more Stat Blocks for my Pathfinder/Ravenloft campaign

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Nemesio
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more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

I love storytelling. Unfortunately I'm not much of a writer. For the most part I've fallen back on obsessing over RPGs. I love DMing and roleplaying as they are both a way for me to satisfy some of my creative impulses. On my notebook computer, I have hundreds of fleshed out characters for various 3.5 campaigns [just wasting space], and now I've started creating Pathfinder characters [to waste a bit more]. I know I'm not alone in this endeavor. I enjoy fishing for stats on here and on the net. I only adapt stats further where I find it necessary. This post is for myself, other STAT-MONSTERS, and/or other fans of Pathfinder/Ravenloft campaigns.

I'll start with two vampires I couldn't resist converting to Pathfinder. Thank you to all the Ravenloft writers, game designers, and stat-makers whose work I based the following stats off.

COUNT STRAHD VON ZAROVICH, Darklord of Barovia, CR 25/MR 8 (XP 1,640,000)
Male human mythic vampire necromancer 16
CE Medium undead (augmented humanoid, mythic)
Init +10; Senses blindsight 30 ft. (16 rounds/day), darkvision 60 ft.; Perception +33
DEFENSE
AC 40, touch 20, flat-footed 34 (+5 Dex, +14 natural, +1 dodge, +6 armor, +4 deflection)
hp 296 (16d6+240); fast healing 5
Fort +14, Ref +17, Will +17
Defensive Abilities channel resistance +15, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10, fire 20
Weaknesses vampire weaknesses
OFFENSE
Spd 30 ft.
Melee +4 bastard sword +21/+16 (1d10+16/17-20 plus energy bleed); scabrous claws +16 (1d6+12 plus 1d6 bleed and energy bleed); slam +16 (1d4+12 plus energy bleed)
Ranged +2 composite longbow +16/+11 (1d8+6/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, channel negative energy (8/day, DC 23), children of the eclipse, children of the night, closing the borders, create mythic spawn, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (8/day, 1d10)
Arcane School Spell-Like Abilities (CL 6th; concentration +25)
12/day—grave touch (8 rounds)
Necromancer Spells Prepared (CL 16th; concentration +25)
8th—horrid wilting (DC 28), polar ray, maze, quickened dimension door
7th—caustic eruption (DC 26), extended true seeing, finger of death (DC 27), forcecage (DC 26), spell turning
6th—circle of death M (DC 26), control weather M, major curse (DC 26), maximized fireball M (DC 25), transformation
5th—echolocation, cloudkill, magic jar (DC 25), passwall, quickened true strike, sending, teleport
4th—animate dead M, detect scying M, dimensional anchor, extended howling agony (DC 24), fear (DC 24), fleshworm infestation (DC 23), lesser globe of invulnerability
3rd—clairaudience/clairvoyance, dispel magic M, excruciating deformation (DC 22), lightning bolt (2, DC 22), tongues, vampiric touch (DC 23)
2nd—arrow eruption, command undead (DC 22), detect thoughts (DC 21), fox’s cunning, scorching ray, unshakable chill (DC 22), warding weapon
1st—corrosive touch (DC 20), interrogation (DC 21), magic missile M (2), mirror strike, peacebond (DC 20), ray of enfeeblement (DC 21), unseen servant
4 0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
STATISTICS
Str 26, Dex 22, Con —, Int 28, Wis 17, Cha 20
Base Atk +8; CMB +16; CMD 32
Feats Alertness M, Command Undead, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Extend Spell, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes M, Maximize Spell, Mythic Spells M (animate dead, circle of death, control weather, detect scying, dispel magic, fireball, glyph of warding, magic missile), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness M, Weapon Focus (bastard sword)
Skills Acrobatics +8, Appraise +14, Bluff +16, Climb +8, Craft (alchemy) +22, Diplomacy +12, Fly +21 [+24 within 1 mile of familiar], Handle Animal +16, Intimidate +21, Knowledge (arcana) +28, Knowledge (history) +20, Knowledge (local) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +13, Perception +33, Perform (dance) +10, Perform (keyboard) +10, Perform (oratory) +10, Ride +16, Sense Motive +25, Spellcraft +28, Stealth +30; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, High Mordentish, Infernal, Low Mordentish, Luktar, Vaasi
SQ change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, master of the realm, shadowless, sinkhole of evil, spider climb
Gear amulet o proof against detection and location, +4 bastard sword, bracelets of armor +6, +2 composite longbow (Str 18), cloak of resistance +4, crystal ball, gloves of dexterity +2, ring of major energy resistance (fire), ring of protection +4, rod of absorption
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 312 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Strahd can call forth 2d10 Strahd skeletons, 2d6 ghouls, 1d10 Strahd zombies, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Strahd can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Stahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, 2d6 wolves or worgs as a standard action. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 32 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Create Mythic Spawn (Su) Whenever Strahd uses his create spawn ability he can create a vampire spawn, vampire, or expend two uses of mythic power to create a mythic vampire. Additionally, Strahd can expend one use of mythic power whenever he creates any type of vampire to hasten the transformation, causing the victim to rise as undead in 1 hour instead of 1d4 days.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 23 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Strahd’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Strahd successfully makes.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 8 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Stahd can use this ability 12/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Mastermind (Su) As a standard action, Stahd can see, hear, and speak through the body of a single creature it has dominated. Strahd can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Strahd is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Strahd can make use of the spell telekinesis (CL 25).
Mist Shapes (Su) Strahd can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night—Strahd can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Strahd can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Strahd chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +8 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +8 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Strahd can survive exposure to direct sunlight. Every time Strahd begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, mirrors and holy symbols, invitation.
Life Sight (Su) Strahd gains blindsight to a range of 30 feet for 16 rounds per day. This ability only allows Strahd to detect living creatures and undead creatures. This sight also tells Strahd whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
Scabrous Claws (Su) As an immediate action, Strahd can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Su) Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Driving a wooden stake through Strahd’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.

