third appendix lists all the NPCs in this book by Challenge Rating. For the sake of brevity (this book contains a lot of information), the details of class abilities do not appear in the statistics presented here. Chapter 3 of the Player’s Handbook and Chapter 2 of the DUNGEON MASTER’s Guide describe these abilities thoroughly.


Alternatively. and displays showy magic while the youths infiltrate the rapt audience. Some will give the PCs a fair shake. but they’re yours to do with what you will. Wis 6. half-orcs’ strength and intimidating reputation give them an edge. “File off the serial numbers” if you like by changing ability scores. AL CE. But when a fight breaks out. and guard important guild figures. Below is an assortment of NPCs who work on the wrong side of the law. Skill Focus (Intimidate). dCutpurse: Human Rog1. The gnome disavows any knowledge of the thieves. completes the performance. 4 Teams of youths band together to learn the cutpurse’s trade—picking pockets. “Call it a loan. You give us the money. Chapter 1: Crime Will –2.” TYPICAL THUG “Pardon me. thugs are quick to turn tail if the fight isn’t going their way. earning the thug a reputation as “someone you don’t want to mess with. con artists. dagger). Possessions: Splint mail armor. Groups of thugs collect protection money from shopkeepers.. snatching purses. thugs try to grapple rather than go toe-to-toe: Their strength (and size against Small creatures) gives them the advantage in a wrestling match. Spd 20 ft. the youths grab purses and loose weapons. Con 14. and rushes back to the hideout to collect a share of the loot.CHAPTER 1:CRIME It happens to almost every party of adventurers sooner or later: a brush with those who live outside the law. Faced with spellcasters or particularly nimble opponents. they eagerly sneak attack. sap) or +0 ranged (1d4+3/19–20. Any pickpockets worth their salt know that adventurers carry prime loot around with them. Str 16. These NPCs have been given names. invaluable sources for learning what’s really going on in town. and make off with whatever they can. Int 5. DTypical Thug: Half-orc War1/Rog1. and assassins who ply their trade in the shadows might be regarded by some as criminals to be hunted down and brought to justice. When a show of force is needed. The promises of riches to be earned working for the guild are just that—promises. falchion) or +4 melee (1d6+3 subdual. They’re also strong enough to hold their own in fisticuffs and love a good bar fight. thugs are often unemployed or work jobs requiring manual labor. But in many neighborhoods. Medium-size .. while others will rob them blind or worse. If the thieves get away with the goods. SQ Darkvision 60 ft. they’ll flee—or give a hue and cry for backup. Use them to populate the shadier spots in your cities or the best tents in your bandit camp. sings. just doing leg-breaker work for the guild has a certain kind of prestige. act as lookouts for burglars. When not on some moonlit errand for the thieves’ guild. the organization can call out an army of these enforcers. and people who’ll do anything for the right amount of money. The bard juggles. Init –1. they’re all business. getting into melee as soon as possible and maneuvering to flank their opponents. If at any point there are more thugs down than opponents. while others are recurring villains and patrons you can weave into adventure after adventure. Crime doesn’t pay well enough for them to put their lives on the line. If they can establish a flank. but they employ the more subtle saps and daggers if they’re going someplace where weapons are restricted. Mediumsize humanoid (orc). Dex 8. CR 1. An example of one such gang appears below: a gang of human youths under the watchful eye of an experienced gnome bard. ma’am. and even then they’d rather make threats than actually resort to violence. These thugs are armed with falchions. adding or subtracting character levels. Cha 8. Others might see them as just another means to an end: suppliers of hard-to-find gear.” PICKPOCKET GANG The thug detailed here represents low-level muscle that most thieves’ guilds and other criminal organizations have in large measure. CR 2. having grown up on the mean streets themselves. Ref +1. the PCs shouldn’t earn any experience until they track the thieves down. ignoring others if necessary. or adjusting their gear. equipped with better ranged weapons (bows or crossbows). sap. 2 boot daggers. either using the Pick Pocket skill to leave victims unaware or simply running pell-mell away from the scene of the crime. They gang up on one foe (usually a leader) whenever they can. SA Sneak attack +1d6.” Although thugs come in all shapes and sizes. statistics. The burglars. and we’ll leave you alone. falchion. There’s something about a half-orc in a dark alley that’s inherently more menacing than a gnome in the same alley. and tactics. flat-footed 15). however. Some are faceless spear-carriers. time-honored technique. hp 11. slit open money pouches. Whether they’re urban muscle or highway robbers. Spot +2. I just wanted to see the juggler. A few minutes’ work with a pencil and the rulebooks renders these characters completely your own—even if your players have read this section. Player characters only overcome an encounter with the gang if they successfully avoid being robbed. HD 1d8+2 plus 1d6+2. And more than a few player characters call those dark alleys home. Skills and Feats: Intimidate +6. and other snatch-and-grab robberies—at the side of a more experienced pickpocket. Atk +4 melee (2d4+4/18–20. AC 15 (touch 9. Tactics Thugs won’t start fights unless they think they can win. SV Fort +4. thieves. When the performance reaches an appropriate climax. This gang uses a simple. they fit the bill as bandits.

Cha 15. fascinate. When making their getaway. base DC = 12 + spell level): 0— daze†. Init +3. masterwork whip). Possessions: Leather armor. Jump +9. Innuendo +4. HD 2d6. Even Tactics Because burglary is a trade plied in the heart of enemy territory. Alertness. Int 12. and thus should be able to sneak past passersby and ordinary guards with ease. Possessions: Amulet of natural armor +1. provide backup. Conversely. The pickpockets would much rather run than fight. silent image†. “Up the wall. Medium-size humanoid. SQ Bardic knowledge +5. Concentration +9. boot. AC 16 (touch 13. and longsword or rapier) as bonus feats. +2 racial bonus on saving throws against illusions.CHAPTER 1: CRIME humanoid. Pick Pocket +6. dTypical Burglar: Elf Rog2. Climb. HD 1d6+1. and I’m in!” TYPICAL BURGLAR This is the stereotypical “second-story thief ” who enters the villas and palaces of the rich through an upper-story window. Once everyone’s attention is on the gnome. and 5 . then. Dex 16. longbow. unlock the shutters. Disguise +5. detect magic. AC 15 (touch 13. Will –1.. mage hand. silk rope. so they engage in protracted combat only if cornered. AC 14 (touch 13. The bard pretends not to notice these thieves. Burglars make a point of studying the layout of the places they infiltrate. they try to bargain or even surrender rather than fight better-armed. SV Fort +3. When the attempt begins. the burglar relies on stealth and skill to make off with prizes without raising an alarm. AL CN. the successful burglar is impeccably cautious. Spd 30 ft.. 50 ft. hp 4. +1 racial bonus on attack rolls against kobolds and goblinoids. Con 12. mighty composite longbow (+2 Str bonus). SV Fort +0. and sleeve). or simply an enthrall spell. Str 10. Pick Pocket +9. Perform +5. 3 daggers (belt. 1st—charm person†. hp 22. Con 14. Perform +9. Gnome Traits: Cantrips. intervening only if it looks like a gang member will get caught—or if the gnome’s complicity is uncovered. Search check within 5 feet of a secret or concealed door. a well-heeled burglar might hire the PCs to gather information. Use Rope +10. noting guard patterns. Burglars usually “case the joint” beforehand. +4 dodge bonus against giants. Skill Focus (Pick Pocket). wand of hypnotism. flat-footed 12). dGang Leader: Gnome Brd4. trap locations. Spell Focus (Illusion). Bluff +5. Will +4. 2nd—enthrall†. inspire competence. Will +0. Player characters might encounter this burglar in their own rooms at an inn. composite shortbow. Skills and Feats: Balance +10. CR 4. Move Silently +8. or act as companions on a particularly daring theft. masterwork whip. mighty composite longbow [+2 Str bonus]). Spells Known (3/3/1. minor image†.+2 racial bonus on Will saves against enchantment spells or effects. 10 arrows. †Because of Spell Focus (Enchantment) and Spell Focus (Illusion). across the balustrade. Cha 13. the base save DC for these spells is 14 + spell level. flatfooted 12). Dex 15. Dex 16. so parties planning a midnight sortie of their own might want a burglar to act as a guide. Martial Weapon Proficiency (composite longbow. Search +8. and the entrances and exits of the crime scene. read magic. CR 2. better-trained opponents. Spd 20 ft. They tumble past opponents in their paths and give grapplers the slip with the Escape Artist skill. Spd 30 ft. SQ Elf traits. Int 12. Tumble +10. but only to disarm foes. Wis 10. Wis 10. the burglar has the two key advantages of stealth and maneuverability. Gather Information +5. Skills and Feats: Appraise +4. gnome traits. If the angry victims turn on the ringleader. masterwork rapier) or +4 ranged (1d8+2/×3. Possessions: Masterwork studded leather armor. AL CE. HD 4d6+8. Such skills as Balance. Spell Focus (Enchantment). Atk +0 melee (1d4/19–20. expeditious retreat. Ref +5. The gnome can aid them with illusion spells or use charm person or hypnotism to stymie individual pursuers. the youths who make up the rest of the gang work the crowd. there’s always one 1st-level spell slot reserved for expeditious retreat. dagger. hp 7. the gang members use their knowledge of every alleyway. The gang leader does use the whip. SV Fort +1. Str 14. entertaining illusions. dagger). Cantrips: 1/day—dancing lights. A superlative climber and lockpick. Int 11. prestidigitation. Init +3. Ref +6. open/close. AL CN. bardic music 4/day (countersong. Ref +6. inspire courage). sneaking across the floor in the dead of the night to grab the jeweled scabbard hanging from a peg. SA Sneak attack +1d6. masterwork thieves’ tools. low-light vision. Atk +4 melee (1d6+2/18–20. Escape Artist +7. Gather Information +5. Spot. Bluff +9. DC 12. shortbow. Small humanoid. Con 10. grappling hook. ghost sound†. SA Sneak attack +1d6. masterwork rapier. evasion.. dagger) or +3 ranged (1d4/19–20. Elf Traits: Immune to magic sleep spells and effects. Init +2. Some watch a target for weeks in a variety of guises to be sure there are no surprises during the theft. Wis 8. not to trip them (a gnome’s size makes trip attacks difficult to pull off ). Skill Focus (Open Lock). Cha 13. low-light vision. Tumble +7. and Search checks (already figured into the statistics given above). prestidigitation (all as Sor1). Tactics The pickpocket gang’s usual method is for the bard to distract potential victims with a performance. Str 8. flat-footed 13). Open Lock +12. Innuendo +3. Skills and Feats: Appraise +4. Atk +3 melee (1d4–1. Disable Device +8. dagger) or +7 ranged (1d2 subdual. Climb +9. +2 racial bonus on Listen. hidey-hole. and sewer tunnel to confound pursuers.

If he thinks he can strongarm the PCs. he’ll eventually come by to see what’s going on. Enemies who carelessly move out of the way find themselves the target of multiple attacks. And whenever there’s a sticky situation that the thieves want handled. Halfling Traits: +2 morale bonus on saving throws against fear. HALFLING CLEAN-UP CREW “You go left. elusive foes. potion of invisibility. SV Fort +5. part of the crew’s job is “cleaning up” any potential witnesses. Hamelin wants a piece of the action—one way or another.” Eventually. Once the flank attacks start to break apart. he sets up a protection racket. They’re smart enough to keep their targets under surveillance. dClean-Up Crew Member: Halfling Rog1/Ftr2. Will +1. +1 racial bonus on all saving throws. Burglars seek to end a fight as soon as possible. Improved Initiative. . masterwork mighty composite shortbow (+2 Str bonus). skewering enemies of the guild on their short swords as they cackle with malevolent glee. the halflings are likely to retreat. If that doesn’t finish off an assailant. Skills and Feats: Climb +8. Listen. whether by getting the drop on the opposition or by fleeing. HD 1d6+1 plus 2d10+2. he tries to finesse his neighborhood knowledge and guild connections into a minority stake in the venture—or at least an insider’s look at what’s going on. they call on the “clean-up crew. Mobility. They somersault and cartwheel into battle. the activities of certain adventurers begin to annoy the local thieves’ guild. Init +7. hp 17. The burglar simply isn’t going to win. the crew is devoted to maximizing the potential of their sneak attacks. SA Sneak attack +1d6. but they’re hardened killers who’ve been doing the guild’s dirty work for years. burglary. Hamelin also knows how to get in touch with the guild leadership. Often a burglar uses quick reflexes and stealth to gain a sneak attack or two. using Tumble and Mobility to set up flanking opportunities. so they rely on stealth and guile to get away. they first drink .CHAPTER 1: CRIME Tumble in combination offer unusual paths to the prize—and make pursuit difficult for those less skilled. Possessions: +1 chain shirt. striking when those targets are otherwise occupied or bloodied from a previous battle. Move Silently +8. Tumble +10. Hamelin retains one asset that even the guild doesn’t know about: Sukie. if the characters disrupt any of Hamelin’s existing rackets (protection. or other various vices). AL LE. Intimidate +3. If the alarm hasn’t been raised. Tactics 6 A typical clean-up crew consists of four to six members. I’ll go right. Round after round. short sword) or +7 ranged (1d6+2. potions of invisibility. using their potions of invisibility to make good their escape (if these are still available). he confronts them in a show of neighborhood force. CR 3. If they’re expecting a particularly tough fight. Those in the know leave the scene if they hear so much as a rumor that the clean-up crew is on its way. demanding money in exchange for safety from his army of thugs. Con 12. Jump. Even seasoned combatants have a hard time keeping their guard up against such darting. flat-footed 16). Spd 20 ft. Dodge. they take care not to make noise. masterwork mighty composite shortbow [+2 Str bonus]). In addition to training him in its secret language. Wis 10. Conversely. If the characters look too capable. Cha 8. the guild knows how to contact him. Hamelin is a useful information source if the PCs need to know about the seedy side of life in the big city. and we’ll meet in the middle . and Move Silently checks (already figured into the statistics given above). Ref +6. flight is preferable to standing and fighting. Combat Reflexes. thanks to the halflings’ Combat Reflexes. PRECINCT BOSS “What are you doing in my neighborhood?” Hamelin is an example of the rarest of thugs. masterwork short sword. Use Rope +7. Should they set up shop in his neighborhood. one who showed enough loyalty and talent to survive countless leg-breaking operations for the thieves’ guild.. HAMELIN. After all. He’s trained it to the point where he can “milk” its venom. Just as Hamelin has given the guild his loyalty. so has the guild rewarded Hamelin. In any case. Escape Artist +6. AC 19 (touch 14. SQ Halfling traits. Atk +5 melee (1d6+1/19–20. +2 racial bonus on Climb. +1 racial attack bonus with a thrown weapon. The halflings’ 5 ranks in Tumble gives them a +3 dodge bonus to AC when fighting defensively and a +6 dodge bonus to AC when executing the total defense standard action.” a band of particularly vicious halflings. the guild has given him magic armor and a magic spiked gauntlet with a hand crossbow mounted on the forearm. Jump +8. Listen +6. They can’t outrun most pursuers. . the crew members maneuver to keep their flanking attacks intact. Foes who underestimate them quickly change their minds when they see the crew’s blades emerge from their own bellies. Str 13. acting as a “backstop” for a teammate’s sneak attack. Now he’s a precinct captain responsible for all illicit activities in a particular neighborhood. Dex 16. a 20-foot-long viper he keeps in the basement of his home. Small humanoid. These halflings look innocuous enough in the street. setting up for a whirlwind of flanking sneak attacks on a set signal. which he uses to coat his hand crossbow bolts. where all the bodies are. then sneak close to their opponents. Hide +10. And if something goes wrong in his neighborhood. Int 13. If they appear to have a lucrative concern going. Even a grievously wounded member fights defensively or uses the total defense action to keep up the flanking pressure.

by 15 ft. Con 13. SA Poison. Many opponents are so focused on the bastard sword that they don’t notice the crossbow attached to the forearm of his gauntlet. But if he’s in great danger. Point Blank Shot. masterwork bastard sword. Hamelin won’t make a serious move against the PCs until he has a sense of why they’re in his neighborhood. Int 9. Atk +9 melee (1d10+2/19–20. bite). Ref +9. Spot +9. uncanny dodge (Dex bonus to AC). Intimidate +10. HD 2d8+2 plus 4d6+4. Str 10. SQ Low-light vision. Knowledge (local) +2. swim 20 ft. scent. Wis 14. The naïve regard him as someone with connections who gets things done. He leads with his bastard sword unless he’s facing a particularly fearsome foe. Init +4. Exotic Weapon Proficiency (bastard sword). Face/Reach 15 ft. Exotic Weapon Proficiency (hand crossbow). Int 1. Dex 19. Will +3. AC 20 (touch 13. Hamelin works best from behind a wall of thugs. Then he has the wherewithal to make a deal. Spd 20 ft. masterwork buckler. injury Fort save (DC 13). One thing Hamelin won’t do unless he’s truly desperate is put Sukie. Fort save (DC 13). He knows almost everyone on his turf. +1 spiked gauntlet with +1 hand crossbow attached. Climb +12. Possessions: +1 breastplate. dSukie the Viper: CR 4. Wis 12. Str 15.. 7 . SA Sneak attack +2d6. Skills and Feats: Bluff +10. at risk. flat-footed 11). his pet viper. Handle Animal +8. 5 hand crossbow bolts coated with Huge viper venom. AL LE. or disciplining his own thugs. the +1 spiked gauntlet is his weapon of choice.. HD 6d8+6. but those in the know are aware how dark his connections are. Hide +3. Poison (Ex): Bite. hp 42. Poison (Ex): Hand crossbow bolts—Large viper venom. climb 20 ft. masterwork bastard sword) or +8 melee (1d4+3. Mediumsize humanoid. hp 33. Sense Motive +7. AL N. Innuendo +7.CHAPTER 1: CRIME dHamelin: Male human War2/Rog4. interrogating prisoners. apply leverage. or get them to leave. initial and secondary damage 1d6 temporary Con. Spd 20 ft. Huge animal. When intimidating noncombatants.. +1 spiked gauntlet) or +9 ranged (1d4+1 plus poison/19–20. Weapon Focus (bastard sword).. Cha 2. poison. Dex 16. in which case he’ll try to even the odds with a poisoned bolt or two from his +1 hand crossbow. Weapon Finesse (bite). Gather Information +4. initial and secondary damage 1d6 temporary Con. SV Fort +5. Init +3. flat-footed 20). Tactics Hamelin got where he is today by paying attention to people’s motivations. He isn’t above taking part in melee himself. SQ Evasion. he flees back to the basement of his home and awaits his pursuers there—with Sukie lurking under the stairway. Listen +9./10 ft. CR 6. SV Fort +6. Hamelin has used this surprise factor to cover many a getaway. Con 13. Atk +6 melee (1d4 plus poison. however—it’s a point of pride with him that he can still hold his own in a fight.. Ref +7. AC 15 (touch 12. Skills and Feats: Balance +12. +1 hand crossbow). Will +3. Cha 12. In a fight.

dancing lights. BLACK MARKETEER “Poison’s illegal. and she earns a tidy profit by brokering deals among people who’d rather not be caught bartering in stolen or forbidden commodities. Forgery +12. Laila makes no judgments about those she deals with and only inquires into motives if she’s paid to. light.” she says. or a secret valuable to the right ears. he follows the thieves who are “doin’ Olidammara’s work in the world. spellcaster. read magic. unless they’ve double-crossed her in the past. Diplomacy +16. true strike*. ghost sound. Init +3. HD 5d6+5 plus 2d4+2. Sense Motive +11. a maker. If they’re planning a dangerous mission. Laila states a “take it or leave it” price from which she won’t budge. THIEVES’ GUILD CLERIC 8 . Tenser’s floating disk. SQ Evasion. “Sure. When her combat calculations yield unfavorable results. mage hand. Innuendo +13. she’s quick to retreat or work out a surrender deal. Spd 30 ft. ring of protection +1. you know. I can sneak behind that guard. Gather Information +10. but in her zeal to conclude a transaction. and she backs away from any transaction that looks like it’ll descend into violence. 10 crossbow bolts. I’ll have a shipment of it next week. Theresh is neither bright nor an effective leader. masterwork rapier. unseen servant. AL LN. Spells Prepared (5/4. shield. obscuring mist. Spellcraft +14. message. identify*. Spellbook: 0—arcane mark. wand of shield. Cha 14. true strike*. detect magic. Skills and Feats: Appraise +14. or hard-to-get information. flare. masterwork rapier) or +8 ranged (1d8/19–20. dancing lights. uncanny dodge (Dex bonus to AC). Con 12. Tactics Laila is always calculating profit margins in her head. so she doesn’t need to haggle endlessly over every item she buys or sells. hp 29. there’s a seller. mage hand. she can come off as a bit brusque. but get here early. one of the city’s least prominent (and thus most effective) black marketeers. masterwork light crossbow. Intimidate +12. he’s ready to patch up their wounds with a cure spell. read magic. and shock trooper in particularly nasty brawls. She tries to be polite during negotiations.CHAPTER 1: CRIME LAILA. And when they have jewelry they wouldn’t dare sell openly. wand of locate object. SA Sneak attack +3d6. Spot +11. obscuring mist. AC 16 (touch 14. Theresh is a half-orc cleric of Olidammara who devotes his time to the thieves’ guild as a healer. or casting true strike and aiming her crossbow from the shadows. which is Laila’s specialty. Knowledge (arcana) +8. detect poison*. After a little dickering (more to get a sense of the other party than to arrive at a mutually agreeable price). But she adheres to bargains rigidly and has no patience for those who try to wriggle out of a business deal. Nothing is as costeffective for her as a sneak attack from behind a shield spell. Open Lock +11. base DC = 14 + spell level): 0— arcane mark. All they have to do is haggle over her commission. She’s scrupulous about making it clear to everyone that every deal is “just business” as far as she’s concerned. SV Fort +2. CR 7. Will +7. and some aren’t even particularly stealthy. Dex 16. Str 8. 1st—expeditious retreat. Weapon Finesse (rapier). so she’s never without guards and traps appropriate to whatever she’s offering or purchasing. leading her to plot revenge against those who’ve cheated her. *These spells belong to the Divination school. an obscure map. and only the worst sort of coward would use it. open/close. and even the truly unusual can be hers in a week’s time.” When the player characters need some illicit item.) She’s careful to avoid bad-mouthing other customers. daze. Skill Focus (Appraise). she’s analyzing the riskiness of the venture. flatfooted 16). Craft (trapmaking) +12. for every seller. magic missile. 1st—comprehend languages*. Laila is there to make the deal for them. Scribe Scroll. prestidigitation. Laila realizes that protection is a cost of doing business. Skill Focus (Diplomacy). their underworld contacts might put them in touch with someone such as Laila. expeditious retreat. “For every buyer. Even in a fight. hat of disguise. he’s there beforehand to give his “nimble little friends” THERESH. Use Magic Device +10. 2 scrolls of identify. ray of frost.. scroll of rope trick. masterwork light crossbow). It’ll go fast. Atk +8 melee (1d6–1/18–20. She’s also accustomed to speaking her mind. Prohibited school: Necromancy. dLaila: Female human Rog5/Div2. Wis 16. Laila has almost any item of contraband immediately available. Bluff +10. Leadership. resistance. Ref +7. Possessions: Bracers of armor +2.” When they come back wounded from a burglary gone awry. detect poison*. her anger sometimes overtakes her neutrality. Int 18. I’ve had lots of thieves’ guild training. (Those who deal with her say that opinions are the only things she gives away for free. Medium-size humanoid. Decipher Script +12. unseen servant. Laila is owed enough favors that she can probably get out of any scrape if she’s alive when the swords are sheathed.” Not all who work the shadows are rogues. however. mending. In such cases.

slipping from shadow to shadow and lifting a coin pouch from an unsuspecting noble. and he’s gained 8 temporary hit points (assuming average rolls for the bull’s strength and endurance spells). Init +1. dTheresh: Male half-orc Clr4. AC 21 (touch 15. and even if he fails. shield of faith.. but he still gets the +2 flanking bonus). 2nd—invisibility*. he’s likely to survive the attack of opportunity from his foe. potion of fly. the real thieves find it amusing to watch Theresh tiptoeing down an alleyway in full plate or bellowing “Sneak attack!” before charging headlong into battle. Atk +16/+11/+6 melee (1d8+6. and Qirtaia certainly won’t give up his prize without a struggle. so he does his best to ascertain the intentions of any potential buyer.” Qirtaia says. ranged attacks against him have a 20% miss chance. only to learn that the kidnapper was Qirtaia. *Domain spell. fly 60 ft. Dex 12. . they’ll find themselves in the path of an angry cleric swinging his morningstar with abandon. but I can get you inside the castle. Spd 20 ft.. Skills and Feats: Concentration +8. His customers are heads of state. Tracking someone so well-traveled is sure to tax their detective skills. his AC has improved to 24. Weapon Focus (morningstar). Theresh spends several rounds getting Olidammara’s blessings. SQ Darkvision 60 ft. trying to flank his foes so he can “sneak attack” them (no extra damage. masterwork morningstar. cure light wounds. And if others threaten the thieves’ guild. SV Fort +5. Trickery (Bluff. I’m a pacifist myself. flat-footed 21). Spd 20 ft. Kanto’s Lament. Init +8. dQirtaia: Male djinni Sor13. Qirtaia doesn’t deal in manual labor. bull’s strength. Only the most influential powers in the criminal world know him by his real name and occupation. because he’s confident in his ability to escape retribution. Medium-size humanoid (orc). Theresh dreams of one day becoming a full-fledged guild member himself. “Freed slaves are bad for business. or a wielder of great arcane or divine power. Each victim is skilled in some field. and some say even denizens of the Outer Planes. trader in the most precious of commodities—lives. . shield of faith. entropic shield*. Still. detect magic. SA Rebuke undead 2/day. Spells Prepared (5/5/4. (perfect). Chaotic). He is known by a dozen aliases in two dozen cities. DJINNI SLAVER Tactics Before any fight. his morningstar attack bonus is +11 for 1d8+6 points of damage. casting entropic shield. large wooden shield.CHAPTER 1: CRIME invisibility or other helpful spells. This will probably never happen. hp 27. bearded man with a raspy voice and a hard-to-place accent. base DC = 12 + spell level): 0—cure minor wounds. PCs might encounter Qirtaia if they draw his eye as potential fleshtools.” QIRTAIA.. protection from good. Int 6. Combat Casting. Theresh uses invisibility or his potion of fly on himself as well. transported to distant lands where they scribe scroll after scroll for their new masters. read magic. Will +6. AL CN. Wis 14. Once he’s made up his mind. the leaders of secretive cults and underground political factions. HD 7d8+14 plus 13d4+26. Cha 8. Atk +9 melee (1d8+4. Large outsider (Air. bull’s strength. masterwork morningstar). the PCs could be hired or sent on a mercy mission to find a kidnapping victim. endurance. or in groups of slaves in any case. 1st—change self. by 9 . a master of warfare. virtue. He’ll readily double-cross business partners given even the slightest temptation. detect poison. One place he won’t go is the Elemental Plane of Air—Qirtaia knows his business has forever set him apart from his people. using his magic to aid their cause. the business of buying and selling sentient cargo just pays the bills. CR 18. When he’s done. Domains: Luck (good fortune 1/day). Disguise. hp 114. Though he’s manifestly unfit for the job. although he’d prefer to keep at least one invisibility spell in reserve for a getaway. HD 4d8+4. He’s been known to keep the choicest flesh-tools for himself. . and Hide are class skills). and endurance on himself. “Of course I’d be happy to help. Although he’s not a rogue. Str 19. Qirtaia is a slaver who delights in finding particularly useful “flesh-tools” to mentally control and then sell to the highest bidder. slam). Qirtaia takes pleasure in dominating his victims. Face/Reach 5 ft. He is Qirtaia. AC 22 (touch 11. He never sells his victims back into freedom. or even steal them back once he’s sold them away. there conditioning them further until he finds a buyer. He befriends them. Con 13. 5 scrolls of cure light wounds. Alternatively. CR 4. Theresh employs roguelike tactics in combat. flat-footed 17). all the while assessing their abilities and learning as much about them as he can. cure moderate wounds. he mentally controls his victims and sweeps them away to his flying ship. but the description is always the same: a bald. If instructed to. Possessions: +1 full plate. Theresh casts spells in melee with confidence—he’ll probably succeed in the Concentration check to cast defensively. Even powerful wizards and sorcerers fall under his spell. spontaneous casting (inflict spells). Ref +2.

but a renegade mind flayer making its home among the humans. these become cate telepathically with any creature within lightning bolts that deal 5d6 100 feet that has a language. Spellcraft +22. but wine instead). Knowledge (the planes) +11. SA Spell-like abilities. Once per day. and up to 50 feet tall (10 uriously appointed./10 ft. negotiations have failed. mending. Mordenkainen’s magnificent requiring a Concentration check (DC 20) by mansion. haste. only then does Qirtaia fight. Will +15. endurance. He can bring along up to six foot-by-10-foot section).CHAPTER 1: CRIME 5 ft. but Yarrick makes it clear that its present form is just a magically enhanced disguise. and Spell. He almost always uses polymorph self to appear as a bald human man dressed in rich silk robes. If the Caster Level: 13th. Tasha’s hideous laughter†. Whirlwind (Su): Once every 10 minutes. daze†. But everyone in the business of assassinations knows that there are few hired killers more effective than the shadowy figure who charges outlandish fees to have “impossible” targets eliminated. as are hundreds of and damage rolls against Qirtaia. persistent image. 1st—charm person†. 2nd—cat’s grace. dispel magic. telepathy. 4th—charm monster†. Qirtaia can transform himself into a whirlThe inside of the ship seems wind and remain in that form for 7 rounds. more spacious than the outThe whirlwind is 5 feet wide at the base. polymorph self. 1/day—create food and water. Move Silently +9. ConcentraNew Magic Item tion +22.. Hard 10. plane shift. Its hull has been Plane Shift (Sp): Qirtaia can enter any of magically hardened (break DC the Elemental Planes. or whether Yarrick is male or female. Sense speed of 90 feet over sea and Motive +9. Wis 15. which must be surreptitious since Yarrick won’t consent to any such spells. it creates a sites: Craft Wondrous Item. When fired. as long as he’s not personally involved. see sidbar). 3rd—blink. SQ Plane shift. and wind walk. Con 14. scroll of true seeing. But it hasn’t happened in hundreds of years. and he has no strong offensive spells. Dex 19. Improved Initiative. scroll of planar binding. Sometimes Yarrick appears as a nondescript male halfelf and sometimes as a beautiful female half-elf. Spot +9. Craft (shipbuilding) +11. expeditious retreat. cloud that obscures all vision beyond 5 feet. Tactics Despite his obvious power. two +1 ballistas (one forward. greater dispelling. He refuses to engage directly in combat. If the PCs have become a thorn in the side of the powerful. escape (although it still takes damage). That doesn’t mean Qirtaia automatically flees when swords are unsheathed. Skills and Feats: Appraise +15. Heighten spell of unlimited duration. Spells Known (6/8/7/7/7/7/4. MIND FLAYER ASSASSIN No one knows where Yarrick Zan came from. ghost sound. Dodge. whirlwind. If every avenue of escape is closed. 6th— geas/quest†. He is rarely without combat-capable minions. 10 †Because of Spell Focus (Enchantment). ray of enfeeblement. read magic. Qirtaia tries to keep the fact that he’s a djinni hidden from denizens of the Material Plane. except that save prevents being picked up by the whirlthey are visible and can go anywind for an additional 1d8 points of damage where on the ship. Market creatures inside to cast spells. 5th—dominate person†. his flight speed. summon monster V. He proclaims his commitment to pacifism to any acquaintance he meets (he thinks it keeps him out of fights). air mastery. The ship each round. potion of cure critical wounds. If caught unawares by an attack. the save DC for these spells is 17 + spell level. Spell Focus (Enchantment). he uses invisibility. His many enchantment spells are hard to resist (due to Spell Focus and his high Charisma). If seriously threatened. normal ballista bolts. Magical investigation of its appearance. Combat Reflexes. base DC = 15 + spell level): 0—arcane mark. (self only). he uses charm monster and dominate person—heightened if necessary—to force the party to fight itself while he either flees (if seriously threatened) or watches (if he’s amused). These abilities are as the spells cast by a 20th-level sorcerer (save DC 15 + spell level). ring of protection +2. and nothing delights Qirtaia more than turning characters against one another. Ref +13. Medium-size or smaller creacrew consists of near-transpartures must succeed at a Reflex save (DC 20) or ent servants that function as take 3d6 points of damage. and each stateroom is lux30 feet wide at the top. per week. Cha 20. ship can magically fly at a Listen +9. AL CN. Prerequiwhirlwind touches the ground. provided they all link hands. followed by gory sounds of brain extraction YARRICK ZAN. lesser geas†. The cabin feet minimum). identify. Fifty such bolts are on suffer a –1 circumstance penalty on attack board. Possessions: Bracers of armor +3. resistance. wand of displacement. scroll of binding. reveals the truth: Yarrick isn’t a half-elf at all. A second Reflex unseen servants. see invisibility. Quicken Spell. and plane shift to get away rather than trade blows. and he does not hesitate to cast spells on their behalf under cover of invisibility. cloak of Charisma +2. Qirtaia is a committed pacifist—of sorts. bolts that crackle with electricTelepathy (Su): Qirtaia can communiity. Combat land. as though affected by a fly Casting. Spell-like Abilities: 1/round—invisibility Price: 266. Str 18.464 gp. Scry +15. acid immunity. and no trickery can avoid the combat. major creation (created vegetable matter is permanent). mage hand. Escape Kanto’s Lament: This sailing Artist +11. 120 hp per 10Material Plane. suggestion†. This ability is otherwise similar to the plane one aft) launch special ballista shift spell. shield. up to side. fly. Yarrick may be assigned to eliminate them. create wine (as create water. flying ship: Kanto’s Lament (new magic item. Int 14. Qirtaia can assume gaseous form (as the spell) for up to 1 hour. teleport. but won’t say when or why he picked up this particular character quirk. detect magic. the Astral Plane. A creature that can fly may magically provides foodstuffs attempt a Reflex save (DC 20) each round to for sumptuous banquets. Qirtaia’s commitment to pacifism is narrowly defined enough that he has no compunctions about dealing damage with a geas/quest spell or summoning monsters to fight on his behalf. or the 40. Or perhaps a noble favored by the characters is next on . A stifled scream. and other creatures. scrying. Spell Penetrait can even use plane shift once tion. SV Fort +11. daylight. points of damage (Reflex half Air Mastery (Ex): Airborne creatures DC 14). ray of frost.

Move Silently +13. hp 66. An opponent who doesn’t escape by the beginning of the next round dies as Yarrick feasts on her brain. Knowledge (the planes) +5. undetectable alignment. Listen +10. Hide +15. then uses suggestion and charm monster on any who are unaffected. observe for 3 rounds. The shadow essence deals Strength damage. To maintain its disguise. flat-footed 17). then approach slowly and silently. Yarrick is always looking for others to frame for its assassinations. Extract (Ex): If Yarrick begins a round with all four tentacles attached and maintains its hold. Finally. Open Lock +7.. 2nd—alter self. secondary damage 2d6 temporary Str. improved grab. obscuring mist. SV Fort +6. cone. they’ll be targeted next. ghost sound. sneak attack +3d6. 10 hand crossbow bolts coated with shadow essence. charm monster. Sense Motive +8. spider climb. SA Mind blast. nondetection. Yarrick gets a +2 circumstance bonus for every tentacle attached at the beginning of the round. 2nd—alter self. Fort save (DC 17). potion of sneaking. making its psionic powers look like spells. levitate. 4 tentacles) or +12 ranged (1d4+1/ 19–20 plus poison. Will +12. Dodge. Dex 14. darkness. Intimidate +10. save DC 14 + spell level): 1st— obscuring mist. Skills and Feats: Bluff +9. Jump +8. Improved Grab (Ex): If Yarrick hits a Small to Large creature with a tentacle. psionics. +1 hand crossbow). Concentration +10. hampering the target’s ability to struggle free from Yarrick’s tentacles. Even if the target successfully saves against this. SQ Telepathy. cloak of resistance +2. Spellbook: 1st—change self. SR 25. HD 8d8+8 plus 5d6+5. and suggestion. undetectable alignment. detect thoughts. Those who learn Yarrick’s secret tend to die before they can pass it on. Wis 17. if any of the tentacles hit. though it certainly uses its psionics to ensure their loyalty. Diplomacy +8. Tumble +9. Perhaps the party would fit nicely in such a frame. and it certainly won’t unmask itself— unless they actually witnessed the brain-feeding. AC 19 (touch 14. potion of blur. extract. 11 . it extracts the opponent’s brain. If the PCs are only peripheral to its true purpose. because the mind flayer doesn’t want its heritage known. If it does.CHAPTER 1: CRIME Yarrick’s hit list. AL LE. Int 19. Combat Casting. Spring Attack. Mediumsize aberration. Alertness. Spot +10. Tactics Yarrick’s perfect attack mode is to first cast invisibility. ring of protection +2. Possessions: Ring of force shield. It is unlikely to waste time in combat on bystanders and witnesses. poison use. spider climb. Yarrick stuns them with its mind blast. Yarrick can make a grapple check to attach the others. Init +6. Str 12. Ref +10. it can attach the remaining tentacles with another successful grapple check. uncanny dodge (Dex bonus to AC. If the foe is trying to escape. Mobility. 3rd—invisibility. it softens up the victim-to-be with poisoned crossbow bolts. and they must guard against an assassination attempt. death attack (Fort save DC 19). the assassin gets a free grapple check to establish a hold. initial damage 1 permanent Str drain. Weapon Finesse (tentacle). Spd 30 ft. 3rd—invisibility. +2 save against poison. These abilities are as the spells cast by an 8th-level sorcerer (save DC 14 + spell level). +1 hand crossbow. If they learn Yarrick’s secret. with the first being a death attack as well. All four tentacle attacks strike as a sneak attack for an additional +3d6 points of damage each. Will save (DC 18) or be stunned for 3d4 rounds. Yarrick has even been known to mutter arcane phrases and wave its hands cryptically. Poison (Ex): Hand crossbow bolts—shadow essence. Unscrupulous characters might even wind up working for Yarrick. pass without trace. Telepathy (Su): Yarrick can communicate telepathically with any creature within 100 feet that has a language. Knowledge (arcana) +5. scroll of dimension door. If Yarrick is targeting a particularly tough foe. Improved Initiative. Disguise +13. detect poison. Cha 18. Atk +11 melee (1d4+1. dYarrick Zan: Mind flayer Asn5. Psionics (Sp): At will—astral projection. Mind Blast (Sp): 60-ft. CR 13. Climb +6. plane shift. can’t be flanked). Con 12. Spells Prepared (2/2/1.

