Silid
CR 1/3 XP: 135Male or female silid (The Tome of Horrors 545) warrior 1
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 15, touch 13, flat-footed 13 (+1 size, +2 armor, +2 Dex)
HP 8 (1d10+3)
Fort +4, Ref +2, Will -1
Weaknesses light blindness
Speed 30 ft.
Melee short sword +4 (1d4+1/19-20)
Ranged shortspear +4 (1d4+1)
Space 5 ft.
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st) 1/day—blur
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 13, Dex 15, Con 14, Int 10, Wis 9, Cha 4
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Skills Perception +0, Stealth +11
Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
Gear leather armor, short sword, spear
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
These small subterranean dwellers enjoy ambushing and waylaying their opponents. They slay their victims, steal their possessions, and leave their bodies to what ever happens to wander along looking for a meal. Cruel, mean-spirited creatures, silids care nothing for themselves or anything else. They seem to take great pleasure in bringing misery to others, particularly adventurers. Silids rarely interact with other races. They are an untrustworthy lot, and most other races avoid contact with them.
Silids live in groups (called stripes) of up to 40 individuals. Each stripe is a loose organization of silids, with a single leader that controls and governs the remainder of the stripe. The leader is almost always the meanest, cruelest, and sneakiest silid of the bunch. Under his command, the silids conduct raids and hunt their subterranean realm for surface-dwellers that have wandered into their territory. When hunting or harassing travelers, silids often don armor (either leather or padded) and carry weapons.
Silids skulk about their underground world in search of surface-dwellers. Surface-dwellers seem to love exploring the Underdark, so there rarely is a shortage of opponents for the mean-spirited silid. Often, a band of silids trails an adventuring party before attacking; waiting until the terrain is just right (silids prefer small, cramped areas because they gain the advantage on larger opponents). When the attack commences, a silid blurs itself and usually employs one of the following tactics.
Copyright Notice Author Scott Greene.
Silid Assassin
CR 11 XP: 12,800Male or female silid (The Tome of Horrors 545) rogue 5/fighter 4/assassin 3
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 23, touch 18, flat-footed 17 (+1 size, +3 armor, +1 dodge, +2 shield, +6 Dex)
HP 106 (5d8+4d10+3d8+48)
Fort +10, Ref +15, Will +3
Defensive Abilities bravery +1, evasion, improved uncanny dodge, trap sense +1, uncanny dodge; Ref +16 vs. traps; Will +4 vs. fear; +4 vs. poison; Weaknesses light blindness
Speed 30 ft.
Melee +1 deathbringer blade rapier +18/+13 (1d4+5/18–20 plus poison)
Ranged shortspear +16 (1d6+2)
Space 5 ft.
Special Attacks death attack (DC 13), rogue talent (bleeding attack), sneak attack +6d6
Spell-Like Abilities (CL 1st) 1/day—blur
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 10, Wis 7, Cha 6
Base Atk +9; CMB +10; CMD 27
Skills Acrobatics +17, Climb +14, Disable Device +6, Disguise +9, Escape Artist +16, Intimidate +5, Perception +9, Stealth +27, Survival +6
Languages Goblin, Undercommon
SQ training 1, poison use, rogue talents (fast stealth), trapfinding
Gear 3 doses of shadow essence, potion of invisibility
Other Gear studded leather armor, +1 buckler, +1 deathbringer blade rapier, shortspear, thieves’ tools
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
Silid Deathcrafter
CR16 XP: 76,800Male silid (The Tome of Horrors 545) rogue 9/shadowdancer 8
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 23, touch 19, flat-footed 16 (+1 size, +4 armor, +6 Dex, +1 dodge)
HP 153 (9d8+8d8+77)
Fort +10, Ref +16, Will +5
Defensive Abilities defensive roll, evasion, improved uncanny dodge (21st level), rogue talent (resiliency), slippery mind, trap sense +3, uncanny dodge; Ref +19 vs. traps; Weaknesses light blindness
Speed 30 ft.
Melee +3 deathbringer blade short sword +23/+18/+13 (1d4+5/19–20) or +1 cold iron dagger +20/+15/+10 (1d3+3/19–20)
Ranged +1 cold iron dagger +20/+15/+10 (1d3+3/19–20)
Space 5 ft.