STRAHD’S FAMILIAR
Carrion bat
CE Small magical beast
Init +9; Senses blindsense 40 ft.; Perception +20
DEFENSE
AC 27, touch 16, flat-footed 22 (+1 size, +5 Dex, +11 natural)
hp 148 (16)
Fort +5, Ref +5, Will +10
Special Defenses improved evasion; SR 21
OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee 2 claws +8 (1d2-1), bite +8 (1d3-1)
Special Attacks shriek (DC 16)
STATISTICS
Str 8, Dex 20, Con 13, Int 13, Wis 13, Cha 7
Base Atk +8; CMB +12; CMD 22
Feats Flyby Attack, Improved Initiative
Skills Fly +27, Perception +20, Stealth +22; Racial Modifiers +4 Perception when using blindsense
SQ deliver touch spells, empathic link, scry on familiar, share spells, speak with bats, speak with master
SPECIAL ABILITIES
Shriek (Ex) A piercing blast from this nocturnal hunter forces the victim to make a DC 16 Fortitude save or be paralyzed for 6 rounds. The carrion bat may make this sonic attack once every round.


DUKE NHAROV GUNDAR, Darklord of Gundarak, CR 21/MR 7 (XP 409,600)
Male human mythic vampire fighter 13
CE Medium undead (augmented humanoid, mythic)
Init +12; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 42, touch 33, flat-footed 33 (+8 Dex, +14 natural, +1 dodge, +7 armor, +2 shield)
hp 266 (13d10+169); fast healing 5
Fort +11, Ref +14, Will +6; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +14, overcome weaknesses; DR 10/epic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Spd 40 ft.
Melee +3 alchemical silver saber +31/+26/+21 (1d8+19/17-20 plus energy bleed); scabrous claws +26 (1d6+18 plus 1d6 bleed and energy bleed); slam +26 (1d4+18 plus energy bleed)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, children of the eclipse, children of the night, create spawn, energy bleed, dominate, mastermind, mist shapes, mythic power (7/day, 1d10), weapon training (blades +3, natural +2, spears +1)
STATISTICS
Str 33, Dex 26, Con —, Int 15, Wis 14, Cha 17
Base Atk +13; CMB +24; CMD 42
Feats Alertness, Bleeding Critical, Catch-Off Guard, Cleave, Combat Reflexes M, Critical Focus, Dodge M, Great Cleave, Improved Critical (saber), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Mounted Combat, Pin Down, Power Attack M (-4/+12 or +18), Ride-By Attack, Weapon Focus (saber), Weapon Specialization (saber), Spirited Charge, Toughness M, Trample
Skills Acrobatics +8 [+17 when jumping], Appraise +5, Bluff +11, Climb +18, Diplomacy +8, Disguise +5, Fly +13, Handle Animal +16, Intimidate +28, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Perception +15, Ride +16, Sense Motive +15, Stealth +26, Survival +10; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Luktar, Balok
SQ armor training 3, change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, on dark wings, shadowless, sinkhole of evil, spider climb
Gear +3 alchemical silver sawtooth saber, belt of giant strength +4, boots of striding and springing, cloak of elvenkind, +3 mithral shirt, ring of force shield
SPECIAL ABILITIES
Blood Drain (Su) Nharov can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Nharov heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 266 temporary hit points) each round he drains blood.
Children of the Eclipse (Su) Once per day Nharov can call forth 2d6 ghouls, 1d6+1 shadows, or 1d6 wraiths or mohrgs. Additionally, Nharov can use his children of the night ability once per hour. These creatures arrive in 1d6 rounds and serve for 1 hour.
Children of the Night (Su) Once per day, Nharov can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Gundar for up to 1 hour.
Closing the Borders (Su) When Gundar wants to seal his domain, the Mists of Ravenloft rise from the soil at the borders. Anyone who walks into them finds themselves hopelessly lost, with all routes leading back to Gundarak.
Create Spawn (Su) Nharov can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Nharov, and remains enslaved until his destruction. Nharov may have enslaved spawn totaling no more than 26 HD; any spawn he creates that would exceed this limit become free-willed undead. Nharov may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Nharov can crush a humanoid opponent’s will as a standard action. Anyone Nharov targets must succeed on a Will save DC 19 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Bleed (Su) A creature hit by Nharov’s slam attack or other natural weapon, or by a melee weapon wielded by him, gains two negative levels. This ability triggers for every attack Nharov successfully makes.
Gaseous Form (Su) As a standard action, Nharov can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Nharov assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Nharov can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Nharov after he is forced into gaseous form has no effect. Once at rest, Nharov is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Mastermind (Su) As a standard action, Nharov can see, hear, and speak through the body of a single creature it has dominated. Nharov can use this ability indefinitely, so long as he and the creature under his control remain on the same plane. While Nharov is communicating through another creature he can’t move, but he is still aware of his surroundings and may end his telepathic communication as a free action. Additionally, by expending one use of mythic power, Nharov can make use of the spell telekinesis (CL 21).
Mist Shapes (Su) Nharov can summon and sculpt mist into realistic shapes as per the spell major image. A shape created in this way lasts for as long as Strahd can see and concentrate upon it. In areas of particularly dense mist—typically outside and at night— Nharov can use this ability as mirage arcana.
On Dark Wings (Su) As an immediate action, Nharov can expend one use of mythic power to gain a fly speed of 30 feet with perfect maneuverability. Upon using this power, Nharov chooses whether to manifest bat-like wings or to float unnaturally. If he manifests wings, he gains a +7 racial bonus to Intimidate checks. If he chooses to float, he instead gains a +7 racial bonus to Stealth checks. The ability to fly and associated bonuses last for 1 hour.
Overcome Weaknesses (Su) Nharov can survive exposure to direct sunlight. Every time Nharov begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Nharov has also lost the following vampire weaknesses: garlic, mirrors and holy symbols.
Scabrous Claws (Su) As an immediate action, Nharov can expend one use of mythic power to extend claws of congealed, razor-sharp blood. This transforms his slam attack into a claw attack that deals damage as a creature one size category larger and deals 1d6 points of bleed damage. This attack can still drain energy and is treated as a magic weapon. These claws last for 1 hour.
Shadowless (Ex) Nharov casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Nharov can climb sheer surfaces as though under the effects of a spider climb spell.
Weaknesses (Su) Nharov cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Each round of immersion in running water inflicts damage on Nharov equal to one third of his maximum hit points—If Nharov is reduced to 0 hit points in this manner he is destroyed. Driving a stake crafted from the wood of a bloodrose plant through Nharov’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.