The most likely way for the PCs to meet Khalili is if they’ve displeased the thieves’ guild to the point where he needs to look into the matter personally. Int 17. but they’re loyal to the guild. Khalili oversees more than a hundred burglars. Cha 18. With his high initiative bonus. Tactics 12 dKhalili: Male human Rog11. Alternatively. rope of entanglement. Possessions: +1 studded leather. potion of alter self. Diplomacy +22. HD 11d6. By spreading his coin around the taverns. Ref +12. can’t be flanked. Khalili can watch his thieves learning to fight. Khalili continues to fight as long as he has a reasonable chance of using his sneak attack. and balconies. (1d6+2/18–20. Con 11. it is fondness for his teenage children. Atk +14/+9 melee . whom he’s grooming to take over the “family business” someday. amulet of natural armor +1. flat-footed 24). This formidable human is still as sharp as when he began running confidence games in the marketplace twenty-five years ago. of course. Search +17. burn. SQ Improved evasion. Khalili is a difficult opponent because he rarely leaves the underground headquarters of the thieves’ guild. and sneak attack. and captured monsters he calls “Seven Curtains Run. He sends dozens of toughs to subdue them and drag the heroes blindfolded through the sewers for a personal audience. Skills and Feats: Appraise +17. Leadership. and he joined the thieves’ guild—an organization he’s controlled for the last decade. Init +9. Bluff +18. so they are vulnerable to sneak attacks).” From a series of secret passageways. four 1st-level rogues. He can also reconfigure the maze from training tool to death trap. Dex 20. Intimidate +20. dealing 1d6+2 plus 6d6 points of damage. he can kill most foes before they even know they’re supposed to be fighting. a 3rd-level rogue. or drown those standing before him. bandits. Khalili reasons. +1 rapier) or +14 ranged (1d6+2/19–20. +1 against traps). and a 4th-level rogue. con artists. obstacles. of course. Quick Draw. uncanny dodge (Dex bonus to AC. not to Khalili personally. +1 rapier. two 2nd-level rogues. they aren’t uniting against him—and the pressures of rivalry make the organization more efficient. The 2nd-. Being thrown into the deadly version of Seven Curtains Run is the usual punishment for failing to pay the guild its percentage on a burglary or other job. Medium-size humanoid. he can assemble an army of louts many times that. Followers and Cohort: Because of the prestige accorded the guildmaster of thieves. he finds the nearest trap-laden secret door and flees. Denied this. Knowledge (local) +10. 3rd-. Gather Information +18. Khalili’s cohort is Varro. Craft (trapmaking) +17. Over time the cons got larger. CR 11. cloak of arachnida. sneak. catwalks. Quick Draw feat. Improved Initiative. He spends much of his time sowing dissent among his lieutenants and neighborhood bosses.. Move Silently +12. Just finding the entrances from the sewers to the guildhall is a challenge. The warriors represent unusually loyal thugs— the thieves’ guild has many more leg-breakers at its beck and call. +1 throwing and returning short sword). MASTER OF THE THIEVES’ GUILD “It’s lonely at the top. SA Sneak attack +6d6. If Khalili has a weakness. an 8th-level druid (see below). Weapon Finesse (rapier). gloves of Dexterity +2. they might encounter him as a well-paying. ring of protection +1. and the master of a typical city thieves’ guild might bear some resemblance to Khalili. From his underground lair beneath the city’s sewer system. and 4th-level rogues are actually Khalili’s children. AC 24 (touch 16.” Successful thieves attain positions of power. He has no compunctions about double-crosses. and he’s always on the lookout for rebel factions within the ranks. Point Blank Shot. he has no less than three secret exits and six ways to poison. and they’d like nothing better than to trump his influence over his children by either killing them or wresting them away from him somehow. Will +5. Spd 30 ft. Khalili is particularly adept at tossing his throwing and returning short sword while seated on his throne. vest of escape. Just the way I like it. where he’s insulated behind layer after layer of traps. SV Fort +3. especially for missions beyond the city walls or those that weaken his rivals.) Khalili wins fights by getting the drop on his opponents. hp 38. though—they got him where he is today. potion of darkvision. Khalili sometimes needs the help of adventurers. and other criminals. +2 buckler. Khalili’s (well-hidden) rivals in the guild realize this. Khalili’s personal retinue of followers numbers forty 1st-level warriors. From his throne room (designed as a mockery of the palace it sits beneath). Hide +12. potion of haste. if secretive and shadowy. Khalili’s pride and joy is a maze of traps. +1 throwing and returning short sword. Sense Motive +16. and steal their way through the maze. Use Magic Device +18. Str 13. Wis 15. Another favorite move is to grapple an opponent with the rope of entanglement. When they’re fighting among themselves. AL NE. freeze. Khalili took control of the guild in a bloody coup. hoping to pass on control of the organization as an inheritance. (Those entrances are trapped. He trains them ceaselessly in the ways of the guild. then sneak attack that foe round after round (those involved in a grapple lose their Dexterity bonus to AC.CHAPTER 1: CRIME KHALILI. employer. Innuendo +18.

CR 10. Spot +8. Possessions: +2 hide armor. If the outcome isn’t apparent after the first few rounds.. Track. URBAN DRUID Abandoned as a baby in the forest. poison immunity. Varro’s army of urban animals forms an effective spy network. flat-footed 16). wand of speak with animals. and using speak with animals and speak with plants to gather intelligence about future jobs. exterminators. These abilities are as the spells cast by an 8th-level cleric. Varro is behind the ranks of the frontline troops: blowing a hole in enemy ranks with flame strike. base DC = 13 + spell level): 0—detect magic (2). summon swarm. unholy blight. The PCs might be sent into the city by the Druids of the Three Acorns to offer Varro a chance at reconciliation. light. dogs. hp 52. But his fiendish blood became apparent even in his youth. Ref +6. Skills and Feats: Animal Empathy +12. +3 melee (1d6+1. Characters who threaten the rats of the sewers or the bats of abandoned warehouses might draw the ire of Varro. Should Varro need to retreat. Medium-size outsider (Evil). Str 14. periapt of Wisdom +2. Spellcraft +12. 1st—cure light wounds. bite). barkskin. of course. HD 8d8+16. 2 claws). healing wounded thieves.CHAPTER 1: CRIME “Rats are more social than the lot of you. Varro grew up among the Druids of the Three Acorns.” VARRO. Tactics Varro would rather not fight. SV Fort +8. purify food and drink. Rat-catchers. Con 15. and fire resistance 20. Varro and Khalili are connected by the cohort/leader relationship. Wis 17. and using dispel magic and summon swarm to weaken his foes. Concentration +12. and anyone else who delves too deeply into the city’s sewer tunnels never return. and soon Varro took up a new calling. he first casts obscuring mist or meld into stone to confound any pursuit. but they don’t have to be. Listen +8. Spell-Like Abilities: 3/day—darkness. SA Spell-like abilities. one that even the best rogues can’t match. More commonly. 1/day— desecrate. Scry +14. obscuring mist. Int 16. but if cornered he attacks opponents with the claws and fangs he got from his fiendish parent. Now he watches over what might be the most hostile environment of all: civilization. 3rd—cure moderate wounds. Will +9. animal companion.. Varro acts as spymaster and advisor to the thieves’ guild. nature sense. The rats. rodents. woodland stride. 4th—dispel magic. and bats overhear much when they’re hanging from the rafters. cold. Knowledge (nature) +5. then directing animals into the fight. wild shape 3/day (Small to Large animal). As presented here. Combat Casting. This means coordinating teams of thieves with animal messenger. read magic. speak with plants. Every cat is eager to tell tales of its master if properly bribed with a bit of fish. Init +4. Spd 20 ft. endure elements. SQ Darkvision 60 ft. Dex 18. Wilderness Lore +14. Cha 12. when he grew claws and fangs to match those of the forest’s denizens. He fled to the city. Given a few moments before combat begins. four dire rats. His heritage became an issue among the druids. cats. dVarro: Male half-fiend/half-human Drd8. bats. and Varro was spurned by them shortly after completing his training. Spells Prepared (6/5/4/4/2. protection from elements. Animal Companions: Varro generally keeps a dire bat. and dozens of bats and rats (up to 16 HD worth) as animal companions who work for him directly. poison. acid. he uses his wild shape to turn into a dire wolverine. using scrying to keep tabs on targets. He also uses speak with animals to converse with the pigeons. AL NE. Varro is most useful to the thieves’ guild when he’s running his spy network. 13 . Varro could be prowling the city independently. he casts magic fang and barkskin on himself. Atk +8 melee (1d4+2. and other animals of the city. charm person or animal. electricity. mending. believing that rejection by the druids was rejection by the natural world. 2nd—animal messenger. resist nature’s lure. magic fang (2). who is cruel to anyone who threatens his flock. Alertness. trackless step. flame strike. wand of flaming sphere. Handle Animal +14. Taken in by Khalili (see above). meld into stone. and other animals of the city found a kindred spirit in the angry druid. AC 20 (touch 14.

Here are three tips on customizing religious characters: 1. and leaders. Spd 20 ft. Dex 12. Possessions: Half-plate. stunning attack 2/day (Fort save DC 14). shrines. masterwork mighty composite longbow (+2 Str bonus). 2 tanglefoot bags. unarmed strike) or +6 ranged (1d8+2/×3. AL LG. potion of bull’s strength. they try to settle the matter quickly and quietly with command spells. large steel shield. if not continuous. and in hours of darkness or times of acute danger. Most casual visitors to a temple never meet or even see the wardens. SQ Spontaneous casting (cure spells). endure elements*.” TEMPLE WARDEN “What brings you here today. Int 10. temples of war deities usually put on frequent. Skills and Feats: Knowledge (religion) +2. Int 10. Cha 8. virtue. Skills and Feats: Balance +6. guardians. citizens?” TYPICAL TEMPLE GUARD The guards below represent the low-level security most temples use to discourage thieves and attacks by rival factions. masterwork bastard sword) or +3 ranged (1d8+2/×3. not the Deity. and perhaps a behind-the-scenes plague on the heroes’ lives. thunderstone. potion of cure moderate wounds. if you make a tiny adjustment to his domains—give him Trickery instead of War—he becomes a terrorist. *Domain spell. Tactics The wardens usually try flanking maneuvers. SA Flurry of blows. advisors. nonlawful temples use fighter/rogues or cleric/rogues instead. 1st—command. SV Fort +5. depending on the temple guards to keep opponents locked in place. Of course. They reinforce the temple guards in the event of trouble. staying tucked away in remote corners or keeping watch from behind arrow slits or other cover. Feel free to alter them to better suit your campaign. Chapter 2: REligiOn Spells Prepared: (3/3. everburning torch. HD 2d8+2 plus 2d10+2. two domains that really sum up his approach to villainy. Alertness. Clerics and other religious characters play a role in most communities. 2 flasks alchemist’s fire.. Atk +7 melee (2d6+3/19–20. 14 dTypical Temple Guard: Human Ftr1/ Clr1. mostly to help round them out as individuals. Will +3. AC 14 (touch 14. Move Silently +6. Climb +5. dTemple Warden: Human Mnk2/Ftr2. or launch other nefarious endeavors against the world or the heroes. Dex 13. Exotic Weapon Proficiency (bastard sword). “You seem to have overstepped yourself. potion of haste. Wis 12. hp 28. it also makes it harder for infiltrators to locate and defeat them quietly. You’ll need to tweak his equipment a little bit (not to mention his spell selection). Spot +6. AL NG. acting as physicians. masterwork greatsword) or +5 melee (1d6+2. Alertness. Don’t give up.. hp 11. Sense Motive +3. Spd 30 ft. and specific means more detailed and more interesting. masterwork mighty composite longbow [+2 Str bonus] with masterwork arrows). SV Fort +7. This not only keeps them from distracting worshipers in the temple. they use their thunderstones to disable the foe and alert the rest of the temple to danger. Spot +5. scroll of cure light wounds. and churches often have civic functions as well as religious ones:They can serve as meeting places. A temple dedicated to a nonhuman deity has wardens of the appropriate kind. Sense Motive +6. Init +1. When combating lightly armored enemies. But. Ref +4. Con 13. the reason it’s difficult to customize religious characters is because they tend to be more specific than others. capture prisoners for sacrifices. but you can turn a perfectly serviceable High Priest of Hextor into a completely different character in a matter of minutes. Domains: Strength (feat of strength 1/day). SA Turn undead 3/day. AC 19 (touch 10. wardens . Others can be implacable enemies as they seek to spread destruction. masterwork mighty composite longbow (+2 Str bonus). These guards usually keep a low profile. enforce tribute to foul deities. 20 arrows. He’s all about battle. Look at the Domains. masterwork mighty composite longbow [+2 Str bonus]). Point Blank Shot. providing vital restorative magic and valuable information. Str 14. Iron Will. The guards presented here are human followers of Pelor but can be devoted to any deity and be of any race that’s appropriate for that deity. CR 2. Temples. SQ Evasion. Many characters presented in this section are associated with specific deities. If that doesn’t work. some wardens may join guards in patrolling a temple’s grounds. a manipulator. resistance. Init +1. Ref +1. you may have more difficulty customizing religious characters and fitting them into your ongoing campaign than any other group of characters described in this book.CHAPTER 2: RELIGION Customizing Religious Characters As a Dungeon Master. and reveling in the downfall of armies. and his role in most campaigns will be as a main villain or an ongoing threat. Wis 16. potion of bull’s strength. base DC = 11 + spell level): 0—detect magic. though. Con 12. hospitals. 20 masterwork arrows. Listen +10. Blind-Fight. flat-footed 13). flat-footed 19). If a troublemaker won’t take the hint. Hide +6. HD 1d10+1 plus 1d8+1. or you aren’t using the D&D pantheon in your game? Simple: Mandel uses the domains of Destruction and War. Blind-Fight. masterwork bastard sword. thunderstone. Cha 10. potion of endurance. crushing his foes. Listen +5. They may also escort important people traveling on temple business. Sun (greater turning 1/day). The wardens presented here are human monk/fighters. Atk +4 melee (1d10+2/19–20. But what if you don’t like Hextor as a god. Will +8. and refuges. Deflect Arrows. Weapon Focus (greatsword). CR 4. Mediumsize humanoid. magic weapon. He’s evil. Medium-size humanoid. displays of military might with columns of guards parading around in plain sight. The wardens represent more experienced troops used to guard sensitive areas and senior officials. Possessions: Masterwork greatsword. Tactics The guards usually don’t attack unless someone starts trouble but do move to block off anyone who strays toward any area that’s not open to the public. Religious NPCs can be a party’s most important allies. but remember that doing so might change clerics’ spell selections and granted powers. Mandel is a high priest of Hextor. Str 14. sunrod.

Against better-equipped opponents. . He probably plays the voice of reason in the heat of the moment and likely works to heal rather than harm. Swim +8. Mandel spends most of his time directing various schemes designed to bring cash and glory to his temple and undermine his rivals.CHAPTER 2: RELIGION make unarmed attacks. as a member of a more commercedriven race she could still be "kind and generous. Power Attack. Wis 20. Spellcraft +5. Iron Will. Concentration +18. Mandel settles for a lump sum payment in lieu of a month’s tithe: 10% of all a supplicant’s current wealth or 2.000 gp worth of treasure. +1 bastard sword) or +7 ranged (1d8+2/×3. “The world is a cruel place. Tactics Mandel presides over a grim. most customers have to wait at least a day for healing from him. cures . Many of the characters in this section have extreme views on their religion. CR 6. Though middle-aged. he is every inch the fighting cleric. Init +1. AC 24 (touch 12. using their flurry of blows ability to deal subdual damage. Wis 15. or it could be a castle that holds the surrounding countryside in thrall. He also charges the going rate for any spell cast and double rate for spells with an XP cost. Skills and Feats: Bluff +4. Mandel wears black full plate armor with Hextor’s symbol. fortresslike temple dedicated to making sure the common folk fear and respect Hextor. an average melee attack bonus of +12. Heal +9. . If they can’t reach an opponent. then close to make melee attacks against anyone who’s still moving. Str 12. Sense Motive +9. resistance. Attitude Adjustment. Cha 8. Str 15. . HD 3d10+3 plus 3d8+3.. He provides spells or other assistance. protectors of a temple’s most sensitive chambers. Strength (feat of strength 1/day). Int 12. “Is there some difficulty here?” SENIOR TEMPLE GUARD These guards represent the senior ranks of a temple’s security force. The temple might be located in a dungeon hidden below a major city. and offers . shield of faith. Brother Culver. HD 13d8+26. is a man of peace who has eschewed war in an effort to put a bloody (if still righteous) past behind him. but knows a moneymaker when he sees one. masterwork mighty composite longbow [+2 Str bonus]). Atk +9 melee (1d10+3/19–20. 2 tanglefoot bags. solace" to a populace suddenly take up the sword again. Will +13. Init +4. He also wears a black steel skullcap and carries his heavy flail wherever he goes. dSenior Temple Guard: Human Ftr3/Clr3. then harass spellcasters with bow fire and toss tanglefoot bags to immobilize as many foes as they can. Dex 13. SV Fort +7. Racial Motivations. Wilderness Lore +5. Ref +6. Before joining battle. a fist holding arrows. 1st—command.. Dex 11. endure elements*. Int 12. Knowledge (religion) +9. He hates it when adventurers come limping in. for example. thunderstone. She and her clan could make a living off a party of PCs who are constantly in and out of debt and always needing healing. Will +8. looking for healing. Spot +5. CR 13. Ref +3. Concentration +7. potion of endurance. Spd 20 ft. They first try to eliminate physically dangerous opponents with hold person and command spells. his wideset eyes ever-changing shades of gray like shadows at dusk. they move in and use stunning attacks. Exotic Weapon Proficiency (bastard sword). Weapon Focus (bastard sword). A whole adventure could revolve around why Brother Culver’s attitude suddenly changed. lanky and beetlebrowed. Combat 15 . Track. *Domain spell. or maybe he was always like that—a healer who still strikes at his deities’ enemies when necessary. 2nd—bull’s strength*. For customers who can’t or don’t want to wait. Because he can’t cast healing spells spontaneously and usually prepares only a few curative spells for his own use. Medium-size humanoid. The guards presented here are human followers of Pelor but can be devoted to any deity and be of any appropriate race. but only to those who agree to tithe 10% of their income to the temple and have been contributing for at least a month. +1 bastard sword. If a quick victory seems possible. There’s no reason. masterwork heavy crossbow with +1 bolts). use tanglefoot bags to immobilize the rest. . otherwise. SA Rebuke undead 4/day. The combination gives them AC 23. Mandel has handsome features. HIGH PRIEST OF HEXTOR 2. that Neshia. Con 13. SV Fort +12. Medium-size humanoid. He is tall. for example. flat-footed 24). virtue. Dodge. and personal bodyguards to important personnel or people engaged in temple business in particularly dangerous areas. hold person (2). +1 large metal shield. They may be sergeants commanding squads of more junior troops. AL LG. Con 14. Already Neshia knows the value of her services. +1 heavy flail of wounding) or +11 ranged (1d10+1/19–20." but perhaps she partners with dwarven kin who are a little less forgiving of late payments or delinquent debtors. they fire their bows. . they cast shield of faith and divine favor on themselves. 3. Domains: Law (cast law spells at +1 caster level). emblazoned on the breastplate and picked out in blood-red enamel. Spd 20 ft. and average bastard sword damage of 1d10+7. whichever is more. hp 84. . hp 40. base DC = 12 + spell level): 0— guidance. Possessions: +1 half-plate. light. . AL LE. couldn’t be a dwarf instead of a human.” MANDEL. So many different races exist in the D&D game with such distinct personalities that shifting a character even a little can make a huge difference. dMandel: Male human Clr13. more like itself. Skills and Feats: Climb +1. with curly auburn hair and a patrician beard. the clerics of Heironeous. Atk +12/+7 melee (1d10+2/19–20. SQ Spontaneous casting (inflict spells). they wield bows and greatswords. Cha 12. SQ Spontaneous casting (cure spells). I merely serve to make the world . Spells Prepared (4/4/3. Ride +7. Diplomacy +4. Blind-Fight. flat-footed 21). ills. Senior temple guards cast bull’s strength and endure elements (usually against fire) on themselves when going on duty. Scry +5. This gives them an average Strength score of 18 and the ability to ignore the first 5 points of damage from the chosen element each round. High Priest of Pelor. Intimidate +4. divine favor. But what if Brother Culver reverted to his old ways? It might be an interesting twist to see the man who "delivers . AC 21 (touch 12. they drink their potions of haste. babies. potion of cure moderate wounds. masterwork mighty composite longbow (+2 Str bonus). SA Turn undead 2/day. .

ring of protection +2. Late in the fight. 3rd— contagion*. Cha 7. divine power. Domains: Destruction (smite 1/day). searing light. War (Martial Weapon Proficiency and Weapon Focus with heavy flail). He can also use animate objects to get reinforcements. dFiendish Dire Ape: CR —. 6th—animate objects. he activates his ioun stone and casts heal on himself. Martial Weapon Proficiency (heavy flail). Move Silently +4. +1 heavy flail of wounding. Large magical beast. discern lies. scent. inflict light wounds*. flame strike*. 5th—circle of doom. spell resistance.CHAPTER 2: RELIGION Casting. He next casts flame strike and blade barrier on as many foes as he can catch. spiritual weapon*. and spell resistance on himself. Atk +8 melee (1d6+6.. He can absorb up to 156 points of damage of the chosen element and gains spell resistance 25. 2nd—aid. SA Smite good. Int 3. 10 +1 crossbow bolts. base DC = 15 + spell level): 0—cure minor wounds (2). SR 10. Spot +4. masterwork heavy crossbow. SV Fort +6. he tries to finish off opponents with circle of doom. AC 14 (touch 13. rend 2d6+12. summon monster IV. doom (2). Con 14. word of recall. Possessions: +2 full plate. HD 5d8+10. Weapon Focus (heavy flail). If he feels he’s in true danger. Improved Initiative. ethereal jaunt. and legions of other guards and wardens are available to answer his call at the temple. Mandel casts blasphemy to soften up the opposition. using any large object that’s handy (inside his temple. bite). boots of speed. Spell Penetration. followed by prayer. Listen +6. greater magic weapon. amulet of natural armor +2. and uses summon monster IV to call up a fiendish dire ape to flank the foe or replace fallen guards. zone of truth. Scribe Scroll. greater command. he escapes via word of recall. Str 22. Will +5. dispel magic. ioun stone (vibrant purple prism) with a heal spell stored in it. disintegrate*. prayer.. hold person (2). . 4th—cure critical wounds. blade barrier*. *Domain spell. damage reduction 5/+1. protection from elements. Ref +6. detect magic (2). cure light wounds. 2 claws) and +3 melee (1d8+3. cure moderate wounds. The combination of divine power. command (2). cold and fire resistance 10. Mandel prepares for a fight by casting protection from elements (usually fire). divine power*. If heavily damaged. SQ Darkvision 60 ft. poison. Dex 15. invisibility purge. AL NE. Weapon Finesse (bite). after first stepping out of reach so an opponent can’t grab the stone. 1st—bane. cloak of resistance +2. Init +2: Spd 50 ft. Smite Good (Su): Once per day the creature can make a normal attack to deal +5 additional damage against a good foe. silence. Wilderness Lore +1 (+4 when tracking by scent). greater magic weapon. bless. light (2). hp 32. When battle is joined. Wis 12. Spells Prepared (6/8/7/6/6/5/3/2. and prayer increases his attack bonus with the heavy flail to +22/+17/+12 (damage 1d10+11). flatfooted 13). Skills and Feats: Hide +3. periapt of Wisdom +2. greater magic weapon. 7th—blasphemy. Tactics 16 A squad of four to six senior temple guards always accompanies Mandel. that is probably a stone statue of Hextor). Maximize Spell.

If no good opportunities come their way. see Monster Manual. SQ Darkvision 60 ft. dScarsnout: Male kobold Adp3/Sor3. Spellcraft +3. often drapes himself around Scarsnout’s neck like a fur collar or perches on his shoulder. Str 8. His weasel familiar. with burnt-orange skin.The goblins in his band are convinced he has the favor of Maglubiyet—and. masterwork light crossbow with masterwork bolts). AC 16 (touch 14. Heal +4. ghost sound. all this activity has made the band fairly wealthy by goblin standards. Init +2. Knowledge (religion) +2. Dodge. the goblins mount their worgs and find a settlement to raid. can deliver touch attacks. hp 28. master has empathic link. AL LE. AL NE. A long. Move Silently +12. Hide +12. he uses web to immobilize the foe while he and his cronies dash in to grab what they can.. Scry +2. An attendant usually follows behind him. “He who fights and runs away wins in the long run. with rusty brown scales and red eyes. and black bracers cover his wrists. HD 3d6 plus 3d4. Atk +4 melee (1d8. cure light wounds (2). +1 morningstar. Tumble +8. CR 4. Spd 30 ft. master can share spells. evasion. +1 halfspear) or +7 ranged (1d8+2/19–20. Combat Casting. SQ Improved evasion. dFloki Longfingers: Male goblin Rog2/Adp4. flat-footed 14). Precise Shot. Point Blank Shot. Skills and Feats: Concentration +4.CHAPTER 2: RELIGION “A fair fight? That’s for fools!” FLOKI LONGFINGERS. CR 4. 10 masterwork bolts. Adept Spells Prepared (3/3. AC 18. base DC = 12 + spell level): 0—cure minor wounds (2). Int 7. flat-footed 14). sleep. Scry +4.. masterwork light crossbow. He wears a suit of blue-gray leather armor that could use a good cleaning. A leather harness festooned with pouches and weapons completes his attire. digging expansions to their lair. Meanwhile. hunting. hp 14. 5 smokesticks. SV Fort +3. Appendix I. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). base DC = 12 + spell level): 0— cure minor wounds (2). +1 light crossbow with +1 bolts). Spd 30 ft. hiding and moving silently. and raiding. the goblins sneak up to the campsite. and sparse black hair that sticks up like the frayed bristles of an old scrub brush. Int 10. Bat Familiar: HD 4. light sensitivity. hp 20. crooked scar. His favorite targets are travelers camping overnight near his band’s lair. Floki prefers ambushes and sneak attacks. Atk +2 melee (1d6–1/×3. and they are as satisfied with their lot as goblins ever are.. Heal +5. Listen +9. He is about average size for a goblin. Possessions: +1 leather armor. Cha 8. Escape Artist +8. patrolling the surrounding area. Scarsnout seldom stirs unless some emergency calls him into action. Ref +7. cure light wounds. ghost sound. Small humanoid (goblinoid). he does. Spellcraft +5. familiar benefits. Skills and Feats: Concentration +6. suggesting unseen troops flanking the enemy. Dodge. Int 13. 1st—bless. He wears a blood-red loincloth and cloak. Pick Pocket +8. circles overhead. He spends most of each day just loafing (he calls it meditating) and occasionally leading his tribe in worship. cloak of resistance +1. HD 2d6+2 plus 4d6+4. Cha 15. +1 morningstar) or +9 ranged (1d8/19–20. 1st—bless. His bat familiar. ADEPT OF KURTULMAK Scarsnout has clawed his way into a leadership position in his tribe by virtue of his spellcasting ability and a welldeveloped sense of self-preservation. Wis 15. Floki uses his ghost sound spell to confuse enemies or draw them out of the camp. Fortunately. They usually don’t bother to kill anyone because that might make noise. dRajan. Spot +9. the goblins creep into the camp and steal what 17 . Scarsnout is fairly big for a kobold. Spells Prepared (3/3/1. When Floki and his goblins flee the scene. the goblins flee. familiar benefits. Light Sensitivity (Ex): Scarsnout gets a –2 circumstance penalty on attack rolls in bright sunlight or within the radius of a daylight spell. ADEPT OF MAGLUBIYET Floki leads a band of goblins that attacks passing caravans and other travelers. Familiar Benefits: Grants master Alertness feat (when within arm’s reach).” SCARSNOUT. His favorite tricks include the sounds of snapping twigs and creaking leather. 2 scrolls of obscuring mist. He figures busy goblins won’t have time to rebel. Will +9. If this foe tries to close to melee range or otherwise makes an effective counterattack. Con 10. Improved Initiative. Floki leads through a combination of brains and demonstrated magical ability. Small humanoid (reptilian). Floki then casts a sleep spell on the guards. Use Rope +8. bright yellow eyes. they can. in a way. Con 12. carrying his morningstar. master can share spells. Hide +8. Floki and a few goblins stay in hiding nearby.. runs down the left side of his snout. Str 6. Tactics Like most goblins. If Floki gets impatient with waiting. 2nd—web. Wis 15. Will +7. They concentrate all their fire on a single target. occasionally landing on Floki’s chest or upper arm to get his back or ears scratched. AC 17 (touch 14. Ref +8. master has empathic link. Ride (worg) +9. SA Sneak attack +1d6. a souvenir from a youthful encounter with a grick. If the spell works. looking for their chance. After the moon sets. Rajan. as though hidden raiders were discussing a plan. Dex 16. several goblins find the best cover available and begin shooting into the camp. SV Fort +3. Init +7. or low murmurs. Floki likes to keep his band busy worshiping Maglubiyet. Mounted Combat. Dex 14. If the spell fails. Alhi. Search +6. SQ Darkvision 60 ft. only moving on to another once the first one falls. they take care to move across a few streams and rocky areas so as to make tracking them difficult. Disable Device +6.

Each kobold carries a Tiny monstrous scorpion in a cage in addition to its normal equipment. chill metal. 2nd—charm person or animal. base DC = 12 + spell level): 0—daze. The lizardfolk are reclusive and resent intrusions into their territory. with paler scales on his chest and belly. woodland stride. bite) or +7 melee (1d10+3. greatclub. base DC = 13 + spell level): 0— cure minor wounds (2). Thereafter. greatclub) or +5 ranged (1d6+2. Huge Viper Companion: hp 22. Int 7. virtue. Concentration +10. otherwise. Panga casts obscuring mist over the group as they retreat into the water and the air. 2 tanglefoot bags. obscuring mist. SQ Animal companion. Atk +4 melee. If spotted. Scarsnout and his group retreat over these. AL N. both are often spattered with mud and slime. 2 claws) and +4 melee (1d4+1. Scarsnout prefers to stay as far away from the enemy as possible. Scry +2. 2 smokesticks. He scouts ahead in the shape of a snake. much to the consternation of those trapped in the pit. Appendix 2. DBandar. then casts bless on his group. thanks to a ring of freedom of movement he seized from a foolhardy (now deceased) adventurer who did not take the lizardfolk seriously. ring of freedom of movement. CR 1. Spells Prepared (5/4/3/2. Note: 10 feet long and as wide as the corridor (usually 5 or 10 feet). Tactics his snake companion. grease. Knowledge (nature) +4. trackless step. Atk +6 melee (1d4+2. captured trespassers may be held for ransom or simply eaten on the spot (the former is more likely). crested head and wide mouth filled with spiky teeth. resist nature’s lure. Wis 16. Possessions: +1 leather armor. wild shape 1/day (Small or Medium-size animal). Appendix I. Tiny monstrous scorpion in a cage. He carries a greatclub wherever he goes. 1st—entangle (2). Heal +7. flat-footed 18). Panga has deep green scales on his back and limbs. magic missile. When they trade. with Howra at his side. He wears a suit of leather armor and a flame-orange cloak. However. If opponents try to close to melee range. Skills and Feats: Balance +6. aCovered Pit Trap: 20 ft. Search (DC 20). little human?” PANGA. as do his broad. Spd 30 ft. see Monster Manual. can deliver touch attacks. Bandar. His great height and bulk make him an imposing figure. Possessions: Bracers of armor +1. spike growth. prestidigitation. “Are you lossst. Animal Companions: Panga can have up to 10 HD worth of animal companions. they also trade with the local orcs. the trap can’t be disabled. wand of burning hands (28 charges). they travel to the marsh’s edge in boats. 2 flasks alchemist’s fire. 3rd—cure moderate wounds. summon swarm. When he raises his crest he looks even bigger and nastier. Depending on Panga’s mood. cloak of resistance +1. SQ Improved evasion. and other goods they gather from the marsh with humans who live nearby. dTiny Monstrous Scorpion: hp 4. and spike growth to immobilize foes. the snakes submerge and the group tries to approach unseen. Cha 10. hoping their foes follow and fall in. His darker scales are mottled with dark brown markings. Panga is mainly concerned with maintaining his tribe’s privacy and staying neutral in the ongoing tensions between the humans and orcs in the vicinity. Howra. flare. Although the tribe members trade herbs. nature sense. Init +0. so intrusions by both orcs and humans are fairly common. saving charm person or animal and chill metal for use against those who evade his other spells. Jump +8. wrapped around his body. Weasel Familiar: HD 3. potion of cure moderate wounds. HD 2d8+4 plus 5d8+10. He is currently accompanied by an owl and a Huge viper.CHAPTER 2: RELIGION Sorcerer Spells Known (6/6. see Monster Manual. SV Fort +7. Int 10. Swim +11. Con 15. 1st— expeditious retreat. If the battle goes against the lizardfolk. MARSH DRUID 18 Panga leads a tribe of advanced lizardfolk that inhabits a hidden village in the center of a wide marsh. Appendix 1. Ref +6. When they detect intruders. They do not allow outsiders to visit their village. If any do. javelin). AC 19 (touch 11. His owl. Appendix 1. dPanga: Male lizardfolk Drd5. deep. the kobolds withdraw while Scarsnout uses grease spells to hamper pursuit. Scarsnout uses grease on the pit’s walls while his gang opens their scorpion cages and lower the monsters in. +1 halfspear. ring of protection +1. Str 14. while Bandar flies overhead. 10 +1 bolts. +1 light crossbow. Scarsnout directs the gang to fire their crossbows at the foe while he casts expeditious retreat on himself. hp 10. . Medium-size humanoid (reptilian). 3 flasks alchemist’s fire. but it can be jumped or bridged. the lizardfolk are not numerous enough to patrol the perimeter of the whole marsh. ray of frost. mage hand. summon swarm. dAlhi. Dex 13. see Monster Manual. His tribe includes several expert trapmakers who have constructed pits with covers that support about 45 pounds of weight. see Monster Manual. Weapon Focus (greatclub). cloak of resistance +1. no attack roll necessary (2d6). scroll of sanctuary. he tries to keep up ranged attacks from a healthy distance. 3 javelins. CR 6. He has declared the whole of the marsh to be lizardfolk territory. potion of cat’s grace. DHowra. and no outsiders are allowed to travel more than a javelin’s throw from the shore. usually rides on his shoulder. Panga assumes his own form and demands that the intruders leave immediately. Panga is not vulnerable to his own entangling magics. Reflex save (DC 20) avoids. In battle. Dodge. resistance (2). AC 16. hp 45. and he often wears Tactics Panga often takes groups of two or three lizardfolk on swimming patrols through the marsh. Will +8. Multiattack. goodberry. Spellcraft +2. He uses entangle.. and he never faces a foe without a gang of four to eight kobolds accompanying him. he leads an ambush in his natural form. fish. As leader. Owl Companion: hp 4.