Special Attacks shadow jump 160 ft.; rogue talent (bleeding attack), sneak attack +6d6, summon shadow
Spell-Like Abilities (CL 9th) 2/day—silent image (DC 10) 1/day—blur, shadow conjuration (DC 14), shadow evocation (DC 15)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 12, Wis 9, Cha 11
Base Atk +12; CMB +13; CMD 30
Feats Combat Reflexes, Craft Magic Arms and Armor, Dodge, Mobility, Quick Draw, Skill Focus (Craft [weapons]), Spring Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Acrobatics +26, Climb +22, Craft (weapons) +27, Disable Device +30, Escape Artist +34, Knowledge (local) +10, Perception +11, Perform (dance) +13, Stealth +38, Survival +11
Racial Modifiers +4 Stealth
Languages Abyssal, Goblin, Undercommon
SQ hide in plain sight, rogue talents (fast stealth, ledge walker, stand up, weapon training), trapfinding
Gear Gear oil of darkness, 2 flask of alchemist’s fire
Other Gear +2 leather armor, +3 deathbringer blade short sword, 2 +1 cold iron daggers, thieves’ tools
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
Silid Shadowlord
CR 13 XP: 25,600
Male or female silid (The Tome of Horrors 545) rogue 9/shadowdancer 5
CE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 22, touch 19, flat-footed 15 (+1 size, +3 armor, +6 Dex, +1 dodge)
HP 132 (9d8+5d8+65)
Fort +9, Ref +15, Will +3
Defensive Abilities defensive roll, evasion, improved uncanny dodge (18th level), trap sense +3, uncanny dodge; Ref +18 vs. traps; Weaknesses light blindness
Speed 30 ft.
Melee +1 deathbringer blade short sword +18/+13 (1d4+3/19–20) or mwk dagger +17/+12 (1d3+2/19–20)
Ranged mwk dagger +17/+12 (1d3+1/19-20)
Space 5 ft.
Special Attacks shadow jump 40 ft.; rogue talent (bleeding attack), sneak attack +6d6, summon shadow
Spell-Like Abilities (CL 6th) 2/day—silent image (DC 8) 1/day—blur, shadow conjuration (DC 12)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 15, Dex 22, Con 18, Int 10, Wis 7, Cha 6
Base Atk +9; CMB +10; CMD 27
Feats Combat Reflexes, Craft Magic Arms and Armor, Dodge, Mobility, Quick Draw, Stealthy, Weapon Finesse, Weapon Focus ((short sword)
Skills Acrobatics +23, Climb +19, Disable Device +22, Escape Artist +31, Knowledge (local) +7, Perception +10, Perform (dance) +11, Stealth +35, Survival +10
Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
SQ hide in plain sight, rogue talents (fast stealth, ledge walker, stand up, weapon training), trapfinding
Gear oil of magic weapon, oil of darkness, 2 flask of alchemist’s fire
Other Gear +1 leather armor, +1 deathbringer blade short sword, 3 masterwork daggers, thieves’ tools
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
Silid Sibyl
CR 13 XP: 25,600
Female silid (The Tome of Horrors 545) witch 14
CE Small humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 17, touch 15, flat-footed 14 (+1 size, +2 armor, +2 Dex, +1 dodge)
HP 93 (14d6+42)
Fort +6, Ref +6, Will +9
Weaknesses light blindness
Speed 30 ft.
Melee +1 sickle +11/+6 (1d4 plus trip)
Ranged mwk sling +11/+6 (1d3)
Space 5 ft.
