Forged in Battle
Enemies


Below is a list of several enemies the characters have fought over the course of their career.

The Umbra Academy

The jungles of Xen'drik hold many legacies from the ancient giants.  One of those legacies is the drow, elves captured by the giants and infused with the essence of shadow.  Since the disappearance of their masters, the drow have split into several factions.  One such faction, the Umbragen, embrace their shadowy heritage.  For further information on the Umbragen, see Dragon Magazine #330. 

The Umbra Academy was established by the Umbragen for training their people in manipulating shadow. All students must have at least one level of either soulknife (with the Shadow Soulknife racial substitution levels) or warlock.

Rangers in the Umbra Academy have access to a special combat style, designed specifically to work with their umbral abilities. This style grants Precise Shot at 2nd level, Dread Shadow at 6th level, and Dark Blood at 11th level. In addition, those without Shadow Shift get a limited version of the feat, allowing them to use shadow form once per day. Those who have Shadow Shift gain one additional use of shadow form per day.  This replaces the Wild Empathy ability.

Umbra Academy Forces:

Umbral Scout: CR 4; Drow (Umbragen) Ranger 2/Warlock 1; HD 2d8+1d6+3; hp 19; Init +3; Spd 30 ft; AC 18 (+5 armor, +3 Dex), touch 13, flat-footed 15; Base Atk +2; Grp +4; Atk +5 spiked chain (2d4+3, 20/x2, +1d6 hideous blow) or +5 ranged touch (1d6, eldritch blast); SA favored enemy (giant) +2, spell-like abilities; SQ shadow form 1/day (+2 to hide checks), SR 14; AL LE; SV Fort +3, Ref +5, Will +3; Str 14, Dex 16, Con 12, Int 12, Wis 12. Cha 10.
Invocations: hideous blow.
Skills and Feats: Concentration 6/+7, Hide 5/+10 (+12 in shadow form), Knowledge (the planes) 1/+2, Listen 5/+6, Move Silently 5/+10, Search 5/+6, Spellcraft 1/+2, Spot 5/+6, Survival 5/+6; Exotic Weapon Proficiency (spiked chain), Precise Shot (bonus feat), Stealthy.
Equipment: Shadowforged chainmail, shadowforged spiked chain

Umbral Stalker: CR 4; Drow (Umbragen) Rogue 1/Warlock 2; HD 3d6; hp 13; Init +2; Spd 30 ft; AC 18 (+4 armor, +4 Dex), touch 14, flat-footed 14; Base Atk +1; Grp +2; Atk +3 shortsword (1d6+1, 19/x2) or +5 ranged touch (1d6, eldritch blast); SA spell-like abilties; SQ SR 14; AL LE; SV Fort +3, Ref +5, Will +2; Str 12, Dex 18, Con 10, Int 12, Wis 10, Cha 12.
Invocations: devil's sight, spiderwalk.
Skills and Feats: Bluff 5/+5, Concentration 5/+5, Disable Device 4/+5, Hide 4/+10, Listen 4/+4, Move Silently 4/+10, Open Lock 4/+8, Perform (dance) 4/+4, Search 4/+5, Sleight of Hand 4/+10, Spot 4/+4, Tumble 4/+8, Point-Blank Shot, Precise Shot
Equipment: Shadowforged chain shirt, shadowforged shortsword

Umbral Shadowknife: CR 4; Drow (Umbragen) Soulknife 3; HD 3d10+3; hp 24; Init +3; Spd 30 ft; AC 19 (+5 armor, +4 Dex), touch 14, flat-footed 16; Base Atk +2; Grp +4; Atk +6 mind blade (1d6+2, 19/x2) or +6 thrown mind blade (1d6+2, 19/x2, range increment 30'); SA psychic strike +1d8, spell-like abilities; SQ SR 14; AL LE; SV Fort +3, Ref +9, Will +6; Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 12.
Skills and Feats: Hide 6/+13, Knowledge (arcana) 1/+2, Listen 6/+6, Move Silently 6/+13, Spot 6/+6, Tumble 5/+8; Point-Blank Shot, Stealthy (bonus feat), Weapon Finesse.
Equipment: Shadowforged chainmail.