Then there is the Death Knight who was embroiled with the former two at one time. I already posted him in his own thread but I figured I should include him here too.

LORD LOREN SOTH, The Death Knight, The Black Rose, Darklord of Sithicus, CR 20 (XP 307,200)
Male human unique graveknight antipaladin 17
LE Medium undead (augmented humanoid)
Init +6; Senses darkvision 60 ft.; Perception +11
Aura sacrilegious aura (30 ft., DC 23); aura of guilt (100 ft.)
DEFENSE
AC 27, touch 11, flat-footed 26 (+1 Dex, +4 natural, +12 armor); +5 vs. smite target
hp 203 (17d10+102)
Fort +22, Ref +10, Will +18
DR 10/magic and good; Immune cold, fire, electricity, undead traits; SR 30
Defensive Abilities channel resistance +7, plague bringer, rejuvenation, turn immunity, unholy resilience
OFFENSE
Spd 20 ft.
Melee +3 bastard sword +29/+24/+19/+14 (1d10+11 [one-handed] or 1d10+15 [two-handed]/17-20 plus 4d6 fire) or slam +25 (1d4+12 plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks channel destruction (4d6 fire), channel negative energy (8/day, 9d6), closing the borders, cruelties (DC 23; blinded, frightened, shaken, staggered, stunned), devastating blast (3/day, 30-foot cone of fire, 10d6, DC 23 half), smite the guilty 6/day (+5 attack and AC, +17 damage), touch of corruption (13/day, 8d6), undead mastery (DC 23, 85 HD)
Spell-Like Abilities (CL 17th; concentration +21)
At will—detect innocence, fear (DC 19), shadow step
1/hour—phantom steed
1/day—detect magic, greater create undead, power word kill, symbol of weakness (DC 22), wall of ice
Spells Prepared (CL 14th; concentration +18)
4th—resounding blow, slay living (DC 19)
3rd—animate dead, dispel magic, litany of sight
2nd—bull’s strength, eagle’s splendor, hold person (DC 17), silence
1st—bane (DC 16), curse water, disguise self, litany of sloth (DC 16), protection from good, read magic
STATISTICS
Str 26, Dex 14, Con —, Int 12, Wis 16, Cha 20
Base Atk +17; CMB +25; CMD 37
Feats Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Furious Focus, Great Cleave, Great Fortitude, Improved Critical (bastard sword), Improved Initiative, Leadership, Mounted Combat, Power Attack (-5/+10 or +15), Ride-by Attack, Toughness, Weapon Focus (bastard sword)
Skills Bluff +20, Diplomacy +10, Handle Animal +10, Intimidate +24, Knowledge (arcana) +6, Knowledge (nobility) +9, Knowledge (religion) +9, Linguistics +2, Ride +13, Perception +11, Sense Motive +8, Spellcraft +6, Stealth +7; Racial Modifiers +8 Intimidate, +8 Perception, +8 Ride
Languages Sithican, Balok, Solamnic
SQ aura, detect disruption, fiendish boon +5 (17 minutes), phantom mount, ruinous revivification (fire), sinkhole of evil
Gear +3 bastard sword, +3 full plate
SPECIAL ABILITIES
Aura of Guilt (Su) Soth’s auras from his antipaladin class levels have been replaced by a powerful aura of guilt. All enemies within 100 feet of Soth take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. The penalty to saves rises to -4 against fear and compulsion effects. Creatures that are normally immune to fear lose that immunity within the aura. Any attack made against an enemy within the aura of guilt is treated as evil-aligned for the purposes of overcoming damage reduction. Soth can expend two uses of his smite the guilty ability to grant that ability to all allies within 10 feet, using his bonuses. Allies must use this smite the guilty ability by the start of Soth’s next turn and the bonuses last for 1 minute. Using this ability is a free action. This ability functions only while Soth is conscious.
Channel Destruction (Su) Soth’s weapons are shrouded in destructive energy, and deal an additional +4d6 fire damage.
Channel Negative Energy (Su) Soth has can channel negative energy like an evil cleric. Using this ability consumes two uses of his touch of corruption ability.
