Sunday, February 24, 2019

Warband of Orcus - Lost Lands

Gullioch, Warband of Orcus Leader
CR 12                                                                                                             XP: 19,200
Male half-orc fighter 13
CE Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft; Perception +1
AC 22, touch 12, flat-footed 20 (+10 armor, +2 Dex)
HP 141 (13d10+65)
Fort +15, Ref +9, Will +10
Defensive Abilities  bravery +3, orc ferocity; Will +11 vs. fear
Speed 30 ft.
Melee +1 longsword +21/+16/+11 (1d8+7/17–20) and +3 wounding whip +25/+20/+15 (1d3+10 nonlethal plus 1 bleed/19–20), unarmed strike +21/+16/+11 (1d3+6)
Ranged mwk throwing axe +18 (1d6+5)
Special Attacks weapon trainings (flails +3, close +2, thrown +1)
Str 18, Dex 15, Con 18, Int 10, Wis 8, Cha 12
Base Atk +13; CMB +17; CMD 29
Feats Critical Focus, Disruptive, Exotic Weapon Proficiency (Whip), Improved Critical (Whip, Longsword), Intimidating Prowess, Iron Will, Lunge, Staggering Critical, Step Up, Two-Weapon Fighting, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Acrobatics +2, Appraise +2, Bluff +3, Climb +4, Diplomacy +3, Disguise +3, Escape Artist +2, Fly +2, Heal +1, Intimidate +25, Perception +1, Ride +2, Sense Motive +5, Stealth +3, Swim +4
  Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ armor training 3, orc blood, weapon familiarity
Gear potion of bear’s endurance, potion of cure moderate wounds, potion of heroism, 4 doses of deathblade poison
Other Gear +1 full plate, +1 longsword, +3 wounding whip, 2 throwing axes, belt of giant strength +2, cloak of resistance +1, 198 gp.)
Zerac, Warband of Orcus Unholy Man
CR 9                                                                                                               XP: 6,400
Male human disciple of Orcus 5/zealot of Orcus 5
CE Medium humanoid (human)
Init +1; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
HP 108 (10d8+35)
Fort +10, Ref +4, Will +13
Speed 30 ft.
Melee rod of the viper +10/+5 (1d8+4); melee touch +8
Ranged ranged touch +7
Special Attacks channel negative energy 6/day (DC 20, 5d6), death’s kiss
Spells Prepared (CL 8th)
  4th-Cure Critical Wounds, Enervation (D), Poison (DC 20; x2)
  3rd-Animate Dead (D), Blindness/Deafness (DC 19), Dispel Magic, Meld Into Stone
  2nd-Bulls Strength, Ghoul Touch (D DC 18), Hold Person (DC 16), Shatter (DC 16), Spiritual Weapon
  1st-Bane (DC 15), Cause Fear (D DC  17), Cure Light Wounds, Deathwatch, Obscuring Mist
  0th-Bleed (DC 16), Detect Magic, Light, Read Magic (D Domain spell)
Domain: Undead
Str 14, Dex 13, Con 16, Int 11, Wis 19, Cha 17
Base Atk +6; CMB +8; CMD 19
Feats Combat Casting, Command Undead, Extra Channel, Greater Spell Focus (Necromancy), Improved Channel, Iron Will, Selective Channeling, Spell Focus (Necromancy)
Skills Heal +12, Knowledge (arcana) +4, Knowledge (planes) +7, Knowledge (religion) +13, Spellcraft +13
Languages Comman
SQ rites of Orcus (channel energy focus, darkvision, necromantic strike), undead leadership, undead lord’s proxy, variant channeling (undeath variant channeling)
Gear potion of bear’s endurance, 2 potions of bull’s strength, 4 potions of cure moderate wounds, potion of cure serious wounds
Other Gear 2 breastplate, +1 heavy steel shield, rod of the viper, cloak of resistance +1, unholy symbol of Orcus
Elcloch, Warband of Orcus, Assassin
CR 13                                                                                                             XP: 25,600
Male human assassin 9/rogue (Knife Master) 5
N Medium humanoid (human)
Init +10; Senses Perception -1
AC 21, touch 18, flat-footed 14 (+3 armor, +1 dodge, +6 Dex)
HP 63 (14d8)
Fort +4, Ref +15, Will +3
Defensive Abilities blade sense, evasion, improved uncanny dodge; Will +7 vs, poison
Speed 30 ft.