Wilderness Lore +5. rage 1/day. however. Scribe Scroll. shield of faith. War (Martial Weapon Proficiency and Weapon Focus with longspear). In a running fight. delivering fiery sermons about virtue. Mediumsize humanoid. a black cloak with a white lining. 19 . 5 flasks acid.CHAPTER 2: RELIGION “Weakness is abhorrent to me and to Gruumsh. He has yet to find anyone he deems worthy of training as a cleric. His heavy armor makes him much less mobile than his troops. Player characters may find Melantha on their trail if they commit a crime. AC 19 (touch 10. tracks down fugitives. If forewarned. *Domain spell. Most people find her zeal more frightening than convincing. Heal +5. AL CE. Korgul is always accompanied by an honor guard of orc and half-orc barbarians and adepts. She is equally tireless when searching for clues or tracking fugitives and never fails to use her lens of detection to help ensure success. but Melantha doesn’t care. Korgul also demands sacrifices and treasure for Gruumsh. thick neck.. Listen +5. Combat Casting. she is beefy and squat. precise step and speaks with a gravelly voice. powerful arms. Will +6. hp 40. He began his career as a barbarian but lost his left eye in a battle against some elves. brown eyes. he uses his potion of fly to keep up. unbeliever. for which he acts as custodian. A red-and-black tattoo surrounds the empty socket of his left eye so that it resembles the symbol of Gruumsh. and the merest hint of a mustache. spontaneous casting (inflict spells). cloak of resistance +1. He leads group worship at least twice a day. SQ Darkvision 60 ft. and leathery from long days spent in the wilderness.” KORGUL REDEYE. SA Rebuke undead 2/day. she works to keep the faithful from backsliding. dKorgul Redeye: Male orc Bbn1/Clr5. These spells increase his Armor Class to 21 and his Strength to at least 20. CR 6. no matter how it is achieved. +1 longspear. which improves his melee attack bonus with the longspear to +11 (1d8+8 damage) and his ranged attack bonus with javelin to +5 (1d6+5 damage). CLERIC OF GRUUMSH Tactics Korgul Redeye is an orc leader. Con 12. or seeing to the training of his many sons. Few people forget Melantha once they meet her (no matter how hard they try). with a stocky body. Cuthbert to pursue her duties (though she must remove her amulet of natural armor to use it). creased. hold person. and long. Light Sensitivity (Ex): Korgul gets a –2 circumstance penalty on attack rolls in bright sunlight or within the radius of a daylight spell. 2nd—bull’s strength. small. and seldom leaves the scene of a crime without searching every inch for clues and interviewing every potential witness. A network of scars and tattoos covers his gray skin (a combination of battle mementos and personal decoration). He prefers an everyorc-for-himself approach to battle and seldom wastes time with cure spells during a fight. +1 longspear) or +4 ranged (1d6+4. flat-footed 19). and he sought and obtained training as a cleric. so he usually depends on his spiritual weapon and his javelins until he can close to melee range. Int 11. She bullies anyone she suspects of hiding something. When not planning some military action. Possessions: +1 full plate armor. he’s already past his prime but still strong and healthy.. HD 1d12+1 plus 5d8+5. magic weapon*. hobnailed boots cover her feet. Melantha interrogates suspects and even witnesses ruthlessly. He became a devout follower of Gruumsh. and Melantha doesn’t hesitate to say so. When not pursuing evildoers. javelin). 4 javelins. MELANTHA. perhaps because he fears potential rivals. Korgul is a little short for an orc but very powerfully built. and everyone under his command is expected to attend at least one of these services. Init +4. Weapon Focus (longspear). and metes out justice. sometimes more than once. Ref +2. spiritual weapon*. She has close-cropped. She thinks Rosal is a silly girl whose soft heart will betray her someday. 3rd— blindness/deafness. At thirty-one years of age. light sensitivity. resistance (2). She values proper behavior. The similarity between this incident and tale of Gruumsh (who lost his left eye to the elven deity Corellon Larethian) was not lost on Korgul. Heavy. 1st—cause fear. She walks with a firm. and the folly of sinful living. He might head up a tribe or serve as a commander in an orc army or raiding party. 2 smokesticks. Cha 8. Str 18. She knows when to take her time. Dex 10. torturing a prisoner for the fun of it. Her skin is reddish. CUTHBERT “I know what you’re thinking. Skills and Feats: Concentration +7. SV Fort +8. magic circle against good*. or if they witness a crime and then flee the scene. Her typical garb is a simple. Spot +3. often asking the same question in several different ways so as to uncover evasions and inconsistencies. Melantha believes in unflinching justice—the swifter the better. which makes him a rarity among his people. Spd 20 ft. scuffed. INQUISITOR OF ST. Improved Initiative. Cuthbert on the front and back. 5 scrolls of cure light wounds. Domains: Evil (cast evil spells at +1 caster level). detect poison. potion of fly. graying blond hair. linen peasant dress covered by a well-used chain shirt. he casts bull’s strength and shield of faith on himself. Atk +10 melee (1d8+7/×3. doom. random action. Melantha knows Rosal (see page 20) by reputation and has met the paladin once. a shovel jaw. and you should be ashamed of yourself!” Melantha solves crimes. either alone or at the head of a mass of worshipers. Korgul heaps praise upon Gruumsh. She makes full use of the medallion of thoughts bequeathed by the Church of St. Spells Prepared (5/5/3/2. Wis 13. and a leather pectoral with the symbol of St. base DC = 11 + spell level): 0— cure minor wounds (2). Intimidate +3. Martial Weapon Proficiency (longspear). temptation.

pointed ears. her shapely. Weapon Focus (light mace). shield of faith. Dex 10. Ref +6. Cha 8. flat-footed 17). Lightning Reflexes. Prerequisites: Craft Magic Arms and Armor. Int 11. Rosal stands out in a crowd. muscular frame clothed in a mithral chain shirt over a long white tunic. Knowledge (religion) +8. base DC = 14 + spell level): 0— detect magic (2). In fact. If tracking a fugitive through the wilderness. cloak of resistance +1. to protect the innocent from marauders. amulet of natural armor +1. opening with order’s wrath followed by searing light or spiritual weapon. protection from elements (usually fire). +1 wrathful healing heavy mace (see sidebar). +1 wrathful healing heavy mace). usually perches on her shoulder. 3rd—dispel magic. If the wielder already has full hit points. Melantha usually has a couple of temple wardens or senior temple guards along with her to provide extra muscle and protection. Because the weapon channels positive energy. landmarks. Listen +12. and greater magic weapon on her heavy mace. She has little time to assist adventurers unless their need is grave or the proposed venture clearly serves the commonweal. spiritual weapon. Domains: Law (cast law spells at +1 caster level). ROSAL. 2nd—aid. Strength (feat of strength 1/day). virtue. she’ll be with a larger group that also includes a wizard or sorcerer. shield of faith. light. +1 light mace) or +10/+5 ranged (1d8+2/×3. while protection from elements absorbs up to 96 points of damage from the element she chooses. Wrathful Healing: This enchantment can only be placed on a melee weapon. SV Fort +11. She usually is well acquainted with the situation in any area and can provide the PCs with plenty of information: who’s who. Rosal uses that as an inducement. Quinn. creating positive energy that flows to its wielder. but she goes wherever her superiors send her. She is willing to use her spells and strong arm to defend sacred places against those who would defile them. Rosal usually has a list of tasks to be performed (everything from seeking out and slaying dragons that have moved into the region to chopping wood for an overworked homemaker). For more mundane chores. there is no effect.) Even if they have New Magic Weapon broken the law. calm emotions*. dMelantha: Female human Rgr3/Clr8. 4th—dimensional anchor. Track. Rosal makes a point of mixing with the locals wherever she goes. masterwork mighty composite longbow [+2 Str bonus]). Search +16. medallion of thoughts. protection from elements. Wis 18. Well-polished black cavalry boots and a swirling green cloak that matches her eyes complete her attire. CHAMPION OF HEIRONEOUS “Vile servant of darkness. she is at least 28 years old but doesn’t know her exact age. Her skin is deep gold. If one of these tasks offers a chance to collect treasure. most characters don’t have much to fear from Melantha unless they’ve committed some heinous crime or try to resist arrest.. Player characters could meet Rosal almost anywhere. In particularly dangerous areas. When the weapon deals damage to a creature. CR 11.CHAPTER 2: RELIGION Despite her bluster. bull’s strength. Init +0. Wilderness Lore +10 (+20 when tracking with lens of detection). regenerate. and to bring justice where iniquity reigns. tongues. Skills and Feats: Concentration +9. to say the least. Atk +11/+6 melee (1d8+3. greater magic weapon. prayer. resistance. AC 17 (touch 11. masterwork mighty composite longbow (+2 Str bonus). spontaneous casting (cure spells). and her hawk. SQ Favored enemy demons (+1 bonus). detect chaos (2). The combination of shield of faith and magic vestment increases her Armor Class to 20. +11 melee (1d6+2. Alertness. searing light. +1 light mace. (Melantha isn’t a bit sheepish about reporting that a suspect was killed during capture. She carries a gleaming greatsword. adventuring above ground in settled areas and helping the common folk. magic vestment*. and an elegant nose. ring of protection +1. Rosal believes in helping people who are unable to help themselves. Rosal is an orphan. The greater magic weapon spell increases her mace’s enhancement bonus to +2. Str 14. Use Rope +6. Caster Level: 15th. the wielder heals a number of hit points equal to half the damage dealt. Power Attack. guidance. Melantha is usually eager to get into melee combat. and magic vestment on herself. AL LG. raised by the priests of Pelor. a group of two to six senior temple guards accompany her. In battle. have at thee!” Rosal is an aasimar paladin/sorcerer who is equally at home in the pomp and circumstance of a great temple or in more provincial settings. it damages an undead wielder instead. *Domain spell. gossip. light mace (damage 1d6+3). order’s wrath*. and she often recruits adventurers to complete them for her. Weapon Focus (heavy mace). and legends. Rosal usually gives higher priority to easing the victim’s hardship than to punishing the malefactor (though she’s well aware that swiftly catching an evildoer is often the best way to protect the largest number of innocents). since her wrathful healing mace keeps her in fighting form while she lays into enemies. Will +12. protection from chaos*. Medium-size humanoid. Con 13. and with an average result from bull’s strength. Spot +12. If forewarned. though she also offers healing or spellcasting as payment. she has a melee attack bonus of at least +13/+8 with the heavy mace (damage 1d8+5) and +13 with the Tactics 20 . Market Price: +3 bonus. Spd 30 ft. She is statuesque. Possessions: +1 chain shirt. 1st— command (2). she casts bull’s strength. She favors justice over vengeance and never tries to mete out a punishment that’s more severe than the offense deserves. HD 3d10+3 plus 8d8+8. She prefers to roam the countryside. Spells Prepared: (6/6/5/5/4. almond-shaped eyes with jade-green irises. she employs her natural charm (of which she has plenty) to persuade folks to take the job. Spellcraft +8. She has long. or both. hp 68. SA Turn undead 2/day. 50 arrows. but is too much of a lady to say anything worse. Melantha tries to hit fast and hard. lens of detection. She is acquainted with Melantha (see page 19) and considers her overzealous. and she has a mane of coppery hair. they’re likely to get off with Special Ability paying a fine for a first offense. undertaking a quest. augury.

which imposes a 50% miss chance on attacks against her (and against Sanonse or Quinn if they are touching her). amulet of natural armor +2. see invisibility. Init +1. Mounted Combat. Con 17. she gains an airborne mount and can make aerial charges with her heavy lance. which increases her Armor Class to 28 against attacks the shield affects. Diplomacy +7. The passing years have cooled his ardor for battle but have not dampened his faith./5 ft. Although a skilled swordfighter. She often uses spells to disable or capture opponents: polymorph other to turn spellcasters into snails. Spd 30 ft. spell-like abilities. Heavy Warhorse Mount: CR —. lightning bolt. master has empathic link. +1 greatsword. with skin that is deeply tanned and freckled from years spent in the sun and wind. turn undead 9/day. Spell-Like Abilities: Light once a day as 14th-level caster. Int 6. He now lives in fairly quiet retirement. 1st—charm person. In a fight. Blind-Fight. She usually casts and shares her shield spell. dSanonse. SV Fort +10.CHAPTER 2: RELIGION Tasha’s hideous laughter. divine favor. 4th—polymorph other. hp 86. Listen +4. Face/Reach 5 ft. base DC = 16 + spell level. wand of cure light wounds (5th-level caster. read magic. Atk +7 melee (1d6+4. Ref +10. Combat Casting. hp 45. Con 14. detect magic. Atk +13/+8 melee (2d6+4/19–20. can speak with animals of its type. Int 9. Large magical beast. aura of courage. familiar benefits. prestidigitation. Spot +9. AC 18 (touch 10. but he remains strong and lithe. 2nd—bull’s strength. Skills and Feats: Concentration +11. +1 heavy lance. Will +15. Appendix I. Paladin Spells Prepared (2. Rosal casts displacement from her wand. on the small side even for a half-elf. and electricity resistance 5. AL LG. 2 hooves) and +2 melee (1d4+2. remove disease 2/week. arcane failure chance 10%): 0—dancing lights. Possessions: +2 mithral chain shirt. ascetic life and advancing years have left Brother Culver’s cheeks a little hollow. detect poison. can deliver touch attacks. Wis 13. and daze or Tasha’s hideous laughter to impair rogues or fighters. A frugal. tending an herb garden and ministering to the sick and spiritually troubled. Brother Culver mainly wields a hoe. Sorcerer Spells Known (6/8/8/6/4. flat-footed 17). Knowledge (local) +3. and he fought in many battles. master can share spells. Tactics dRosal: Female aasimar Pal6/Sor8. Int 12. Str 14.. He traveled the world.. ring of protection +3. base DC = 11 + spell level): 1st—bless weapon. lay on hands (36 hp/day). Handle Animal +11. Improved Initiative. shield. AL LG. He is short and wiry. and Quinn’s becomes 28 while touching Rosal. or a bottle of salve these days. Mediumsize outsider (Lawful. cloak of Charisma +4. Spd 50 ft. HD 6d8+18. Will +9. bite). SA Smite evil 1/day (+6 attack. CR 14. divine health. flat-footed 21). expeditious retreat. can speak with master. Knowledge (religion) +3. Heal +3.) If she expects a tough battle. for example. SQ Acid. true strike.. Init +4. Ride-By Attack. share spells with master. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Good). SQ Improved evasion. 20 arrows. CLERIC OF HEIRONEOUS Brother Culver was once a soldier in a holy army. AC 21. HD 6d10+12 plus 8d4+16. wand of displacement (34 charges). mage hand. Rosal uses spells to augment her combat ability and readily shares spells with her mount and familiar. Cha 6. He has 21 . When she casts fly. Spot +4. +1 heavy lance) or +11/+6 ranged (1d8+2/×3. Spirited Charge. Ride +11. by 10 ft. Atk +16 melee. Dex 10. Ref +5. dQuinn. Dex 13. SQ Scent. Spellcraft +5. +1 greatsword) or +13/+8 melee (1d8+4/×3. AC 21 (touch 13. 3rd—fly. see Monster Manual. (Sanonse’s AC becomes 25. detect evil. detect undead.” BROTHER CULVER. Hawk Familiar: HD 8. “I serve a master greater than any king or prelate. Skills and Feats: Listen +9. SV Fort +15. cold.. a bandage. fired with martial passion for his deity. empathic link with master. Cha 23. daze. +6 damage). masterwork mighty composite longbow [+2 Str bonus]). Scry +4. masterwork mighty composite longbow (+2 Str bonus). mending. Str 19. 35 charges). improved evasion. darkvision 60 ft. Wis 13. hp 43.

If hard pressed. base DC = 13 + spell level): 0—detect poison.. cures their ills. animal companion. He always stands ready to help anyone in need. quarterstaff ). and he’d rather back down from a confrontation than fight. sling). Int 18. he casts sanctuary to escape. and offers them solace in their darkest hours. HD 2d10+2 plus 3d8+3 plus 3d6+3. SQ Half-elf traits. Handle Animal +5. common folk aren’t going to sit by and watch a group of toughs beat up the man who delivers their babies. Cha 11. Search +7. Disguise +5. Spellcraft +8. dBrother Culver: Male half-elf Ftr2/Clr3/Exp3. AC 19 (touch 12. He watches over both the trees and the agricultural lands nearby. +1 spell storing scimitar) or +8/+3 ranged (1d6. He also wears a somewhat tattered green cloak and a pair of high doeskin boots. He carries a wooden shield painted in the same pattern as his armor and wears a scimitar at his belt. Str 14. ABRIAN. Defile and disrespect nature. Will +10. Possessions: Amulet of natural armor +1. He remains a steadfast foe of all that is evil or cruel. Spd 30 ft. +1 racial bonus on Listen. Brew Potion. War (Martial Weapon Proficiency and Weapon Focus with longsword). Alertness. The . near a stand of ancient oaks. He brings a touch of compassion and practical. Medium-size humanoid (elf ). and Search checks (already figured into the statistics given above). along with his bag of tricks. likewise. Profession (herbalist) +10. brown. healer’s kit. hp 61. CR 5. He might toss out an animal from his bag of tricks to provide a diversion while he retreats. Open Lock +7. hp 45. Over the past few decades. provided the person in question has a pure heart. cloak of resistance +1. Wis 17. magnifying glass. Con 12. SA Turn undead 3/day. sanctuary. Knowledge (local) +5.CHAPTER 2: RELIGION clear. CR 10. honey-colored eyes. Spd 30 ft. flat-footed 18). Swim +6. resistance. Medium-size humanoid (elf ). protection from evil*. Anyone who raises a hand to Brother Culver had better be ready to fight the whole town. His leather belt matches his armor and is studded with spiky thorns. He wears a suit of leather armor streaked with black. spontaneous casting (cure spells). Heal +14. Atk +8 melee (1d6+3. from which several pouches stuffed with herbs and medicines hang. light. He shaves his beard and head each day (his hair would be strawberry blond if he let it grow). He is especially vigilant against evil lycanthropes.. and he works to keep natural predators away from the local livestock. Knowledge (religion) +4. green. VIGILANT DRUID “Know and respect nature. Ride +6. Sense Motive +6. Atk +9/+4 melee (1d6+1/18–20. AL LG. Brother Culver wears a simple. He’s a little short for a half-elf but has a solid build. He is still quite young. A belt of braided leather circles his waist. he keeps an eye on woodcutting operations to ensure that the forest stays healthy while the people harvest the trees. masterwork thieves’ tools. +2 racial bonus on Will saves against enchantment spells or effects. disguise kit. Abrian takes pains to educate the locals about the value of wild plants and animals. Ref +3. He is a keen observer of life. Spells Prepared (4/4. Dex 13. He always has a stout oak staff topped with the symbol of Heironeous at hand. low-light vision. he can wield his staff quite effectively. HD 10d8+10. He’s also on the lookout for marauding monsters.” Abrian lives on the edge of a great forest. He usually wears sandals but dons soft leather boots in cold or wet weather. much to their benefit. Read Lips +5. flatfooted 12). and she’ll take care of you. but if even that fails. however. who might undermine his efforts if they move into the area. and long hair the color of ripe chestnuts. Spot +9. 1st—bless. Init +1. SV Fort +9. Spot. and tan. Init +1. or he could serve as a simple village priest. Skills and Feats: Concentration +5. Weapon Focus (longsword). command. as the healer is very popular. the locals have come to respect Abrian and heed his advice. staff. mending. AC 13 (touch 12. Domains: Good (cast good spells at +1 caster level). ring of protection +1. Dodge. worldly wisdom to any role he plays. making sure the local folk use both fields and forest in a responsible and sustainable manner. Brother Culver may be an herbalist or physician at a temple in a small city or large town. Martial Weapon Proficiency (longsword). *Domain spell. dAbrian: Male half-elf Drd10. hooded robe of gray wool with a cloak to match. pale blue eyes that seem to look into the depths of one’s soul. Listen +9. bag of tricks (gray). SQ Half-elf traits. Abrian has tanned skin with a few freckles on his nose and cheeks. Move Silently +3. Expertise. and she’ll take care of you too. Half-Elf Traits: Immune to magic sleep spells and effects. Tactics 22 Brother Culver has become a man of peace. and little happens in his temple or in the surrounding community that he does not know. just 41 years old.

and with a tribe of pixies. summon nature’s ally V. faerie fire.CHAPTER 2: RELIGION nature sense. He is on good terms with a local nymph. 5th—cure critical wounds. he casts spells for a fee (see NPC Spellcasting in Chapter 5 of the DUNGEON MASTER’s Guide) and turns the proceeds over to the temple. Like most clerics. Init +2. Moradin expects no less. DFarid. Int 12. He then casts protection from elements (usually fire) on himself. know direction. HD 1d10+2 plus 9d8+18. Dallic sees to various community affairs and ministers to the faithful. wild shape 4/day (Small to Large animal). Possessions: +2 leather armor. Dire Lion Companion: hp 60 . When not hammering out some bit of metalwork at the forge. he dons his necklace of prayer beads and casts greater magic fang on one of Farid’s claws. Swim +6. Cha 13. Half-Elf Traits: Immune to magic sleep spells and effects. protection from elements. dispel magic. He removes the necklace and dons his amulet of natural armor before joining the fray. amulet of natural armor +1. woodland stride. Con 12. speak with animals. entangle. and he keeps a poison spell stored in his scimitar. Listen +4. AC 23 (touch 12. +2 racial bonus on Will saves against enchantment spells or effects. Rainbow. Spd 15 ft. +1 spell storing scimitar. scroll of wall of fire. Spells Prepared (6/5/5/4/3/2. see Monster Manual.” DALLIC FOEHAMMER. Str 10. +2 light hammer) and +9 melee (1d4+2. see Monster Manual. 1st—cure light wounds (2). hp 70. a medium earth elemental. +1 racial bonus on Listen. CLERIC OF MORADIN Tactics Abrian spends a great deal of time prowling about in the form of an owl. greater magic fang. If he has time to prepare before a fight. Dex 13. and an owl. flare. He believes in hard work. Medium-size humanoid. He is currently accompanied by a dire lion. 2 flasks alchemist’s fire. wand of cure light wounds (26 charges). flat-footed 22). If the battle drags on. Skills and Feats: Animal Empathy +7. leather breeches. +1 small wooden shield. and low boots. Profession (herbalist) +8. 10–15 goodberries. +1 light hammer) or +11/+6 ranged (1d6+2/×3. Scry +7. light. ring of protection +1. Wis 17. and he spends several hours each day contentedly toiling at a forge located in his temple. Track. When he discovers any newcomers. he assumes his own form and greets them in a friendly manner. CR 10. a leather apron. and brown eyes. Abrian casts goodberry (provided fresh berries are available). Like most dwarves. flame strike. then moves in to use his scimitar (with its poison spell) on the foe who seems most dangerous. Ref +7. cloak of resistance +1. 2nd—charm person or animal. necklace of prayer beads (karma bead). see Monster Manual. Handle Animal +7. 2 Quaal’s feather tokens (tree). he trades his working attire for full plate armor covered in blue-black enamel with the symbol of Moradin (a hammer and anvil) embossed on the front and back of the breastplate. Dallic has a squat build with a barrel chest and broad shoulders. Heal +10. detect magic. Spot. Each morning. or leopard. and as true as a diamond. 23 . giving it a +4 enhancement bonus. Spot +4. Atk +10/+5 melee (1d4+4. the scent of coal smoke and hot metal lingers about him for several hours after he stops working. DGlyngreeb. Will +11. He does not deal with evil characters. Lightning Reflexes. sunrod. Appendix 1. produce flame. an eagle. dDallic Foehammer: Male dwarf Ftr1/Clr9. “A dwarf must be as strong as steel. 3rd—cure moderate wounds (2). Heavy leather gloves protect his hands. though he also makes it clear that he won’t tolerate wanton destruction. Search +2. DNiobhe. Dire Animals. When at the forge he wears a worker’s outfit consisting of a linen tunic. resist nature’s lure.. base DC = 13 + spell level): 0—cure minor wounds (2). which can absorb 168 points of damage from the element he chooses. nor does he cast spells for nondwarves unless they have a dwarf to vouch for them or their need is particularly grave. which remains for up to 14 rounds. as steadfast as a mountain. and summon nature’s ally V to conjure Dallic Foehammer is an elder in a dwarven community. Dodge. scroll of ice storm. SV Fort +9. coal-black hair. At other times. flame blade. venom immunity. Wilderness Lore +9. Concentration +14. Eagle Companion: hp 5. eagle. which could be an enclave inside a human city or a wholly dwarven settlement. Abrian can call on several allies in a fight besides his animal companions. Appendix 1. chill metal. In combat he uses entangle to interfere with opposing spellcasters and chill metal against armored foes. Spellcraft +7. 4th—cure serious wounds. and Search checks (already figured into the statistics given above). Knowledge (nature) +7. masterwork mighty composite shortbow [+2 Str bonus] with +1 arrows). SA Turn undead 3/day. He has dark brown skin. Animal Companions: Abrian can have up to 20 HD worth of animal companions. SQ Dwarf traits. goodberry. Owl Companion: hp 4. he tries to catch as many foes as he can in a flame strike. Weapon Focus (scimitar). low-light vision. AL N. trackless step.

you’ve had a rough time of it. +2 racial bonus on Fortitude saves against all poisons. shield other*. 3 tindertwigs. Combat Casting. Spellcraft +5. ring of protection +1. he casts shield of faith. summon monster III. Int 10. scroll of ethereal jaunt. but she uses zone of truth. +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. He also ignores impediments to movement. usually insisting on a series of quests to test the penitent’s mettle. Possessions: +2 full plate armor. 4th—divine power. darkvision 60 ft. freedom of movement. If he gets badly hurt. Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids. he casts sanctuary and takes a few moments to heal himself. SV Fort +11. AL LG. as an advisor. She does extend credit to characters of good moral fiber. and is immune to two 4th-level or lower spells (usually magic missile and chaos hammer). Strength 18. 2 tanglefoot bags. She usually doesn’t charge interest. but she’ll send those who owe her a lot of money on quests if they don’t pay up quickly. Skills and Feats: Climb +1. “My. She’s fairly tall but looks shorter because of a stout frame. Str 14. Protection (protective ward 1/day). amulet of natural armor +1. Spells Prepared (6/6/6/5/4/2. 3 flasks oil. +1 light hammer. She has been known to aid the occasional wrongdoer in changing alignment. Domains: Earth (turn air/rebuke earth 3/day). especially against traditional dwarf foes (orcs.CHAPTER 2: RELIGION spontaneous casting (cure spells). healer. augury. then moves in to melee. In any case. Con 15. though she helps characters whose alignments have been changed magically or who are suffering from lycanthropy. and a head of steely gray hair.” NESHIA. such as web or hold spells. Dex 15. warm brown eyes. She has a . Neshia is eager to know what’s going on in the world. goblinoids. Ambidexterity. a melee attack bonus of +15/+10 (1d4+6 damage) with his primary hand and +14 (1d4+3) with the off hand. then rejoins the fray. Neshia has a wide. and 10 temporary hit points. She reserves several hours each day for worship. guidance. If he has time to prepare for battle. sanctuary*. and spell immunity on himself. She is never without her staff of healing (a shaft of white ash with inlaid silver runes). divine power. or both if she has any doubts. and giants).. wall of stone*. She stays abreast of the local gossip and usually has a pretty good idea what people can pay. so she always asks adventurers how they came by their injuries. Although kind and generous. stonecunning. Dallic slows them down with wall of stone and spike stones. can absorb 108 points of damage of the chosen element. and undead hunter. +2 racial bonus on Will saves against spells and spell-like abilities. She does not deal with evil beings at any price. 2nd—aid (2). protection from elements (usually fire). 3rd—invisibility purge. Should the foes try to flee or use hit-and-run tactics. base DC = 14 + spell level): 0—detect magic (2). Cha 10. wand of cure light wounds (37 charges). scroll of raise dead. She’s a good listener and content to let patients talk about themselves at great length (the better to judge their ability to pay and their trustworthiness). +2 light hammer. as well as a steel skullcap. Sooner or later. particularly if they were injured fighting evil creatures. During battle. she wears brightly polished full plate armor with Pelor’s sun symbol emblazoned on the breastplate. pleasant face. Neshia spends most of her time tending the sick and conferring with other community leaders about whatever problems or opportunities arise at any given time. Craft (blacksmithing) +6. and she expects her patients to pay the going rate as a donation to her temple if they can afford it. true seeing. spiritual weapon (2). haven’t you? Tell me about it. searing light. spell immunity. 10 +1 arrows. Two-Weapon Fighting. cloak of resistance +1. *Domain spell. Concentration +15. and carries a skyblue shield decorated with the same symbol. prayer. Weapon Focus (light hammer). command (2). 1st— bless (2). resistance. Dallic looses a spiritual weapon at an opposing spellcaster or leader. freedom of movement. Ref +6. +4 dodge bonus against giants. and she does not like having her devotions interrupted. spike stones*. She has a quick mind and is very good at getting the whole picture from an incomplete story. 5th—healing circle. especially when people try to withhold things from her. Neshia is well aware of what her services are worth on the open market. periapt of Wisdom +2. and Neshia is on hand to provide them—for a price. light. Always ready for anything. masterwork mighty composite shortbow (+2 Str bonus). The combination gives him AC 25. protection from elements*. Neshia serves her community (most likely a large city or metropolis). Will +10. virtue. Scribe Scroll. shield of faith. HIGH PRIEST OF PELOR Tactics 24 Dallic loves a good fight almost as much as he loves work. having gone a little flabby since retiring from active adventuring. every adventuring party needs some high-level healing spells. Wis 19.

periapt of Wisdom +4. true seeing. righteous might. 10 +1 bolts. light. Wis 22. 21 charges). invisibility purge. Consequently. prayer. 3rd—daylight. She frequently requires people to wait a day or three for higher-level spells such as resurrection or greater restoration. virtue.CHAPTER 2: RELIGION keen interest in eradicating any undead that might move into the area. followed by holy word to even the odds. divine power. 8th—greater planar ally. base DC = 16+ spell level): 0—cure minor wounds. zone of truth (2). bless water. although those in critical need of healing can expect quick attention. banishment. dNeshia: Female human Clr15. regenerate*. potion of endurance. 1st—bless (2). +1 heavy mace. +1 heavy mace) or +12 ranged (1d8/19–20. Neshia doesn’t always have the necessary remedy on hand. AC 24 (touch 11. Alertness. ring of protection +1. Spellcraft +10. mending. Heal +16. Will +17. Atk +15/+10/+5 melee (1d8+3. hold person. flat-footed 24). comprehend languages. delay poison. fire shield*. She’s quite capable of holding her own in melee. cloak of resistance +2. 4th—dimensional anchor.. light crossbow with +1 bolts). remove blindness/deafness. HD 15d8+30. geas/quest. Con 14. she quickly casts shield of faith (increasing her Armor Class to 27). calm emotions. After that. Skills and Feats: Concentration +20. underpriests. SQ Spontaneous casting (cure spells). Should she be caught alone. Knowledge (religion) +8. Possessions: +1 full plate armor of light fortification. and concerned citizens are always available to help Neshia if she gets into a fight. staff of healing (39 charges). Once help arrives. She also doesn’t like to deplete her spells entirely and thus leave herself open to attack. command (2). Str 14. neutralize poison. shield of faith. Medium-size humanoid. negative energy protection. Blind-Fight. 25 . SV Fort +13. cure moderate wounds*. spell resistance. player characters usually have to pass through a phalanx of guards and bureaucrats to get an audience with her. Listen +8. Domains: Healing (cast healing spells at +1 caster level). Spells Prepared: (6/8/8/7/6/6/5/3/2. Dex 10. healing circle*. These spells reduce her Armor Class to 23 (26 with shield of faith) but increase her melee attack bonus to +22/+17/+12 and her damage to 2d6+7. light crossbow. she tries to back out of combat and get a spiritual weapon going. AL NG. Weapon Focus (heavy mace). detect magic (2). Spd 20 ft. raise dead. Cha 10. Init +0. blade barrier. wand of dispel magic (10th-level caster. CR 15. Sun (greater turning 1/day). amulet of natural armor +1. repulsion. Combat Casting. endure elements*. 7th—holy word. spiritual weapon. heal*. Scribe Scroll. Tactics Neshia is something of a local celebrity. Spot +8. she also gains 15 temporary hit points. however. Diplomacy +5. *Domain spell. freedom of movement. Although she prepares a wide variety of medicinal spells each day. Characters who have a reputation for evildoing aren’t likely to get anywhere near her. Ref +9. Profession (herbalist) +11. sunburst*. Extra Turning. 5th—dispel evil. she heals her allies and tries to place a blade barrier where it hurts the opposition the most. +1 large steel shield of blinding. Int 10. particularly once she casts divine power and righteous might to improve her combat ability. hp 97. searing light*. Lightning Reflexes. Everyone from the mayor down to the most humble householder seeks her time for one reason or another. 6th—antilife shell. remove disease. restoration. Copious numbers of temple guards. 2nd—augury. SA Turn undead 7/day.

masterwork short sword) or +1 melee (1d4/19–20. They are not to be trifled with. “It doesn’t matter what the question is. The wizards’ spellbooks presented here are the bare-bones minimum in most cases and can be expanded as you see fit. or tattoo that identifies them as belonging to a particular group. spellbook (probably stashed at the master’s lair). AL LE. They have names like the Red Scorpions. depending on their organization and function in your game. Spot +5. Listen +5. Poison (Ex): Blue whinnis. Dex 14. light. Move Silently +6. injury Fort save (DC 14). daze. committing petty crimes. but not enough to pose a threat to their lords. Often the minion’s magical nature remains hidden. The characters presented here make for interesting encounters and provide useful adversaries who can survive more than one meeting with the PCs. ray of frost. often setting an ambush. however. ‘Right. flat-footed 10). Dodge. Medium-size humanoid. magic missile. or at least stay in a master’s good graces. Minions back down publicly from confrontation but wait in the darkness for those who embarrassed them. looking for troublemakers Tactics An evil minion usually seeks to work from the shadows. Init +2. or 1 potion of hiding. the . expeditious retreat. mage armor. and keeping their ears open for information. Chapter 3: Mages newly arrived in town—troublemakers their boss may want to know about. if that suits the master. staying near them at a tavern. AC 12 (touch 12. ring. At higher levels. mage hand. Spellcraft +6. may be spread along the caravan ways and through the major cities of the world. mage armor. and may want them to take care of. Ref +4. These are the wizards and sorcerers. following a suspicious group. Arcane masters don’t care much about their servants’ survivability. Disguise +3. answering to faroff masters and secret societies. They can be altered as needed to suit your campaign and players—in particular their spell selection. They might be found digging in the graveyard after hours. hp 14. boss. The minions presented here are human but can be of any race. the lone traveler no one messes with. If they have time to prepare before a battle. Scribe Scroll. Cha 9. Some masters even use them for experiments if more promising subjects don’t show up. Combat Casting. Possessions: Dagger. ranging from the servants to the masters. Con 12. If they outnumber or otherwise feel they have the drop on their targets. Spellbook: 0—arcane mark. or the Brotherhood of the Black Tide. dose of blue whinnis poison. open/close. Str 10. Spd 30 ft. If caught. but there are always more waiting in the wings. Wis 12. SV Fort +1. magic-taught mooks. Those who make a hobby of defeating such minions on a regular basis attract the attention of their spellcasting overseers. These minions have been picked off the street and have some magical training. 1st—expeditious retreat. SA Sneak attack +1d6. read magic. Skills and Feats: Concentration +7. Atk +2 melee (1d6/19–20. They’re the ones who deliver a threatening note or poisonous dagger to any who complain about the evil wizard at the edge of town. Gather Information +5. Pick Pocket +5. flare. (This is a strong motivation to find such subjects. Swapping sorcerers’ known spells may affect their tactics and abilities. read magic. ghost sound.’” TYPICAL EVIL MINION 26 Every evil mage has at least a couple of these at his beck and call. Individual minions may be easily defeated. initial damage 1 temporary Con. Toughness. masterwork short sword. or robbing them in the dead of night.CHAPTER 3: MAGES The creepy inhabitant of the old tower outside town. while mid-level characters carry such spells as cat’s grace and invisibility to let them get the drop on their opponents. dTypical Evil Minion: Human Rog1/Wiz2. and can prove to be deadly enemies as well as useful allies. dagger) or +3 ranged (1d4/19–20. resistance. The following are a gathering of mages. being closer to their familiars and summoned creatures than they are to interchangeable flunkies. and many have a horde of such operatives: spellcasting flunkies. they usually cast defensive spells to enhance their survivability. dagger). They may bear an amulet. Innuendo +4. minions shamelessly beg for their lives but rarely betray their masters (who can do much worse things to them than any good or lawful group). perhaps of greater power or with more deadly allies. CR 3. wielding the raw power of magic itself.. base DC = 12 + spell level): 0—detect magic. secondary damage unconsciousness. mending. dancing lights. 1st—comprehend languages. true strike. the Jade Enchanter’s Legion. light. poison. detect magic. disrupt undead. Spells Prepared (4/3. The answer is always. the mysterious figure who appears out of nowhere with hordes of spellcasting minions. Entire organizations of evil minions. detect poison. In general. from those who seek to dominate others to those with more personal goals. wizards and sorcerers recognize that they are a tad more fragile than a typical party member of the same level. Will +4. choice of either 2 potions of cure light wounds and 1 potion of spider climb. true strike. HD 1d6+1 plus 2d4+2 plus 3. Hide +7. stoneskin is the spell of choice to shrug off most normal damage. Int 15. prestidigitation. Mage armor and shield are good for low-level mage encounters. flare.) Minions normally do the dirty work that an evil wizard would rather not deal with—gathering necessary ingredients for spells. shocking grasp. sorcerous servants. They’re the shadowy figures hanging out in taverns. Escape Artist +6.

SV Fort +4. mage armor. She takes offense easily and always seeks retribution against anyone who interferes with her work or that of her minions. resistance. ghost sound. daze. Gather Information +6. and she keeps a lightning bolt ready for those unaffected by the other spells. or the back of the hand. malyss rootpaste. secondary damage unconsciousness. Con 12. including local thugs (see the Crime section) if need be. hp 30. Bluff +8. Defeating her causes those minions in her employ to bolt. dancing lights. upper arm. Search +9. It is not a deadly toxin and so must be used more surreptitiously than others. The minions shown above carry blue whinnis. 4 doses of poison (1 each of blue whinnis. Listen +6. invisibility. my pet!”). As early as possible. 3rd—lightning bolt. initial damage 1 temporary Con. with a mouth full of splayed. 2nd—cat’s grace. HD 2d6+2 plus 6d4+6. detect poison. Jara Selarin is one such leader. Scribe Scroll. I want those heroes dead!” JARA OF THE SKULLFIRE MAGES Where there are minions. They cast spells such as mage armor and true strike before going into combat. read magic. She attained her present position by poisoning her own former mentor. Pick Pocket +6. who are either allies or masters in their own right. usually on the chest. CR 8. or if they know their opposition and expect a fight. Move Silently +7. open/close. ray of frost. Cha 15. Int 17. Innuendo +4. cloak of resistance +1. and she usually has several samples on hand. light. prestidigitation. detect thoughts.CHAPTER 3: MAGES minions attack. seeking other. stinking cloud. mage armor. ray of enfeeblement. She is always looking for fresh subjects to test potions on and resorts to kidnapping if necessary (usually nonhumans or new people in town). initial damage 0. followed up by ray of enfeeblement. summon monster III). Poison (Ex): Blue whinnis—injury Fort save (DC 14). Spells Prepared (4/4/4/3. Wis 13. Str 11. expeditious retreat. enlarged ray of frost. Enlarge Spell. as well as see invisibility. Brew Potion. Will +7. SA Sneak attack +1d6. Possessions: Bracers of armor +2. fire-haired woman dressed in crimson and black robes. base DC = 13 + spell level): 0— arcane mark. sleep. She derives great enjoyment from the suffering of others. initial damage 1 temporary Wis. 2nd—cat’s grace. Init +2. then possibly flare to gain a slight advantage. Spellbook: 0—arcane mark. read magic. heading up a local cult of evil spellcasters. 1st—color spray. Given sufficient warning. a mild poison. She always refers to it as “my pet” (as in “Kill them. Spd 30 ft. safer havens for their spellcasting. She is very short-tempered. Spell Mastery (clairaudience/clairvoyance. oil of taggit—ingested Fort save (DC 15). flat-footed 12). to convince a target to take a deadly drink. SQ Evasion. rapier. true strike. She may in turn answer to still more powerful evil mages in other areas. Knowledge (nature) +9.. poison. summon monster III. hold portal. detect magic. Combat Casting. and she expects others to be equally duplicitous. Escape Artist +5. ready to betray her allies at the first sign of a better offer. Spellcraft +14. Weapon Focus (ray). protection from arrows. If she needs to be subtle—and she rarely does—she is willing to risk poisoning herself. (Those who fight and run away can come back with better-equipped allies. mending. “I don’t care what they did to the other mages. color spray. there is a master. Disguise +4. 3rd— clairaudience/clairvoyance. and if need be. Jara summons a fiendish ape to fight on her behalf. Spot +6. initial damage 1 temporary Dex. Concentration +12. Jara is a lean. enlarged ray of enfeeblement. oil of taggit. yellowish tusks. One of Jara’s areas of research is natural poisons. Her minions’ job is to buy her sufficient time to cast these spells. Dex 15. whose numbers may vary according to your needs but should be no more than ten at most. Tactics Jara rules with a heavy hand. stinking cloud. spellbook. rapier) or +4 melee (1d4/19–20 dagger) or +6 ranged (1d4/19–20 dagger). Hide +8. dagger. magic missile. mirror image. and her normal solution to any problem is to throw more firepower against it. detect magic. disrupt undead. known to punish those who bring unpleasant news. magic missile. dJara Selarin: Female human Rog2/Wiz6. striped toadstool—ingested Fort save (DC 11). secondary damage 2d4 temporary Dex. flare. 1st—alarm. This stoop-shouldered monstrosity has brilliant red fur and coal-black eyes. AC 14 (touch 12. expeditious retreat to escape. see invisibility. Invisible opponents attract the brunt of her magical assault. secondary damage 2d6 temporary Wis + 1d4 temporary Int. magic missile. making notes as the poison takes effect on a hapless subject. summon monster III. periapt of proof against poison. Atk +4 melee (1d6/18–20. AL NE. Intimidate +9. protection from arrows. 27 . malyss rootpaste—contact Fort save (DC 16). secondary damage unconsciousness. and striped toadstool). relying on her periapt of proof against poison. She gains a +1 bonus on touch attack rolls with rays as a result of her Weapon Focus. she casts mage armor and protection from arrows on herself. they may prepare shocking grasp or magic missile. She likes to use the enlarged version of her ray spells to confound targets who think themselves out of range. Medium-size humanoid. Jara calls her group the Skullfire Mages. Skills and Feats: Alchemy +11. She may also have nonspellcasting servants to protect her. lightning bolt. Those dealing with Jara in a noncombat situation find her a treacherous individual. daze. All the Skullfire Mages have the tattoo of a burning skull. mage hand. Ref +8.) For particular assignments. She favors stinking cloud as an opening spell. see invisibility. but tend to use it either as a last resort in combat or to knock out a target of robbery or kidnapping.