Umbral Warlock: CR 5; Drow (Umbragen) Warlock 4; HD 4d6+4; hp 20; Init +3; Spd 30 ft; AC 18 (+5 armor, +3 Dex), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +4 longspear (1d8) or +6 ranged touch (2d6, eldritch blast); SA eldritch blast 2d6, invocations; SQ DR 1/cold iron, deceive item, detect magic, SR 15; AL LE; SV Fort +2, Ref +4 (+7), Will +4; Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 17.
Invocations: dark one's own luck (Reflex) , sickening blast (DC 15 Fort), summon swarm (bats).
Skills and Feats: Bluff 5/+8, Concentration 7/+8; Hide 1/+6, Knowledge (arcana) 2/+4, Knowledge (the planes) 1/+3, Move Silently 1/+6, Spellcraft 2/+4, Use Magic Device 7/+10; Point-Blank Shot, Precise Shot.
Equipment: Shadowforged chain shirt, shadowforged longspear, wand of ray of enfeeblement with 10 charges.

Umbral Lieutenant: CR 7; Drow (Umbragen) Soulknife 6; HD 6d10+6; hp 43; Init +5; Spd 30 ft; AC 20 (+6 armor, +5 Dex), touch 16, flat-footed 16; Base Atk +4; Grp +6; Atk +10 mind blade (1d6+3+1d4, 19/x2) or +10 ranged (1d6+1+1d4, shadow bow); AL LE; SA psychic strike +1d8, spell-like abilties; SQ SR 17; SV Fort +3, Ref +9, Will +6; Str 14, Dex 20, Con 12, Int 14, Wis 12, Cha 11.
Skills and Feats: Hide 9/+18, Knowledge (arcana) 4/+6, Listen 9/+10, Move Silently 9/+18, Spot 9/+10, Survival 5/+6, Tumble 9/+14; Point-Blank Shot, Precise Shot, Stealthy (bonus feat), Weapon Finesse
Equipment: +1 shadowforged chainmail, talisman of expeditious retreat (one-use item).

Umbral Shadowshaper: CR 9; Drow (Umbragen) Warlock 9; HD 9d6+9; hp 43; Init +3; Spd 30 ft; AC 19 (+6 armor, +3 Dex), touch 13, flat-footed 15; Base Atk +6/+1; Grp +6; Atk +7/+2 mace (1d8+1) or +9 ranged touch (5d6, eldritch blast); SA eldritch blast 4d6, invocations, spell-like abilities; SQ DR 2/cold iron, deceive item, detect magic, fiendish resilience, SR 20; AL LE; SV Fort +4 (+8), Ref +7, Will +6; Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 18.
Invocations: dark one's own luck (Fortitude), fell flight, sickening blast (DC 16 Fort), summon swarm (bats),and either brimstone blast (DC 17 Reflex, 2d6 fire damage on following round) or voracious dispelling.
Skills and Feats: Bluff 5/+8, Concentration 11/+12; Hide 1/+6, Intimidate 1/+7, Knowledge (arcana) 2/+4, Knowledge (the planes) 5/+7, Move Silently 1/+6, Spellcraft 5/+7, Use Magic Device 11/+15; Point-Blank Shot, Precise Shot, Shadow Shift, Wings of the Wraith.
Equipment: +2 shadowforged chain shirt, +1 shadowforged mace, scroll of dimension door, and either wand of slow (DC 14 Will) with 10 charges, or wand of fireball (DC 14 Reflex) with 10 charges.

Umbragen Racial Abilities: Darkvision 120', SR equal to 11 + class levels, +2 racial bonus on Hide and Move Silently checks, spell-like abilties (1/day each: dancing lights, darkness, faerie fire).