Melee +3 wounding adamantine dagger +19/+14 (1d4+3 plus 1 bleed /19–20), assassin’s dagger +18/+13 (1d4+2/19–20)
Special Attacks death attack (DC 22), rogue talents (finesse rogue, surprise attacks), quiet death, sneak attack +8d6, swift death 1/day, true death (DC 24)
Str 11, Dex 22, Con 11, Int 16, Wis 9, Cha 9
Base Atk +9; CMB +9; CMD 26
Feats Agile Maneuvers, Dastardly Finish, Deft Hands, Dodge, Improved Initiative, Lunge, Stealthy, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +6, Appraise +3, Bluff -1, Climb +0, Disable Device +6, Disguise -1, Escape Artist +6, Intimidate -1, Knowledge (local) +3
Languages Common, Dark Folk, Orc, Undercommon
SQ hidden blade, hidden weapons, hide in plain sight, poison use
Gear oil of levitate, 2 potions of darkvision, 2 potions of invisibility
Other Gear +1 glamered leather armor, +3 wounding adamantine dagger, assassin’s dagger, boots of elvenkind, rope of entanglement, masterwork thieves’ tools
Cugaphon, Warband of Orcus, Undead Creator
CR 10                                                                                                             XP: 9600
Female human necromancer 11
N Medium humanoid (human)
Init +5; Senses darkvision 60 ft., see invisibility; Perception +4
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
HP 100 (11d6+59)
Fort +10, Ref +6, Will +10
Resist fire 30
Speed 30 ft.
Melee mwk dagger +6 (1d4/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy (DC 17, 8/day)
Arcane School Spell-Like Abilities (CL 11st; concentration +16)
   8/day-Grave Touch (5 rounds)
Necromancer Spells Prepared (CL 11st; concentration +16)
  6th-Create Undead, Eyebite (DC 23)
  5th-Baleful Polymorph (DC 20), Magic Jar (DC 22), Teleport, Waves of Fatigue
  4th-Animate Dead, Enervation, Fear (DC 21), Solid Fog, Wall of Fire
  3rd-Blink, Fireball (DC 18), Fly, Ray of Exhaustion (DC 20), Vampiric Touch (2)
  2nd-Blindness/Deafness (DC 19), False Life, Resist Energy, See Invisibility, Scare (DC 19), Scorching Ray
  1st-Alarm, Burning Hands (DC 16), Cause Fear (DC 18), Detect Undead, Expeditious Retreat, Mage Armor, Magic Missile
  0th-Bleed (DC 17), Detect Magic, Read Magic, Touch of Fatigue (DC 17)
Opposition Schools: enchantment, illusion
Before Combat The wizard casts mage armor, false life, resist energy (fire), and see invisibility.
During Combat The wizard casts solid fog on a group of enemies, then casts wall of fire in a circle (focused inward) around the solid fog. As opponents leave the fog, he attacks them directly with eyebite and enervation. He might cast fear to drive opponents through the wall of fire, or cast fireball on a group of opponents grouped together.
Base Statistics: Without false life, mage armor, resist energy, and see invisibility, the wizard's statistics are Senses darkvision 60 ft.; AC 12, touch 11, flat-footed 11; hp 85; Resist none.
Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
Base Atk +5; CMB +5; CMD 16
Feats Brew Potion, Combat Casting, Command Undead, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +19, Fly +5, Heal +4, Intimidate +7, Knowledge (arcana) +19, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +18, Perception +4, Spellcraft +19
Languages Aklo, Common, Dwarven, Elven, Goblin, Infernal
SQ arcane bond (rat), life sight (10 feet, 11 rounds/day)
Gear potions of cure moderate wounds (2), potion of displacement, potion of invisibility, robe of bones
Other Gear masterwork dagger, amulet of natural armor +1, belt of mighty constitution +2, cloak of resistance +2, goggles of night, headband of vast intelligence +2, spellbook, crystal for magic jar (worth 100 gp), onyx gems (worth 300 gp), 623 gp
Carzool, Warband of Orcus, Graveknight
CR 11                                                                                                                XP: 12800
Male human graveknight antipaladin 10
CE Medium undead (augmented human)
Init +1; Senses darkvision 60 ft.; Perception +17
Aura cowardice, despair, evil, fear aura (DC 19)(10 ft.)
AC 28, touch 11, flat-footed 27 (+13 armor, +1 Dex, +4 natural)
HP 135 (10d10+80)
Fort +15, Ref +7, Will +14; +3 vs. fear
Defensive Abilities bravery +3, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits; SR 26; Resist channel resistance +4,
Speed 20 ft.