He is angered by the way minotaurs are treated but at the same time is frustrated by the loutish nature of his own kin. darkvision 60 ft... SR 8. Power Attack. although he does not fully trust nonminotaurs. Cleave. SA Charge 4d6+6. Str 19. SV Fort +6. Wis 12. hp 26. SQ Scent. scent. He normally dresses in a open-fronted cloak of heavy blue velvet that only partially conceals his muscular frame. SV Fort +7. Dex 10. AL CE. he deals 4d6+6 damage. Cha 8. HD 6d8+12 plus 5d4+10. 2 claws). Atk +12/+7 melee (2d8+7. Ref +6. cold and fire resistance 10. Great Cleave. lightning bolts. Spot +6. The fur of his head and mane is marked by white streaks that look like DRAGANOTH. hp 61. Search +10. Int 14.CHAPTER 3: MAGES If Jara succeeds in taking down a foe. he feels that he has been chosen for greatness. flat-footed 12). Intimidate +8. bleached ivory. Will +2. +2 melee (1d6+2. CR 9. Init +2: Spd 30 ft.. Spd 30 ft. Being superior to other creatures of his breed. Skills and Feats: Climb +18. Will +9. “You can stand up to the lightning. Init +0. but can you stand up to me?” Brilliant by minotaur standards. and his horns are pale. HD 4d8+8. Wis 10. Great Fortitude. Listen +6. but he distrusts the humanoid races. He respects strength and power in others. Skills and Feats: Concentration +9. Draganoth is a brooding. He wishes to increase his magical ability. AL NE. however. with the goal of commanding his people against those who would otherwise eradicate them. Cha 7. AC 15 (touch 9. SQ Darkvision 60 ft. Escape Artist +2. Int 3. Sense Motive +2. Listen +8. He trades magic items for spells to add to his spellbook. gore). Jump +8. +1 Huge greataxe) and +6 melee (1d8+2. dFiendish Ape: CR —. Craft (weaponsmithing) +7. flat-footed 15). Ref +6.. Dex 15. hulking figure. They are little more than brutes to him. Str 21. she leaves her arcane mark—a flaming skull—as a warning to others. Craft Magic Arms and Armor. dDraganoth: Male minotaur Wiz5. MINOTAUR MAGE 28 . Large magical beast. Charge (Ex): If Draganoth makes a successful charge attack using only his horns. to be used as servants. AC 14 (touch 13. Spot +8. bite). Spellcraft +8.. Large monstrous humanoid. damage reduction 5/+1. Con 14. Con 15. climb 30 ft. Speak Common. Draganoth is a rarity in the world. natural cunning. Atk +7 melee (1d6+5. Smite Good (Su): Once per day the creature can make a normal attack to deal +4 additional damage against a good foe. Combat Casting. Scribe Scroll. The minotaur mage wields an enormous greataxe enchanted by his own hand—he is extremely proud of his achievement. SA Smite good.

darkvision 60 ft. Spellbook: 0—arcane mark. Heal +4. Wilderness Lore +1 (+4 when tracking by scent). open/close. Spells Prepared (5/6/6/5/5/3. bite). Draganoth uses invisibility and expeditious retreat if overmatched. ice storm. Wis 12. resistance. he casts bull’s strength on himself. he seeks to animate and empower the great dwarven heroes with their ancient abilities intact to build an undead army. where. 2nd—blur. scent. vampiric touch*†. +4 dodge bonus against giants. Ref +5. hp 13. cone of cold. Sense Motive +4. read magic. enervation*†. ray of frost. For all his magical abilities. which now serves as Moxic’s sanctum. Atk +7 melee (1d6+1. 1st—enlarge. ghoul touch*†. Spell Penetration. shocking grasp. +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. flare. He dresses in black and wears a magic cloak embroidered with a pattern of stars along the back. 3rd—fireball. disrupt undead*. mending. Scribe Scroll. disrupt undead. Listen +3. Skills and Feats: Appraise +5. as well as an enlarge spell to increase his size 50%. read magic. AC 14 (touch 14. Ref +8. the opponent cannot react to trip the hyena. also armed with weapons of +1 enhancement that he enchanted. scare. SQ Darkvision 60 ft. slow. Int 3. Move Silently +4. Locals speak of seeing this undead procession crossing the moors. Spd 20 ft. Skills and Feats: Hide +3. He sometimes prepares his arcane mark. Track. and hollow-eyed. Draganoth remains at heart a minotaur. hp 65. Escape Artist +3.. shocking grasp. Spellcraft +17.. The valley is the home of mindless zombies and skeletons that often shamble forth to attack the living. Trip (Ex): A hyena that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. scare*†. Weapon Focus (ray). detect magic. Hide +3. Cha 8. SQ Dwarf traits. mage hand. CR 10. levitate. flare. as willing to mix it up in direct combat as any of his bullheaded cousins. Weapon Finesse (bite).” Deep within a shadowed valley is the lair of Moxic. Knowledge (arcana) +11. This makes him 11 feet tall and grants an average bonus of +5 to Strength. +2 racial bonus on Will saves against spells and spell-like abilities. increasing his attack bonus with the greataxe to +15/+10 and damage to 2d8+11. feather fall. halt undead*†. trip. These sojourns may be for rare items. Dex 15. Init +2: Spd 50 ft. He is an archetypal evil mage. scare. HD 2d8+4. +2 racial bonus on Fortitude saves against all poisons. At its heart is an abandoned dwarven mine. Init +2. Atk +3 melee (1d6+1. expeditious retreat. cold and fire resistance 5. My kingdom. If the attempt fails. spectral hand* (2). resistance. Spot +4. Scry +9. light. base DC = 14 + spell level): 0—detect magic. AL NE. lightning bolt. Will +11. SA Smite good. or to meet with other death-minded individuals to exchange information. fear*†. Will +1. Str 13. +1 Huge greataxe. Wis 12. light crossbow). Given a choice. lacking the standard beard of his kind. read magic. 1st—comprehend languages. ray of enfeeblement*†. flat-footed 12). I call you future subjects of the kingdom of the dead. gentle repose*†. light. a bull’s head. spellbook. bull’s strength. dancing lights. Concentration +17. 2nd—bull’s strength. and most of the nearby inhabitants give it a wide berth. summoning a fiendish hyena and leaving behind his minotaurs to cover his escape. magic jar*†. on occasion inflicting his presence on others. in the days afterward there are usually several farmers missing from their homesteads. 4th— contagion*†. prestidigitation. mage hand. dFiendish Hyena: CR —. 3rd—displacement. Int 18. SV Fort +10. HD 10d4+40. Con 15. Craft Wondrous Item. returning another day to battle his opponents. comprehend languages. enlarge. 2nd—cat’s grace.CHAPTER 3: MAGES Natural Cunning (Ex): Immune to maze spells. Search +6. Medium-size magical beast. situated on the edge of civilization. it is said. He conducts foul research within his halls. magic missile. expeditious retreat. Medium-size humanoid. He prefers to use shocking grasp if caught without his weapon and lightning bolt to soften up a foe at range (this may be the first warning to others that the strange-looking minotaur has spellcasting abilities). he prefers to retreat and lick his wounds (and nurse a grudge). invisibility. Spot +3. Listen +6. lean-faced. flatfooted 12). AC 14 (touch 12. Dex 14. Possessions: Bracers of armor +1. 1st—cause fear*†. vampiric touch). mage armor. daze.. Moxic only rarely ventures forth from his domain. 29 . stoneskin. Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids. wand of cure light wounds.. then is a time when doors are locked and windows secured. mount. usually left alone. Con 18. THE DREAD DWARF “You call yourselves adventurers. masterwork quarterstaff ) or +7 ranged (1d8/19–20. Spell Focus (Necromancy). Str 13. MOXIC. Even so. invisibility. carried on a bier by his undead warriors. summon monster II. mage armor. Combat Casting. base DC = 12 + spell level): 0—detect magic. Tactics Draganoth is usually accompanied by a gang of two to four normal minotaurs. detect poison. 3rd—lightning bolt. Smite Good (Su): Once per day the creature can make a normal attack to deal +2 additional damage against a good foe. levitate. 5th— animate dead*†. stoneskin. and leaves it at the scene of a battle. He often throws in a scare spell for good measure. a dwarven mage of great necromantic power. SR 4. Spells Prepared (4/4/3/1. ghost sound. Cha 6. AL NE. stonecunning. dMoxic: Male dwarf Nec10. such as night-blooming flowers. never flat-footed. Spell Mastery (animate dead. SV Fort +5. mage armor. Given sufficient warning. Moxic is pale.

ray of enfeeblement*. Spell Penetration. So long as his zombies are holding the line or some other barrier slows his opponents (such as a wall of fire). spellbook. ray of frost. ghoul touch*. †Because of Spell Focus (Necromancy). see invisibility. she casts mage armor and see . orange. hp 66. Medium-size humanoid. Tactics “When all you do is hammer. fear*. Str 10. 4th—contagion*. vampiric touch*. expeditious retreat. 4th—fire shield. flare†. stoneskin. She is equally willing to take on personal contracts as well as attacks against property. lightning bolt†. gentle repose*. slow. SV Fort +7. She normally dresses in robes of red. cloak of resistance +3. sleep. fly. 5th—feeblemind. She is partial to magic items that provide additional fire-related abilities. Spells Known (6/7/7/7/6/5/3. flat-footed 11). *These spells belong to the Necromancy school. Spd 30 ft. Gartha is wanted in several of the larger cities already. dagger). Moxic casts stoneskin on himself (which prevents 100 points of damage). Dex 18. read magic. and uses lightning bolt and magic missile if the target seems invulnerable to fire. Spellcraft +15. dancing lights. 3 flasks alchemist’s fire.. gaining a +1 bonus on ranged touch attacks with rays due to his Weapon Focus. Will +8. 3rd—explosive runes. along with mage armor. 2nd— blur. dark-eyed woman. empowered. daze. ice storm. Higher-level magics bore her to some degree (unless they are firerelated). the save DC for these spells is 15 + spell level. feather fall. enervation*. Init +4. Gartha is of average height and weight. Combat Casting. Attackers who descend into his halls are met with a cone of cold. 2nd—cat’s grace. Note: The dread spellbook of Moxic has secret page cast upon its contents so that it looks like a book on dwarven fortifications. daze. open/close. Moxic uses Leomund’s secret chest to keep a stash of scrolls with his spells on them. detect magic. maximized magic missile. resistance. SPELLSLINGER 30 Gartha the Red plays with fire. ray of frost. as long as it gives her the chance to set things ablaze. cone of cold. flames are her first choice. resist elements. though. shield. Given a chance to prepare. disrupt undead*. It is also protected by explosive runes. haste. Gartha is likely to be hired by someone seeking vengeance against the PCs. light crossbow. Enlarge Spell. Possessions: Amulet of natural armor +1. web. empowered. or empowered. If warned of intruders. Moxic’s favored tactic. is using spectral hand in combination with contagion. amused expression and a fiery twinkle in her eye. everything looks like a nail. She’s no fool. mount. though her approach is much more direct than any stealthy rogue’s: She’ll readily cast fireball into an inn to take out one individual. which she calls her “quicksilver gloves. Con 17. fireball. mage hand. and maximized versions of lower-level fire spells. 4th—empowered flaming sphere or maximized magic missile.” Gartha is not especially bright. masterwork heavy mace. scare*. Gartha keeps slots available to cast polymorph self for escape and invisibility to get the drop on an opponent. however. flare. such as opposing spellcasters and rogues. ghoul touch. In support of her interests. Prohibited school: Illusion.) dGartha the Red: Female human Sor12. silver-traced gloves of Dexterity +2. mage armor. invisibility. Her preferred spells at each level are: 0—flare. 3rd— fireball†. mage hand. CR 12. magic missile. and yellow but always wears a set of black. Spell Focus (Evocation). 1st—cause fear*. Intimidate +10. Moxic directs these spells against enemies with ranged attacks. Gartha often hires herself out as a magical assassin or punisher. gloves of Dexterity +2. prestidigitation. flaming sphere†. She tends to use her higher-level spell slots for enlarged. That someone has to make it worth her while. 1st—magic missile or burning hands. ring of major elemental resistance (fire). the save DC for these spells is 16 + spell level. or blast a shop on a crowded street. He usually has ten Medium-size zombies as a personal entourage. 6th—chain lightning†. protection from arrows. He uses ray of enfeeblement and enervation against specific targets that he deems dangerous. levitate. 10 crossbow bolts. light. wall of iron. detect poison. Atk +7/+2 melee (1d8. polymorph self. 2 daggers. this character’s specialty. masterwork quarterstaff. base DC = 13 + spell level): 0—dancing lights. AC 15 (touch 14. mending. 5th— empowered fireball. Leomund’s secret chest. secret page. 3rd—fireball. and she tends to avoid towns that she has recently visited. 6th—maximized fireball. Possessions: Ring of protection +2. wall of fire†.” GARTHA THE RED. in case he has to recover or rebuild his spellbook. She doesn’t care who she works for. read magic. detect magic. She usually has a wry. Tactics Moxic prefers to fight from behind a wall of zombies. (She earned her ring of major elemental resistance in that fashion. Maximize Spell. †Because of Spell Focus (Evocation). so instead she has concentrated on getting the most out of her existing repertoire. comprehend languages. in addition to any undead wandering beyond his halls. 1st—burning hands. Cha 16. mage armor. 5th—animate dead*. However. Skills and Feats: Concentration +18. spectral hand*. and she indulges her tastes with spells. A black-haired. light. AL CN. brooch of shielding. wall of fire. Int 10. and vampiric touch.CHAPTER 3: MAGES Spellbook: 0—arcane mark. halt undead*. She likes to see things burn. but she delights in what she does—blowing things up. Ref +8. resistance. Empower Spell. magic jar*. maximized burning hands. though. and she often hangs around invisibly afterward to watch the carnage of the fire. 2nd—flaming sphere. Wis 10. masterwork heavy mace) or +10/+5 ranged (1d4/19–20. HD 12d4+36.

polymorph other. Atk +5/+0 melee (1d6–3. or magic items. Wis 15. base DC = 14 + spell level): 0—arcane mark. masterwork quarterstaff) or +6/+1 ranged (1d4–3/19–20. Con 11. Still Spell. Spells Prepared (Research Mode): (4/5/5/5/5/3/3/2. read magic. detect poison. detect poison. 2nd—bull’s strength. Combat Casting. three wives. protection from elements. periapt of health. Silvarr has devoted the last forty years of his life to various schemes to keep his mortal existence intact. darkvision. THE VENERABLE SAGE Silvarr has bested all enemies but the most ancient and deadly—age. I’d have taken better care of myself. secret health (+3 hit points). mending. 4th—arcane eye. lightning bolt. prestidigitation. gems. Knowledge (the planes) +21. cat’s grace. silent and still stoneskin. Spd 30. Dex 8. ray of enfeeblement. disrupt undead. daze. 7th—ethereal jaunt. endurance. Scribe Scroll. see invisibility. resistance. nondetection. haste. He is truly nearing the end of his life and loudly regrets any activity that keeps him from his ultimate goal of not dying—at least. Spells Prepared (Adventure Mode): (4/5/5/5/5/3/3/2. Needless to say. HD 14d4+3. Possessions: Masterwork quarterstaff. greater shadow conjuration. cat’s grace. detect thoughts. locate object. open/close. AC 10 (touch 10. 1st—feather fall. He would rather remain alive. rope trick. lightning bolt. endurance. Cha 11. levitate. he is pushing the limits of the natural human life span. silent and still stoneskin. 5th—silent dimension door. mount. dancing lights. SV Fort +9. flare. ray of enfeeblement. Init –1. he is searching for knowledge or devices that can further extend his life. permanent spells on self—comprehend languages. 7th—forcecage. Concentration +17. 6th—legend lore. Heal +10. daze. mage hand. 2nd—bull’s strength. haste. mage armor. polymorph self. sending. particularly before he casts his morning’s spells (see below). bonus language (Celestial). he is crotchety and irritable on the best of days. trusting her ring to see her through. detect poison. dSilvarr: Male human Wiz8/Lor6. cat’s grace. dagger. 3rd— clairaudience/clairvoyance. comprehend languages. flat-footed 10). does not like what he’s seen of the afterlife. for as long as he can. 1st—alarm. light. polymorph self. dodge trick (+1 AC). amulet of health +4. Skill Focus (Knowledge [arcana]). detect thoughts. Spellbook: 0—arcane mark. Scry +14. mage armor. “If I’d known I would live this long. fourteen grandchildren. read magic. hp 38. He has outlived all his fellow adventurers. Nystul’s magic aura. his blue eyes still clear and brilliant. dismissal. 2nd—bull’s strength. His long life and adventuring career have brought Silvarr a great deal of lore. endurance. and he is willing to share that information in exchange for gold. SQ Lore (+10 on Knowledge checks). dismissal. Speak Language (Celestial). four children. wand of magic missile (12th-level caster). his white hair worn in an ornate braid down his back. Adventurers may find Silvarr a good source of information and legends. spell turning. magic missile. displacement. Medium-size humanoid. true seeing. Skills and Feats: Alchemy +12. Mordenkainen’s faithful hound. greater lore (identify items). dagger). Will +17. stoneskin). mage armor. Silvarr is a hypochondriac and a complainer. lean scarecrow of a man. 4th—detect scrying. in his present body. dispel magic. feather fall. not anytime soon. magic missile. 31 . feather fall. tongues. dimension door. base DC = 14 + spell level): 0—arcane mark. stoneskin. read magic. spell turning. Ref +7. cat’s grace. Spot +4. mage hand. endurance. ray of frost. 5th—contact other plane. Spellcraft +14. ghost sound. Search +6.” SILVARR. 1st—alarm. mount. Silent Spell. see invisibility. stoneskin. greater shadow evocation. Craft Wondrous Item. magic weapon. He loathes the prospect of undead eternity in lichdom. 6th— disintegrate. Craft Wand. 3rd—dispel magic. AL NG. true strike. detect magic. detect magic. grease. Gather Information +10. wall of ice. she does not have a lot of allies—or surviving friends. cloak of resistance +4.CHAPTER 3: MAGES invisibility as well. Nystul’s magic aura. scrying. with a good reason not to be out conquering the world himself. She is not above dropping a fireball with herself inside the blast radius. Knowledge (arcana) +23. and having visited the Outer Planes. Str 5. magic missile. Silvarr is a ancient. Spell Penetration. Hide +2. Int 19. Now a venerable elder. He dresses in robes of an archaic cut that were fashionable a century ago. darkvision. In particular. Spell Mastery (bull’s strength. and seven familiars. CR 14. the lore of true stamina (+1 Fort save).

SORCEROUS ASSISTANT Tactics Vallen is the ubiquitous scribe working in the corner.CHAPTER 3: MAGES misdirection. Sense Motive +10. Skills and Feats: Concentration +7. +1 racial bonus on all saving throws. but if placed in such a situation. dispel magic. Craft (calligraphy) +8. dVallen: Male halfling Exp3/Sor3. at the first sign of trouble he casts a silent. AL N. I believe you point the wand in the other direction to make it work. bead of force. guards and wards. Halfling Traits: +2 morale bonus on saving throws against fear. 2 boot daggers. +2 racial bonus on Climb. +1 racial attack bonus with a thrown weapon. 3 flasks alchemist’s fire. SQ Familiar benefits. He wears a vest and carries his pet white rat. CR 4. and anyone else he finds useful. Search +8. dimension door. Trained from an early age at the family business of scribes.) . In a particularly dicey situation. he has slowly been developing his sorcerous abilities. If thrown into combat. Forgery +8. flat-footed 12). Init +5. and his Fortitude save drops to +3. If attacked in research mode. halfling traits. 7th—ethereal jaunt. polymorph other. Silvarr casts spells each morning upon rising. detect scrying. fly. In adventure mode. masterwork heavy mace. each of which lasts for 14 hours. 3rd—clairaudience/clairvoyance. “Actually. greater shadow conjuration. giving him AC 11 and an attack bonus of +7/+2 melee (1d6–1. utilizing greater shadow evocation and greater shadow conjuration to choose from a wide variety of potential attacks. AC 13 (touch 12. Rat Familiar: HD 3. Knowledge (arcana) +8. prestidigitation. base DC = 12 + spell level): 0—detect magic. Vallen is a sandy-haired halfling with thick-lensed spectacles and a mournful look on his face. The second set of spells (“adventure mode”) is for when he is expecting trouble or putting himself at risk. Small humanoid. masterwork quarterstaff ) or +7/+2 ranged (1d4–1 dagger). Possessions: Bracers of armor +1. prying eyes. Spd 20 ft. Mordenkainen’s faithful hound. Improved Initiative. the wizard’s assistant. lightning bolt. can deliver touch attacks. in its pocket. Skill Focus (Knowledge [local]). Str 8. tongues. Atk +4 melee (1d6–1. master can share spells. Spellcraft +8. (Without it. rope trick. HD 3d6+9 plus 3d4+9. sleep. globe of invulnerability. see invisibility. greater magic weapon. He would prefer not to fight. He rarely risks himself for others—and then only if they offer him some promise of eternal life. nondetection. Regardless of the situation. Jump. masterwork light mace. then heads for the exit. light. The first (“research mode”) is the spells he has available should a group of adventurers seek his aid in identifying an ancient relic or passing along some moldy legend. Con 14. and keeps the silent dimension door or the ethereal jaunt in reserve for a quick retreat. he casts disintegrate and polymorph other to take out the greatest threat. ring of major elemental resistance (fire). 2 daggers. Dex 13. see Monster Manual. dagger). and Move Silently checks (already figured into the statistics given above). Int 16. Listen +11.. master has empathic link. Skill Focus (Sense Motive). then returns later to deal with them using prepared spells. Wis 15. Spells Known (6/6. Decipher Script +8.” VALLEN. masterwork light mace) or +6 ranged (1d4/19–20. still stoneskin on himself. dismissal. Ref +4. hp 35. as regularly as others brush their teeth. His Reflex save increases to +8. mage hand. polymorph self. wand of shocking grasp. Vallen also has an ability beyond that role. he defends himself with his wand of shocking grasp and light mace. the note-taker. hp 17. hold person. Cha 14. Profession (scribe) +8. Silvarr’s Constitution falls to 7. Gather Information +8. He is also a sorcerer. He also may prepare spells for specific situations (such as plane shift for adventurers seeking an artifact on the Outer Planes). he hurls the bead of force against his largest assailant. true seeing. sending. protection from elements. He defends his employer but does not lay down his life for anyone. plane shift. gloves of Dexterity +2. my lord. Vallen soon discovered that he had the inborn magic to cast spells on his own. Kimcie (really his familiar). 6th—disintegrate. passwall. haste. SQ Improved evasion. which is one reason he prefers to tell everyone that he is a scribe—he feels less pressure that way. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Possessions: Amulet of natural armor +1. Will +9. he defends himself. displacement. Tactics 32 Vallen is not much of an adventurer. Leomund’s tiny hut. forcecage. Listen. He always takes his “morning spells” with him and packs endurance in case he is separated from his amulet of health. stoneskin. This morning ritual consists of casting bull’s strength and cat’s grace on himself.) Silvarr did not reach his advanced age by being a hero. AC 16. Silvarr has two spell lists prepared. Since then. dKimcie. 4th—arcane eye. message. his hit points are reduced to 10. Int 7. Appendix I. scrying. spell turning. greater shadow evocation. 5th—contact other plane. contagion. Spot +4. permanency. read magic. Knowledge (local) +10. (Well. Diplomacy +10. legend lore. wall of ice. his adjusted Strength is 8 and his adjusted Dexterity is 11. 1st— identify. Assuming an average result. Silvarr uses dimension door or polymorph self to put distance between himself and his attackers (perhaps with a parting lightning bolt). maybe for Kimcie. SV Fort +7.

Int 11. beyond that. Typical guards can handle common townsfolk and petty thieves. but the consequences of injuring or killing such an individual are severe. Ref +1. The immediate repercussions are more guards being dispatched. Law enforcers are not individually powerful but rely on strong societal connections.CHAPTER 4: THE LAW Chapter 4: A band of heroic adventurers may mean well but occasionally find themselves on the wrong end of things legally: A tavern brawl spills out into the street. Experience should not be awarded for fighting city guards except in rare cases. 2 daggers. They prefer to grapple spellcasters. Elite guards tend to be better equipped than typical city guards and often have a distinctive uniform as well. They are standard in anything from small towns to districts within larger cities. Spot +3. They are typically armed with light maces or flexible truncheons made of wood bound in leather strips (treat as saps). sap) or +3 ranged (1d4+2/19–20. seeking to disarm one with a dangerous weapon and grapple one who is unarmed (+4 attack bonus against another Medium-size humanoid). Improved Initiative. or an evil wizard they seek hides behind a veil of respectability. SV Fort +5. Feel free to exchange their weapons. Guards are often found in pairs. In general. the townsfolk are likely to be hostile. The NPCs provided here represent a range of lawenforcement and government personnel. HD 2d8+4. they suffer a –4 penalty on attack rolls when attempting to inflict normal damage with saps. from city guards to bureaucrats to nonhuman vigilantes. Now!” ELITE GUARD Larger cities and more important personages rate more powerful protectors. and usually appear either in leadership positions (the commander of a small unit of city guards) or in special cases (protecting the grand duke’s chambers). some characters work best in an urban environment and others. The example below is human. such 33 . City guards are pulled from the general populace and so tend to reflect the local inhabitants. rather than hired security such as caravan guards. Intimidate +6. Skills and Feats: Climb +3. However. even sending for more powerful adventurers to remove the danger. they are the target of false accusations. if worn with use. AL LN.. while a bureaucrat would be at a loss in the wilds. Guards may attempt to subdue troublemakers with their maces but suffer a –4 penalty on attack rolls when doing so. Failing that. eh?” TYPICAL CITY GUARD The city guard presented below is an average member of that breed and might be encountered in the streets of your campaign’s cities. such as when the city is under the control of an evil force and the PCs need to make a daring escape. light mace. dagger). with a uniform tabard over or an emblem prominently embossed on the chestpiece. but they are not above knocking a few heads together to break up a fight or prevent property damage. They are more dangerous and skilled than their common fellows listed above. And then there are situations where the PCs really are guilty of some crime and are confronted by the long arm of the law. Str 15. dTypical City Guard: Human War2. or to replace spells or feats as suits your campaign. They attempt to flank a single opponent. These are often individuals who have been specially trained in the art of combat as fulltime soldiers and fighters. CR 1. The Law (touch 11. light mace) or +5 melee (1d6+2 subdual. and enforcing the curfew at night. subdual attacks and other nondamaging tactics are best. Dex 12. Swim +0. but any organized group may have guards of its own race. Guards in a reasonably prosperous settlement are typically issued studded leather armor. Spd 30 ft. Move along. but most PCs are beyond them. hp 13. they beat the more recalcitrant opponents into unconsciousness and let a magistrate or judge sort things out later. Con 14. Their armor is usually well-made. since both wizards and sorcerers are more limited when they cannot use their hands. Similarly. Cha 12. Tactics “What’s all this then. One city guard may not pose much of a threat to an experienced adventurer. patrolling the merchant district or standing guard at the city gates during the day. Sometimes they must treat adventurers as dangerous storms or dragons— a natural occurrence that they cannot stop but merely try to weather. and includes a helmet or cap with chin guards. flat-footed 13). Will +1. the guards try to disarm and quiet those involved. When they are obviously overmatched. Init +5. Possessions: Studded leather armor. in the countryside—a gnome posse may have more difficulty within the city walls. Atk +4 melee (1d6+2. Particularly in situations where the truth may be unknown (such as a brawl). they summon what reinforcements they can (including powerful citizens or even other adventurers who might be in town) and help evacuate noncombatants to safety if need be. making the rounds near the taverns in the early evening. they may be superseded and outranked by elite guards (see below). Ride +3. Medium-size humanoid. In important areas or big cities. Weapon Focus (sap). This should leave no doubt that they are properly vouched representatives of the law. if it is necessary to battle representatives of the local authority. “Nothing to see here. AC 14 City guards would rather settle things with a minimum of bloodshed. as well as being weaker than the everyday guard. bullseye lantern (night). Wis 12.

Elite guards take pride in their appearance and reputation. thunderstone. Will +1. heavy mace) or +5 melee (1d6+2 subdual. Ride +3. Elite guards faced with a brawl or similar situation throw a thunderstone into its midst. Swim –5. Stallas Mon serves her superiors with distinction and the benefit of her experience. She finally got tired of cold jerky for breakfast and bedding down without a fire. or even tinted metal armor. Striking down one earns the ire of the rest. Medium-size humanoid. Skills and Feats: Climb –1. When things are too much for the ordinary city guards. Most ordinary citizens clear a path for them. Her face is rugged from a life lived hard. but they are more willing to make normal attacks. placing those within (particularly spellcasters) at an immediate disadvantage. dagger). large steel shield. Ref +1.” STALLAS MON. Str 16. dElite Guard: Human Ftr2. Stallas Mon is a broad-shouldered woman in her midfifties. Wis 12. The tramp of heavy-shod boots on Stallas Mon made her name as an adventurer and heroic brigand. Con 16. choice of potion of cure moderate wounds or potion of endurance. they are mounted on light warhorses. Such elite units also have names. There’s nothing as stubborn as an adventurer denied his prize. and she wears .CHAPTER 4: THE LAW as an ornate tabard or cape. Gods know I can vouch for that. GUARD COMMANDER Tactics 34 Elite guards generally appear in locations of significance or in response to great peril. and do not use them if a danger of catching other guards in the blast exists. Her hair was originally black but is now silver. Now a grizzled veteran. Jump –1. Dex 13. she accepted graciously. Their tactics tend to be similar to those of the city guards. flat-footed 18). Expertise. fear). a unit of six elite guards is dispatched to the area. Unlike typical city guards. and when offered a position in charge of the local militia that came with a full pardon.. Init +1. 2 daggers. Elite guards expect to be obeyed by the populace. AL LN. Weapon Focus (heavy mace). Intimidate +5. HD 2d10+6. Spd 20 ft. They primarily seek to disarm their opponents and use grappling attacks to disrupt spellcasters. They know the perils of the stones to their own side. is usually enough to end most common brawls and set inexperienced thieves to searching for the shadows. hp 17. and merchants provide information on demand. steel helmets decorated with wings or the symbol of the royal house. though. Cha 12. they consider themselves a superior breed that deserves respect (or at least. If encountered outside the city. Improved Disarm. Possessions: Banded mail. cobblestone. Atk +6 melee (1d8+3. CR 2. “They’ll be back. either chosen by their members (such as the Royal Protectors) or given them by those they fight (the Crimson Death). moving in exact time. Skill Focus (Intimidate). SV Fort +6. the stuff of bards’ tales and local legends. Spot +3. sap) or +3 ranged (1d4+3/19–20. heavy mace. but her eyes shine with wisdom and pride in what she does. AC 19 (touch 11. Int 13.

but the weight of the reward gold convinced him that life could be just as profitable on the lawful side of the street. so if a new ruin or portal to another plane is discovered. 2 boot daggers. Possessions: +1 full plate. darkvision 60 ft. dStallas Mon: Female human Rog1/Ftr6. He is less willing to take a shot at interlopers who also have darkvision and instead tries to slip away 35 . Jump +7. aiming first at targets carrying a light source. Use Magic Device +4. cloak of resistance +1. Ride +9. and it is her weapon of preference. but now. CR 3. Move Silently +8. Thokka may feel confident enough to try shooting out the light itself if no one is carrying it. flat-footed 21). AL NG. flat-footed 16). Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids. He does so from the shadows. CR 7. so that he looks almost as wide as he is tall. Spot +5. You fight them with their own weapons: shadow and silence. moves to a new location. Medium-size humanoid. +4 dodge bonus against giants. masterwork dwarven waraxe) or +8/+3 ranged (1d4+2/19–20. Improved Initiative. Spd 20 ft. Skills and Feats: Climb +7. and fires again. Innuendo +3. He fires. +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. but burly. masterwork large steel shield. mighty composite longbow [+2 Str bonus]). Wis 8. Weapon Specialization (dwarven waraxe). Her long career has paid off for Stallas Mon. Int 14. and the two sides play an interesting game of cat-and-mouse through the warehouses and merchant stalls. Those who display the traits she herself believed in as a youth—bravery. is often known to thieves. mighty composite longbow (+2 Str bonus). once he has determined that his foes need it. Tumble +8. She is still in contact with a number of her old comrades. She lays ambushes.. AC 16 (touch 13. Init +7. Escape Artist +10. Spd 20 ft. SA Sneak attack +2d6. Power Attack. Atk +5 melee (1d8+3. Thokka is small even by dwarven standards. Given time. HD 1d6+1 plus 6d10+6. grappling hook. uncanny dodge. Dex 16. Hide +2. Intimidate +6. 50 ft. dThokka: Male dwarf Rog3. she finds out about it before most of the rest of the city.” she is just as likely to be wearing a cabled sweater beneath the full plate. and she recruits powerful good-aligned characters to deal with particularly unpleasant opponents. then close to the range of his darkvision. Expertise. Alertness. This makes her a valuable contact for industrious adventurers. SA Sneak attack +1d6. Hide +8. Those who cross her find her to be a relentless opponent. potion of Charisma.. She sees nothing wrong with fighting dirty when the ultimate goal is to protect the city and its inhabitants. Will +4. The presence of this nightwatch. HD 3d6+9. He was in that particular warehouse for the same reason they were. Use Rope +8. harassing them with bow fire while they are nicely limned in the lamplight. hp 50. SV Fort +7. as such guards are called. silk rope. usually spinning the heavy blade to catch an enemy alongside the head or using the axe head like a ram. Climb +4. Humans have a number of advantages. Atk +10/+5 melee (1d10+4/×3.” THOKKA OF THE NIGHTWATCH Thokka attacks only if he thinks he can surprise and drive off intruders. He has amber eyes and a reddish beard that he keeps closely cropped. dwarf traits. He dresses in dark leathers with an oversized broadbrimmed hat. Skills and Feats: Bluff +6. Possessions: Masterwork studded leather armor. Search +6. Search +5. Cha 11. in her “dotage. Exotic Weapon Proficiency (dwarven waraxe). Tactics “You don’t fight thieves with armor and blades. 3 tanglefoot bags. She can and does use it to subdue opponents (though at a –4 penalty on such attacks). She remembers every petty thief and grifter who has ever passed through her halls and knows most of the ways of their business. Will +0. but seeing in the dark is not one of them. stonecunning. Str 14. Improved Initiative. Tactics Stallas Mon is careful with her resources. Spot +6. Thokka was once a thief himself. +2 racial bonus on Fortitude saves against all poisons. potion of bull’s strength. masterwork dwarven waraxe. AC 22 (touch 11. kindness. masterwork morningstar. Improved Disarm. Weapon Focus (dwarven waraxe). Jump +6. and a brazen glibness—are well-treated by the commander of the guards. hp 19. Dex 13. Stallas Mon’s dwarven waraxe was a gift from a fellow adventurer when she was just starting out. and spreads rumors to draw in evildoers. +2 racial bonus on Will saves against spells and spell-like abilities. Diplomacy +6. The nightwatch is usually made up of dwarves but may be of any race willing to put up with the dead of night. Decipher Script +6. They often act as individuals and may take a more direct approach to crime—many a human thief has been wounded in the act by an unseen nightwatch arrow. Cha 14. They are considered city guards and usually report back to human supervisors at regular intervals. Sense Motive +5. SV Fort +4. sets traps.. Int 10. Con 13. masterwork morningstar) or +5 ranged (1d8+2/×3. SQ Evasion. Init +5. Ref +6. human settlements often hire members of other races with darkvision to keep the curfew and watch over town property. Str 14. recruited for the nightwatch after he foiled a robbery of a warehouse by humans. Medium-size humanoid. Gather Information +6. Ref +6. 20 arrows. AL N. As a result. loyalty. she puts guards on all entrances to a building before making people aware of her presence and posts soldiers with nets and tanglefoot bags outside. Wis 13. She is used to living in her armor. dagger).CHAPTER 4: THE LAW it in plaits rolled tight against her skull. Con 16. Listen +6. Cleave.