Special Attacks hexes (DC 20, cauldron, evil eye, flight, healing, slumber), major hexes (DC 20, agony, major healing, retribution), sneak attack +1d6
Spell-Like Abilities (CL 15th) At will—feather fall, fly (15 minutes/day) 1/day—blur, levitate, scrying (familiar only)
Spells Prepared (CL 14th)
7th-Harm (DC 20; melee touch +10), Power Word Blind
6th-Cone of Cold (DC 19), Legend Lore, Swarm Skin
5th-Baleful Polymorph (DC 18), Cloudkill (DC 18), Mass Pain Strike (DC 18)
4th-Beast Shape II, Charm Monster (DC 17), Cure Serious Wounds, Enervation (ranged touch +10)
3rd-Bestow Curse (DC 16), Dispel Magic, Lightning Bolt (DC 16; x2), Vampiric Touch (melee touch +10)
2nd-Bears Endurance (x2), Detect Thoughts (DC 15), False Life, See Invisibility
1st-Burning Hands (DC 14), Cure Light Wounds (x2), Ill Omen, Obscuring Mist
0th-Dancing Lights, Detect Magic, Guidance, Touch of Fatigue (melee touch +10)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 9, Dex 15, Con 14, Int 17, Wis 10, Cha 12
Base Atk +7; CMB +5; CMD 18
Feats Alertness, Brew Potion, Combat Casting, Dodge, Go Unnoticed, Persuasive, Scribe Scroll, Stealthy, Weapon Finesse
Skills Craft (alchemy) +16, Diplomacy +15, Escape Artist +20, Fly +14, Heal +21, Intimidate +18, Perception +6, Spellcraft +12, Stealth +24, Swim +3
Racial Modifiers +4 Stealth
Languages Goblin, Undercommon
SQ witch’s familiar (bat)
Gear oil of greater magic weapon, 3 arcane scrolls (CL 14th: cure critical wounds), arcane scroll (CL 14th: reincarnate), tanglefoot bag, 2 flasks of alchemist’s fire
Other Gear bracers of armor +2, +1 sickle, masterwork sling, 20 sling bullets
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
BAT FAMILIAR
N Diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
AC 23, touch 16, flat-footed 21 (+2 Dex, +7 natural, +4 size)
hp 46 (14 HD)
Fort +2; Ref +6; Will +11
Defensive Abilities improved evasion; SR 19
Speed 5 ft., fly 40 ft. (good)
Melee bite +13 (1d3–4)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells and hex
Str 1, Dex 15, Con 6, Int 12, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 4
Feats Weapon Finesse
Skills Diplomacy +7, Escape Artist +12, Fly +21, Intimidate +3, Perception +15, Spellcraft +7, Stealth +27
Languages speak with bats; empathic link with master, speak with master
SQ share spells
Silid Sibyl Queen
CR 18 XP: 153,600
Female silid (The Tome of Horrors 545) witch 14/loremaster 5
CE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +18
AC 17, touch 15, flat-footed 16 (+1 size, +2 armor, +1 Dex, +2 dodge)
HP 89 (14d6+5d6+23)
Fort +4, Ref +5, Will +13
Defensive Abilities secrets (dodge trick, the lore of true stamina); Weaknesses light blindness
Speed 30 ft.
Melee +1 vicious punching dagger +12/+7 (1d3/x3 plus 2d6 energy and 1d6 energy to wielder)
Ranged dart +12/+7 (1d3–1 plus poison)
Space 5 ft.
Special Attacks hexes (DC 24, cauldron, evil eye, flight, healing, slumber), major hexes (DC 24, agony, major healing, retribution), secret (weapon trick), sneak attack +1d6
Spell-Like Abilities (CL 20th) At will—feather fall, fly (15 minutes/day) 1/day—blur, levitate, scrying (familiar only)
Spells Prepared (CL 19th)
9th-Foresight, Mass Cure Critical Wounds, Mass Suffocation (DC 23)
8th-Discern Location, Irresistible Dance (DC 22), Mass Inflict Serious Wounds (DC 22)
7th-Harm (DC 21; melee touch +12), Heal, Stilled Slay Living (DC 20), Vision
6th-Cone of Cold (DC 20), Find the Path, Stilled Beast Shape III, Swarm Skin
5th-Baleful Polymorph (DC 19), Cloudkill (DC 19), Major Creation, Mass Pain Strike (DC 19)
4th-Beast Shape II, Black Tentacles, Charm Monster (DC 18), Cure Serious Wounds, Phantasmal Killer (DC 18)
3rd-—Bestow Curse (DC 17), Dispel Magic, Lightning Bolt (DC 17), Locate Object, Vampiric Touch (melee touch +12)
2nd-Bears Endurance, Cure Moderate Wounds, Detect Thoughts (DC 16), False Life, See Invisibility
1st-Burning Hands (DC 15), Cure Light Wounds (x2), Ill Omen, Obscuring Mist
0th-—Dancing Lights, Detect Magic, Guidance, Touch of Fatigue (melee touch +12)
During Combat The silids attack from ambush, attempting to maim or kill as many of their opponents as they can. Or, the silids rush from all angles and swarm their opponents. The latter tactic is usually only used when a large group of silids are present (such as when a party of adventurers stumbles into a silid lair).