Melee +1 menacing vicious cold iron greatsword +16/+11
Ranged composite longbow +14/+9 (1d8+11/x3) (2d6+7/19–20), demon armor gauntlets +15/+10 (1d10+5)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 4/day (DC 19, 5d6), command undead, cruelties (DC 19; poisoned, sickened, cruelty staggered), fiendish boon 2/day (weapon +2, 10 min./day), infuse weapon 7/day (5d6 points of negative energy damage), smite good 4/day (+4 to hit, +10 damage), touch of corruption 9/day (5d6 points of damage)
Spell-Like Abilities (CL 10th) At will—darkness, desecrate, detect good, detect good, detect magic, see invisibility 1/day—animate dead, blasphemy (DC 20), protection from good, symbol of fear (DC 20)
Spells Prepared (CL 7th)
  3rd-Inflict Moderate Wounds (DC 17)
  2nd-Desecrate, Silence (DC 16)
  1st-Cause Fear (DC 15), Doom (DC 15), Inflict Light Wounds (DC 15)
Str 27, Dex 12, Con -, Int 15, Wis 17, Cha 18
Base Atk +10; CMB +20; CMD 29
Feats Alertness, Improved Sunder, Mounted Combat, Power Attack, Toughness, Trample, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills Handle Animal +11, Intimidate +24, Knowledge (arcana) +4, Knowledge (history) +5, Knowledge (local) +4, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +5, Perception +17, Ride +4, Sense Motive +9, Survival +4
  Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Common,
SQ unholy resilience
Gear  ring of the ram
Other Gear demon armor, +1 menacing vicious cold iron greatsword
Environment  any land
Organization solitary or troop (graveknight plus 12-24 skeletal champions)
Treasure NPC gear (+1 full plate, +1 greatsword, composite longbow [+8 Str] with 20 arrows, belt of giant strength +2, other treasure)
Shadows veil what lurks within the dark, imposing armor of this figure, though two piercing eyes gaze from its closed visor.
Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes-villains too merciless to submit to the shackles of death.
Shirimabi, Spectre Terror
CR 16                                                                                                           XP: 76,800
spectre cleric of Orcus 3/mystic theurge 3/sorcerer 4
LE Medium undead (incorporeal)
Init +7; Senses darkvision 120 ft.; Perception +29
Aura Evil, unnatural aura
AC 19, touch 19, flat-footed 16 (+6 deflection, +3 Dex)
HP 198 (8d12+7d6+3d8+108)
Fort +13, Ref +8, Will +21
Defensive Abilities incorporeal; DR 5/lethal; Immune undead traits; Resist channel resistance +2. cold 5; Weaknesses resurrection vulnerability, sunlight powerlessness
Speed fly 80 ft. (perfect)
Melee incorporeal touch +11 (1d8 plus energy drain); melee touch +14
Ranged ranged touch +14
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 9/day (DC 17, 2d6), create spawn, energy drain (2 levels, DC 22)
Spell-Like Abilities (CL 8th) 9/day—grave touch Domain Spell-Like Abilities (CL 6th) 9/day—battle rage (+1 damage), touch of darkness (1 round)
Spells Known (CL 7th)
  3rd (5/day)-Dispel Magic, Spiked Pit (DC 19)
  2nd (8/day)-Acid Arrow, False Life, Mirror Image
  1st (8/day)-Cause Fear (DC 17), Chill Touch (DC 17), Mage Armor, Magic Missile, Protection from Good, Ray of Enfeeblement (DC 17)
  0th-Bleed (DC 16), Mage Hand, Message, Open/Close (DC 16), Penumbra, Prestidigitation, Ray of Frost
Spells Prepared (CL 6th)
  3rd-Deeper Darkness (D), Dispel Magic, Invisibility Purge, Wrathful Mantle (DC 19)
  2nd-Blindness/Deafness (blindness only D DC 18), Death Knell (DC 18), Desecrate (x2), Dread Bolt (DC 18), Silence (DC 18)
  1st-Bane (DC 17), Doom (DC 17), Moment of Greatness, Obscuring Mist (D), Sanctuary (DC 17), Shield of Faith
  0th-Detect Magic, Guidance, Resistance, Virtue (D Domain spell)
Bloodline: Undead
Domain: Blood, Darkness
Str -, Dex 16, Con -, Int 16, Wis 22, Cha 23
Base Atk +11; CMB +11; CMD 30
Feats Ability Focus (energy drain), Alertness, Blind-Fight, Combat Casting, Deepsight, Eschew Materials, Flyby Attack, Improved Initiative, Skill Focus (Perception), Weapon Focus (touch)
Skills Bluff +14, Diplomacy +15, Fly +25, Intimidate +17, Knowledge (arcana, history) +14, Knowledge (dungeoneering) +6, Knowledge (local, planes) +11, Knowledge (religion) +16, Perception +29, Sense Motive +17, Stealth +14, Survival +14
Languages Common
SQ combined spells
Environment  any
Organization solitary, pair, gang (3-6), or swarm (7-12)
Create Spawn (Su) Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.
Sunlight Powerlessness (Ex) Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask.
Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath. A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath.

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