If he can take out interlopers. he tries to defend himself with a letter opener (treat as a dagger). here’s your problem: You’ve completed form 2504/A in the amber folder when you should be using the topaz folder. ring of protection +1. The nature of the school. a meditative school devoted to stripping away falsehood to reveal the true workings of the universe. only one of their number is permitted to travel the outer world. Str 14. HD 7d6+7. cadaverous man. Profession (bureaucrat) +14. Skill Focus (Gather Information). his only tactic is to flee in terror. Escape Artist +8. unarmed strike) or +9/+4 ranged (1d4. aiding those who are overmatched in their attempts to enforce justice. purity of body. AC 21 (touch 17. Skills and Feats: Balance +9. stunning attack 8/day (Fort save DC 17). for he asks no price. Int 16. masterwork sling). Creatures such as Ambrose are found only in the largest cities and in the halls of national governments. along with his extreme height and narrow face. Atk +5 melee (1d4/19–20. The PCs may encounter Brother Xonak while he is on a hunt. slow fall (50 ft. Ambrose is a lean. Spd 30 ft. His long hair is white and bound in a neat bun at the base of his neck. especially if his target is very powerful.). In the worst of circumstances. HD 8d8+8. but justice. he points out that rewards might be offered by the injured parties. Concentration +6. Knowledge (local) +15. Ambrose Pifflestone is a master bureaucrat. Possessions: Letter opener. adventurers who level entire villages may find him on their trail. . hp 28. Init +2. Diplomacy +5. AC 10 (touch 10. its location. CR 8. Nor does he swear allegiance to any earthly nation or city. Cha 10. SA Flurry of blows. hp 46. Skill Focus (Sense Motive). dBrother Xonak: Male human Mnk8. Craft (calligraphy) +13. If forced into combat. cloak of resistance +2. Search +13. Init +0. Dex 11. He often helps apprehend or defeat those who flout the law or seek to escape judgment. and risks being found out by both the guards and other thieves. He offers his services to any who need to capture escaped criminals. Though he is no courtier or noble. Medium-size humanoid. dAmbrose Pifflestone: Male human Exp7. masterwork sling. SV Fort +3. Con 12. still mind. BROTHER XONAK. Possessions: Amulet of natural armor +2. flat-footed 10). is sufficient for him. SQ Evasion. with short blond hair worn in a crewcut. flat-footed 19). Ref +2. leap of the clouds. and Brother Xonak is that representative: the Hand of Justice. Deflect Arrows. Dodge. halt marauding beasts of chaos. who both founded the Monastery of the Calm Truth and was its first Hand of Justice. though.” AMBROSE PIFFLESTONE. Improved Trip. By the same token. Mediumsize humanoid. and this. Skill Focus (Profession [bureaucrat]). SV Fort +9. dagger). Dex 14. He wears spectacles. Decipher Script +13. Skill Focus (Knowledge [local]). THE HAND OF JUSTICE “Ah. or otherwise seek justice but are unable to bring it about themselves. Will +11. Tactics 36 Ambrose is not one for fighting.” Some who serve the law are not part of its organization.CHAPTER 4: THE LAW (moving silently and hiding) and return with sufficient city guards. well-muscled man of moderate build. “It is not vengeance I exact. He plays a dangerous game. Service in the law. and the number of its members is unknown. AL LG. intent on bringing them to judgment or dispensing his own. Wis 16. dagger) or +5 ranged (1d4/19–20. He wanders the countryside. Climb +7. 10 bullets. 1d4 scrolls on various subjects. Move Silently +8. Intimidate +12. +1 lawful nunchaku) or +8/+5 melee (1d10+2. and the mechanisms of government are his playground. he performs one of those thankless (in his humble opinion) jobs that keeps the machinery of civilization working smoothly: Only through his long-suffering diligence does anything get done at all. Although he does not reward those who accompany him. He bears a set of +1 lawful nunchaku made from the enchanted and rune-carved thighbones of his own sainted great-grandfather. Wis 14. He is not a bounty hunter. inkwell. Now you’re going to have to start again. AL LN. Search +3. Skills and Feats: Bluff +13. he can loot the bodies and stow any good material he finds before calling in the city guards.. The simple town or the local lord’s keep would have little use (and less tolerance) for an individual who answers inquiries with questions of his own and forms to be filled out. Ref +10. Mobility. CR 3. bracers of armor +2. Listen +11. One factor in Thokka’s decision is his own greed. and the law itself. if only to peer over their rims at those he’s talking to. pen case. wholeness of body (16 hp/day). Justice is ice. BUREAUCRAT Wherever there is paper there is paperwork. and return later with as many elite guards as he can convince to confront his obviously evil assailants. According to him. forms. Spot +7. Tumble +8. Sense Motive +14. makes him look like a vulture. Brother Xonak is a tanned. Will +7. Gather Information +13. Weapon Focus (nunchaku). Alertness. He has a slight stoop. +1 lawful nunchaku. Con 13. Str 10. Ambrose considers himself a vital part of the ruling class. Sense Motive +6. Brother Xonak is one such individual. Spd 50 ft. punisher of those who strive against order. Forgery +13. Cha 12.. Vengeance is fire. Brother Xonak claims to belong to the Monastery of the Calm Truth. Int 10. Atk +10/+7 melee (1d6+3 and 2d6 lawful.

prestidigitation (all as Sor1). Concentration +11. Will +5. masterwork light mace) or +5 ranged (1d4/19–20. Gerbo’s brilliant blue outfit announcing their presence. riding dog trained for combat. flat-footed 12). or otherwise neutralize as many as possible. 3 thunderstones. dressing up another gnome as a decoy to draw out prey. They have trained their riding dogs to expect not only combat. Possessions: +1 chain shirt. Init +1. If they are dealing with obviously dangerous creatures. Only then. +4 dodge bonus against giants. This vigilante posse is a group of mounted gnomes who dispense justice on behalf of small folk (primarily gnomes. He occasionally exploits his signature appearance to fool enemies. Dex 13. HD 5d4+15. when their foes are unable to respond easily. Atk +3 melee (1d6–1. Cantrips (arcane failure chance 20%): 1/day—dancing lights. invisibility. Ref +3. Spd 20 ft. Ride-by Attack. Will +2. do they call for surrender. Gnomes try to bring opponents down to their level before closing. Str 14. flare. dGerbo Flintwhistle: Male gnome Sor5. Atk +8 melee (1d6+3. DC 10. Weapon Focus (net). +2 racial bonus on saving throws against illusions. net). AL LG. Con 17. Spellcraft +6. SV Fort +4. Gnome Traits: Cantrips. DC 12. SV Fort +7. his broad-brimmed azure hat usually topped by a crimson or yellow feather. mage hand. Small humanoid. Int 10. masterwork mighty composite shortbow (+2 Str bonus). Skills and Feats: Climb +2. 3 tanglefoot bags. a sorcerer and able commander. 2 boot daggers. Dodge. Init +2. +2 racial bonus on saving throws against illusions. magic missile. but also halflings and dwarves on occasion). Tactics 37 . Ride (dog) +6. Small humanoid. ghost sound. and they are tireless in their pursuit. befuddle. Cha 14. AC 14 (touch 13. he exacts his own punishment. Handle Animal +5. cause fear. horn of fog. hp 34. Int 15.. prestidigitation (all as Sor1). By the same token. 1st—charm person. AC 17 (touch 12. so he tries to choose a place of confrontation that suits his own needs. He is particularly harsh to chaotic individuals and rarely leaves them alive. wand of sleep. Con 16. which is as severe as the crime committed. Wis 12. read magic. and other opportunities for confusion. Gnome Traits: Cantrips. Skills and Feats: Alchemy +10. net. While his brothers and sisters of the posse dress in earth tones of browns and greens. This posse is led by Gerbo Flintwhistle. base DC = 12 + spell level): 0—daze. To that end. dVigilante: Gnome Ftr4. +1 racial bonus on attack rolls against kobolds and goblinoids. they simply kill those enemies. Mounted Archery. Often they may be spotted on the horizon. SQ Gnome traits. expeditious retreat. he dons a long brilliant blue cloak. but gnome combat—filled with illusions. CR 5. Spd 20 ft. Possessions: Bracers of armor +1. thunderstone reports. distractions. especially kobolds or goblins. detect magic. light. dRiding Dog: hp 13. see Monster Manual. thunderstones. +1 racial bonus on attack rolls against kobolds and goblinoids. and tanglefoot bags are the weapons of choice. Mounted Combat. SQ Gnome traits. ranging over a large area that may contain several communities. Ride (dog) +8. he seeks out allies (usually other lawful individuals) to aid him in bringing his charge to justice. Cha 10. The vigilantes use the speed of their canine mounts to charge among the enemy and entangle. nets. 20 arrows. Str 9. dagger). Handle Animal +5. 2nd—bull’s strength. He brings defeated opponents in alive if there is some higher authority he can deliver them to. A vigilante posse is a specially formed team. +4 dodge bonus against giants. Ref +2.. masterwork light mace) or +7 ranged (1d6+2/×3. hp 24. Wis 12. Otherwise. They function as permanent guardians for their home areas but may leave the region when pursuing thieves. masterwork mighty composite shortbow [+2 Str bonus]) or +7 ranged touch (entangle. Opponents mounted on horseback “Who are those guys?” GERBO FLINTWHISTLE AND HIS GNOME VIGILANTES Little people need their own solutions to large problems. Appendix 1. low-light vision. Mounted Combat. Dex 15.CHAPTER 4: THE LAW Tactics Brother Xonak prefers a straightforward battle. low-light vision. masterwork light mace. trained in riding and fighting while mounted. HD 4d10+12. one-onone against the responsible party or that individual’s leader or champion. Spells Known (6/7/5. CR 4. Cantrips: 1/day—dancing lights. Exotic Weapon Proficiency (net). ghost sound. AL LG. flatfooted 16). riding dog trained for combat. he is well aware of the perfidy of chaos. In cases where he is clearly overmatched. Gerbo himself is diminutive even by gnome standards. Jump +2. masterwork light mace. The gnomes also use their mounts to track targets.

50 arrows. Listen +12. AL NG. inflexible forest elf. The next night she imbues the arrow with a fireball instead (fire is an acceptable part of the natural cycle. harassing opponents in narrow ravines. Spellcraft +7. base DC = 12 + spell level): 0—daze. In direct combat. And when they do. invisibility. and Search checks (already figured into the statistics given above). though. Track. Handle Animal +7. seeker arrow. mage hand.+2 racial bonus on Will saves against enchantment spells or effects. prestidigitation. then harries them mercilessly until they are dead or driven off. Gerbo casts bull’s strength on up to four other gnomes. sleep. Silent Spell. Skills and Feats: Alchemy +7. at which point she unleashes another volley into their backs. The foolish she tells to leave. daze. SA Favored enemies humans (+2 bonus). and attacking after the enemy party is wounded from some other assault. AC 17 (touch 13. Elf Traits: Immune to magic sleep spells and effects. composite shortbow. Dex 16. Two trained wolves rove at her side. particularly if in doing so they are advancing gnome causes. Once combat begins. Hide +20. SV Fort +10. Tumble +10. The evil she slays. disrupt undead. Medium-size humanoid. Intuit Direction +9. the group casts dancing lights and ghost sound. Shot on the Run. Tactics 38 Chandra prefers to hit and run rather than directly confront those who despoil the forest. Appendix 1. SQ Elf traits. unleash a volley of magic arrows. Adventurers gathering brush for a campfire do not earn her wrath. until they pass her. She then stands stock still. She is keenly aware of their tendency to despoil the landscape. The first night. Concentration +6. Chandra’s arrows from then on are directed against the wolf ’s murderer. Should either be killed. low-light vision. 1st—color spray. rapier) or +20/+15/+10 ranged (1d8+5/×3. Use Rope +8. which is commonly picked up by other. see Monster Manual. Balance +5. imbued with a stinking cloud spell. either by a note on an arrow or by a personal appearance at the edge of the firelight. sleep. Jump +7. Search check within 5 feet of a secret or concealed door. mage armor. Dodge. detect magic. she may send a seeker arrow. . Hagga and Magga have been trained to create noises that draw any guards away from Chandra’s position. Climb +6. Con 12. 2nd—cat’s grace. Will +8. Wis 14. Chandra Skyreaver roams the wild lands of the deep forest. 2nd—invisibility. CR 15. see invisibility. the gnomes catch up and strike. Possessions: Amulet of natural armor +4. Gerbo uses the horn of fog to cover their escape and casts invisibility to cover his own. Init +3. She knows that some destruction is natural to keep the woodlands healthy. Chandra’s favored enemy is humans. dancing lights. read magic. Int 15. concealed. Atk +14/+9/+4 melee (1d6+2/18–20. base DC = 12 + spell level): 1st—entangle. keeping it safe from invaders. Ranger Spells Prepared (1. Scribe Scroll. Wizard Spells Prepared (4/4/3/1. Spot +9. Gerbo uses the wand of sleep against the enemy group if they seem sufficiently low level. flatfooted 14). and. grease. jury. dHagga and Magga. mage armor. Wolves: hp 13 each.. Weapon Focus (composite longbow). to further unsettle any invaders. She uses her boots and cloak of elvenkind to observe her targets. Ref +9. Knowledge (nature) +7. cloak of elvenkind. hp 77. read magic. resistance. 3rd—fireball. They choose to attack at the best time for themselves (and the worst time for humans). hoping to draw them deeper into the forest. aberrations (+1 bonus). if need be. but she does not cast this spell in dry conditions or arid climates). but lumberers who clear acres for pasture or planting or parties that slaughter wildlife invite her ire. ray of frost. ring of evasion. Animal Empathy +6. spellbook. boots of elvenkind. resistance. shield. Search +10. imbue arrow. HD 5d10+5 plus 5d4+5 plus 5d8+5. detect thoughts. masterwork mighty composite longbow (+2 Str bonus). masterwork mighty composite longbow [+2 Str bonus] with +3 enchanted arrows). Precise Shot. protection from arrows. Str 14. Craft (bowyer) +5. shortbow.” CHANDRA SKYREAVER. 3rd—fireball. and longsword or rapier) as bonus feats. riding through camp past midnight. nor does a hunter bringing down a single stag for food. protection from arrows. to unsettle or confuse opponents. summon monster I. Spd 30 ft. Spellbook: 0—arcane mark. At night they howl. executioner to those who engage in wholesale destruction. Given time to prepare. wild wolves. see invisibility. otherwise he employs it to take out mounts and animal companions. longbow. She is judge. then fall back before her pursuers. stinking cloud. dChandra Skyreaver: Female elf Rgr5/Wiz5/Arc5. If the encounter turns against the gnomes. detect poison. though she gives one chance to those who seem merely stupid. rapier. Mobility. light. as well as Gerbo’s other spells. Cha 13. detect magic. +2 racial bonus on Listen. Martial Weapon Proficiency (composite longbow. into the middle of the enemy camp as a warning shot. Chandra tries to stay at range. Chandra is no clichéd. mending. Point Blank Shot. open/close. The vigilantes feel justified in such tactics against those larger than themselves. They are trained to flee into the deeper woods if they take any damage. Move Silently +20. ELVEN WARDEN OF THE FOREST Not all the forces of justice are found within the confines of the city. shield. flare. “Within this forest I am the law.CHAPTER 4: THE LAW can outride them but have to stop eventually. ghost sound. Spot. 1st—color spray.

but the group’s many animal companions also provide assistance. longbow). Forests. depending on the nature of the two groups’ initial encounter. or threatening a cave network as a sideeffect of their use of magic or other actions). are implacable foes to all whose actions lay waste to the environment or who endanger a natural wonder by either their direct or indirect actions. executioner to enemies of the wild. Across the expanse of a campaign. who seldom leaves the area of the redwood. AL CG. Should the Circle come upon another band of adventurers in trouble. Greenleaf (an elven druid). or even one. When “ranging. the Pale Grin (see page 47) as a party may be far too much for the PCs to handle. such as leaving a campfire burning. Its members are concerned first and foremost with the preservation of nature. aggressive competition for the same prize. and. If the PCs somehow upset a natural setting (perhaps draining a lake. and extradimensional citadels beckon. if they encounter or track down PCs who have caused even minor harm to a natural setting. Str 18. Any foe who succeeds in discovering this base finds that Halaandial is a power to contend with. CR 4. they try their utmost to track it to its source. its members may offer an alliance in return for aid in a quest of their own. merit only a scolding. slaying animals with no intent to eat them. The traveling core of the Circle returns only infrequently to base. grassy plains. The NPCs in this section are presented as cohesive groups for you to use. Extreme acts of violence against nature bring harsh retribution from the Circle—any who would sin so foully against the environment can never be taught forbearance. It’s worthwhile to think about ways in which PCs might meet individuals in these adventuring companies. When the ranging members do return. Certainly. for example. dXarole Banoc: Male half-orc Rgr4. Con 13. of which your party of PCs is but one. they take great pains to cover their tracks and so confound any possible pursuit. Dex 16. The Circle of Green has a permanent base in a secret grove. Much like Chandra Skyreaver (see page 38). The core membership includes Xarole Banoc. the rewards are exceptional. Int 10. overhunting. In such cases. On the other hand. A chance encounter with NPC adventurers might yield a brief alliance. Sometimes. as well as those of the full group. mining. orcs. starting a vast forest fire. short sword) or +7 ranged (1d8/×3. A straightforward dungeon crawl suddenly becomes an interesting series of encounters. especially when those lands have suffered large-scale depredations brought about by war.CHAPTER 5: ADVENTURERS Lost cities. an NPC company might even be hired to actively work against the heroes. Better yet. Ref +4. or an outright melee pitting one company against the other. castle dungeons. flat-footed 15). the meeting is less pleasant. This section describes several famous and infamous NPC adventuring parties that might boldly stride the dangerous lands of your campaign. If the company happens upon a likely trail. If Halaandial is ever encountered with the Circle of Green. your PCs encounter other groups attempting to explore and exploit the same areas as the PCs. or trampling delicate plants. a half-orc ranger. Will +2. AC 18 (touch 13. More serious transgressions include accidentally burning a small grove. the potential for adventure is limitless. SV Fort +5. meting out punishments that fit the crimes. sometimes. The company’s symbol is a simple green circle. and even subterranean ecologies are all candidates for the Circle’s protection. and if they see sufficient cause. ruined towers. or other monstrous creatures whose presence disrupts any natural setting. the Circle extracts a vow from the offenders to atone for their sin in some way: replanting lost growth or fostering cubs of slain animals. especially when both parties are working toward the same goal. and Murta Wintervale (a halfling sorcerer). relying instead on animal messengers to stay in contact with Halaandial. Wis 12. Kavatha (a human barbarian). The PCs are most likely to encounter the Circle of Green while trekking through untamed lands. they rely on the tracking abilities of Xarole Banoc. Medium-size humanoid (orc). or other habitat destruction contrived by sentient beings. their attitudes sometimes seem callous and their methods brutal. HD 4d10+4.. or exterminate the ravaging dragon. A fantasy world breeds adventuring companies. For those willing to save the kingdom. it is possible that the Circle eventually tracks them down to answer for their crimes against the land. in the course of their adventures. hp 26. which usually involves cleaning out a destructive clan of trolls. your heroes might encounter the same NPC adventuring company later during their career. but an encounter with just Lord Carrion is perfect. Atk +7 melee (1d8+5/19–20. Though the members of the Circle are not evil and would never labor on behalf of an evil master.” THE CIRCLE OF GREEN The Circle of Green is an adventuring band with an idealistic charter: to actively protect nature in all its manifestations.” as they call it. a treant druid. or destroying an isolated growth of rare foliage. in an encounter with your player characters. Init +3. frigid caverns. the Circle considers itself judge. either as allies or enemies. disgusting sewers. Spd 30 ft. The Circle cares little for the ethics of civilization. and about those individuals’ motivations. +1 longsword) and +6 melee (1d6+2/19–20. nothing prevents you from using only selected members of a given group. SQ Darkvision 60 ft. jury. within the living heart of a massive redwood. a cautious greeting. favored enemy dwarves (+1 bonus). 39 . foes had best prepare to meet their gods. wetlands.. However. For example. Misdemeanors. The group is led by Halaandial. Cha 6. Adventurers Chapter 5: “We speak for the trees. explore the unknown depths.

Init +4. Wis 17. Animal Companions: Greenleaf can have up to 8 HD worth of animal companions. dAmbar and Aditya. Martial Weapon Proficiency (composite longbow. dGreenleaf: Male elf Drd4. hp 18.CHAPTER 5: ADVENTURERS Skills and Feats: Animal Empathy +4. and longsword or rapier) as bonus feats. Hide +2. short sword. He is currently accompanied by two eagles and a tiger. CR 3. Handle Animal +2. Listen +5. Eagle Companions: hp 5 each. Spell Penetration. 20 arrows. +1 greataxe) or +5 ranged (1d8/×3. Will +2. Handle Animal +7. scimitar. AL N. Dex 18. entangle. Wilderness Lore +6. read magic. Possessions: Breastplate. SQ Elf traits. Power Attack. HD 4d8. Con 16. animal companion. Medium-size humanoid. Spells Prepared (5/4/3. see Monster Manual. goodberry. Str 15. Appendix 1. uncanny dodge (Dex bonus to AC). Wis 12. Spd 20 ft. Knowledge (nature) +2. hp 41. Intimidate +5. see Monster Manual. dKavatha: Female human Bbn3. Appendix 1. flat-footed 16). detect magic. Wilderness Lore +6. Knowledge (nature) +2. 20 arrows. Ref +5. dHari. +1 large wooden shield. Quaal’s feather token (tree). base DC = 11 + spell level): 1st— summon nature’s ally I. AC 20 (touch 14. Brew Potion. longbow. Cha 10. low-light vision. Reckless Offensive (new feat. Spot +5. Spd 40 ft. Str 15. Listen +6. CR 4. base DC = 13 + spell level): 0— cure minor wounds. Climb +4. Spot. and Search checks (already figured into the statistics given above). AC 17 (touch 12. Search +1. longbow. HD 3d12+9. Weapon Focus (greataxe). Move Silently +3. Will +7. Possessions: Hide armor. Atk +5 melee (1d6+2/18–20. longbow. virtue. Con 11. Elf Traits: Immune to magic sleep spells and effects. Search check within 5 feet of a secret or concealed door. 40 . +1 longsword. longbow. +2 racial bonus on Listen.+2 racial bonus on Will saves against enchantment spells or effects. Ride +6.. barkskin. trackless step. woodland stride. Possessions: +1 chain shirt. Init +2. Cha 12. obscuring mist. Int 9. AL NG. Medium-size humanoid. Skills and Feats: Animal Empathy +7. composite shortbow. Listen +5. Spells Prepared (1. Ref +3. Track. Tiger Companion: hp 45. Skills and Feats: Climb +4. longbow). Intuit Direction +2. +1 greataxe. shortbow. scimitar) or +7 ranged (1d8/×3. nature sense. SQ Rage 1/day. Atk +7 melee (1d12+4/×3.. flat-footed 17). Power Attack. Concentration +6. SV Fort +4. 50 arrows. see sidebar on page 41). SV Fort +4. Cleave. Dex 14. wand of flaming sphere. 1st—detect animals or plants. 2nd—animal messenger. Int 8. summon nature’s ally II. Handle Animal +4. longbow). resistance.

and Kavatha’s barbarian rages are difficult for foes to withstand. plant. Dex 18. Murta is a sorcerer. mage hand. master can share spells. While raging. +1 racial attack bonus with a thrown weapon. but Kavatha trusts her naturally high hit point total (as well as the extra 6 hit points she gets from raging) to see her through that crucial first round. The ability is otherwise similar to liveoak as cast by a 12th-level druid. AC 15 (touch 15.” Like as not. The downside. Brew Potion. Small humanoid. and dirt smudging her skin and clothing.. They never attack within a city. SV Fort +14. Likewise. detect magic. Init –1. Murta is also not shy about using her wand of hold person. Listen +7. mage armor. base DC = 13 + spell level): 0— cure minor wounds. Thereafter it moves at a speed of 10 and fights as a treant. [General] Possessions: 3 potions of cure light wounds. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). SV Fort +5. Move Silently +6. Concentration +11. Spells Known (6/7/3. he is not shy about sending his animal companions into the thick of combat. Wis 16. Knowledge (nature) +2. paralysis. controlling up to two trees at a time. potion of cure moderate wounds. sickle) or +7 ranged (1d8/19–20. purify food and drink. Power Attack. hp 104. Kavatha is a terrible sight to behold in combat. The penalty to AC and bonus on melee attacks apply until your next action. can deliver touch attacks. Knowledge (nature) +10. invisibility to animals. 2 potions of magic fang. Spellcraft +3. Animated trees lose their ability to move if the treant is incapacitated or moves out of range. Skills and Feats: Concentration +7. dWart. wand of hold person. Str 29. AC 17. The mysterious Halaandial is seldom seen but often referred to in tones of respect by the Circle of Green. +2 racial bonus on Climb. read magic. Her coal-black hair comes loose from its thick braid. AC 20 (touch 7. Atk +2 melee (1d6–1. SA Animate trees. Heal +7. Greenleaf dresses./15 ft. On the rarest of occasions. 2 slams). resist nature’s lure. +1 racial bonus on all saving throws. but rather wait until the enemy is moving through a dense glade or other natural setting where the abilities of the Circle’s members can be brought to bear in all their green glory. Often a second isn’t needed. Hide –9 (+7 in forested areas). hanging around her face like a malevolent thunderhead. see Monster Manual. disrupt undead. entangle. soften earth and stone. flat-footed 20). Animate Trees (Sp): Halaandial can animate trees within 180 feet at will. trample (2d12+5 damage). SQ Improved evasion. Cha 12. Spot +4. Jump. Face/Reach 10 ft. DHalaandial: Treant Drd4. double damage against objects (full attack only). half damage from piercing. It takes a full round for a normal tree to uproot itself. sleep. Intimidate +8. hp 11. 1st—cure light wounds. hp 22. Knowledge (arcana) +4. Spd 20 ft. A favored tactic is casting entangle on unsuspecting foes. Listen +12. Spd 30 ft. Ref +2. Reckless Offensive summon nature’s ally II. nature sense. resistance. She casts summon monster II at least once—the more creatures in combat. Int 10. HD 4d4+12. Dex 8. though the other members of her group often refer to her as “the witch. and Move Silently checks (already figured into the statistics given above). summon nature’s ally I. Atk +15 melee (2d6+9. 10 crossbow bolts. CR 4. Diplomacy +7. Brew Potion. Not subject to critical hits. you may choose to take a –4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. potion of resist elements. ray of frost. SQ Fire vulnerability. is the –8 penalty to her AC. Listen. and his only solace was finding nature. Reckless Offensive. You cannot use Reckless Offensive with ranged attacks. then using spells and ranged weapons on them while they are trapped. Wis 17. read magic. 1st—expeditious retreat. light crossbow). Xarole gets up close and personal with unentangled enemies. Int 7. light crossbow. poison. 41 . her preferred tactic is to charge a foe while using her special feat. Spells Prepared (5/4/3. You lower your guard in order Tactics The Circle’s members always try to choose where to confront their foes. Con 16. and polymorphing. AL NG. Benefit: On your action. master has empathic link. in which case it takes double damage on a failure and no damage on a success. He wields a weapon in each hand with deadly quiet during combat. in shades of green. flat-footed 11). before making attack rolls for a round. Will +8. Prerequisites: Base attack bonus +2 or higher. Halfling Traits: +2 morale bonus on saving throws against fear. His halforc heritage has left him heavily scarred from street fights. Appendix I. light. Int 12. Toad Familiar: HD 4. 2nd—summon monster II. magic missile. Spellcraft +2. trackless step. Str 8. Init +4. Plant: Immune to mind-influencing effects. Spot +5. Huge plant. potion of invisibility. 2nd— animal messenger.. Wilderness Lore +12. but if allowed a round to prepare. he first casts summon nature’s ally I. wielding a weapon in both hands. Halaandial or animated trees can trample an opponent at least one size smaller than itself. the more likely the melee turns in favor of the Circle. Xarole is a ranger of few words. Spell Penetration. stunning. Power Attack. HD 7d8+35 plus 4d8+20.CHAPTER 5: ADVENTURERS dMurta Wintervale: Female halfling Sor4. Hide +8. AL LN. by 10 ft. of course.. Opponents who do not make attacks of opportunity can attempt a Reflex save (DC 20) for half damage. Possessions: Sickle. appropriately enough. Will +11. Ref +6. Fire Vulnerability (Ex): A treant or animated tree takes double damage from fire attacks unless the attack allows a save. it leaves the Circle’s secret to make a telling attack. Sense Motive +10. He begins every fight by casting summon nature’s ally II. Trample (Ex): As a standard action. He always commands them to set up flanking opportunities for themselves and the other members of the Circle. woodland stride. she has brambles stuck in her clothes. base DC = 11 + spell level): 0— daze. SQ Familiar benefits. Iron Will. Con 21. halfling traits. CR 12. Cha 12. giving her a total attack bonus of +13. Skills and Feats: Animal Empathy +5. twigs in her hair.

Concentration +13. ray of enfeeblement. DArchangel: Male half-elf Clr1/Wiz9. 3rd—dispel magic. want them to land. polymorph self. Listen +4. CR 10. they have You are adept at placing your private rooms permanently paid for and attacks precisely where you likely well protected with traps and spells. or if a normally strong party is obviously weakened from recent encounters. Ref +5. resistance. if any. comprehend languages. Int 10. detect thoughts. Melf ’s acid arrow. ring of counterspells (magic missile). low-light vision. Con 14. SQ Improved evasion. web. ghost sound. no matter how foul it may be deemed by others. detect magic. comprehend languages. base DC = 14 + spell level): 0—arcane mark. However. Spot. see Monster Manual. wand of haste. Hawk Familiar: HD 9. stoneskin. Cleric Spells Prepared (3/3. wand of cure light wounds. detect magic. mage hand. Dhavut Stonebreaker (a dwarf fighter). Jil Du Ghal (a BAND OF THE HAND . The core members are: Archangel (a 42 half-elf cleric/wizard). greater magic weapon. AC 15 (touch 13. flat-footed 13). greater magic weapon. it does not ignore its spells if it sees a chance to use them in any combat. endure elements. because the Hand risks almost anything for enough gold. Spellcraft +15. *Domain spell. 5th—teleport. levitate. Atk +4 melee (1d8/19–20. Possessions: Bracers of armor +2. AL CN. +2 racial bonus on Will saves against enchantment spells or effects. Skills and Feats: Alchemy +14. can speak with master. Knowledge (religion) +11. while the Band of the Hand is working to remove valuables from the same caravan. the PCs might be contracted to protect a caravan. The PCs may encounter the Band of the Benefit: When you strike an Hand in any number of situations. They’ll explore a ruin or loot a tomb if there is a good chance of valuable salvage. Mediumsize humanoid (elf ). the Hand are likely to feign friendliness. see invisibility. charm person. read magic. you inflict simplest is a chance meeting at a dungeon double damage. virtue. hp 49. summon monster IV. Toughness. Cha 17. Int 18. fireball. Dex 15. Spd 30 ft. 1st—alarm. 4th—improved invisibility. and Search checks (already figured in the statistics given above). but they are known as the “go to” group when a job needs doing. Combat Casting. spontaneous casting (cure spells). 3rd—dispel magic. +1 racial bonus on Listen.” The Band of the Hand (the Hand for short) is an adventuring company with a charter based on simple greed. 20 crossbow bolts. flare. summon monster II. The PCs may also run into the Hand if both groups have been hired to do the same job. 2 potions of fly. AC 22. 4th—arcane eye. detect poison. haste. can deliver touch attacks. all the while *First appeared in Sword and assessing the PCs’ strength. and the White Spider (a halfling rogue/sorcerer). intersection. The opponent’s weapon. but only if some extreme despoiler of nature is discovered whose power outstrips the ability of the group and their allies. It is also entirely possible that other foes might hire the Hand to take out the PCs. longsword) or +6 ranged (1d10/19–20. Power Attack. summon monster IV. Wizard Spells Prepared (4/5/5/4/3/1. Half-Elf Traits: Immune to magic sleep spells and effects. Will +9. The company’s symbol is a burnt hand—five fingers for five members. Knowledge (the planes) +9. hp 24. endure elements. human fighter who prefers the bow). prestidigitation. ring of protection +1.CHAPTER 5: ADVENTURERS base. If the price is right. feather fall. stinking cloud. They prefer to take contracts from wealthy patrons—that way they are assured of a profit. 5th—teleport. resistance. SV Fort +7. Search +5. fire trap. hp 76. to handle alone. either attacking the other group immediately or pretending friendship so as to strike at a more opportune time. ray of frost. If they deterFist. identify. Appendix I. invisibility. master can share spells. Medium-size humanoid. flaming sphere. half-elf traits. For example. SA Turn undead 6/day. HD 1d8+2 plus 9d4+18 plus 3. 2nd—bull’s strength. base DC = 11 + spell level): 0—create water. fireball. they may offer a real. knock. daze. In this case. There. divine favor. master has empathic link. Str 13+. feather fall. Init +0. lightning bolt. Spellbook: 0—arcane mark. mending. 1st—charm person. daze. the Hand may seize their chance. Sunder. open/close. longsword. Init +2. Scry +13. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Halaandial’s physical abilities are sufficient to most tasks. alliance. 2nd—bull’s strength. improved invisibility.. wall of force. dancing lights. “We’ll start your job for one thousand gold. dBrighteye. Craft Wand. see invisibility. Knowledge (arcana) +15. light. read magic. Enlarge Spell. Str 10. detect thoughts. Those wishing to employ the Hand can Prerequisites: Base attack usually find a company member or a representative somewhere in the Fair Warrior’s bonus +2. 1st—burning hands*. sepia snake sigil. but between jobs its members Improved Sunder* frequent the Fair Warrior Inn and Tavern in [General] a city called Stormport. The Band of the Hand has no permanent base. Domains: Fire (turn water/rebuke fire 6/day). We’ll finish it for another two. SQ Familiar benefits. heavy crossbow. Scribe Scroll. but by opposing patrons. Thus. or if they themselves are in need. mine the PC party might present too much of a challenge. common area. magic missile. dDhavut Stonebreaker: Male dwarf Ftr9. lightning bolt. If the PCs seem weaker than they are. they’ll do most any deed. can speak with animals of its type. stoneskin. magic missile (2). perhaps as revenge for some past slight. Wis 12. CR 9. Eiger (a half-orc monk/rogue). Spell Penetration. if brief. Spot +6. they do not enjoy a particularly good reputation. heavy crossbow). disrupt undead. The Hand’s members do not quibble about the nature of any contract given them. HD 9d10+27. Melf ’s acid arrow. Luck (good fortune 1/day).

boots of spider climbing. hp 46. Hide +11. purity of body. Spd 50 ft. Will +8. Int 11. Ref +8. Init +3. HD 9d10+9. unarmed strike) or +9/+4 ranged (1d6+5. evasion. Ref +3. Shot On The Run. Init +9. Will +4. Will +3. uncanny dodge (Dex bonus to AC. Weapon Specialization (greataxe). Medium-size humanoid. SV Fort +7.. +1 greataxe) or +9 ranged (1d10/19–20. Concentration 43 . Weapon Focus (composite longbow). Con 12. Con 14. Move Silently +11. Atk +16/+11 melee (1d6+3/19–20. Wis 13. Str 20. Search +6. Jump +6. HD 7d6+14 plus 2d4+4. Great Cleave. AL NE. potion of cure serious wounds. Balance +8. heavy crossbow. SQ Familiar benefits. stonecunning. Cha 6. Dex 16.. SV Fort +5. Medium-size humanoid (orc). Int 12. can’t be flanked). Combat Reflexes. Str 20. Rapid Shot. Combat Reflexes. Weapon Specialization (composite longbow). Str 12. AL LN. CR 9. SV Fort +7. Possessions: +3 full plate. CR 9. Ref +11. HD 6d8+6 plus 3d6+3. Dodge. SQ Dwarf traits. Search +3. flat-footed 13). Deflect Arrows. Cha 8. Ref +16. AC 21 (touch 10. Will +7. Improved Trip. +2 composite longbow. javelin). Spot +7. Wis 12. Spot +6. Dex 10. SQ Darkvision 60 ft. Mobility. 3 potions of cure light wounds. +1 greataxe. light crossbow). Atk +11/+6 melee (1d8+5. slow fall (30 ft.. Intimidate +7. Cha 10.). +2 racial bonus on Will saves against spells and spell-like abilities. dJil Du Ghal: Female human Ftr 9. Spd 20 ft. Wis 10. Improved Initiative. Skills and Feats: Balance +10. +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Str 14. Wis 14. 2 javelins. SV Fort +9. heavy crossbow). 20 crossbow bolts. see page 42). SA Sneak attack +4d6. evasion. ring of protection +1. 50 arrows. CR 9. Ride +8. 1 slaying arrow (human)... Atk +16/+11 melee (1d12+10/19–20/×3. flat-footed 17). uncanny dodge (Dex bonus to AC).CHAPTER 5: ADVENTURERS Spd 15 ft. DEiger: Male half-orc Mnk6/Rog3. SA Flurry of blows. AC 17 (touch 17. Cleave. Weapon Focus (greataxe). AL N. Con 12. flat-footed 21). Spd 30 ft. Sunder. Point Blank Shot. stunning attack 6/day (Fort save DC 15). Con 16. Int 12. Improved Sunder (new feat. Far Shot. Jump +16. Disable Device +6. +4 dodge bonus against giants. Dex 20.. Skills and Feats: Alchemy +3. Tumble +15. hp 61. AL CN. sneak attack +2d6. 1 slaying arrow (elf ). Cha 11. Power Attack. hp 47. +2 composite longbow) or +11/+6 melee (2d6+3/19–20. +2 racial bonus on Fortitude saves against all poisons. Improved Critical (greataxe). Init +10. poison. Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids. Dex 22. Diplomacy +5. darkvision 60 ft. still mind. Skills and Feats: Heal +3. dThe White Spider: Female halfling Rog 7/Sor 2. Precise Shot. +2 short sword) or +13 ranged (1d8/19–20. halfling traits. flat-footed 19). Small humanoid. Possessions: Amulet of natural armor +2. AC 18 (touch 15. Hide +6. Open Lock +8. greatsword). Spring Attack. Int 12. Possessions: Studded leather armor. Atk +17/+12 ranged (1d8+4/×3. Climb +17. AC 19 (touch 17. Dodge. Skills and Feats: Bluff +5.

secondary damage 2d6 temporary Con. Dhavut enjoys destroying enemies’ weapons. They’re not too particular about who can join—as long as the applicant is not a human. he also may cast improved invisibility on Eiger. true strike. Lightning Reflexes. elf. Pick Pocket +10. then fire. Hide +19. Possessions: +2 short sword. Listen +14. Its members often camp near keeps on the frontier or stay in lawless communities where they are not attacked on sight. Even orcs. To enhance her ferocity. Halfling Traits: +2 morale bonus on saving throws against fear. Spells Known (6/4. those making up the group enjoy excitement and challenges. Spot +12. The Claw has a base in the foothills of a rocky mountain range. Diplomacy +2. mage hand. The monsters are usually willing to pass by chance-met fellow adventurers. He also sometimes requests a stoneskin during important encounters. Once their bestial natures awaken. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). initial and secondary damage 1d6 Str. Jil Du Ghal is second to none with her bow. which raises his Strength on average to 23. Weapon Finesse (short sword). The Claw is an elite team of monstrous adventurers. Archangel also chooses one of his companions to haste during an important combat. In addition to the specific spells requested by other party members (see below). Lesser tunnels lead off in all directions. daze. Disable Device +10. Tumble +15. his melee attack bonuses to +17/+12. goblins. 2 doses deathblade. the PCs might encounter the Claw’s members deep in the tunnels of a dungeon. No adventuring day goes by without Eiger persuading the White Spider to cast mage armor on him. and other bestial humanoid creatures are frowned upon but not expressly forbidden. +2 racial bonus on Climb. the Claw often obtains interesting contracts for exploration. Weasel Familiar: HD 2. much like any PC party.” THE CLAW Tactics 44 The Band of the Hand prefers to study enemies before engaging them. exploitation. The White Spider dresses completely in white leather clothing but wears a dark cloak when stealth is important. wide tunnels lead back into damp caverns where stocks of food. dChitter. . or halfling. detect poison. only blood can soothe them. Sense Motive +6. Poison (Ex): Short sword—Large scorpion venom. SQ Improved evasion. gnome. The Claw is not necessarily evil as a group. He doesn’t mind running in and out of combat using his great speed. granting them a +2 enhancement bonus for 9 hours. The entrance is carved into the mountainside and resembles a gargantuan bear’s head. dwarf. especially if she has her short sword prepared with an application of poison. weapons. Weapon Focus (short sword). “Monsters! Where? Oh. but its members do have their pride and do not back down from PC insults or threats. base DC = 10 + spell level): 0—dancing lights. but individual members are subject to prejudice. for 1d8+7 damage each shot.CHAPTER 5: ADVENTURERS +6. like any adventurers. Jil tries to give herself a little room so she can retreat in 5-foot increments. Jump. When first encountered. If she gets within 30 feet of a foe and is able to use Rapid Shot with those +2 arrows. Jil won’t fire her precious slaying arrows unless the White Spider first graces her with a true strike spell. Int 10. 1st— mage armor. see Monster Manual. Inside. master has empathic link. He casts offensive spells to good effect but also uses his wand of cure light wounds and his healing spells to restore his friends after a combat gone sour. AC 15. Appendix I. raising his AC to 23. Archangel is a student of preparation and always attempts to bolster his party with helpful spells ahead of time. Move Silently +15. However. injury Fort save (DC 20). or deathblade. Listen. the band has achieved enough fame that their first greeting from a party of humanoids is not always a volley of arrows and offensive spells. ghost sound. As a competing party. even if that puts him within range of Archangel’s fireball—after all. providing subterranean access to far places and probably even the lightless Underdark. whenever foes move up to engage her in hand-to-hand combat. initial damage 1d6 temporary Con. against foes who can’t see invisible attackers). master can share spells. the Claw is not usually found lodging in the heart of a cosmopolitan area. you mean us. Search +10. Archangel normally casts greater magic weapon on a batch of 50 arrows for Jil every day. even if they intend to track down and attack the PCs or betray them at some critical juncture. and diplomacy. armor. Improved Initiative. 10 doses Large scorpion venom. Jump +3. Open Lock +15. he has evasion. and his damage with the +1 greataxe to 1d10+13. injury Fort save (DC 18). Use Magic Device +9. Dhavut begs Archangel for bull’s strength before any delve. In combat she casts mage armor on herself and takes advantage of true strike. +1 racial bonus on all saving throws. benefiting both from enhanced Strength and his Improved Sunder feat. Because of its members’ outré appearance and often brutal policies. her ranged attack bonuses become +18/+18/+13. and other supplies are stored. its members are outwardly friendly. +1 racial attack bonus with a thrown weapon. as well as the growing treasury of the Claw. hp 23. and Move Silently checks (already figured into the statistics given above). A well-known company. In the thick of a fight. making all the half-orc’s attacks into sneak attacks for the duration of combat (at least. Luckily.

and fire resistance 20. spontaneous casting (cure spells). 2 claws). immune to mind-affecting spells and abilities. Blind Jak (an umber hulk monk). hold person. *Domain spell. Lightning Reflexes. An entangled creature can escape with a successful Escape Artist check (DC 20) or burst the web with a successful Strength check (DC 26). heavy mace) or +12 ranged (1d10/19–20. Str 10. Anrenay can also create sheets of sticky webbing from 5 to 60 square feet. cold. 20 crossbow bolts. potion of invisibility. or stumble into it and become trapped as though by a successful web attack. Craft (trapmaking) +4. Spellcraft +4. AC 17 (touch 14. oil of slipperiness. Durlob (a phase spider rogue). AC 19 (touch 13. heavy mace. heavy crossbow. Con 14. SQ Acid. Multiattack. Domains: Luck (good fortune 1/day). glyph of warding. protection from evil. poison immunity. Int 10. 2 potions of haste. resistance. Init +5. potion of protection from elements (fire). SQ Low-light vision. Cha 4. SA Poison. CR 12. base DC = 13 + spell level): 0—detect magic. dAnrenay: Male ettercap Clr8. heavy crossbow). HD 8d8+16. dAnrenay’s Lesser Planar Ally: Half-fiend/Half-Large monstrous spider. 2 potions of gaseous form. secondary damage 2d6 temporary Dex. +7 melee (1d3. Dex 17. Wis 17. Will +6. Cleric Spells Prepared (6/6/5/5/3. and Wallach (a pseudodragon sorcerer). Web (Ex): Anrenay can cast a web eight times per day. Travel (freedom of movement).CHAPTER 5: ADVENTURERS The company’s symbol is a single bone-white claw. divine favor. Brew Potion. Possessions: +1 scale mail. Spot +7 (+11 in shadows).. The web has 6 hit points and takes double damage from fire. Approaching creatures must succeed at a Spot check (DC 20) to notice a web. Listen +7. delay poison.. web.. Str 19. 2 claws) or +9/+4 melee (1d8. divine power. SV Fort +8. lesser planar ally. Con 15. comprehend languages. CR —. guidance. searing light. bull’s strength. 2nd— aid*. flat-footed 12). SV Fort +9. The web anchors the target in place. Spd 20 ft. Atk +9 melee (1d8 and poison. Its core members are: Anrenay (an ettercap cleric). Hide –2 (+3 in shadows). +6 melee (1d6+2. Ref +11. Atk +11 melee (1d8+4 and poison. AL N. climb 20 ft. potion of water breathing. spiritual weapon. 45 . Cha 8. web. Anrenay can move across his own sheet web at his climb speed and can determine the exact location of any creature touching the web. bite). Fort save (DC 13). Concentration +10. bite). electricity. 3rd—dispel magic. darkvision 60 ft. invisibility purge. Each 5-foot-square section has 6 hit points and takes double damage from fire. 1st—command. HD 5d8+10 plus 8d8+16. Heal +11. initial damage 1d6 temporary Dex. light. Poison (Ex): Bite. hp 52. Skills and Feats: Climb +3. hp 84. Extra Turning. Ref +8. potion of lesser restoration. Will +13. climb 20 ft. Spd 30 ft. virtue (2). SA Poison. 4th—dimension door*. Int 4. Large outsider. Comar (a troll fighter). potion of neutralize poison. turn undead 6/day. potion of heroism. Wis 10. Init +3. AL NE.. flat-footed 16). protection from good. Medium-size aberration. fly*.. Dex 21. expeditious retreat*. as a net but with a maximum range of 50 feet (range increment: 10 feet) against targets up to Medium-size.

