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
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