Closing the Borders (Su) On Krynn, Soth was compelled to remember his sins each night in song. In Sithicus, he can seal the borders by repeating this dismal ballad. As he sings, he is joined by the voices of other sinners. The sound, rising from the borders, is so horrid that no mortal can withstand it. All must return to Sithicus or become hopelessly mad.
Devastating Blast (Su) Soth may unleash a 30-foot cone of destructive force. This blast deals 10d6 fire damage, but creatures within the area may make a DC23 Reflex save for half damage.
Rejuvenation (Su) One day after Soth is destroyed his armor begins to rebuild the undead horror’s body. This process takes 1d10 days—if his body is destroyed before that time passes the armor merely starts the process anew. After this time has elapsed, Soth wakens fully healed.
Sacrilegious Aura (Ex) Soth constantly exudes an aura of intense evil and negative energy, which functions as the spell desecrate. In addition, this miasma of fell energies hinders the channelling of positive energy. Any creature that attempts to summon positive energy in this area must make a DC 23 Concentration check. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost.
Smite the Guilty (Su) Six times per day, Soth can call out to the dark powers to crush a creature tainted with sin. As a swift action, Soth chooses one target within sight to smite. If this target is a non-innocent (has committed an act worthy of a powers check, regardless of the success or failure of that check), Soth adds a +5 bonus on his attack rolls and adds a +17 bonus on all damage rolls made against the target of his smite. If the target of smite the guilty is an outsider, a dragon, or a creature with levels of cleric, paladin, or antipaladin, the bonus to damage on the first successful attack increases to 34 points of damage. Regardless of the target, smite the guilty attacks automatically bypass any DR the creature might possess. In addition, while smite the guilty is in effect, Soth gains a +5 deflection bonus to his AC against attacks made by the target of the smite. If Soth targets an innocent, the smite is wasted with no effect. The smite the guilty effect remains until the target of the smite is dead or the next time Soth rests and regains his uses of this ability.
Touch of Corruption (Su) Soth surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, he can cause 8d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, Soth can use this power to heal undead creatures. Soth can add an effect to his touch of corruption whenever it deals damage to one target. This choice is made when the touch is used. The target receives a DC 23 Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty.
Blinded: The target is blinded for 17 rounds.
Frightened: The target is frightened for 8 rounds.
Shaken: The target is shaken for 17 rounds.
Staggered: The target is staggered for 8 rounds.
Stunned: The target is stunned for 4 rounds.
Turn Immunity (Ex) Soth cannot be turned, but he can be banished with a holy word spell as if he were an evil outsider, which sends him to Nedragaard Keep. While within the walls of his keep, Soth can neither be turned nor banished.
Undead Mastery (Su) As a standard action, Lord Soth can attempt to bend any undead creature within 50 feet to his will. The targeted undead must make a successful DC 23 Will save or fall under Soth’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free. A creature that successfully saves cannot be affected again by undead mastery for 24 hours. Soth can control 85 Hit Dice worth of undead. If he exceeds this number, he loses control over some of his minions, as per the spell animate dead.
Last edited by Nemesio on Mon Sep 09, 2013 2:57 pm, edited 45 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Jester of the FoS »

Strahd was a soldier before he became a vampire, and he was a vampire before he became a necromancer.
I'd lower his mythic tier a couple ranks and give him a few warrior levels. I don't think he needs to have been a fighter, as he wasn't a PC at the time.