DWallach: Female pseudodragon Sor12. climb 20 ft. Jump Market Price: 6. greatsword) or +13/+8/+3 enhancement bonus on attack ranged (1d8/×3. Dodge. Mobility. Dodge. low-light vision. Cha 13. bite) or +15/+10 melee (1d10+7. 2 claws). Int 10. shield. he automatically deals an additional 2d6+15 points of damage. can speak dComar’s Elephant Mount: hp 92. and Spell Focus (Transmutation). HD 5d10+15 plus 8d6+24. Hide +16. immunities. magic fang. Telepathy (Su): Wallach can communicate telepathically with creatures that speak Common. mage hand. Knowledge (arcana) +6. Endurance. flat-footed 18). see sidebar). this ring grants 20 ft. initial damage sleep for 1 minute. flurry of blows../10 ft. detect magic. CR 13. Possessions: Bracers of armor +2. Spd 40 ft. HD 6d8+36 plus 8d10+48. 3rd—dispel magic. Speak Draconic.. Int 10. dComar: Male troll Ftr8. DDurlob: Male phase spider Rog8. +7. Ref +6. Large giant. or bite) a +1 (2d6+10/19–20. Alertness. SA Confusing gaze. ray of frost. 4th—phantasmal killer. Spot +16. can’t be flanked). Fort save (DC 12). flat-footed 22). Ethereal Jaunt (Su): Durlob can shift from the Ethereal to the Material Plane as a free action. SQ Darkvision 60 ft. hp 110. 2nd—arcane lock. by 2 1/2 ft. hp 71. 5th—hold monster†. purity of body. poison. Melf ’s acid arrow. Wis 13. AC 25 (touch 16. Immunities (Ex): Immune to magical sleep and paralysis effects./10 ft. Spd 25 ft. Dex 16. Spot +5. 10 in. SQ Darkvision 60 ft. HD 8d8+32 plus 5d8+20. light. Jump +20. Tumble +16. Will negates DC 17. Spell Focus (Enchantment). Spd 15 ft. AC 22 (touch 16. Climb +18. SA Rend 2d6+15. Init +3. Poison (Ex): Sting. Spellcraft +6.. lightning bolt†. +13 melee (2d8+3. ical (claw). Appendix 1. fly 60 ft. bite) or +18/+13/+8 melee as slam. bite). Fort save (DC 15). Weapon Focus (bite). 3 in. Fort save (DC 16). bite). Spell Penetration. SV Fort +9. master has empathic link. Con 16. Intuit Direction +2. Length 8 ft. Atk +10 melee (1d3 and poison. flat-footed 26). darkvision 60 ft.. Length 1 ft. Combat Reflexes. read magic. base DC = 14 + spell level): 0—dancing lights. Atk +15 melee (2d4+7. initial and secondary damage 2d6 temporary Con. SR 19. 6th—disintegrate†. 1st— charm person†. See Invisibility (Ex): Continuously see invisibility as the spell. Improved Bull Rush. Listen +5. Possessions: Studded leather barding (to fit a Large spider). by 5 ft.000 gp. Dex 14. †Because of Spell Focus (Enchantment). evasion. Familiar Benefits: Master can share spells. polymorph other†. fist. Ref +9. SV Fort +10. as the spell Face/Reach 5 ft. composite longbow. Large magical beast. Hide +16 (+24 in forested or overgrown areas).. AL NG. dHerman. protection from arrows. uncanny dodge (Dex bonus to AC. see Monster Manual./0 ft. Spot +19. Dex 22. Will +7. Move Silently +20. Face/Reach 2 1/2 ft. Skills and Feats: Balance +11. dBlind Jak: Umber hulk Mnk5. Init +10. HD 2d12+4 plus 12d4+24. AL CN. scent. Atk +14/+9 melee (1d6+4 and poison. (good). unarmed strike). CR 13. Prerequi25. stoneskin. see invisibility. Dex 14. Speak Common. Jump +19. disrupt undead. teleport†. Large aberration. Will +13. Web (Ex): The spider can cast a web eight times per day. by 5 ft. Spell Focus (Evocation). The web has 12 hit points. hp 35. requiring a successful Escape Artist check (DC 26) or Strength check (DC 32) to get out.. Iron Will. still mind. hp 94. Improved Initiative. daze†. Power Attack. Poison (Ex): Bite. Draconic. Great *First appeared in the Heart of Cleave. SQ Familiar benefits. Ref +9. magic fang. Climb +12. CR 12. +5 melee (1. SQ Darkvision 90 ft. Spell Focus (Evocation). low-light 46 . Init +2. Will +4. Cha 10. Wis 12. Improved CritNightfang Spire adventure. Move Silently +8. magic missile. hp 155. telepathy. Weapon Focus (claw). Tremorsense (Ex): Blind Jak can automatically sense the location of anything within 60 feet that is in contact with the ground. +13 melee wearer’s natural weapons (such (1d6+3. Spells Known (6/7/7/7/7/5/3. sneak attack +4d6. provided they are within 60 feet. 2 potions of haste. AC 21. the base DC for saves against these spells is 16 + spell level. greatsword. ghost sound. Str Caster Level: 12th. Rend (Ex): If Comar hits with both claws. Alertness. tremorsense. sheet webs have damage reduction 5/fire. composite longbow). bull’s strength. AL N. Tiny dragon. CR 13. initial and secondary damage 1d6 temporary Str. Ride (elephant) +8. regeneration 5. Str 24. Toad Familiar: HD 12. Weapon Specialization (claw). SA Ethereal jaunt.. Listen +14. Tumble +14. Possessions: +1 full plate. can deliver touch attacks. comprehend languages. Ref +16. SV Fort +17. ioun stones (deep red. Con 23. much as Anrenay can. Listen +7. flat-footed 22).. Str 11. Cha 18. Int 10. and damage rolls. 30 feet. secondary damage sleep for 1d3 days. Search +2. Spring Attack. dusty rose). 2 claws). burrow 20 ft. 20 arrows. Face/Reach 5 ft. The ability is otherwise identical with ethereal jaunt cast by a 15th-level sorcerer. Poison (Ex): Bite. fast movement.). Cha 8.CHAPTER 5: ADVENTURERS Skills and Feats: Climb +20. Spot +7. wand of lightning bolt (10th-level caster).. Mobility. Init +2. see invisibility. AC 20 (touch 14. or Sylvan. Con 19. Wis 16. Int 10. Wis 12. stunning attack 5/day (save DC 15). with a range of 60 feet... Listen +14. slow fall (20 ft. AC 27 (touch 10. Hide +12. SA Poison. Jump +10. Str 17. and shift back again as a move-equivalent action (or during a moveequivalent action). Craft Wand. Possessions: Ring of minor fire resistance. Atk +20 one (and only one) of the melee (1d6+10/19–20. SQ Improved evasion. enlarge. Confusing Gaze (Su): Confusion as cast by an 8th-level sorcerer. hold person†. Skills and Feats: Concentration +14. Cleave. SV Fort +9. Deflect Arrows. sting).. Multiattack. Ring of Magic Fang vision. Will +12. AL LN. Skills and Feats: Balance +11. Skills and Feats: Handle Animal +6. Search +10.. sites: Forge Ring. haste. Spell Focus (Transmutation). ring of magic fang (claw) (new item. Con 15. Spd While worn.

Comar dresses head to toe in green full plate armor. Init +1. Appendix I. Because he has the Travel domain. a human cleric of death. Anrenay sometimes smears his own poison on his mace or crossbow bolts for greater advantage in combat. which was crafted by Incunabulum. Of course. SQ Familiar benefits. but the members do keep a redoubt deep in the heart of a necropolis of a ruined city whose name is lost to time. hp 77. Con 16. such alliances rarely happen. even though the Pale Grin is willing to ally. though. Because he can move from the Ethereal Plane as a free action. she rides along on Blind Jak’s shoulder. Blind Jak dresses in loose robes and normally wears a blindfold so it doesn’t confuse its fellows. but when hostilities break out. 20% miss chance (from cloak). While blindfolded. Blind Jak relies exclusively on its tremorsense ability. can speak with animals of its type. Will +10. with parties who share a short-term goal of infiltrating a tomb or destroying an enemy lich. evasion (from ring). the Pale Grin is also usually accompanied by 1d2 wights. whose goal is to uncover the secrets and hidden powers of every last necromantic shrine and forgotten lich—and use those secrets for themselves. +2 ghost touch dagger) or +8 ranged (1d10/19–20. If circumstances permit. and she wields a wand of lightning bolt that she crafted herself. DIncunabulum: Male human Nec14: CR 14. AL NE. Durlob’s favorite tactic is to position himself next to a foe on the Material Plane. He also uses both his own and his planar ally’s webs to waylay foes. Dex 13. and ambusher. And when they do. Atk +8/+3 melee (1d4+1/19–20. being a pseudodragon. If time permits before a battle. Comar rides a young elephant that has been trained (somewhat) for battle. The redoubt itself is a refitted mausoleum whose many chambers. The company moves around quite a bit. flat-footed 10). Int 18. both alive and undying. It is a self-selected company of individuals who fear death so little that some have already crossed that slippery demarcation between life and undeath. and Taliaferro. SR 17. albeit briefly. Ref +7. become corporeal to make a sneak attack. His poison makes this sneak attack bite particularly lethal. The PCs are most likely to encounter the Pale Grin when investigating sites where legendary undead prowl. and his ally can move across its own sheet webs at its climb speed. The Pale Grin most often comes into conflict with other necromancers and nests of undead. During combat it positions itself so that it can remove the blindfold as a free action without catching any of its friends in its gaze. However. These include Aoket (a mummy monk) and Redbone (a wight assassin). Durlob usually tags along ethereally. while attempting to ferret out their hidden arts and lore.” THE PALE GRIN Anrenay loves to wear bright yellow robes and a pointy “wizard’s hat. doesn’t normally speak—but she is no less accomplished a sorcerer for that. vaults. which works as well as blindsight as long as it is fighting creatures that are touching the ground. Int 11. Spd 30 ft. then use his next move-equivalent action to once more fade into the Ethereal. Anrenay primarily serves to back up the rest of the party. she also enhances her compatriots with such spells as haste and stoneskin. heavy crossbow). The company’s founder is Incunabulum. Mediumsize humanoid. shrines to deities of undeath. a human necromancer. making him a perfect spy. When not in combat. More often than not. SV Fort +7. Blind Jak makes good use of its stunning attack ability in conjunction with its claw attacks. in turn rides on a special sling Wallach wears across her back. he has little trouble gaining the services of another with the lesser planar ally spell. AC 11 (touch 11. after first casting improved invisibility on herself. or a necropolis that has taken on a night life all its own.” even though he isn’t an arcane spellcaster. Tactics “Death opens the gates to true power. see Monster Manual. the Pale Grin falls upon its erstwhile allies soon after. the Pale Grin’s obviously undead and evil appearance is enough to incite a mortal party to violence. she prefers to fly up to an out-of-the-way place. HD 14d4+42. The Pale Grin is only too happy to answer force with force. She’s learned to articulate the necessary verbal components. Other core members of the Pale Grin are an advanced flesh golem called Lord Carrion. and has focused many of his fighter feats on claw attacks instead of a hand-held weapon. scout. enhancing his already considerable Armor Class. whose previous vampiric master is no more. Wis 12. using his healing abilities as much as possible in the midst of combat. and life with death. Her familiar. He always has a half-fiend/half Large monstrous spider following him about. The Pale Grin’s symbol is a humanoid skull clenching the symbol for infinity in its teeth. The Pale Grin is a group of souls. grinning when “forced” to slaughter a living group who listened too much to their paladin. Wallach. the company also finds itself constantly on the defensive against adventurers who just can’t stomach undead. When it can’t use its gaze attack. 2d4 ghouls. who sought out several unique individuals to fill the ranks of his company. The undead and carrion beasts that roam the necropolis are all obedient to the Pale Grin and serve as the company’s first line of defense and warning if visitors should call.. and two vampire spawn. no webs or spells that produce webs can hinder Anrenay’s movements. and tombs are anathema to the living. 47 . Str 8. If it should be killed. 2d4 zombies. He has not forsaken his troll heritage for the sake of his career. a particularly minute toad.CHAPTER 5: ADVENTURERS with master. such as famous tombs. Cha 10. He particularly likes having Wallach cast haste and stoneskin on him just prior to a battle. From that safe perch she harries the enemy with her spells and wand.

Face/Reach 10 ft. Mordenkainen’s lucubration. light. fog cloud. Spells Prepared (5/6/6/6/6/4/4/3. 20 crossbow bolts. finger of death*. disintegrate. HD 6d12+3 plus 10d8. mage hand. 2nd—bull’s tures cower as if in awe. and similar effects. resist elements. wholeness of body (20 hp/day). circle per level (maximum 15d6). improved evasion. resistance. hp 38. scare*. see sidebar). stone to flesh. your Charisma modifier (minivampiric touch*. SQ Undead. *First appeared in Tome and 6th—acid fog. Construct: Immune to mind-influencing effects. Tumble +11. Empower Spell. Atk +25 melee (2d8+9. SQ Construct. which is this character’s specialty. heavy crossbow. for one day. hold monster. magic jar*. whether or not the save was successful. Cha 1. An afflicted creature that dies shrivels away into dust unless both cure disease and raise dead are cast on the remains within 6 rounds. Huge construct. feather fall. Not subject to critical hits. SV Fort +9. ice storm. AC 22. remove curse. 1st—magic text) missile (3). stoneskin. smashing objects if no creatures are near. fire vulnerability.). master can scry on familiar. Move Silently +19. dice worth of undead creatures magic jar*†. AL N. Int 6. (Treat strength. It attacks the nearest creature. negative energy rounds. lightning gain turn resistance of 1d4 plus bolt. Possessions: +2 ghost touch dagger. ray of enfeebleSaving Throw: Will negates ment*. Atk +13/+10/+7 melee (1d10+6 and mummy rot. CR 12. open/close. 5th—animate dead*. mending.. except as follows. Craft Wand. cloak of minor displacement. Concentration +20. negative energy wave*† (new body. ray of enfeeRebuked: The undead creablement*. 3 potions of cure serious wounds. shield. stunning attack 10/day (Fort save DC 17). hold monster. vampiric You release a silent burst of touch*†. hp 137. them as stunned. 4th—dimension door. daze. Listen +9. Init +4. fog cloud. 7th—control undead*. 2nd—bull’s strength. Spd 30 ft. HD 25d10. among equidisdaze. DAoket: Male mummy Mnk10: CR 13. +2 kama). Spell Focus Necromancy (Necromancy). phantasmal killer. ki strike (+1). disrupt undead*. Alertness. master Range: 50 ft.. Spellcraft +21. read magic. Knowledge (arcana) +19. ability drain. Prohibited school: Divination. dLord Carrion: Advanced Flesh Golem. You can affect up to 1d6 hit 5th—animate dead*. can deliver touch attacks. flurry of blows. Knowledge (geography) +9. haste. Medium-size undead. The effect lasts 10 black tentacles. SR 19. damage 1d6 temporary Constitution. ability damage. Con —. Spd 40 ft. AC 28 (touch 18. phantasmal killer. see sidebar on page 50). magic immunity. gust of wind. Appendix I. or death from massive damage. SA Despair. and supernatural effects. Fire. you select when you cast it. 6th—acid fog. An electricity effect breaks any slow effect on Lord Carrion and cures 1 point of damage for each 3 points of damage the effect would otherwise deal. Dex 7. Deflect Arrows. dancing lights. AL LE. hp 87. Will +8. Extend Spell. slow. They cannot be affected again. levitate. ray of frost. ones are affected first./15 ft. leap of the clouds. slow fall (50 ft. secret page. plane shift. chain lightning. Blood. with no saving throw. poison. Skills and Feats: Hide +20. Knowledge (history) +9. (see text) ghoul touch*†. Mummy Rot (Su): Supernatural disease—slam. Lightning Reflexes. AC 25 (touch 6. knock. Wis 11. base DC centered on you = 14 + spell level): 0—arcane mark.CHAPTER 5: ADVENTURERS Skills and Feats: Alchemy +14. Spellbook: 0—arcane mark. cone of cold. Fortitude save (DC 20). which 1st—alarm. spectral hand*. Tasha’s hideous laughter. Effect: 50-ft. Magic Immunity (Ex): Lord Carrion is immune to all spells. *These spells belong to the school of Necromancy. slam) or +16/+11 melee (1d6+6.and cold-based effects slow it (as the spell) for 2d6 rounds. . poison. Scry +14. SA Berserk. 7th—control undead*†. ghost tant undead creatures. spell-like abilities. has one of two effects. fear*. Power Lunge (new feat. incubation period 1 day. protection from good. hand*.. While berserk. can speak with animals of its type. Evard’s mum +1). circle of death*. ghoul touch*. Undead: Immune to mind-influencing effects. summon monster VII.-radius burst. Level: Sor/Wiz 4 cone of cold. displacement. weaker sound. Melf ’s acid arrow. disease. subdual damage. flat-footed 24). summon monster VII. mage hand. stoneskin. master has empathic link.) The effect Melf ’s acid arrow. displacement. disrupt Duration: Instantaneous (see undead*†. read magic. Con —. chill touch*. Str 18. The spell prestidigitation. spectral lasts 10 rounds. Craft (taxidermy) +14. Toughness. Ref +6. the base DC for saves against these spells is 16 + spell level. Will +14. Knowledge (the planes) +9. Int 12. damage reduction 15/+1. 2 slams). resistant to blows. ring of mind shielding. chain lightning. can share spells. of death*†. Init –2. 3rd—dispel Bolstered: Undead creatures magic. S Familiar Benefits: Grants master AlertCasting Time: 1 action ness feat (when within arm’s reach). SQ Improved evasion. disintegrate. Ref +13. Berserk (Ex): Each round that Lord Carrion is in combat. wave*. mummy rot. can speak with master. summon monster I. damage reduction 5/+1. Mummy rot continues until Constitution reaches 0 or the creature receives a cure disease spell or similar effect. 3rd—dispel magic. 4th—dimension door. haste. cone of cold. Knowledge (religion) +9. flat-footed 25). grease. Scribe Scroll. Brew Potion. Negative Energy Wave* Maximize Spell. phantasmal killer). †Because of Spell Focus (Necromancy). Wis 14. flare. Spell Resistance: Yes Tasha’s hideous laughter. ice storm. SV Fort +8. Cha 15. Despair (Su): Any who see Aoket must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Dex 18. darkvision 60 ft. shield. Improved Trip. Spot +9. see Monster Manual. its Strength score increases by +6 (unlike standard flesh golems). a cumulative 1% chance exists that it goes berserk. Power Attack. spell. transmute rock to mud. magic missile. Cleave. Components: V. It takes 1 minute of rest for Lord Carrion’s berserk chance to reset to 0%. If Incunabulum is within 60 feet of Lord Carrion. Those closest to you are finger of death*†. Int —. Str 29. by 10 ft. protection from good. detect magic. Spell Mastery (chain lightning. Evard’s black negative energy from your tentacles. finger of death. Possessions: +3 Huge rhino hide armor. permanency. magic circle against good. he can attempt to regain control with a firm word and a successful Charisma check (DC 19). lightning bolt (2). affected first. ring of evasion. 48 dToad Familiar: HD 14..

Not subject to critical hits. 4th—dimenappears in that book. advance their character levels undetectable alignment. Not subject to critical hits. HD 11d8+11. Weapon Focus (slam). AC 21 (touch 11. 3rd—deeper darkusing the information that ness. hp 60. 4th—dimenbeen configured somewhat difsion door. dRedbone: Female wight Asn9..CHAPTER 5: ADVENTURERS sleep. Grin. Improved Initiative. DTaliaferro: Female human Clr11. sleep. Spd 30 ft. Spd 20 ft. Ref +4. Con 12. darkvision 60 ft. Possessions: +2 bracers of armor. If you prefer. Poison (Ex): Slam—sassone leaf residue. Resistant To Blows (Ex): Physical attacks deal only half damage to mummies. nondetection. Use Magic Device +12. Spawn do not possess any of the abilities they had in life. misdirection. Undead: Immune to mind-influencing effects. 49 . or death from massive damage. Tumble +12. Medium-size humanoid. base DC = 14 + Aoket and Redbone spell level): 1st—change self. Disguise +10. initial damage 2d12. +2 kama. contact Fort save (DC 26). ability damage. Dex 13. AC 25 (touch 16. SA Rebuke undead 7/day. 2nd—darkness. or death from massive damage. improved invisibility. subdual damage. Medium-size undead. SV Fort +10. Will +10. detect poison. secondary damage 1d6 temporary Con. paralysis. HD 5d12 plus 9d6. energy drain. Spells Prepared (3/3/2/2. energy drain. Search +14. CR 13. improved invisibility. Energy Drain (Su): Living creatures hit by Redbone’s slam attack receive one negative level. Redbone and Aoket first ghost sound. CR 11.. SA Create spawn. uncanny dodge (Dex bonus to AC. SQ Spontaneous casting (inflict spells). ring of magic fang (slam). Listen +12. spider climb. hp 92. Atk +13/+8 melee (2d4+6/18–20/×4. ring of protection +2. Init +1. Con —. nondetection. stunning. Will +8. subdual damage. Atk +14/+9 melee (1d4+5 and energy drain and poison. helm of teleportation. Init +8. The Fortitude save to remove the negative level has a DC of 14. poison use. Fire Vulnerability (Ex): Double damage from fire attacks unless a save is allowed for half damage. sneak attack +5d6. and disease. 10 doses sassone leaf residue. Spot +20. death attack. Hide +21. slam). Str 16. sion door. Cha 18. flat-footed 20). Cha 15. Blind-Fight. Move Silently +31. undetectable alignment. SV Fort +4. Possessions: +3 leather armor. ghost sound. AL NE. pass appeared in the Heart of Nightwithout trace. Apply this effect before damage reduction. flat-footed 25). A successful save halves the damage and a failure doubles it. and disease. Skills and Feats: Climb +17. spider climb. stunning. ability damage. can’t be flanked). simply 2nd—alter self. Wis 16. Str 17. poison. Dodge. Dex 18. Wis 13. SQ Undead. ferently as members of the Pale Spellbook: 1st—change self. obscuring mist. pass without trace. Int 18. +2 keen scythe). 3rd— fang Spire adventure but have deeper darkness. Ref +11. AL LE. obscuring mist. energy drain. darkness.. Int 8. Create Spawn (Su): Any humanoid slain by Redbone becomes a wight in 1d4 rounds and is under her command until she dies. paralysis.


Skills and Feats: Concentration +12, Heal +14, Knowledge (religion) +5; Combat Casting, Great Fortitude, Improved Critical (scythe), Martial Weapon Proficiency (scythe), Spell Focus (Necromancy). Spells Prepared (6/7/6/6/4/3/2; base DC = 13 + spell level): 0—detect magic, guidance, light, purify food and drink, read magic, resistance; 1st—bane, divine favor (2), doom, endure elements, protection from Power Lunge*[General] good*, random action; 2nd—bull’s strength, Your ferocious attack may catch death knell*†, hold person (2), sound burst, an opponent unprepared. undetectable alignment; 3rd—animate dead*, Prerequisites: Base attack dispel magic, glyph of warding, invisibility purge, bonus +3, Power Attack. magic circle against good, summon monster III; Benefit: A successful attack 4th—divine power, freedom of movement, roll during a charge allows you summon monster IV, unholy blight*; 5th— flame strike, slay living*†, summon monster V; to inflict double your normal 6th—create undead*, etherealness. Strength modifier in addition to *Domain spell. Domains: Death (death the attack’s damage. You protouch 1/day), Evil (cast evil spells at +1 caster voke an attack of opportunity level). from the opponent you †Because of Spell Focus (Necromancy), charged. the base DC for saves against these spells is 15 + spell level. *First appeared in Sword and Possessions: +2 full plate, +2 keen scythe.


When encountered in the field, the Pale Grin is usually accompanied by an assortment of undead (see above). When combat ensues, those undead are used as fodder, while the core members enhance their own abilities with spells such as bull’s strength, improved invisibility, and those noted below. Incunabulum is a powerful necromancer, shavenheaded and pale with eyes of icy blue. His familiar is merely an appendage to him, useful for its abilities but not worthy of a name. Incunabulum is shrewd in his use of spells: Against other spellcasters and their magically enhanced companions, he first unleashes dispel magic to even the odds a bit. Like any wizard, Incunabulum avoids melee and attempts to attack enemies from afar with his offensive spells; he delivers touch spells via spectral hand. No combat against living foes is complete without him casting finger of death—after all, with his Spell Focus, the save DC is 23. Lord Carrion has no individual initiative but shows a surprising ability to follow its master’s instructions. The golem’s red-dyed +3 rhino hide armor is kept in perfect repair by Incunabulum. Prior to combat, Taliaferro supercharges Lord Carrion with divine favor, granting the golem a +3 luck bonus on attack and damage rolls for the duration of the battle. Lord Carrion enters combat with a charge whenever possible. With its 15-foot reach, its attacks often force Medium-size foes to close and suffer an attack of opportunity. Aoket wears a helm forged in the shape of jackal, giving him an extra foot in apparent height. The combination of jackal head (which is a helm of teleportation) and body-covering funerary wrappings make the mummy a loathsome sight to behold, and his supernatural despair only worsens matters. Aoket prefers to initiate combat


with a charge, which allows him to use his Power Lunge feat. The mummy’s unarmed attacks are devastating, inflicting not only tremendous damage but threatening mummy rot and stunning. If turned, Aoket uses his helm to teleport out of melee. As an assassin, Redbone must study a potential target for 3 rounds before making her death attack, so she always casts improved invisibility on herself as soon as possible. Even as a normal sneak attack, her slam attack is devastating: In addition to the additional damage, she can inflict negative levels on any targets she hits. Finally, she always soaks one of her hands in contact poison, threatening additional damage and ability score loss. Taliaferro accedes to Incanabulum’s leadership, even though she is an accomplished necromancer in her own right. If not for Icanabulum’s power over Lord Carrion, she could well take over the group, due to her ability to create undead. Taliaferro is a horror with her red-dyed scythe. Because it is magically keen and she has the Improved Critical feat, the weapon has a greatly extended threat range—and scoring a critical deals quadruple damage. To aid her prowess in combat, she casts divine power on herself, increasing her melee attack bonus to +17/+12 and dealing an additional 2 damage per successful strike, in addition to gaining 11 temporary hit points. She also casts divine favor on Lord Carrion if possible. However, Taliaferro does not enter melee immediately if she can manage to hang back and get off a few spells first, including slay living and finger of death. She particularly enjoys casting hold person on a foe, then using her death touch to snuff out the helpless creature’s life.

“I’m here for your prisoner. And for the mayhem, of course.” Strabo is an imposing figure clad entirely in glossy black armor who makes a good “out-of-nowhere” villain, showing up at just the wrong moment to ruin the player characters’ plans. When he appears, tales quickly spread of a hulking man in spiked black armor atop a jet-black horse, but few get close enough to get a good look at him. Thus, the secret of his half-dragon heritage can be a deadly surprise in battle. A cleric of Erythnul, Strabo travels far and wide atop a nightmare, acting as a troubleshooter for a number of evil schemers. If local cultists report trouble with a group of pesky adventurers, for example, Strabo arrives to take care of the problem. When an important agent is captured, Strabo flies to the rescue. He revels in the carnage of combat, though he is by no means a mindless berserker: He’s smart enough to realize when he’s in over his head, and his tactics reflect his doctrine of always having an escape plan. dStrabo: Male half-dragon (red)/half-human Clr5; CR 7; Medium-size dragon; HD 5d10+15; 47 hp; Init –1; Spd 20 ft.; AC 26 (touch 9, flat-footed 26); Atk +8 melee (1d6+5,


bite) and +3 melee (1d4+2, 2 claws) or +10 melee (1d8+5, masterwork morningstar); SA Breath weapon, rebuke undead 5/day; SQ Darkvision 60 ft., low-light vision, immunities, spontaneous casting (inflict spells); AL CE; SV Fort +8, Ref +1, Will +8; Str 21, Dex 8, Con 16, Int 12, Wis 16, Cha 14. Skills and Feats: Concentration +11, Diplomacy +10, Ride (nightmare) +7; Martial Weapon Proficiency (morningstar), Mounted Combat, Power Attack, Weapon Focus (morningstar). Breath Weapon (Su): Cone of fire, 30 ft. long, 1/day; damage 6d10, Reflex half (DC 19). Immunities (Ex): Strabo is immune to fire, magical sleep, and paralysis effects. Spells Prepared (5/5/4/3; base DC = 13 + spell level): 0— cure minor wounds, detect magic, guidance, light, resistance; 1st—change self*, cure light wounds, entropic shield, magic weapon, shield of faith; 2nd—bull’s strength, cure moderate wounds, invisibility*, spiritual weapon; 3rd—bestow curse, locate object, nondetection*. *Domain spell. Domains: Trickery (Bluff, Disguise, and Hide are class skills), War (Martial Weapon Proficiency and Weapon Focus with morningstar). Possessions: +1 spiked full plate, large metal shield, masterwork morningstar, cloak of resistance +1, potion of heroism, scroll of neutralize poison, scroll of raise dead, wand of cure light wounds. dStrabo’s Nightmare: hp 45; see Monster Manual.


Given a chance, Strabo casts several spells before revealing himself. With an average result from bull’s strength, as well as entropic shield, shield of faith, magic weapon, and the potion of heroism, he’s got AC 28, with a 20% miss chance by all ranged attacks against him, an attack bonus of +14 with his morningstar (1d8+9 damage), and a +2 competence bonus on saves. Strabo enters melee with a charge, preferably against any spellcasters. Then he uses the nightmare’s movement and flight to keep too many opponents from ganging up on him at once. If the nightmare takes damage, rider and mount fly into the air, where Strabo cures the beast before returning to the fray. If combat turns against him, Strabo lifts the face mask on his helmet and uses his breath weapon (which is probably unexpected). If the fight continues to go poorly, he rides away at top speed, trusting his nightmare to elude pursuers. Strabo realizes what an asset the nightmare is, so he tries to retreat if it’s in danger. He usually saves invisibility for a last-ditch escape if his nightmare falls.

As mentioned in the beginning of this chapter, using NPC adventuring companies as villains or rivals for your band of PC heroes can add depth and excitement to your campaign. Not only does it give your PCs another type of foe to fight—the cohesive band of evildoers, as opposed to the set villains of an adventuring piece—but it


provides verisimilitude. Surely, in lands of high adventure, it isn’t just “the good guys” who hit the road with sword and spellbook in hand to find their fortunes. But there are challenges to the NPC adventuring party that need to be addressed. One of the most pertinent is the question of experience. How can you, as the DM, track the experience of your NPC adventuring party with any sort of believability . . . without resorting to long hours of calculations and bookkeeping? The answer is to focus on believability—and on fun. You want your villainous adventurers to get better as the campaign continues, but you don’t want them to always outstrip the heroes. Eventually, you want your PCs to match them, and even surpass them, so that the players feel they’ve accomplished something important. To start with, it’s very important how and when you introduce your band of NPC adventurers. In general, if you run an extended campaign, you want your players’ characters to hear about the evil NPCs—through rumors, from victims or accomplices, or however— long before they could actually deal with them. The Claw, for example, is a group of monstrous characters with an average CR (individually) of about 12. The PCs could start hearing about them when they achieve level 6 or 7, but they shouldn’t even run into an individual member of the Claw until they reach (as a group) level 10 or so. If they’ve had to deal with the machinations of, say, the ettercap cleric Anrenay, or they’ve seen the devastation caused by Comar the troll fighter, they can start collecting information on the Claw prior to encountering them. If you can make sure that the Claw (which has some nonevil members, particularly the pseudodragon sorcerer Wallach) and the PC heroes are never pushed into a corner where they have to kill each other off, you can keep them crossing paths (and working at cross-purposes) for about ten levels (from 6th to 16th) without too much trouble. And, if you decide you need to advance the Claw’s average CR, then follow this simple system: • Every time the average level of the PC party goes up three levels, raise the Claw’s average CR by one (increasing the level of one or more of the Claw’s members to do this). • Every time the PCs and the Claw interact, if the Claw accomplishes whatever they were supposed to do (that is, their “adventure” was a success, despite—or because of—the PCs’ efforts), increase their lowestlevel member’s level by 1. • Every time the PCs and the Claw interact but the Claw loses (but does not lose a party member), do not increase their CR. • Every time the Claw loses a party member (to PC or other action), either raise that member (using the normal rules, this will probably result in level loss) or recruit a new member at one level below the average CR of the Claw. You can use this system for any NPC party, good or evil (though good NPCs are less likely to die at the hands of the PCs).


49–53 54–59 60–61 62–63 64–65 66–75 76–80 81–90 91–100 Fighter Loremaster (use wizard if level too low) Monk Paladin Ranger Rogue Shadowdancer (use rogue if level too low) Sorcerer Wizard

Sometimes you need an archvillain at a moment’s notice, or the player characters decide to research a ruined city they’re about to explore. The following tables can get you started quickly, generating appropriate mastermind villains, patrons, sages, artisans, and minions. To generate an NPC using this method, first decide what role you want the NPC to play in your adventure. A mastermind villain is a good long-term foil for the PCs, who’ll probably have to fight scores of minions and face countless dangers just to get near their nemesis. Patrons are NPCs who hire the characters to undertake some dangerous task or mission, and they can also have a longterm presence in the campaign. Sages possess information the characters want, while artisans are the swordmakers, armorers, and potion brewers who make a tidy living from cash-laden adventurers. Finally, minions are the guards, soldiers, and other faceless spear-carriers that more powerful NPCs surround themselves with. Next, determine the level of the NPC by consulting the relevant table below. Then roll on the second part of the table to determine what class the NPC is. If you have time, you might choose or roll a second class to develop a multiclass character. Finally, consult the relevant part of Chapter 2 in the DUNGEON MASTER’s Guide for statistics and choose a race for your new NPC. Add a name and a few visual details, and the character is ready to go. If you want to find an NPC even quicker, just choose a role, then skip to the bottom of the relevant table, where we’ve listed appropriate NPCs from this book who work well in each role. Their Challenge Rating is listed in parentheses after their name. Don’t let yourself be limited by these tables. Just because rangers don’t appear on the artisan table doesn’t mean they never become artisans—it’s just rare. We suggest the Pale Grin as villains, but that doesn’t mean that they can never be patrons or sources of information.

The 1-Minute NPC

Appendix 1:

Suggested Villains: Floki Longfingers (4), Scarsnout (4), Hamelin (6), Korgul Redeye (6), Panga (6), Jara Selarin (8), Strabo and nightmare (8), Draganoth (9), Moxic (10), Varro (10), Khalili (11), Gartha the Red (12), Mandel (13), Yarrick Zan (13), Qirtaia (18), Band of the Hand (variable), the Claw (variable), Pale Grin (variable).

Level: Party level + (2d6–3). Class: Roll on table below. Patron Classes
01–10 11–30 31–32 33–37 38–47 48–50 51–55 56–60 61–70 71–75 76–78 79–80 81–85 86–90 91–100 Adept Aristocrat Barbarian Bard Cleric Commoner Druid Expert Fighter Monk Paladin Ranger Rogue Sorcerer Wizard


Suggested Patrons: Brother Culver (5), Panga (6), Laila (7), Stallas Mon (7), Abrian (10), Dallic Foehammer (10), Khalili (11), Melantha (11), Rosal (14), Silvarr (14), Chandra Skyreaver (15), Neshia (15), Circle of Green (variable).

