Legends of Woodhill
Enemies
Below is a list of several enemies the characters have fought over the course of their career.
Nagrim (deceased)
One of the two leaders of an attack force that enslaved Brandlehorn's tribe. He perished at the hands of the
party, burned to a crisp by Julianne's fire spells.
Orc Warlord ("Nagrim"), Brb 6: CR 6; Medium-Size Humanoid (Orc); HD 6d12+18; hp 70; Init +2; Spd
40 ft. (chain shirt); AC 17 (+4 chain shirt, +2 Dex, +1 deflection); Atk Orc Double Axe +9/+4/+9 melee (1d8+5/1d8+3,
+2d6 versus monstrous humanoids), or javelin of lightning (special); SQ Darkvision 60 ft., light sensitivity; AL
CE; SV Fort +9, Ref +4, Will +3; Str 19, Dex 14, Con 17, Int 9, Wis 12, Cha 13. Personality: Ruthless.
Skills and Feats: Intimidate +9, Jump +8, Listen +7, Spot +0, Survival +5, speaks Common, Orc, and Giant;
Exotic Weapon (Orc Double Axe), Power Attack, Two-Weapon Fighting.
Possessions: Masterwork chain shirt, +1 monstrous humanoid bane orc double axe, 2 javelins of
lightning, +1 ring of protection, 50 gp, gem worth 500 gp.
Kyoto
An ogre mage who was the other leader of the attack force that enslaved Brandlehorn's tribe. Though defeated
by the party, he managed to escape in gaseous form. He and Nagrim were bitter rivals. Kyoto serves what appears
to be a large shadow demon.
Ogre Mage ("Kyoto"): CR 8; Large Giant; HD 5d8+15; hp 37; Init +4 (Improved Initiative); Spd 30
ft., fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt); Atk Naginata +8 melee (1d10+7), or Longbow
+3 ranged (2d6); Face/Reach: 5 ft. by 5 ft./10 ft.; SA Spell-like abilities; SQ Regeneration 2, SR 18; AL LE; SV
Fort +7, Ref +1, Will +3; Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17. Personality: Cunning.
Skills and Feats: Concentration +6, Listen +5, Spellcraft +4, Spot +5, speaks Common, Orc, Giant, and Abyssal;
Combat Expertise, Improved Initiative.
Spell-Like Abilities: At will - darkness and invisibility; 1/day - charm person, cone
of cold, gaseous form, polymorph self, sleep. Abilities are as the spells cast by a 9th
level sorcerer (save DC 13 + spell level).
Equipment: Masterwork large-size naginata, masterwork large-size longbow, 100 gp, diamond bracelet worth
1000 gp.
Synastarax (deceased)
A blue dragon that threatened Woodhill with destruction. The party retrieved the artifact Synastarax demanded,
but chose to fight the beast after an appeal from a young silver dragon. After a long fight, the group was able
to kill the mighty beast.
Dragon, Adult Blue: CR: 13; Huge Dragon (Earth); HD 21d12+105; hp 265; Init +0; Spd 40 ft., fly 150 ft.
(poor), burrow 20 ft.; AC 28 (-2 size, +20 natural); Atk: Bite +27 melee (2d8+8), 2 claws +22 melee (2d6+4), 2
wings +22 melee (1d8+4), tail slap +22 melee (2d6+12); Face/Reach: 10 ft. by 20 ft./10 ft.; SA: Breath weapon (Line
of Lightning, 12d8, save DC 25), spells, crush; SQ: Electricity immunity, create/destroy water, sound imitation,
frightful presence (Will DC 23), damage reduction 5/+1, SR 21; AL: LE; SV: Fort +17, Ref +12, Will +15; Str 27,
Dex 10, Con 21, Int 16, Wis 17, Cha 16.
Skills and Feats: Appraise +13, Bluff +15, Concentration +20, Knowledge (arcana) +24, Listen +24, Search
+24, Scry +15, Spellcraft +24, Spot +24, (46 skill points unrevealed); Cleave, Craft Wonderous Item, Flyby Attack,
Great Cleave, Power Attack, Wingover.
Spells Known (6/7/5): arcane mark, detect magic, detect poison, mage hand, open/close,
read magic, charm person, identify, magic missile, true strike, blur,
mirror image.