Str 8, Dex 13, Con 10, Int 19, Wis 18, Cha 16
Base Atk +9; CMB +7; CMD 20
Feats Alertness (with familiar), Brew Potion, Combat Casting, Dodge, Persuasive, Scribe Scroll, Skill Focus (Knowledge [arcana], Knowledge [local]), Stealthy, Still Spell, Toughness, Weapon Finesse
Skills Bluff +17, Craft (alchemy) +25, Diplomacy +17, Escape Artist +19, Fly +21, Heal +21, Intimidate +20, Knowledge (arcana) +27, Knowledge (local) +27, Perception +18, Spellcraft +21, Stealth +23, Swim +3
Racial Modifiers +4 Stealth
Languages Aboleth, Abyssal, Aklo, Goblin, Necril, Terran, Undercommon
SQ witch’s familiar (bat)
Gear mask of the skull, oil of greater magic weapon, 3 arcane scrolls (CL 14th: cure critical wounds), arcane scroll (CL 14th: reincarnate), tanglefoot bag, 2 flasks of alchemist’s fire, 2 doses of blue whinnis; Other Gear ring of protection +2, +1 vicious punching dagger, 2 darts, healer’s kit (8 uses)
Environment underground
Organization gang (5–10), band (11–16, plus 1 3rd-level leader), or stripe (21–40 plus 50% noncombatants plus 1 3rdlevel sergeant, 1 lieutenant of 4th level, and 1 leader of 6th or 7th level)
Treasure standard
Limber (Ex) Silids are able to squeeze and move through tight places as if they are one size category smaller (usually Tiny). They also gain a +4 racial bonus to Escape Artist checks.
A small goblin-like humanoid emerges from the shadows. It is dressed in drab garments which match its pale gray, leathery skin. An unkempt shock of short black hair frames its bat-like face, slightly pointed ears and bulbous red pupils and its long and slender arms end in four-fingered hands.
YAGA
N Diminutive magical beast (augmented animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +23
AC 23, touch 16, flat-footed 21 (+2 Dex, +7 natural, +4 size)
hp 51 (19 HD)
Fort +4; Ref +8; Will +14
Defensive Abilities improved evasion; SR 23
Speed 5 ft., fly 40 ft. (good)
Melee bite +15 (1d3–4)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells and hexes
Str 1, Dex 15, Con 6, Int 12, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 4
Feats Weapon Finesse
Skills Bluff +11, Diplomacy +7, Escape Artist +12, Fly +29, Intimidate +7, Knowledge (arcana) +13, Knowledge (local) +13, Perception +23, Spellcraft +15, Stealth +27
Languages speak with bats; empathic link with master, speak with master
SQ share spells
Strong necromancy; CL 17th; Craft Magic Arms and Armor, death knell, enervation; Price +3 bonus.
DEATHBRINGER BLADE
The deathbringer blade ability can be applied to any slashing or piercing melee weapon. It functions as a sword of life stealing bestowing a negative level when it deals a critical hit. The wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. In addition, as a move action on his own turn the wielder can choose to let the weapon steal his own life. This can only be done voluntarily and results in the wielder’s immediate death as if by death magic. When this is done, the weapon immediately explodes dealing 1d6 points of negative energy damage per level or hit die that the wielder possessed to anyone within 10 ft. Anyone within the area of effect of this explosion can make a DC 16 Fortitude save for half damage. The weapon is destroyed if this action is taken.Strong necromancy; CL 17th; Craft Magic Arms and Armor, death knell, enervation; Price +3 bonus.
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