Level: Party level + 1d4. Class: Roll on table below. Villain Classes
d% 01–02 03–04 05–14 15–19 20–21 22–26 27–31 32–41 42–46 47–48


Level: Party level + (1d6–2). Class: Roll on table below. Sage Classes
d% 01–10 11–25 26–45 46–50 51–75 76–85 86–100



Class Adept Arcane archer (use ranger if level too low) Aristocrat Assassin (use rogue if level too low) Barbarian Bard Blackguard (use paladin if level too low) Cleric Druid Dwarven defender (use fighter if level too low)

Class Adept Aristocrat Bard Cleric Expert Loremaster (use wizard if level too low) Wizard

Suggested Sages: Ambrose Pifflestone (3), Vallen (4), Laila (7), Stallas Mon (7), Silvarr (14), Neshia (15).

waterskin. icOnic characters Appendix 2: Suggested Artisans: Brother Culver (5). bedroll. Horse has studded leather barding. Furthermore. Heal +8. it’s logical to assume that the NPC casts it right after waking up in the morning. Weapon Focus (longsword). aura of courage. everburning torch. Ride-By Attack. Artisan Classes d% 01–05 06–65 66–95 96–100 Class Bard Commoner Expert Rogue ARTISAN Below are the statistics for the characters whose images appear throughout the D&D core books. Jara Selarin (8). divine grace. +1 heavy lance. senior temple guard (6). Spd 20 ft. if they’re trying to get information from your NPC bartender. If there are any long-lasting spells on the list. SV Fort +9. Intelligence 6. They are average representatives of their race and class. Diplomacy +17. phylactery of faithfulness. If an NPC’s bull’s strength lasts for 14 hours. +4 natural armor. Alhandra shares spells and base saves with her mount and has an empathic link to it. Power Attack. a nice tip might give a +2 circumstance bonus to the Charisma check.. cloak of Charisma +2. bit and bridle. PALADIN 53 . 20 +1 arrows. +1 mighty composite longbow (+2 Str bonus). burglar (2). +2 longsword) or +13/+8 melee (1d8+3/×3. backpack. bit and bridle. Cleave. Medium-size humanoid. decide which spells the NPC will cast when combat is imminent and which spells get cast once the arrows start flying. Possessions: +1 full plate. masterwork mighty composite longbow [+2 Str bonus] with masterwork arrows). Atk +9 melee (1d8+3/19–20. everburning torch. Alhandra shares spells and base saves with her mount and has an empathic link to it. gloves of Dexterity +2. Cha 16. military saddle. military saddle. SV Fort +12. Ride (horse) +7. +1 mighty composite longbow [+2 Str bonus] with +1 arrows). For brevity’s sake. Ride (horse) +13. Ref +7. Weapon Focus (longsword). Laila (7). Diplomacy +11. pickpocket gang (variable). Mounted Combat. Power Attack. 1 day’s trail rations. Possessions: +2 full plate. +2 Strength. 15 masterwork arrows. Minion Classes d% 01–05 06–40 41–50 51–100 Class Barbarian Fighter Rogue Warrior MINION Suggested Minions: City guard (1). lay on hands (40 hp/day). for example. base DC = 12 + spell level): 1st—divine favor. sack. information such as racial traits is not repeated from one level to the next. Spells Prepared (2/2. Int 10. Class: Roll on table below. +2 large wooden shield. 2nd—delay poison. One Hundred Traits. 10th. +1 longsword) or +7 melee (1d8+2/×3. Int 10. improved evasion. Dex 10. Roll or choose one or two distinctive traits. Cha 18. Wis 14. flatfooted 26). +6 natural armor. +1 longsword. flint and steel. • Table 5–5 in the DUNGEON MASTER’s Guide. thug (2). temple guard (2). helps make your NPCs more memorable. Will +9. Init +0. remove disease. Theresh (4). heavy lance) or +6 ranged (1d8+2/×3. amulet of natural armor +1. Str 14. +1 heavy lance) or +12/+7 ranged (1d8+4/×3. ALHANDRA. wooden holy symbol. HD 10d10+10. Class: Roll on table below. SQ Detect evil. improved evasion. halfling clean-up crew (variable). Spells Prepared (1. Str 14. Your bartender gets nervous when people pay a lot of money for seemingly minor bits of information. turn undead 6/day. temple warden (4). bedroll. base DC = 11 + spell level): 1st—protection from evil. Skills and Feats: Concentration +9. scroll of resist elements (fire). Cleave.. Vallen (4).APPENDIX 2: ICONIC CHARACTERS Level: 1d8. Decide what your NPC’s initial attitude toward the characters is. flat-footed 21). SA Smite evil 1/day (+3 attack. and 15th). AC 26 (touch 11. remove disease 3/week. AL LG. turn undead 7/day. ring of protection +1. elite guard (2). aura of courage. Con 12. wooden holy symbol. AC 21 (touch 9. hp 37. Wis 13. Atk +15/+10 melee (1d8+4/19–20. Horse has +1 chain shirt barding. backpack. resist elements. SQ Detect evil. waterskin. hp 69. Skills and Feats: Concentration +3. Intelligence 7. look at the character’s spell list. If you’ve got a little more time. Spd 20 ft. divine grace. For example. and saddlebags. FINISHING TOUCHES dAlhandra: Female human Pal5. SA Smite 1/day (+4 attack. wand of cure light wounds. Heal +7. AL LG. +10 damage). 1 day’s trail rations. +1 Strength. at selected levels (5th. Mount: Heavy warhorse with +4 HD. Thokka (3). Con 12. lay on hands (15 hp/day). protection from evil. the NPC might have cast them before meeting the players. +2 longsword. evil minion (3). flint and steel. Level: Party Level/4 (round up). +5 damage). dAlhandra: Female human Pal10. here are some things you can do to define your NPC more fully: • If the NPC is a spellcaster. HD 5d10+5. Dex 8. +1 large wooden shield. Init –1. cloak of resistance +1. and perhaps jot down some things the PC heroes might try that will earn them circumstance bonuses on their Charisma checks. heavy lance. Ref +4. boots of speed. and saddlebags. sack. Will +6. But an obscenely large tip would earn a –4 circumstance penalty. Medium-size humanoid. Mount: Heavy warhorse with +2 HD. • Also in Chapter 5 of the DUNGEON MASTER’s Guide are rules for NPCs’ initial attitude. masterwork mighty composite longbow (+2 Str bonus). gnome vigilantes (variable).

ring of protection +2. 2nd—cat’s grace. suggestion). +2 longsword) or +12 ranged (1d8+3/19–20. half-elf traits. 20 +2 crossbow bolts. inspire greatness. Spd 30 ft. Improved Critical (longsword). potion of fly. Half-Elf Traits: Immune to magic sleep spells and effects. mage armor. Perform +28. AC 13 (touch 12. HD 5d6+5. Horse has +1 chain shirt barding. fascinate. 4th—hold monster†.. dispel evil. dDevis: Male half-elf Brd15. light. improved evasion. invisibility. AL NG. scroll of see invisibility. Perform +13. Will +14. periapt of Wisdom +4. masterwork light crossbow with +1 bolts). remove disease 5/week. Power Attack. +10 natural armor. SA Bardic music 10/day (countersong. boots of speed. 2nd—delay poison. cure light wounds. flint and steel. Spirited Charge. Str 10. +1 longsword. flint and steel. Medium-size humanoid (elf ). magic circle against evil. Medium-size humanoid (elf ). AL NG. and saddlebags. Spd 30 ft. Spd 20 ft. Possessions: +4 full plate. Spellcraft +11. Spellcraft +5. HD 15d6+30. hat of disguise. Con 16. Disguise +8. hp 132. 1st—charm person†. haste. SQ Bardic knowledge +7. hp 85. Init +1. Dex 13. +2 heavy lance. invisibility. hp 57. Disguise +6. command equines. spell component pouch. SQ Bardic knowledge +18. suggestion). +4 large wooden shield. 15 +1 crossbow bolts. Point Blank Shot. Wis 8. daze†. +3 holy longsword) or +21/+16/+11 melee (1d8+6/×3. +1 racial bonus on Listen. divine favor. 1 day’s trail rations. Mounted Combat. +2 heavy lance). Spot. Str 10. scroll of locate object. Ride (horse) +18. everburning torch. mage armor. flat-footed 18). spell component pouch. SA Bardic music 5/day (countersong. inspire courage). Intelligence 9. SV Fort +17. Diplomacy +30. Dodge. Int 10. hold person†. +2 racial bonus on Will saves against enchantment spells or effects. (good). +1 longsword) or +6 ranged (1d8+1/19–20. sack. cure light wounds. gloves of Dexterity +2. read magic. Possessions: Amulet of natural armor +1. Ref +10. Ref +9. read magic. Str 19. scroll of dispel magic. displacement. Sense Motive +7. Init +3. Cha 16. waterskin. Int 14.. Init +2. resist elements. flint and steel. Heal +10.. SV Fort +2. gloves of Dexterity +2. bag of holding 1. +4 Strength. Wis 8. scroll of see invisibility. 3rd—charm monster†. half-elf traits. fly 90 ft. ghost sound. Ref +5. read magic. Spells Known (4/6/5/5/4/3. Dex 17. SA Bardic music 15/day (countersong. Disguise +15. Atk +23/+18/+13 melee (1d8+7/17–20. +3 longsword) or +21 ranged (1d8+6/19–20. 3 torches. the base DC for saves against these spells is 16 + spell level. Spells Known (3/4/2. Use Magic Device +17. Spells Prepared (3/2/2/2. Concentration +6.APPENDIX 2: ICONIC CHARACTERS dAlhandra: Female human Pal15. Diplomacy +21. AL LG. 3 torches. SV Fort +8. Atk +10/+5 melee (1d8+2/19–20. SQ Detect evil. 4th— 54 dDevis: Male half-elf Brd5. Mediumsize humanoid. Spellcraft +7. flat-footed 12). AC 21 (touch 16. HD 10d6+20. Wis 18. Use Magic Device +26. 1st—charm person†. +3 holy longsword. waterskin. SV Fort +5. fascinate. Alhandra shares spells and base saves with her mount and has an empathic link to it. Ref +13. bit and bridle. flat-footed 30). Point Blank Shot. ring of protection +1. inspire competence. divine grace. improved invisibility. masterwork light crossbow. Sense Motive +12. detect magic. detect magic. †Because of Spell Focus (Enchantment). 3rd—discern lies. +1 light crossbow. protection from evil. Con 14. bracers of health +4. horn of goodness. 1 day’s trail rations. Con 14. Use Magic Device +11. Wis 10. ring of protection +2. Str 10. masterwork lute. 20 +3 arrows. fascinate. cure light wounds. Concentration +3. Dodge. Int 16. SA Smite evil 1/day (+5 attack. waterskin. mage armor. Skills and Feats: Concentration +16. Perform +19. DEVIS. Concentration +10. Skills and Feats: Bluff +11. belt of giant strength +4. wand of cure light wounds. daze. BARD . light. suggestion. 1 day’s trail rations.. bedroll. Int 14. 4th—death ward. Will +10. protection from evil. base DC = 14 + spell level): 0—dancing lights. bag of holding 1. Will +6. Weapon Focus (longsword). inspire courage. Spell Penetration. 50 ft. Possessions: Amulet of natural armor +2. Spd 20 ft. AL NG. +15 damage). turn undead 8/day. silk rope. AC 30 (touch 12. +1 light crossbow with +2 bolts). base DC = 17 + spell level): 0— dancing lights. Spell Focus (Enchantment). base DC = 13 + spell level): 0—dancing lights. ghost sound. Mount: Heavy warhorse with +8 HD. Cha 20. ghost sound. suggestion†. cloak of Charisma +2. Point Blank Shot. Dex 15. SR 20. +2 longsword. Cleave. hp 25. light. grappling hook. Skills and Feats: Bluff +17. military saddle. silk rope. inspire courage. Medium-size humanoid (elf ). HD 15d10+45. base DC = 14 + spell level): 1st— bless weapon. Diplomacy +15. daze†. protection from evil. dDevis: Male half-elf Brd10. Init +0. 2nd—cat’s grace. displacement. Dex 10. Sense Motive +19. protection from evil. Skills and Feats: Bluff +26. detect magic. cloak of Charisma +4. 2 potions of fly. bedroll. +3 light crossbow with +3 bolts). inspire competence. AC 16 (touch 14. heal mount. 2nd— cat’s grace. Spell Focus (Enchantment). Weapon Focus (longsword). bedroll. masterwork lute. flat-footed 14). Atk +4 melee (1d8+1/19–20. Ride-By Attack. Spells Known (3/4/4/3/1. Dodge. inspire competence. SQ Bardic knowledge +12. Will +3. Mobility. Con 12. backpack. sack. +1 mighty composite longbow [+4 Str bonus] with +3 arrows). suggestion†. sack. or +19/+14/+9 ranged (1d8+8/×3. grappling hook. Atk +16/+11/+6 melee (1d8+3/19–20. 1st—charm person. scroll of Leomund’s secure shelter. bracers of health +2. scroll of break enchantment. Cha 19. low-light vision. +1 mighty composite longbow (+4 Str bonus). magic circle against evil. potion of spider climb. horseshoes of speed. wooden holy symbol. and Search checks (already figured into the statistics given above). aura of courage. haste. 50 ft. lay on hands (75 hp/day). Cha 24. Diplomacy +23. invisibility. half-elf traits. hold person†. Weapon Focus (longsword). inspire greatness. 3rd— charm monster†.

2 potions of cure light wounds. +1 javelin.. Toughness. Knowledge (arcana) +8. Init +6. leap of the clouds. Mobility. Dex 16. pale green). SQ Evasion. SV Fort +10. flat-footed 13). mind fog†. bracers of health +2. SQ Improved evasion. ghost sound. bracers of armor +3. Jump +33. Dodge. Int 10. read magic. Possessions: Amulet of natural armor +3. flint and steel. HD 15d8+30. master has empathic link. Skills and Feats: Balance +13. Ref +13. dEmber: Female human Mnk15. 2 javelins of lightning. Improved Critical (unarmed strike). HD 5d4+8. ring of protection +1. scroll of knock. light. unarmed strike) or +11/+8/+5 melee (1d6+4. hold monster†. 5 pints oil. Dodge. Possessions: Amulet of natural armor +1. boots of striding and springing. can deliver touch attacks. hp 101. hp 58. stunning attack 16/day (Fort save DC 21). SV Fort +15. backpack. Atk +11/+8/+5 melee (1d10+2.. Improved Trip. Will +8. Weapon Finesse (unarmed strike). +2 kama) or +12 ranged (1d6+3. dEmber: Female human Mnk5. Dex 23. HD 10d4+23. diamond soul. detect magic. AL LG. protection from evil. shortspear. Cha 21. Weapon Finesse (unarmed strike). Spring Attack. the base DC for saves against these spells is 19 + spell level. Move Silently +19. diamond body (poison immunity). Int 10. Con 12. Skill Focus (Concentration). 7th-level caster). ghost sound. Skills and Feats: Balance +26. 3 torches. SV Fort +5. Ref +6. bedroll. 20 +3 crossbow bolts. Spd 30 ft. base DC = 15 + spell level): 0— arcane mark. sack. Combat Casting. Wis 12. Ref +4. monk’s belt. backpack. +3 kama. Con 13. Deflect Arrows. †Because of Spell Focus (Evocation). can speak with master. bedroll. 15 +1 crossbow bolts. 1st—mage armor. Will +17. magic missile. hooded lantern. slow fall (50 ft. pink). Jump +27. 2 beads of force. flatfooted 20). protection from evil. bedroll. ki strike (+2). magic missile. ring of protection +1. Spd 120 ft. bedroll. Move Silently +13. the base DC for saves against these spells is 17 + spell level. Deflect Arrows. abundant step 1/day (as dimension door. Skills and Feats: Concentration +17. dHennet: Male human Sor10. ring of protection +1. ki strike (+1). mage hand. waterskin. Dex 16.. +1 javelin of returning. Wis 18. stunning attack 11/day (Fort save DC 18). Weapon Finesse (unarmed strike). still mind. web. gloves of Dexterity +6. potion of bull’s strength. Toughness. bag of holding 1. Atk +17/+14/+11/+8 melee (1d12+3/19–20. Improved Trip. Combat Reflexes. monk’s belt. sack. wand of haste. detect magic. flint and steel. backpack. Will +12. Atk +6 melee (1d8+1. ring of protection +3. scroll of cat’s grace. grappling hook. 3rd—dispel magic. silk rope. HENNET. AL CG. ioun stones (pale blue. Atk +4 melee (1d8–1/×3. Cha 8. 1st— mage armor. leap of the clouds. Skills and Feats: Concentration +11. 1 day’s trail rations. spell component pouch. Hide +17. SV Fort +3. see Monster Manual. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). 50 ft. flat-footed 15). Cha 8. Skill Focus (Concentration). Cha 8. see invisibility. waterskin. MONK dHennet: Male human Sor5. Mobility. mage hand. +1 kama. persistent image. SQ Improved evasion. masterwork light crossbow. periapt of Wisdom +4. legend lore. waterskin. dEmber: Female human Mnk10. +3 light crossbow. winged boots. SR 25. AL LG. wand of hold person (4th-level caster). Atk +1 melee (1d8–1/×3. Dodge. AL LG. backpack. AC 34 (touch 26.. Spellcraft +8. Int 8. Con 12. spell component pouch. Will +6. cloak of Charisma +6. SQ Familiar benefits. flint and steel. 1 day’s trail rations. +1 kama) or +7 ranged (1d6+2. potion of bull’s strength. AC 24 (touch 20.. Spell Focus (Evocation). Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Str 8. AC 16 (touch 15. Spells Known (6/8/7/7/6/4. 2nd—invisibility. waterskin. stunning attack 5/day (Fort save DC 14). Wis 16. Str 13. unarmed strike) or +5 melee (1d6+2. headband of intellect +2. +1 javelin). Init +3. AC 18 (touch 17. 5th—greater dispelling. SA Flurry of blows. 15 +1 crossbow bolts. flint and steel. +1 javelin. web. cloak of resistance +4. unarmed strike) or +17/+14/+11/+8 melee (1d6+6. †Because of Spell Focus (Enchantment). sack. +1 javelin). waterskin. Possessions: Amulet of natural armor +3. Spd 20 ft. scroll of break enchantment. true strike. bag of holding 1. Int 10. Medium-size humanoid. Wis 14. Con 14. wholeness of body (20 hp/day). 5th—cone of cold†. flint and steel. Ref +7. SA Flurry of blows. Cha 16. Skill Focus (Move Silently). 3 javelins of lightning. Str 8. Str 16. Hide +39. masterwork light crossbow with +1 bolts). SV Fort +5. SORCERER 55 . Wis 12. Medium-size humanoid. detect poison. 1 day’s trail rations. 5 pints oil. master has empathic link. shield. sack.). still mind. Init +3. Possessions: Amulet of natural armor +1. HD 5d8+5. Appendix I. flint and steel. shortspear) or +6 ranged (1d8+1/19–20. cloak of resistance +1. ring of protection +2. gloves of Dexterity +2. shortspear) or +10 ranged (1d8+1/19–20. scroll of endurance. AC 14 (touch 13. ring of force shield. Will +6. Spd 160 ft. Point Blank Shot. Spring Attack. Medium-size humanoid. masterwork light crossbow with +1 bolts). dBat Familiar: HD 5. Tumble +13. shortspear. 2nd—endurance. boots of striding and springing. +2 kama. cloak of Charisma +4. Tumble +26. SQ Improved evasion. Knowledge (arcana) +13. EMBER. +3 kama) or +18 ranged (1d6+4. Jump +11. Skill Focus (Move Silently). spell component pouch. purity of body. open/close. +1 javelin). hp 31. hooded lantern. Dex 14. quivering palm 1/week (Fort save DC 21 within 15 days or die). master can share spells. hp 22. Point Blank Shot. 2 potions of invisibility. cloak of resistance +2. gloves of Dexterity +4. HD 10d8+10. hp 11. sack. Tumble +19. read magic. periapt of Wisdom +2. bedroll. Int 10. waterskin. bracers of health +2. wand of magic missile (3rd-level caster). Ref +19. hat of disguise. Int 10.). Str 14. Medium-size humanoid. purity of body. Con 15. Spells Known (6/7/5.). Possessions: Amulet of natural armor +1. ioun stones (incandescent blue. javelin of lightning. improved invisibility. AL CG. bedroll. wholeness of body (30 hp/day). flat-footed 28). hp 50. AC 19. Deflect Arrows. flat-footed 12). lightning bolt†. SQ Familiar benefits. dancing lights. Dex 18. 4th—dimension door. +3 longsword. masterwork light crossbow. gloves of Dexterity +2. masterwork lute. 1 day’s trail rations. robe of blending. slow fall (20 ft.APPENDIX 2: ICONIC CHARACTERS dominate person†. light. Init +4. slow fall (50 ft. Hide +11. potion of cat’s grace. stoneskin. Spd 40 ft. Move Silently +26. base DC = 13 + spell level): 0—dancing lights. displacement. bracers of armor +5. Skills and Feats: Balance +19. purity of body. Medium-size humanoid. Init +2. sack. 1 day’s trail rations. Skill Focus (Move Silently). still mind. Possessions: Bracers of armor +1. shield. Spellcraft +13. master can share spells. 1 day’s trail rations. ring of protection +3. invisibility. SA Flurry of blows.

Heal +15. Spells Prepared (6/8/8/8/6/6/5/4/2. +1 shortspear) or +13 ranged (1d8+1. holy smite*. Str 16. scroll of raise dead. flint and steel. SA Turn undead 4/day (as 14th-level cleric). Int 10.. Maximize Spell. neutralize poison. Dex 10. prayer. 6th—chain lightning†. Skills and Feats: Concentration +20. searing light. magic circle against evil*. Wis 12. sanctuary. Knowledge (religion) +8. helm of telepathy. 5th—break enchantment. greater restoration. Alertness. dBat Familiar: HD 15. can speak with master. Skills and Feats: Concentration +22. AL NG. Init +4. scroll of restoration. base DC = 13 + spell level): 0—detect magic. command (2). SV Fort +7. shield. command. AC 24. AL CG. wooden holy symbol. Skills and Feats: Concentration +10. bedroll. bracers of health +2. Will +10. divination (2). bag of holding 1. bedroll. deathwatch. Skills and Feats: Concentration +15. Point Blank Shot. 500 gp diamond. zone of truth. Appendix I. Domains: Good (cast good spells at +1 caster level). Will +16. Possessions: +1 full plate.. magic missile. ointment for true seeing spell. resist elements. pearl of power (1st). resist elements. 2nd—aid*. scroll of protection from elements. +1 light crossbow. Knowledge (religion) +3. *Domain spell. virtue. Str 12. Spellcraft +18. 3rd—dispel magic (2). teleport. gloves of Dexterity +2. hp 36. necklace of prayer beads (2 bless. Dex 18. Con 14. Spells Prepared (6/7/6/5/5/4. Combat Casting. Spell Penetration. 1st—cause fear. dJozan: Male human Clr15. scroll of lesser restoration. Medium-size humanoid. detect poison. bull’s strength. Craft Magic Arms and Armor. doom. ring of protection +2. master can scry on familiar. backpack. read magic. waterskin. Heal +11. wooden holy symbol. scroll of word of recall. read magic. 3rd—dispel magic. Spd 20 ft. master has empathic link. Ref +5. scroll of summon monster VII. Dex 8. Possessions: Amulet of natural armor +2. shield of faith. master can share spells. Atk +10/+5 melee (1d8+3. mage hand. 3 torches. Init –1. Combat Casting. Dex 8. 1 karma. fly 60 ft. belt of giant strength +4. 1 screaming bolt. read magic. 3rd— dispel magic. greater dispelling. SQ Spontaneous casting (cure spells). searing light. Int 10. dJozan: Male human Clr10. Scribe Scroll. Con 14. cloak of Charisma +2. Cha 13. Con 14. heal*. flint and steel. waterskin. detect magic. rod of absorption. base DC = 17 + spell level): 0—arcane mark. true strike. Scribe Scroll. +2 large wooden shield. silence (2). +2 light crossbow with +3 bolts). masterwork light crossbow with +1 bolts). Listen +9. sack. backpack. ring of force shield. Str 8. healing circle. +1 shortspear. dispel evil*. +1 heavy mace) or +4 ranged (1d8+1/19–20. Wis 16. Spd 30 ft. 5th—cone of cold†. Spell Focus (Evocation). Wis 21. hold person (2). and 1 smiting). can deliver touch attacks. bedroll. 7th—delayed blast fireball†. (good). 5th—flame strike. +2 heavy mace) or +9 ranged (1d8+3/19–20. Wis 24. bull’s strength. Craft Magic Arms and Armor. by 5 ft. scroll of true seeing. resistance. sack. doom. cloak of resistance +1. Combat Casting. scroll of invisibility purge. Craft Wondrous Item. protection from elements. cloak of resistance +1. Ref +3. Heal +17. prismatic spray†. Atk +5 melee (1d8+2. freedom of movement. can deliver touch attacks. Ref +9. healing circle. mass haste. prayer (2). silence. Spot +7. masterwork light crossbow. †Because of Spell Focus (Evocation). summon monster VII. SR 20. 1 day’s trail rations. HD 10d8+20. dominate person. Atk +7/+2 melee (1d8+1/×3. Spells Prepared (5/5/4/3. hp 69. light. winged boots. light. web. holy smite*. 1st— mage armor. protection from evil*. Medium-size humanoid. cloak of Charisma +6. dimension door. hp 101. Init –1. neutralize poison. Combat Casting. 2nd—aid*. +1 heavy mace. resistance. SA Turn undead 4/day. Medium-size humanoid. Spot +9. can speak with animals of its type. scroll of heal. Con 15. Domains: Good (cast good spells at +1 caster level). freedom of movement. 3 torches. Spd 20 ft. Appendix I. Healing (cast healing spells at +1 caster level). carpet of flying (3 ft. Spellcraft +8. searing light. 1 day’s trail rations. light. Extend Spell. *Domain spell. Init +0. flint and steel. bull’s strength. Listen +5. wooden holy symbol. lightning bolt†. hold person (2). 1st— cause fear. +2 light crossbow. Skill Focus (Concentration). +1 large wooden shield. Spellcraft +18. Listen +7.APPENDIX 2: ICONIC CHARACTERS dBat Familiar: HD 10. see Monster Manual. 10 +1 crossbow bolts. Spd 20 ft. Possessions: +5 full plate. true seeing. protection from evil*. 1 day’s trail rations. base DC = 17 + spell level): 0—detect magic (2). SQ Spontaneous casting (cure spells). true seeing. sack. hp 72. SQ Improved evasion. Will +13. Knowledge (arcana) +18. HD 5d8+10. scroll of silence. Healing (cast healing spells at +1 caster level). AC 23 (touch 9. +2 heavy mace. disintegrate. magic circle against evil*. Domains: Good (cast good spells at +1 caster level). masterwork light crossbow with +1 bolts). waterskin. gloves of Dexterity +4. can speak with animals of its type. etherealness. 8th—fire storm. scroll of resurrection. haste. read magic. HD 15d4+33. everburning torch. SQ Spontaneous casting (cure spells). dancing lights. ghost sound. hold person. can speak with master. amulet of undead turning. Will +8. 2nd—endurance. entropic shield. stone shape.. mass heal*. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). flat-footed 23). Alertness. Medium-size humanoid. Cha 15. scroll of daylight. backpack. magic circle against evil*. Craft Wondrous Item. pearl of power (2nd). Cha 13. Cha 24. AC 32 (touch 12. AL NG. hp 36. polymorph self. AC 20 (touch 16. resist elements. AC 21 (touch 9. base DC = 15 + spell level): 0—detect magic (2). protection from evil. dispel evil*. stone shape. invisibility. Alertness. 500 gp diamond. 5 sunrods. incense of meditation. SV Fort +10. sack. Int 10. command. ring of protection +2. Spellcraft +13. 7th—destruction. ointment for true seeing spell. Scribe Scroll. SA Turn undead 5/day (as 19th-level cleric). holy word*.. Healing (cast healing spells at +1 caster level). Spot +5. CLERIC . 2nd—aid*. Int 10. masterwork light crossbow. 11 +2 crossbow bolts. doom. 6th—banishment. 15 +1 crossbow bolts. 56 dJozan: Male human Clr5. bedroll. AL NG. 4th— confusion. virtue. stoneskin. wall of force. flat-footed 16). 1st—bless. *Domain spell. protection from evil*. virtue. SQ Familiar benefits. SV Fort +7. AC 21. JOZAN. 15 +3 crossbow bolts. amulet of undead turning. silence. Silent Spell. wand of dispel magic. flat-footed 32). entropic shield. flat-footed 21). flint and steel. scroll of lesser planar ally. see Monster Manual. Possessions: +2 full plate. dHennet: Male human Sor15. SQ Improved evasion. open/close. +4 holy heavy mace) or +16 ranged (1d8+5/19–20. light. waterskin. Int 10. scroll of planar ally. Atk +18/+13/+8 melee (1d8+7. resistance. HD 15d8+30. hp 25. displacement. blade barrier. Ref +1. Int 13. 1 day’s trail rations.). flame strike (2). Spells Known (6/8/8/8/7/7/7/5. sanctuary. cause fear. SV Fort +11. Str 12. +1 light crossbow with +2 bolts). summon monster IV. +5 large wooden shield. necklace of prayer beads (2 bless and 1 karma). Toughness. 3rd—dispel magic. the base DC for saves against these spells is 19 + spell level. +4 holy heavy mace. spell component pouch. see invisibility. 4th—dismissal. 4th—dismissal.

dKrusk: Male half-orc Bbn15. 20 +1 arrows. 20 +3 arrows. Cha 6. flat-footed 19). potion of cat’s grace. Disable Device +12. Con 20. 3 sunrods. bracers of health +2. Jump +11. Jump +18. backpack.. Str 12.. backpack. AL CN. Skills and Feats: Climb +28. +2 short sword) or +17/+12 ranged (1d6+3/×3. SQ Darkvision 60 ft. +1 greataxe) or +8 ranged (1d8+6/×3. Weapon Focus (greataxe).. 4 units caltrops. Int 14. Wis 10. 50 ft. KRUSK. 2 flasks alchemist’s fire. cloak of resistance +2. masterwork thieves’ tools. AC 16 (touch 11. flint and steel. Search +10. Will +4. uncanny dodge (Dex bonus to AC). Improved Critical (greataxe). masterwork composite shortbow. Int 14. Ref +3. Listen +14.. sack. Will +2. Skills and Feats: Climb +10. amulet of natural armor +1. Move Silently +29. Possessions: +1 chain shirt. 1 day’s trail rations. HD 10d6+10. Str 23. Listen +15. Listen +10.. SV Fort +7. Jump +34. 20 +1 arrows. Escape Artist +12. flat-footed 21). SV Fort +5. Use Magic Device +3. Dex 13. SQ Halfling traits. Point Blank Shot. Listen. Possessions: +4 elven chain. 2 flasks alchemist’s fire. Init +9. hp 101. Listen +19. Cleave. flint and steel.. bedroll. +6 Con. 1 day’s trail rations. Medium-size humanoid (orc). Improved Initiative. grappling hook.. ring of protection +1. Init +3. AL CN. Str 26. Combat Reflexes. Wis 10. silk rope. belt of giant strength +4. uncanny dodge (Dex bonus to AC. dKrusk: Male half-orc Bbn10.. Atk +19/+14 melee (1d12+11/19–20/×3. boots of striding and springing. SA Rage 2/day. ring of protection +1. ROGUE 57 . hp 48. +1 mighty composite longbow (+4 Str bonus). Medium-size humanoid (orc). SV Fort +12. damage reduction 2/—. Hide +30. 4 units caltrops. potion of aid. Spd 20 ft. +2 racial bonus on Climb. sack. Gather Information +3. HD 10d12+30. antitoxin. Medium-size humanoid (orc). Point Blank Shot. +1 racial attack bonus with a thrown weapon. can’t be flanked). Gather Information +6. Cha 8. grappling hook. Skills and Feats: Climb +11. silk rope. +2 greataxe. Search +15. 50 ft. Str 18. Atk +29/+24/+19 melee (1d12+17/19–20/×3. AC 26 (touch 17. Init +1. AL CN. Weapon Focus (greataxe). +1 short sword. flint and steel. Str 10. cloak of resistance +2. +1 short sword) or +10 ranged (1d6+1/×3. Ref +6. Cha 6. +2 mighty composite longbow (+4 Str bonus). Will +6. ring of protection +2. Ref +10. backpack. 3 potions of cure light wounds. Hide +16. ring of climbing. Ref +9. potion of cure light wounds. Improved Critical (greataxe). flint and steel. AC 19 (touch 12. 1 day’s trail rations. AC 21 (touch 16. Small humanoid. silk rope. Dex 21. 1 day’s trail rations.APPENDIX 2: ICONIC CHARACTERS Skills and Feats: Climb +34. 4 units caltrops. Jump +8. Dex 17. bedroll. Init +1. uncanny dodge (Dex bonus to AC. bedroll. Wis 12. SA Sneak attack +3d6. sack. flatfooted 26). Int 8. bedroll. waterskin. Climb +16. Int 8. Cha 6. Open Lock +10. Will +3. Spd 20 ft. Jump +28. Spd 80 ft. Int 8. dLidda: Female halfling Rog10. improved evasion. dagger. bracers of health +6. Listen +9. +3 Will saves). Atk +11/+6 melee (1d6+3/19–20. AL CG. Tumble +12. Con 13. amulet of natural armor +2. Con 13. Init +8. +5 greataxe) or +23/18/13 ranged (1d8+9/×3. Halfling Traits: +2 morale bonus on saving throws against fear. +1 against traps). Ref +13. +5 greataxe. Weapon Focus (greataxe). boots of striding and springing. HD 5d6+5. dagger. 2 flasks alchemist’s fire. 20 +1 arrows. Dex 18. antitoxin. +2 mighty composite longbow [+4 Str bonus] with +3 arrows). can’t be flanked. SA Greater rage 4/day (+6 Str. masterwork composite shortbow with +1 arrows). 2 tanglefoot bags. uncanny dodge (Dex bonus to AC. SV Fort +3. Disable Device +17. +1 mighty composite longbow (+4 Str bonus). Wis 12. hp 178. grappling hook. and Move Silently checks (already figured into the statistics given above). Atk +5 melee (1d6+1/19–20. +1 mighty composite longbow [+4 Str bonus] with +1 arrows). can’t be flanked. hp 48. Spot LIDDA. HD 15d12+75. +1 mighty composite shortbow [+1 Str bonus] with +1 arrows). Power Attack. Cha 8. AL CG. belt of giant strength +6. SQ Darkvision 60 ft. Heward’s handy haversack. AC 26 (touch 15. Small humanoid. 50 ft. evasion. dagger. +1 mighty composite longbow [+4 Str bonus] with +1 arrows). Jump. potion of cure moderate wounds. Open Lock +24. Possessions: +1 studded leather armor. potion of cure light wounds. gloves of Dexterity +4. Wis 12. SQ Halfling traits. ring of climbing. Con 16. HD 5d12+10. Spd 80 ft. +2 greataxe) or +13/+8 ranged (1d8+6/×3. dagger. can’t be flanked). hp 25. Con 14. dKrusk: Male half-orc Bbn5. Power Attack. flatfooted 16). cloak of resistance +1. Move Silently +14. Power Attack. Atk +11 melee (1d12+7/×3. sack. SA Sneak attack +5d6. SA Rage 3/day. Dex 13. Will +8. +2 against traps). flat-footed 26). BARBARIAN dLidda: Female halfling Rog5. Possessions: +2 chain shirt. Spd 40 ft. SQ Darkvision 60 ft. amulet of natural armor +1. Spot +8. +1 greataxe. uncanny dodge (Dex bonus to AC. +1 racial bonus on all saving throws. Cleave. Skills and Feats: Balance +8. antitoxin. SV Fort +16.