Shadowforged Items
The warlocks of the Umbra Academy have learned to make items out of raw shadowstuff, using the energy of the Umbra to forge items of surpassing lightness and quality. All shadowforged items are equivalent to mithral, including the requirement that they be of masterwork quality. However, shadowforged items deteriorate quickly in daylight, taking 2 HP of damage every round they are in direct sunlight or the radius of a daylight spell. Furthermore, any damaging spell with the light descriptor does full damage to a shadowforged item. Hardness does not protect against this damage.

Greenshadow Warforged

In the final days of the Last War, House Cannith constructed several warforged specifically designed to deal with Valenar mercenaries.  Though incredibly expensive to produce, the greenshadows proved able to hide even from the most trained elven rangers.  Once in position, the greenshadows would unleash a devastating volley of crossbow bolts from concealment.

Several different models of greenshadow warforged were constructed, each in batches of no more than a dozen.  The version listed below is one of House Cannith's most elite warforged troops - a veteran of the Last War with constant employment afterward as a bodyguard and scout.

Greenshadow Warforged: CR 7; Small Living Construct; Warforged Rogue 4/Ranger 3; HD 4d6+3d8+12; hp 42; Init +3; Spd 30 ft; AC 20 (+6 armor, +3 Dex, +1 size), touch 14, flat-footed 17; Atk +9/+4 longsword (1d6+1, 19/x20) and +2 slam (1d4+1) or +11/+6 greenshadow armbow (1d6+1, 20/x3); SA favored enemy +2 (constructs), +2d6 sneak attack, SQ evasion, uncanny dodge, warforged traits; AL N; SV Fort +6, Ref +10, Will +3; Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb 5/+5, Hide 10/+23, Jump 5/+7, Knowledge (nature) 1/+1, Listen 10/+11, Move Silently 10/+19, Search 8/+8, Spot 10/+11, Survival 5/+6, Swim 5/+5, Tumble 5/+9; Endurance (bonus feat), Mithral Body, Mithral Fluidity, Rapid Shot (bonus feat), Stealthy, Track (bonus feat).

Equipment: +1 armor plating (with improved shadow and improved silent moves), masterwork longsword, greenshadow armbow (as armbow on pg 268 ECS, except +1 enchantment and sized for Small characters), greenshadow boots (boots of striding and springing as a warforged component, sized for Small characters).

Andre Fellstrike

Andre was a young and idealistic paladin of the Silver Flame during the latter days of the Last War.  He became disillusioned when Jaela became Keeper - he felt that no amount of wisdom from the Flame would let a 5 year old child rule Thrane effectively.  After the day of Mourning, Andre left Flamekeep for good, turning to banditry.  He was eventually sought out by the archmagess Cassa, who introduced him to a fallen Bone Knight within the Blood of Vol.  Over the next three years, Andre abandoned every tenet of the Silver Flame in his quest for power, and took up the name Fellstrike to put fear into his foes.

At heart, despite his obvious martial prowess, Andre is a coward.  Should he see himself on the losing side of a battle, he will most likely flee.