I do like adding Mythic to darklords. That might be a good way of giving them some scary oomf beyond class levels.
But waiting for that book to be released might be a good idea.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

:oops: Yah. You might be right about that. I don't wanna step on anybody's toes or incur any bad Karma. I'll post em without the Epic tiers too then as a good gesture.

I always agreed that Strahd should have been a fighter or warrior. I've thought he could have been near 20 levels in a martial class after surviving so many skirmishes. He does mention in his journals that his strength is beginning to fail though. One of Strahd's main reason's for hating Sergei was his jealousy of his younger brother's vitality. Sergei was probably still no match for his grizzled old veteran of a big brother, but Strahd didn't care. He wanted a vital young woman, Tatyana, and he was no longer as young or as vital as he once was. I'm thinking maybe with all Strahd's dark dealings (Inajira and all) he may have come across some life draining undead. This would explain a loss of his warrior levels and the fact that he could have been even more kick ass as vampire (if it weren't for the undead) which adds to the irony of his immortality as a Darklord of Ravenloft.

Thanks Jester for noticing me. :)
Last edited by Nemesio on Fri Feb 22, 2013 9:32 pm, edited 1 time in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

I must admit I kind of like Strahd better this way. Pretty darn close to his stat block from Gazetteer I which I never had a problem with in edition 3/3.5. :)