Spell-Like Abilities: ventriloquism 3/day.
Magic Items: ring of minor elemental resistance (cold), ring of freedom of movement.
Fades
Shadows imbued with the spirits of Mask-worshipping thieves, the Fades encountered by the party were under the
control of Elijah Winterkin, a priest of Mask. Fades are nearly untouchable during the nighttime hours, but daylight
makes them solid and vulnerable.
Fades (Rog 4): CR 5; Medium-size outsider; HD 4d6; hp 14; Init +7; Spd 30 ft.; AC 16 (leather armor + dex +
deflection); Atk +6 melee (1d4+1, dagger), +6 ranged (1d4+1, dagger); SA Rogue Abilities; SQ Rogue Abilities, Shadow
Form (except in full daylight), Ghostly Step; Evasion, Uncanny Dodge; AL NE; SV Fort +1, Ref +7, Will +1; Str 12,
Dex 16, Con 11, Int 14, Wis 10, Cha 10.
Skills and Feats: Climb 7/+7, Disable Device 7/+7, Hide 7/+20, Intimidate 7/+7, Listen 7/+7, Open Lock 7/+10,
Move Silently 7/+10, Search 7/+7, Sleight of Hand 7/+10, Spot 7/+7, Improved Initiative, Weapon Finesse.
Special Attacks: Rogue Abilities (Sneak Attack +2d6, as 4th level rogue)
Special Qualities: Rogue Abilities (Evasion and Uncanny Dodge, as 4th level rogue), Shadow Form (incorporeal
in all conditions except full daylight or a daylight spell, magic weapon required to hit, 50% chance to
ignore any damage from a corporeal source, can pass through solid objects at will, creature's own attacks pass
through armor, always moves silently), Ghostly Step (cannot fly, but can move along any surface at any angle without
movement penalties or balance checks), Shadowy Form (+10 circumstance bonus to Hide checks).
Possessions: 4 Daggers, Leather Armor (all equipment made of shadows)
Caerik
Caerik is a tiefling cleric of Mask who plotted to sacrifice beings of power (such as Caelest) and virgins to
gain demonic powers. He was mortally wounded in his encounter with the party, but used a word of recall to escape.
It is likely he survived to seek vengeance upon the party.
Caerik (Tiefling Cleric of Talos 9/Thaumaturgist 5): CR 15; Medium-size humanoid, HD 9d8+5d4; hp 97; Init +7;
Spd 20 ft.; AC 23 (adamantine breastplate + large wooden shield + dex); Atk +12/+7 heavy mace (1d8+4); SQ cold/fire/acid/electricity
resistance 5, DR 2/-; AL CE; SV Fort +9, Ref +7, Will +14; Str 12, Dex 16, Con 14, Int 14, Wis 19, Cha 12.
Skills and Feats: Concentration 18/+20, Diplomacy 5/+6, Heal 5/+9, Knowledge (arcana) 5/+7, Knowlege (religion)
5/+7, Knowledge (the planes) 5/+7, Sense Motive 10/+17, Spellcraft 7/+9; Spell Focus (Conjuration), Augment Summoning,
Improved Initiative. (+2 unrevealed feats)
Domains: Evil, Storm
Spells (6/6/6/5/5/3/3/2, DC 14 + spell level, or DC 15 + spell level for conjuration spells): create
water, cure minor wounds* (x2), detect magic, detect poison, purify food and drink,
cure light wounds (x2)*, detect good, divine favor, obscuring mist*, shield of faith,
align weapon, cure moderate wounds*, owl's wisdom, hold person, silence, spiritual
weapon, create food and water*, cure serious wounds*, dispel magic, invisibility purge,
cure critical wounds*, discern lies, divination, divine power, summon monster IV*,
mark of justice, mass cure light wounds*, righteous might, heal, heroes' feast*,
word of recall, control weather, summon monster VII*.
Domain Spells: protection from good, gust of wind, call lightning, unholy blight,
dispel good, summon monster VI (air elemental, large)*, blasphemy.
* Conjuration spell
Possessions: +1 adamantine breastplate, +2 large wooden shield, mace of blood, boots
of teleportation, iron bands of bilarro, 3 javelins of lightning, wand of cure light wounds
(1st level, 25 charges).
© 2001-2003 Casey McGirt
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