Skills and Feats: Balance +11. silk rope. AL N. 1 day’s trail rations. Listen +5. Open Lock +30. see Monster Manual. Dex 18. ghost sound. Spellcraft +11. 3rd—dispel magic. Cha 8. Small humanoid. masterwork composite longbow). Con 10. Point Blank Shot. Ref +8. Elf Traits: Immune to magic sleep spells and effects. flint and steel. fireball. wand of shield (25 charges). Int 14. amulet of natural armor +2. magic missile. Wondrous Item. elf traits. Spells Prepared (4/6/5/4/4/3. hp 85. Cha 8. Int 8. Escape Artist +15. detect magic. +1 mighty composite shortbow (+1 Str bonus). Medium-size humanoid. Con 15. Str 14. Atk +2 melee (1d6/18–20. flint and steel. Spot +20. Spellbook: 0—arcane mark. 1 day’s trail rations. 2 potions of cure light wounds. Knowledge (arcana) +11. Melf ’s acid arrow. open/close. Scribe Scroll. 1st—charm person. 20 arrows. uncanny dodge (Dex bonus to AC. can deliver touch attacks. 1st—animate rope. Scribe Scroll. cat’s grace. master has empathic link. ioun stone (pink). bracers of archery. cloak of elvenkind. change self. masterwork composite longbow. AC 33 (touch 19. Heward’s handy haversack. invisibility. read magic. dMialee: Female elf Wiz10. SQ Halfling traits. SA Sneak attack +8d6. Melf ’s acid arrow. and Search checks (already figured into the statistics given above). SV Fort +1. 3 pages parchment. Will +6. true strike. Precise Shot. vest of escape. web. Spd 20 ft. can’t be flanked. dRaven Familiar: HD 5. wand of magic missile (25 charges). resistance. WIZARD . prestidigitation. 2nd—invisibility. bedroll. Martial Weapon Proficiency (composite longbow. ray of frost. bedroll. hp 40. Tumble +28. HD 5d4+3. Move Silently +35. shortbow. Spellcraft +18. dagger. Spell Focus (Evocation). mending. Improved Initiative. eyes of the eagle. flatfooted 27). 2nd— bull’s strength. gloves of Dexterity +2. Spot.APPENDIX 2: ICONIC CHARACTERS +13. daze. base DC = 13 + spell level): 0—arcane mark. rapier) or +10 ranged (1d8/×3. magic missile. Possessions: +3 mithral shirt of silent moves. AC 15 (touch 15. Use Magic Device +8. detect magic. Cha 8. master can share spells. Skills and Feats: Concentration +8. 50 ft. Toughness. +2 darkwood buckler. 3 sunrods. eyes of the eagle. HD 10d4+13. Search +8. +3 short sword. waterskin. ioun stone (pale blue). hp 8. Init +4. Toughness. Spot +5. Will +5. ring of protection +1. ink and pen. potion of cure serious wounds. Mobility. +3 mighty composite shortbow (+2 Str bonus). gloves of Dexterity +2. Int 21. 20 +1 arrows. flare. Ref +5. sack. masterwork thieves’ tools. sleep. Hide +35. the base DC for saves against these spells is 15 + spell level. 2 potions of invisibility. fireball†. potion of cure light wounds. Climb +22. Wis 13. spellbook. Possessions: +2 studded leather armor. bracers of archery. 3rd— dispel magic. composite shortbow. Dodge. master has empathic link. rapier) or +7 ranged (1d8/×3. winged boots. Spring Attack. 1 day’s trail rations. low-light vision. AC 17. Point Blank Shot. base DC = 15 + spell level): 0— arcane mark. glitterdust. map case. Gather Information +8.. Craft Wondrous Item. Spd 30 ft. read magic. +3 short sword) or +28/+23/+18 ranged (1d6+8/×3. 3 sunrods. Dex 26. waterskin. +4 darkwood buckler. amulet of natural armor +1. Will +9. ring of invisibility. Medium-size humanoid. Scry +18. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Search check within 5 feet of a secret or concealed door. sack. web. summon monster I. improved evasion. AC 16 (touch 14. Wis 13. AL N. rapier. vest of escape. shield. bedroll.. Knowledge (the planes) +8. Spd 30 ft. Listen +5. flat-footed 12). opportunist. Tumble +20. SQ Familiar benefits. Scry +7. †Because of Spell Focus (Evocation). and longsword or rapier) as bonus feats. Craft Wand. dagger. Spell Focus (Evocation). masterwork composite longbow). Possessions: Bracers of armor +2. dancing lights. SQ Improved evasion. silk rope. SQ Familiar benefits. mage hand. mage armor. 20 +3 arrows. Dex 18. Craft MIALEE. dancing lights. Use Magic Device +5. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). backpack. light. +2 against traps). detect magic. Skills and Feats: Concentration +14. AL CG. 50 ft. hp 17. Wis 10. dLidda: Female halfling Rog15. Appendix I. Ref +18. 1st—charm 58 dMialee: Female elf Wiz5. Spot +5. HD 15d6+30. longbow. summon monster I. Atk +5 melee (1d6/18–20. gloves of Dexterity +6. Int 16. Knowledge (arcana) +18. cloak of elvenkind. spell component pouch. charm person. mage armor. Search +10. +3 mighty composite shortbow [+2 Str bonus] with +3 arrows). Con 12. sack. +2 short sword. Dodge. fly. fly 90 ft. 10 candles. Init +4. SV Fort +8. Improved Initiative.+2 racial bonus on Will saves against enchantment spells or effects. flat-footed 11). slaying arrow (undead). Spell Focus (Enchantment). disrupt undead. Precise Shot. ring of protection +2. elf traits. Jump +24. SV Fort +5. Init +12. belt of giant strength +4.. can speak with master. Heward’s handy haversack. +2 racial bonus on Listen. Disable Device +22. (good). boots of elvenkind. master can share spells. Str 10. Spell Penetration. flint and steel. masterwork thieves’ tools. Atk +17/+12/+7 melee (1d6+3/19–20. detect poison. Search +20. slaying arrow (human). identify. Str 10. dancing lights. read magic. Listen +20. Spells Prepared (4/4/3/2. waterskin.

mass charm. 2nd—blur (2). Init +2. waterskin. see invisibility. fly. potion of cure moderate wounds. Spell Focus (Enchantment). Knowledge (arcana) +25. hold monster. detect magic. which is this character’s specialty. master can share spells. can speak with master. teleport. amulet of health +4. Silent Spell. read magic. gnome traits. bedroll. magic missile. disintegrate. 3rd—dispel magic. lightning bolt. flat-footed 11). Craft Staff. +4 dodge bonus against giants. potion of cure light wounds. identify. Will +13. detect poison. +1 rapier. daze. invisibility. Knowledge (arcana) +11. summon monster VIII. mage armor (2). protection from elements. 10 candles. cloak of resistance +1. Appendix I. can speak with animals of its type. minor image*. invisibility*. feather fall. bull’s strength. SQ Familiar benefits. †Because of Spell Focus (Illusion). mage armor (2). 10 candles. Wis 12. 5th—cone of cold†. ghost sound. shield. dRaven Familiar: HD 15. Medium-size humanoid. gloves of Dexterity +4. Spot +5. fireball. invisibility sphere. magic missile. headband of intellect +6. low-light vision. Wis 13. SQ Improved evasion. Spells Prepared (4/10/10/6/5/5/4/3/1. summon monster I. 1st—color spray*†. plane shift. web. wall of ice. shield (2). light. cloak of resistance +3. the base DC for saves against these spells is 17 + spell level. open/close. AC 16 (touch 16. 1st—charm person† (2). identify. true strike. AC 19. identify. mending. knock. spellbooks. 8th—etherealness. Search +12. 3 units diamond dust for stoneskin spell. wall of fire. read magic. gloves of Dexterity +2. Int 16. flaming sphere. detect thoughts (2). map case. true seeing. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). 2 units diamond dust for stoneskin spell. 4th—charm monster† (2). 4th—charm monster†. hold monster. hypnotic pattern*†. glitterdust. SR 20. ice storm. 1 day’s trail rations. resistance. Craft Wondrous Item. fireball†. mage armor. SV Fort +10. charm person. 2nd—bull’s strength. hold monster†. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). resistance. feather fall. Forge Ring. Spell Penetration. stoneskin (2). prestidigitation. 8th—horrid wilting. Spd 30 ft. Toughness. magic missile. Will +5. 1st—animate rope. spell component pouch. Possessions: Ioun stone (dusty rose). glitterdust. AL N. mage armor.APPENDIX 2: ICONIC CHARACTERS person†. 4th—charm monster. map case.. Atk +2 melee (1d6–1. invisibility. Melf ’s acid arrow. Spells Prepared (5/5/4/3. Knowledge (architecture) +13. stoneskin. open/close. Listen +5. Skills and Feats: Concentration +20. Dex 20. light. magic missile (2). †Because of Spell Focus (Enchantment) and Spell Focus (Evocation). Spellbook: 0—arcane mark. Craft Wand. boots of speed. DC 9. endurance. read magic. Cantrips: 1/day—dancing lights. magic missile. invisibility*†. see Monster Manual. base DC = 17 + spell level): 0—arcane mark. Spellbook: 0—arcane mark. Toughness. boots of speed. Spd 20 ft. detect magic. 26 charges). haste. detect poison. silent image*. fireball. Knowledge (the planes) +20. sleep. flare. ring of wizardry I. 1 day’s trail rations. ray of frost. teleport. Melf ’s acid arrow. 5th—cone of cold†. AC 15 (touch 13. limited wish. Small humanoid. Cha 8. greater dispelling. see Monster Manual. hp 72. 20 arrows. fireball† (2). Heward’s handy haversack. shield. Concentration +10. dancing lights. Otto’s irresistible dance. Heighten Spell. Melf ’s acid arrow. dNebin: Male gnome Ill5. fireball. true strike. sack. dancing lights. finger of death. Str 10. masterwork light crossbow with +1 bolts). Int 24. disrupt undead. resistance. Atk +8/+3 melee (1d6+1/18–20. hp 20. mending. detect magic. Heward’s handy haversack. knock. flat-footed 13). read magic. wand of daylight. +1 racial bonus on attack rolls against kobolds and goblinoids. teleport. 1st—change self*. master can scry on familiar. prismatic spray. Int 10. mage hand. shield. Spellbook: 0—arcane mark. 3 pages parchment. sleep. endurance. ink and pen. 3rd—dispel magic (2). see invisibility. permanency. 2nd—cat’s grace. 5th—cone of cold. lightning bolt†. ghost sound. dMialee: Female elf Wiz15. ice storm. ray of frost. wand of lightning bolt (5th-level caster. suggestion. Prohibited school: Enchantment. elf traits. +1 rapier) or +14/+9 ranged (1d8+2/×3. AL CG. ghost sound. greater dispelling. summon monster I. can deliver touch attacks. mass suggestion. spellbooks. club) or +7 ranged (1d8+1/19–20. detect magic. plane shift. mending. 3rd—dispel magic. Appendix I. web. Ref +13. major image*. permanency. flare. polymorph self. 5th— cone of cold. +1 composite longbow with +1 arrows). wall of force. mirror image*. summon monster V. 3rd—dispel magic. color spray*. flare. ink and pen. teleport. Melf ’s acid arrow (2). dRaven Familiar: HD 10. light. Str 8. pearl of power (4th). knock. master has empathic link. dismissal. wall of fire. charm person. fly. open/close. shield. invisibility. Cha 8. master has empathic link. *These spells belong to the school of Illusion. hp 27. 2 potions of cure moderate wounds. 7th—ethereal jaunt. geas/quest. ghost sound*. suggestion†. 3rd—displacement*†. mage armor. Hide +6. dominate person. detect thoughts. masterwork composite longbow. mage hand. †Because of Spell Focus (Enchantment) and Spell Focus (Evocation). Dex 14. HD 5d4+13. detect poison. daze. can deliver touch attacks. displacement. fireball. mage hand. fly. NEBIN. polymorph self. 10 +1 arrows. spell component pouch. pearl of power (1st). Scribe Scroll. pearl of power (2nd). dismissal. pearl of power (3rd). stoneskin (2). major image*†. lightning bolt. Listen +5. rapier. dancing lights. web (2). prismatic spray†. Con 14. hp 36. Gnome Traits: Cantrips. can speak with master. master can share spells. 1st—animate rope. can speak with animals of its type. Skills and Feats: Alchemy +11. 6th—chain lightning. displacement. Spell Focus (Evocation). Spot +5. 3rd—dispel magic. bedroll. flint and steel. change self. flaming sphere. flint and steel. read magic. wall of fire†. web (2). invisibility sphere. mage hand. disrupt undead. wall of fire†. open/close. +1 composite longbow. Scry +25. Init +5. wall of force. hypnotic pattern*. disintegrate. Scribe Scroll. shield (3). stoneskin. Con 15. scrying. prestidigitation. AC 22. 6th—chain lightning†. Spell Focus (Illusion). 2nd—endurance. suggestion†. invisibility.. sack. ray of frost. wall of force. SQ Familiar benefits. the base DC for saves against these spells is 15 + spell level. silent image*†. displacement*. +2 racial bonus on saving throws against illusions. legend lore. ring of wizardry II. 2nd—cat’s grace. staff of frost. headband of intellect +4. cat’s grace. haste. 7th—finger of death. Ref +3. Spellcraft +25. invisibility sphere. ILLUSIONIST 59 . 2nd—blur. prestidigitation (all as Sor1). HD 15d4+33. 4th—charm monster. summon monster VII. Int 13. magic weapon. protection from elements. change self. Possessions: Ring of protection +1. obscuring mist. base DC = 13 + spell level): 0—detect magic (2). SQ Improved evasion. summon monster V. hold monster†. amulet of health +2. waterskin. disrupt undead. mass suggestion†. SV Fort +5. summon monster I. Spellcraft +11. prestidigitation. magic missile. dancing lights. horrid wilting. dominate person. suggestion. cat’s grace. 3 pages parchment. mage armor. dominate person†. scrying. the base DC for saves against these spells is 19 + spell level.

open/close. prestidigitation (all as Sor1). Spellcraft +18. phantasmal killer*. Str 8. persistent image*†. bag of holding 1. Spell Focus (Illusion). ring of protection +1. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). Atk +5 melee (1d6–1. Spd 20 ft. shield. haste. backpack. 4th—arcane eye. Spellcraft +25. Spd 20 ft. gnome traits. AL CG. detect magic. fireball. bracers of armor +1. light. resist elements. fear. 4th—arcane eye. major image*. major image*†. Spot +5. 2nd—cat’s grace. Spellbook: 0—arcane mark. feather fall. Spellbook: 0—arcane mark. dancing lights. can deliver touch attacks. Still Spell. 4th—arcane eye. Dex 14. Silent Spell. 1st—color spray*†. Cantrips: 1/day—dancing lights. flaming sphere. can speak with master. (good). teleport. hp 13. headband of intellect +4.. the base DC for saves against these spells is 17 + spell level. comprehend languages. master can scry on familiar. magic missile (2). ray of frost. Concentration +20. Small humanoid. HD 10d4+23. flatfooted 15). shield. minor image*†. fly. mass invisibility*. Concentration +15. invisibility sphere*. ghost sound*. polymorph other. protection from elements. Init +4. SQ Familiar benefits. Spot +5. mage hand. improved invisibility* (2). mage armor. read magic. Quicken Spell. 1st— change self*. major image*. Scribe Scroll. 7th—delayed blast fireball†. light. ghost sound*. sack. 10 candles. Cha 8. fly 90 ft. Ref +12. minor image*†. can speak with animals of its type. seeming*. mage armor. comprehend languages. bedroll. shield (2). hp 25. Hide +10. Small humanoid. spell component pouch. mirage arcana*. 10 candles. Wis 12. 60 . mage hand. can speak with master. Int 24. Appendix I. silent image*†. ghost sound. rainbow pattern*†. 1st—change self*. +1 returning dagger). Toughness. 2nd—cat’s grace. greater dispelling. SV Fort +9. AC 18. phantasmal killer*. persistent image*. Extend Spell. dRat Familiar: HD 5. waterskin. club. mirror image*. Rary’s telepathic bond. Scry +19. Skills and Feats: Alchemy +16. 5th—cone of cold. DC 9. Maximize Spell. SQ Improved evasion. feather fall. master can share spells. mirror image*. magic missile. seeming*. improved invisibility*. Rary’s telepathic bond. 4th—arcane eye. fireball. scroll of arcane lock. read magic. flaming sphere. Familiar Benefits: Grants master Alertness feat (when within arm’s reach). mending. disrupt undead. Possessions: Amulet of natural armor +1. Wis 12. invisibility*. phantasmal killer*†. 1 day’s trail rations. Silent Spell. improved invisibility* (2). screen*†. Heighten Spell. detect magic. open/close. mirror image* (2). Con 15. see Monster Manual. detect poison. mage hand. flint/steel. sack. Will +13. Skills and Feats: Alchemy +18. obscuring mist. Init +2. ghost sound. 2nd—blur*. dimension door. 5th—cone of cold† (2). Spells Prepared (5/7/7/7/6/6/5/4/2. prismatic spray†. 5th—cone of cold† (2). open/close. club) or +10 ranged (1d8+1/19–20. color spray*. 3 pages parchment. AL CG. 3 pages parchment. Toughness. bedroll. 3rd—dispel magic. gnome traits. haste. Int 21. 6th—chain lightning†. limited wish. Spells Prepared (5/7/6/5/5/4. invisibility sphere*. Scribe Scroll. masterwork light crossbow. summon monster I. base DC = 15 + spell level): 0—detect magic (2). *These spells belong to the school of Illusion. †Because of Spell Focus (Evocation) and Spell Focus (Illusion). bracers of armor +2. hypnotic pattern*† (2). Will +10. wand of fireball (9th-level caster. prestidigitation (all as Sor1). 8th—prismatic wall. dancing lights. displacement*. which is this character’s specialty. ink and pen. 3rd—dispel magic. hypnotic pattern*† (2). teleport. silent image*. major image*†. Hide +17. 3rd—dispel magic. Knowledge (arcana) +25. rainbow pattern*. Dex 18. persistent image*. masterwork light crossbow. magic missile. fear. Spell Focus (Illusion). +1 returning dagger) or +13 ranged (1d4/19–20. 10 crossbow bolts. programmed image*†. potion of cure light wounds. flint/steel. Still Spell. SV Fort +12. rainbow pattern*†. scroll of knock. displacement*. fireball†. mirror image*. obscuring mist. polymorph other. Listen +5.APPENDIX 2: ICONIC CHARACTERS Possessions: Amulet of natural armor +1. color spray*. read magic. waterskin. SQ Familiar benefits. cat’s grace. haste (2). spellbook. invisibility*. magic missile (2). AC 23 (touch 17. protection from elements. masterwork light crossbow with +1 bolts). Atk +8/+3 melee (1d4/19–20. polymorph other. mending.. phantasmal killer*†. spellbooks. persistent image*† (2). hypnotic pattern*. 2 potions of cure moderate wounds. master has empathic link. read magic. 5 +1 crossbow bolts. ink and pen. Cantrips: 1/day—dancing lights. can deliver touch attacks. polymorph self. SQ Improved evasion. Con 15. hp 72. identify. flat-footed 19). feather fall. silent image*. wand of invisibility (20 charges). master has empathic link. mirage arcana*. 5th—cone of cold. hp 50. fly. silent image*†. Str 8. AC 17 (touch 14. displacement*. Listen +5. 3rd—dispel magic. Appendix I. dimension door. summon monster I. minor image*. prestidigitation. see Monster Manual. 10 crossbow bolts. spell component pouch. fireball† (2). master can share spells. Knowledge (arcana) +18. disintegrate (2). 20 charges). Extend Spell. shield (2). rainbow pattern*. Int 8. Cha 8. resistance. flare. teleport. 2nd—blur*. open/close. disrupt undead. Ref +7. DC 9. cat’s grace. 1 day’s trail rations. minor image*. dNebin: Male gnome Ill10. AC 20. resist elements. 5 +1 crossbow bolts. base DC = 17 + spell level): 0—detect magic (2). Prohibited school: Enchantment. Int 10. hypnotic pattern*. invisibility. dRat Familiar: HD 10. mage hand. 1st—color spray*†. prestidigitation. resistance. flare. improved invisibility*. detect poison. ray of frost. Rary’s telepathic bond. haste. Spell Focus (Evocation). mage armor. dNebin: Male gnome Ill15. displacement*. Spell Focus (Evocation). HD 15d4+33. club. identify. invisibility*.

Int 13. 4 potions of cure light wounds. 20 masterwork arrows. project image*. programmed image*. flint and steel. +4 greatsword. Precise Shot. Power Attack. +1 longsword) and +6 melee (1d6+1/19–20. bedroll. Wilderness Lore +9. Improved Critical (composite longbow). backpack. Ride (horse) +6. +5 greatsword) or +19/+19/+14/+9 ranged (1d8+7/19–20/×3. headband of intellect +4. Atk +28/+23/+18 melee (2d6+17/17–20. Swim –3. belt of giant strength +6. +1 mighty composite longbow (+4 Str bonus). +2 mighty composite longbow (+4 Str bonus). +1 mighty composite longbow (+4 Str bonus). Improved Critical (composite longbow). AL CG. RANGER 61 . SQ Elf traits. 20 +1 arrows. bedroll. Point Blank Shot. sack. Int 14. Spot +11. Search +2. Atk +18/+13 melee (2d6+10/17–20. 10 candles. Improved Critical (greatsword). greater dispelling. Weapon Focus (greatsword). Str 17. Ride (horse) +8. Possessions: +2 full plate. dragons (+1 bonus). spellbooks. Spd 20 ft. +1 greatsword) or +9 ranged (1d8+4/×3. SV Fort +17. 6th—chain lightning. flat-footed 15). SOVELISS. cloak of resistance +1. Int 10. +1 mighty composite longbow [+4 Str bonus] with masterwork arrows). Cleave. Medium-size humanoid. limited wish. Skills and Feats: Climb +20. 3 pages parchment. Point Blank Shot. Ref +5. SV Fort +11. ring of protection +2. +4 greatsword) or +15/+10 ranged (1d8+4/19–20/×3. REGDAR. rod of absorption. Int 10. Str 24. Will +1. SV Fort +4. Wis 12. delayed blast fireball. Cleave. bedroll. Con 18. cloak of resistance +3. wand of lightning bolt (10thlevel caster. Great Cleave. gloves of Dexterity +2. Improved Initiative. Weapon Focus (composite longbow). +1 returning dagger. Weapon Specialization (greatsword). Cha 13. bedroll. Rapid Shot. spell component pouch. AC 21 (touch 11. flint and steel. Dex 14. Atk +10 melee (2d6+7/19–20. Skills and Feats: Hide +11. Mobility.. Int 10. see Monster Manual. Handle Animal +19. 9 potions of cure moderate wounds. Dodge. bag of holding 1. reverse gravity. 1 day’s trail rations. Atk +6 melee (1d8+3/19–20. bracers of health +4. ink and pen. disintegrate. 8th—prismatic wall. can deliver touch attacks. Skills and Feats: Climb +6. Con 11. 4 potions of cure light wounds. SA Favored enemies magical beasts (+2 bonus). SV Fort +7. FIGHTER dSoveliss: Male elf Rgr5. Wis 8. Appendix I. +1 mighty composite longbow [+4 Str bonus] with masterwork arrows). AL NG. masterwork short sword) or +11 ranged (1d8+4/×3. Power Attack. 20 masterwork arrows. Point Blank Shot. †Because of Spell Focus (Evocation) and Spell Focus (Illusion). *These spells belong to the school of Illusion. 30 charges). dRegdar: Male human Ftr15.. Power Attack. Dex 12. HD 5d10+10. hp 79. Prohibited school: Enchantment. Will +2. flint and steel. sack. gloves of Dexterity +4. HD 15d10+60. dRegdar: Male human Ftr5. Weapon Focus (composite longbow). Great Cleave. Weapon Focus (composite longbow). Point Blank Shot. ring of protection +2. Wis 8. AC 20 (touch 11. SR 20. can speak with animals of its type. waterskin. +1 mighty composite longbow [+2 Str bonus] with +1 arrows). Skills and Feats: Climb +11. Init +2. hp 42. Possessions: Amulet of natural armor +2. sack. greater scrying. dRat Familiar: HD 15. Cha 13. Dex 18.APPENDIX 2: ICONIC CHARACTERS summon monster V. dRegdar: Male human Ftr10. Expertise. Weapon Specialization (greatsword). Init +1. Dex 14. AC 19 (touch 14. +1 greatsword. Medium-size humanoid. which is this character’s specialty. cloak of resistance +2. sack. hp 32. HD 10d10+20. Will +8. 5 torches. gloves of Dexterity +2. +2 mighty composite longbow [+4 Str bonus] with +1 arrows). Ref +7. Handle Animal +9. Swim +8. Swim –11. winged boots.. screen*. prismatic spray. Init +4. Ref +11. Weapon Specialization (greatsword). waterskin. headband of intellect +6. flat-footed 20). Str 16. flint and steel. Wis 8. waterskin. HD 5d10. Spd 30 ft. bag of holding 1. Precise Shot. the base DC for saves against these spells is 19 + spell level. AL CG. cloak of resistance +4. Medium-size humanoid. Possessions: +5 full plate. backpack. hp 36. AC 28 (touch 13. can speak with master.. Weapon Focus (greatsword). Listen +10. Dodge. Weapon Focus (greatsword). veil*. potion of cure moderate wounds. Cha 8. SQ Improved evasion. Spd 20 ft. Con 14. 5 torches. hp 147. Cha 13. waterskin. flat-footed 27). Ref +3. Init +6. Spd 40 ft. teleport. Handle Animal +14. Improved Critical (greatsword). true seeing. ethereal jaunt. boots of striding and springing. Possessions: +1 full plate. Con 14. wolf companion. Medium-size humanoid. flat-footed 19). +5 greatsword. mass invisibility*. Str 14. AC 22. Precise Shot. bracers of armor +4. AL NG. Will +4. Track. 7th—banishment. Cleave. Jump +12. amulet of natural armor +2.

flat-footed 19). Point Blank Shot. Spot +21. Spd 30 ft. Possessions: +4 mithral chain shirt. +2 racial bonus on Fortitude saves against all poisons. Track. flat-footed 22). silk rope. Con 16. Search check within 5 feet of a secret or concealed door. SV Fort +8. dire wolverine companion. Heward’s handy haversack. Str 20. Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids. Move Silently +28. 2nd—detect evil. cloak of elvenkind. Move Silently +21. speak with animals. dire boar companion. hp 69. and longsword or rapier) as bonus feats. dragons (+2 bonus). 19 +1 arrows. +2 longsword. sack. sack. Atk +12/+7 melee (1d8+4/19–20. AL LN. +2 longsword. base DC = 11 + spell level): 1st—resist elements. Str 16. eyes of the eagle. AC 23 (touch 11. Medium-size humanoid. silk rope. bedroll. periapt of Wisdom +4. +2 racial bonus on Will saves against spells and spell-like abilities. wand of cure light wounds. SA Favored enemies magical beasts (+4 bonus). silk rope. masterwork mighty composite longbow (+3 Str bonus). shortbow. resist elements. Medium-size humanoid. +2 mighty composite longbow [+2 Str bonus] with +1 arrows). Will +4. Search +2. Ride (horse) +11. 1 day’s trail rations. Will +8. 50 ft. SA Favored enemies magical beasts (+3 bonus). flint and steel. +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal. Spells Prepared (1. flint and steel. +2 mighty composite longbow (+2 Str bonus). Point Blank Shot. 1 +2 arrow. devils (+1 bonus). 1 slaying arrow (human). cloak of elvenkind. 2 sunrods. Spells Prepared (3/2/2/1. 1 day’s trail rations. HD 10d10+10. Skills and Feats: Hide +28. 50 ft. composite shortbow. Wis 12. potion of bull’s strength. silk rope. masterwork short sword. Track. Mobility. dSoveliss: Male elf Rgr15. AL CG. Cha 8. Ref +8. Ride (pony) +3. stonecunning.. Possessions: +2 elven chain. Improved Critical (composite longbow). +4 mighty composite longbow [+4 Str bonus] with +3 arrows). Listen +10. boots of elvenkind. 20 +3 arrows. potion of cure moderate wounds. Mediumsize humanoid. SQ Dwarf traits. Ref +3. Exotic Weapon Proficiency (dwarven waraxe). Atk +10 melee (1d10+6/×3. grappling hook. Skills and Feats: Hide +24. SV Fort +8. Precise Shot. AC 23 (touch 15. SQ Elf traits. +1 short sword. Dex 20. Init +5. +1 dwarven waraxe. ring of protection +3. Wilderness Lore +14. Ref +12. 1 day’s trail rations. SQ Elf traits. devils (+2 bonus). +1 large wooden shield. AL CG. and Search checks (already figured into the statistics given above). Precise Shot. +1 mighty composite longbow (+2 Str bonus). hp 102. TORDEK. backpack.. Possessions: +1 full plate. 4th—polymorph self. 2nd—protection from elements. Dodge. Wilderness Lore +21. dSoveliss: Male elf Rgr10. cloak of resistance +1. Atk +20/+15/+10 melee (1d8+7/19–20. amulet of natural armor +1. flint and steel. aberrations (+1 bonus). longbow. +2 short sword. 50 ft. 1 slaying arrow (demon). bracers of archery. 1 slaying arrow (undead). bracers of archery. +2 longsword) and +11 melee (1d6+2/19–20. grappling hook. +1 dwarven waraxe) or +8 ranged (1d8+4/×3. waterskin hook. Will +3. Int 10. 20 arrows. Search +2. boots of elvenkind. HD 5d10+15. climber’s kit. Con 12. 3 potions of cure light wounds. +1 longsword. neutralize poison. Cha 6. HD 15d10+15. Listen +15. eyes of the eagle. gloves of Dexterity +6. 50 ft. Spot. Possessions: +1 mithral chain shirt. waterskin hook. Init +1. Improved Critical (composite longbow). flat-footed 21). 1 day’s trail rations. hp 47. masterwork mighty composite longbow [+3 Str bonus] with +1 arrows). 20 +1 arrows. Cleave. Heward’s handy haversack. gloves of Dexterity +2. Jump +3. bedroll. Spells Prepared (2/1. Weapon Focus (dwarven waraxe). Int 10.APPENDIX 2: ICONIC CHARACTERS Elf Traits: Immune to magic sleep spells and effects. low-light vision. Improved Two-Weapon Fighting. +2 racial bonus on Will saves against enchantment spells or effects. Dex 13. base DC = 13 + spell level): 1st—pass without trace. grappling hook. Wis 12. 62 dTordek: Male dwarf Ftr5. Int 10. +2 longsword) and +20/+15 melee (1d6+4/19–20. Spd 30 ft. Spd 15 ft. SV Fort +10. everburning torch. FIGHTER . belt of giant strength +6. Martial Weapon Proficiency (composite longbow. sack. +4 mighty composite longbow (+4 Str bonus). Cha 8. speak with animals. 2 sunrods. Ride (horse) +7. 3rd—greater magic fang. Power Attack. protection from elements. sack. waterskin. waterskin. +1 short sword) or +20/+15 ranged (1d8+5/19–20/×3. AC 27 (touch 19. Con 12. 10 +1 arrows. +2 short sword) or +31/+26/+21 ranged (1d8+11/19–20/×3. +4 dodge bonus against giants. ring of protection +1. bedroll. Init +7. +2 racial bonus on Listen.. backpack. base DC = 11 + spell level): 1st—resist elements. Weapon Specialization (dwarven waraxe). Dex 25.. bedroll. Dodge. Skills and Feats: Climb +7. Spot +28. flint and steel. Wis 16. darkvision 60 ft. dragons (+3 bonus). Str 14. 2 sunrods.

+2 keen throwing and returning scimitar. AC 27 (touch 12. Handle Animal +7. waterskin. obscuring mist. Point Blank Shot. resist nature’s lure. 2nd—barkskin. +2 large wooden shield. detect poison. Concentration +14. +1 racial bonus on Listen. belt of giant strength +4.. Medium-size humanoid (elf ). Atk +5 melee (1d6+1/18–20. light. Possessions: +2 hide armor. dTordek: Male dwarf Ftr15. Skills and Feats: Animal Empathy +12. +1 scimitar) or +5 ranged (1d4. 9 +2 arrows. boots of striding and springing. AC 22 (touch 13. Wis 16. Weapon Focus (scimitar). +3 large wooden shield. greater dispelling. Weapon Specialization (warhammer). +2 dwarven waraxe) or +14/+9 ranged (1d8+7/×3. gloves of Dexterity +2. low-light vision. SV Fort +12. Con 13. Skills and Feats: Climb +12. Spot. trackless step.. Jump +16. dVadania: Female half-elf Drd15. cloak of resistance +2. Ride (pony) +7. bedroll. base DC = 13 + spell level): 0—detect magic. Far Shot. waterskin. Weapon Specialization (dwarven waraxe). bracers of health +4. SQ Half-elf traits. ring of protection +1. dire wolverine companion.. Far Shot. Dodge. 3 sunrods. Point Blank Shot. flint and steel. backpack. 4th—dispel magic. belt of giant strength +6. Dex 15. wild shape 1/day (Small or Medium-size animal). sack. flat-footed 18). ring of feather fall. 3 sunrods. 3rd—call lightning (2). transport via plants. 4 potions of cure serious wounds. Half-Elf Traits: Immune to magic sleep spells and effects. Exotic Weapon Proficiency (dwarven waraxe). entangle. bag of tricks (rust). Spd 20 ft. Handle Animal +14. Con 18. +2 large wooden shield. SQ Half-elf traits. heat metal. flint and steel. 10 sling bullets. rusting grasp. +2 keen throwing and returning scimitar) or +16 ranged (1d6+4/12–20. cloak of resistance +2. silk rope. Handle Animal +19. base DC = 15 + spell level): 0— detect magic. Weapon Focus (warhammer). Concentration +21. dire bear companion. entangle. Atk +16/+11/+6 melee (1d6+4/12–20. Dex 14. fly 60 ft.APPENDIX 2: ICONIC CHARACTERS dTordek: Male dwarf Ftr10. liveoak. Init +2. 7th—fire storm. Medium-size humanoid (elf ). dwarven thrower). charm person or animal. resist nature’s lure. Init +2. dire lion companion. summon nature’s ally V (2). Wilderness Lore +25. 8th—finger of death. resistance. ring of protection +1. AC 24 (touch 13. Medium-size humanoid (elf ). +1 keen scimitar. timeless body. nature sense. speak with animals (2). Exotic Weapon Proficiency (dwarven waraxe). potion of invisibility. hp 147. bedroll. SV Fort +14. Will +8. AL LN. obscuring mist. Skills and Feats: Animal Empathy +17. Spells Prepared (6/6/5/4/4/3. 2nd—barkskin (2). Cleave. Will +5. cloak of resistance +2. faerie fire. 1st—endure elements. Cha 8. Improved Critical (dwarven waraxe). Cha 8. Possessions: +2 full plate. boots of speed. ring of protection +1. +1 returning halfspear). read magic. Con 18. potion of invisibility. Possessions: +1 hide armor. +2 dwarven waraxe. Init +1. Will +18. Possessions: +3 hide armor. scroll of barkskin. flint and steel. Weapon Focus (warhammer). Weapon Focus (dwarven waraxe). 1st—endure elements. summon nature’s ally VII. 3 potions of cure light wounds. hp 99. Skills and Feats: Climb +19. scroll of neutralize poison. 2 VADANIA. 2nd—barkskin. dVadania: Female half-elf Drd10. charm person or animal. trackless step. Mobility. protection from elements (2). waterskin. flame strike (2). Int 10. tanglefoot bag. Wilderness Lore +18. backpack. +4 dwarven waraxe) or +21 ranged (2d8+10/×3. Spd 30 ft. base DC = 17 + spell level): 0—detect magic. Great Cleave. heat metal. entangle. flat-footed 20). Cha 6. amulet of natural armor +1. Atk +27/+22/+17 melee (1d10+13/19–20/×3. wind walk. nature sense. 50 ft. Wilderness Lore +11. nature sense. backpack. venom immunity. magic fang (2). periapt of wisdom +6. read magic. Medium-size humanoid. masterwork mighty composite longbow [+4 Str bonus] with +2 arrows). obscuring mist. poison. resist elements. antitoxin. waterskin. +4 dwarven waraxe. Spells Prepared (5/4/3/2. SQ Half-elf traits. SQ Dwarf traits. sack. Weapon Focus (scimitar). Wis 24. Weapon Specialization (dwarven waraxe). Str 14. Str 10. Ref +7. tree stride. ring of protection +2. 1 day’s trail rations. Will +14. Init +2. Scribe Scroll. backpack. tanglefoot bag. freedom of movement. +2 keen throwing and returning scimitar). SA Wild shape 4/day (Small to Large animal).. poison. AL N. Ref +4. 5th—ice storm. scroll of barkskin (6th-level caster). and Search checks. Spellcraft +9. cloak of resistance +1. flint and steel. Spellcraft +19. 3 potions of cure light wounds. AC 32 (touch 13. sack. Spellcraft +14. 3rd—greater magic fang. magic fang (2). Skills and Feats: Animal Empathy +7. DRUID 63 . 1 day’s trail rations. Spd 15 ft. Point Blank Shot. Int 10. masterwork mighty composite longbow (+4 Str bonus). druid’s vestment. Ride (pony) +8. orb of storms. know direction. 1 day’s trail rations. Improved Critical (scimitar). speak with animals. hp 116. Concentration +9. Ref +5. Ref +9. detect poison. light. greater magic fang (2). Scribe Scroll. resistance. resist elements. know direction. HD 15d8+45. Int 12. potions of cure light wounds. Cha 6. speak with animals. 5th—commune with nature. HD 15d10+60. 1 day’s trail rations. Great Cleave. bedroll. magic fang. Init +2. potion of cure moderate wounds. SQ Dwarf traits. HD 10d10+40. +1 keen scimitar) or +8/+3 melee (1d6+1/×3. holly and mistletoe. AL N. a thousand faces. sling. Weapon Focus (scimitar). ring of protection +1. HD 5d8+5. Atk +18/+13 melee (1d10+9/19–20/×3. read magic. Weapon Focus (dwarven waraxe). light. cloak of resistance +1. Scribe Scroll. Con 17. bedroll. climber’s kit. periapt of Wisdom +4. wall of fire. waterskin. dwarven thrower (+3 warhammer). 3rd—greater magic fang (2). flint and steel. hp 31. Track. flame strike (2). ice storm (2). scroll of remove disease. SV Fort +10. venom immunity. scroll of tree stride. 1st—endure elements. Possessions: +4 full plate. pass without trace. Cha 8. Shot on the Run. Dex 14. antitoxin. scroll of animal growth. Wis 12. Far Shot. trackless step. woodland stride. 4th—dispel magic. Improved Critical (dwarven waraxe). +1 large wooden shield. Dex 13. Power Attack. +1 returning halfspear. Jump +13. belt of giant strength +4. flat-footed 26). Dex 14. holly and mistletoe. +2 racial bonus on Will saves against enchantment spells or effects. faerie fire. Wis 12. Str 21. AL LN. know direction. freedom of movement. protection from elements. 1 day’s trail rations. AL N. flat-footed 22). Cleave. Will +8. +1 returning halfspear) or +10 ranged (1d6+1/×3. Spd 20 ft. 6th—fire seeds. bedroll. bracers of health +2. +1 scimitar. hp 59. AC 20 (touch 13. Atk +9/+4 melee (1d6+1/15–20. detect poison. Str 24. SV Fort +6. winged boots. Medium-size humanoid. 50 ft. poison. +3 large wooden shield. 10 +1 arrows. SA Wild shape 6/day (Tiny to Huge animal or dire animal). Spells Prepared (6/7/7/7/5/5/4/3/1. Int 12. resist nature’s lure. backpack. Str 10. woodland stride. sling). potion of invisibility. amulet of natural armor +2. Con 13. woodland stride. Power Attack. Spd 20 ft. dVadania: Female half-elf Drd5. silk rope. flat-footed 31). Track. HD 10d8+10. scroll of lesser restoration. holly and mistletoe. sack. bracers of health +2. climber’s kit.. Int 12. Ref +9. charm person or animal. Wis 21. SV Fort +15. (good). Point Blank Shot. sack.

APPENDIX 3: NPCS RANKED BY CHALLENGE RATINGS Appendix 3: NPCs Ranked by Challenge Ratings CR 1 1 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 5 5 6 6 6 6 7 7 7 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 12 12 12 12 12 Name City guard Cutpurse Burglar Elite guard Temple guard Thug Ambrose Pifflestone Clean-up crew member Evil minion Kavatha Thokka Floki Longfingers Greenleaf Murta Wintervale Pickpocket gang leader Scarsnout Temple warden Theresh Vallen Vigilante Xarole Banoc Brother Culver Gerbo Flintwhistle Hamelin Korgul Redeye Senior temple guard Panga Laila Stallas Mon Strabo Brother Xonak Jara Selarin Draganoth Eiger Dhavut Stonebreaker Jil Du Ghal The White Spider Abrian Archangel Dallic Foehammer Moxic Varro Khalili Melantha Taliaferro Anrenay Blind Jak Gartha the Red Halaandial Lord Carrion Race Class Human War Human Rog Elf Rog Human Ftr Human Ftr/Clr Half-orc War/Rog Human Exp Halfling Rog/Ftr Human Rog/Wiz Human Bbn Dwarf Rog Goblin Rog/Adp Elf Drd Halfling Sor Gnome Brd Kobold Adp/Sor Human Mnk/Ftr Half-orc Clr Halfling Exp/Sor Gnome Ftr Half-orc Rgr Half-elf Ftr/Clr/Exp Gnome Sor Human War/Rog Orc Bbn/Clr Human Ftr/Clr Lizardfolk Drd Human Rog/Div Human Rog/Ftr Half-dragon Clr Human Mnk Human Rog/Wiz Minotaur Wiz Half-orc Mnk Dwarf Ftr Human Ftr Halfling Rog/Sor Half-elf Drd Half-elf Wiz/Clr Dwarf Ftr/Clr Dwarf Nec Half-fiend Drd Human Rog Human Rgr/Clr Human Clr Ettercap Clr Umber hulk Mnk Human Sor Treant Drd Advanced flesh golem 13 13 13 13 13 13 13 14 14 14 15 15 18 Aoket Comar Durlob Mandel Redbone Wallach Yarrick Zan Incunabulum Rosal Silvarr Chandra Skyreaver Neshia Qirtaia Mummy Troll Phase spider Human Wight Pseudodragon Mind flayer Human Aasimar Human Elf Human Djinni Mnk Ftr Rog Clr Asn Sor Asn Nec Pal/Sor Wiz/Lor Rgr/Wiz/Arc Clr Sor Group Encounter Levels Variable Gnome vigilantes Variable Halfling clean-up crew Variable Pickpocket gang 8 The Circle of Green (without Halaandial) 13 The Circle of Green (with Halaandial) 14 Band of the Hand 17 The Pale Grin 18 The Claw 64 .