COUNT STRAHD VON ZAROVICH, Darklord of Barovia, CR 25 (XP 1,640,000)
Male human ancient vampire fighter 4/necromancer 16
CE Medium undead (augmented humanoid)
Init +11; Senses darkvision 60 ft., life sight (16 rounds/day); Perception +34
DEFENSE
AC 39, touch 20, flat-footed 33 (+5 Dex, +13 natural, +1 dodge, +6 armor, +4 deflection)
hp 224 (4d10+16d6+128); fast healing 6
Fort +18, Ref +19, Will +18; +1 vs. fear
Defensive Abilities channel resistance +10; DR 25/silver and magic; Immune undead traits; Resist cold 10, electricity 10, fire 20
Weaknesses vampire weaknesses
OFFENSE
Speed 50 ft.
Melee +4 bastard sword +25/+20/+15 (1d10+18/17-20); slam +20 (1d4+12 plus energy drain)
Ranged +2 composite longbow +21/+16/+11 (1d8+6/x3)
Special Attacks blood drain, channel negative energy 10/day (DC 25, 8d6), children of the night, closing the borders, create spawn, dominate (DC 30), energy drain (3 levels, DC 26)
Arcane School Spell-Like Abilities (CL 16th; concentration +23 [+27 defensive])
10/day—grave touch (8 rounds)
Necromancer Spells Prepared (CL 16th; concentration +23 [+27 defensive])
8th—horrid wilting (DC 26), maze, quickened dimension door
7th—caustic eruption (DC 24), extended true seeing, finger of death (DC 25), forcecage (DC 24), spell turning
6th—circle of death (DC 24), control weather, major curse (DC 24), maximized fireball (DC 23), transformation
5th—cloudkill, magic jar (DC 23), passwall, quickened true strike, sending, teleport
4th—animate dead, detect scying, dimensional anchor, extended howling agony (DC 22), fear (DC 22), lesser globe of invulnerability
3rd—clairaudience/clairvoyance, dispel magic, excruciating deformation (DC 20), lightning bolt (2, DC 20), tongues, vampiric touch (DC 21)
2nd—arrow eruption, command undead (DC 20), detect thoughts (DC 19), fox’s cunning, scorching ray, unshakable chill (DC 20), warding weapon
1st—corrosive touch (DC 19), interrogation (DC 19), magic missile (2), mirror strike, peacebond (DC 18), ray of enfeeblement (DC 19)
0—arcane mark, detect magic, mage hand, read magic
Opposition Schools enchantment, illusion
STATISTICS
Str 28, Dex 24, Con —, Int 24, Wis 19, Cha 22
Base Atk +12; CMB +21; CMD 38
Feats Alertness, Combat Expertise (-4/+4), Command Undead, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Construct, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Extend Spell, Improved Critical (bastard sword), Improved Initiative, Lightning Reflexes, Maximize Spell, Power Attack (-4/+8 or +12), Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Toughness, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Acrobatics +9 [+17 jumping], Appraise +12, Bluff +17, Climb +9, Craft (alchemy) +20, Diplomacy +13, Fly +24 [+27 within 1 mile of familiar], Handle Animal +17, Intimidate +22, Knowledge (arcana) +26, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +11, Perception +34, Perform (dance) +11, Perform (keyboard) +11, Perform (oratory) +11, Ride +17, Sense Motive +22, Spellcraft +26, Stealth +31; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Balok, Darkonese, Draconic, Dwarven, Elven, Goblin, Infernal, Luktar, Mordentish, Patterna, Vaasi
SQ armor training 1, change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, master of the realm, shadowless, sinkhole of evil, spider climb
Gear amulet o proof against detection and location, +4 bastard sword, bracelets of armor +6, +2 composite longbow (Str 18), cloak of resistance +4, crystal ball, gloves of dexterity +2, ring of major energy resistance (fire), ring of protection +4, rod of absorption
SPECIAL ABILITIES
Blood Drain (Su) Strahd can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Strahd heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 240 temporary hit points) each round he drains blood.