Andre Fellstrike: CR 12; Human Paladin 4/Bone Knight 8; HD 12d10+24; hp 116; Init +1; Spd 20 ft; AC 22 (+1 dex, +11 armor), touch 11, flat-footed 21; Base Atk +12; Grp +15; Atk +16 scythe (2d4+5, +1d6 to living creatures, 19/x4 crit) or +14 shortbow (1d6+3, +1d6 to living creatures, x3 critical); Full Atk +16/+11/+6 scythe (2d4+5, +1d6 to living creatures, 19/x4 critical) or +14/+9/+4 shortbow (1d6+3, +1d6 to living creatures); SA rebuke undead (as level 9 cleric); SQ DR 4/bludgeoning, most undead immunities, 50% to negate critical hits or sneak attacks, divine grace, lay on hands (36 HP/day), aura of courage, divine health; AL LE; SV Fort +15, Ref +7, Will +9; Str 16, Dex 13, Con 14, Int 12, Wis 14 (16), Cha 15 (17).
Spells (2/2/2, DC 13 + spell level, caster level 5): deathwatch, protection from good, bull's strength, desecrate (already cast), bestow curse.
Skills and Feats: Concentrate 7/+9, Craft (armorsmithing) 12/+13, Craft (weaponsmithing) 12/+13, Handle Animal 3/+6, Intimidate 5/+12, Knowledge (nobility and royalty) 1/+2, Knowledge (religion) 5/+6, Ride 15/+16; Improved Critical (Scythe), Mounted Combat, Point-Blank Shot, Precise Shot, Ride-By Attack, Spirited Charge.
Equipment: +3 bonecraft full plate, +1 spell storing bonecraft scythe (CL 17 vampiric touch spell, 8d6 hp transfer); masterwork bonecraft mighty (+3) composite shortbow, +2 periapt of wisdom, +2 cloak of charisma, 2 potions of cure serious wounds.

Tactics:
If Fellstrike has advance knowledge of his foes, he will cast deathwatch, protection from good, and bull's strength (in that order). The protection from evil spell increases his AC to 24 versus good creatures (touch 13, flat-footed 23), and his saves to Fort +17, Ref +9, Will +11. The bull's strength spell increases his melee attack to +18, his grapple to +17, and his melee damage to 2d4+7.

In combat, Fellstrike will fire his shortbow until he has a good charge route, then use his ride-by attack/spirited charge combo on the most capable-looking opponent, activating the vampiric touch in the scythe if he hits. He will then proceed to use hit and run tactics on the party.  If he is having particular trouble with a foe, he will use bestow curse (with the 50% 'do nothing' option).

Fellstrike's Skeletal Steed: CR -; Large Undead; HD 10d12; hp 93; Init +6, Spd 60 ft; AC 23 (-1 size, +1 dex, +10 natural, +3 armor), touch 10, flat-footed 22; Base Atk +5; Grp +14; Atk +11 hoof (1d6+5); Full Atk 2 +11 hooves and +6 bite (1d4+2); SQ DR 5/bludgeoning, improved evasion, share spells, undead traits; AL NE; SV Fort +12, Ref +7, Will +9; Str 21, Dex 15, Con --, Int --, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
Equipment: Masterwork studded leather barding, horseshoes of a zephyr, military saddle.

Note: Stats assume the steed is within the area of Fellstrike's desecrate spell, with a nearby altar. The steed also gets the benefit of Fellstrike's personal spells. The protection from evil spell increases its AC to 25 versus good creatures (touch 12, flat-footed 24), and its saves to Fort +14, Ref +9, Will +11. The bull's strength spell increases its Strength to 25, Grapple to +16, hoof attacks to +13 (1d6+8), and its bite attack to +8 (1d4+3).

Karrnathi Skeletons (10): CR 3; Medium Undead; HD 3d12+9; hp 28; Init +2; Spd 20 ft; AC 20 (+1 Dex, +4 natural, +5 breastplate), touch 11, flat-footed 21; Base Atk +2; Grp +6; Atk +7 spiked chain (2d4+5); Full Atk +5/+5 spiked chain (2d4+5); SQ DR 5/bludgeoning, undead traits; AL LE; SV Fort +3, Ref +5, Will +5; Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 1.
Skills and Feats: Climb +2, Jump +2, Listen +6, Search +4, Spot +6; Exotic Weapon Proficiency (spiked chain), Two-Weapon Fighting.
Possessions: Masterwork breastplate, masterwork bonecraft spiked chain.
Note: Stats include bonus from Fellstrike's desecrate spell, with a nearby altar.



© 2005-2006 Casey McGirt