Children of the Night (Su) Once per day, Stahd can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves or worgs as a standard action. He may also summon 2d10 of his Strahd skeletons or 1d10 his Strahd zombies. These creatures arrive in 2d6 rounds and serve Strahd for up to 1 hour.
Closing the Borders (Su) When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia. The ring of fog that surrounds the Village of Barovia and Castle Ravenloft is a lethal poison, one that infuses itself around a creature’s organs and lays dormant until an unfortunate soul attempts to escape the village. Any living creature that steps beyond the fog’s outer edge immediately suffers from frothing fits, suffering 1d4 points of temporary Constitution damage per hour until it dies (no saving throw). Lost Constitution returns only when the creature returns to within the ring. A Vistani with Knowledge (alchemy) skill can make an elixir (DC 25) that renders a creature immune to the fog’s effects for 10 minutes, long enough to pass through. The Vistani never allow giorgio to learn the elixir’s formula, and they deny their services to any travelers without hesitation if Strahd instructs them to do so. Strahd can dissipate the fog if he wishes, but he never does.
Create Spawn (Su) Strahd can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Strahd, and remains enslaved until his destruction. Strahd may have enslaved spawn totaling no more than 32 HD; any spawn he creates that would exceed this limit become free-willed undead. Strahd may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Strahd can crush a humanoid opponent’s will as a standard action. Anyone Strahd targets must succeed on a Will save DC 30 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) Strahd’s slam attack deals 3 negative levels on those hit. This ability only triggers once per round.
Gaseous Form (Su) As a standard action, Strahd can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Strahd assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Strahd can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Strahd after he is forced into gaseous form has no effect. Once at rest, Strahd is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 6 hit points per round.
Grave Touch (Sp) As a standard action, Strahd can make a melee touch attack that causes a living creature to become shaken for 8 rounds. If Strahd touches a shaken creature with this ability, it becomes frightened for 1 round if it has fewer than 16 Hit Dice. Stahd can use this ability 10/day.
Master of the Realm (Su) Strahd may open or close the two main gates on the Old Svalich Road as a free action from anywhere in his domain. He has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can sense the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.
Life Sight (Su) Strahd gains blindsight to a range of 30 feet for 16 rounds per day. This ability only allows Strahd to detect living creatures and undead creatures. This sight also tells Strahd whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability.
Shadowless (Ex) Strahd casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Strahd can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Ex) Strahd can survive exposure to direct sunlight but every time he begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Strahd has also lost the following vampire weaknesses: garlic, holy symbols, and invitation. Running water still affects him. Each round of immersion in running water inflicts damage on Strahd equal to one third of his maximum hit points—If Strahd is reduced to 0 hit points in this manner he is destroyed. Stahd may also be instantly slain by driving a wooden stake through his heart while he is helpless (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.

STRAHD’S FAMILIAR
Carrion bat
CE Small magical beast
Init +9; Senses blindsense 40 ft.; Perception +20
DEFENSE
AC 27, touch 16, flat-footed 22 (+1 size, +5 Dex, +11 natural)
hp 112 (20)
Fort +9, Ref +6, Will +11
Special Defenses improved evasion; SR 21
OFFENSE
Speed 5 ft., fly 50 ft. (good)
Melee 2 claws +12 (1d2-1), bite +12 (1d3-1)
Special Attacks shriek (DC 16)
STATISTICS
Str 8, Dex 20, Con 13, Int 13, Wis 13, Cha 7
Base Atk +12; CMB +16; CMD 26
Feats Flyby Attack, Improved Initiative
Skills Fly +27, Perception +20, Stealth +22; Racial Modifiers +4 Perception when using blindsense
SQ deliver touch spells, empathic link, scry on familiar, share spells, speak with bats, speak with master
SPECIAL ABILITIES
Shriek (Ex) A piercing blast from this nocturnal hunter forces the victim to make a DC 16 Fortitude save or be paralyzed for 6 rounds. The carrion bat may make this sonic attack once every round.
Last edited by Nemesio on Mon Sep 09, 2013 2:59 pm, edited 20 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

And Gundar....not as tough but more likely than a mythic vampire.

DUKE NHAROV GUNDAR, Darklord of Gundarak, CR 18 (XP 153,600)
Male human eminent vampire fighter 13
CE Medium undead (augmented humanoid)
Init +13; Senses darkvision 60 ft., scent; Perception +23
DEFENSE
AC 43, touch 34, flat-footed 33 (+9 Dex, +14 natural, +1 dodge, +7 armor, +2 shield)
hp 188 (13d10+91); fast healing 8
Fort +12, Ref +15, Will +7; +3 vs. fear
Defensive Abilities bravery +3, channel resistance +10; DR 25/silver and magic; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
OFFENSE
Speed 60 ft.
Melee +3 alchemical silver saber +31/+26/+21 (1d8+19/17-20); slam +26 (1d4+18 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 21), energy drain (3 levels, DC 21), weapon training (blades +3, natural +2, spears +1)
STATISTICS
Str 33, Dex 28, Con —, Int 17, Wis 16, Cha 21
Base Atk +13; CMB +24; CMD 43
Feats Alertness, Bleeding Critical, Catch-Off Guard, Cleave, Combat Reflexes, Critical Focus, Dodge, Great Cleave, Improved Critical (saber), Improved Initiative, Intimidating Prowess, Lightning Reflexes, Mounted Combat, Pin Down, Power Attack (-4/+12 or +18), Ride-By Attack, Weapon Focus (saber), Weapon Specialization (saber), Spirited Charge, Toughness, Trample
Skills Acrobatics +9 [+26 jumping], Appraise +8, Bluff +13, Climb +18, Diplomacy +10, Disguise +7, Fly +16, Handle Animal +18, Intimidate +28, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Perception +16, Ride +20, Sense Motive +20, Stealth +25, Survival +13; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Luktar, Balok, Mordentish
SQ armor training 3, change shape (dire bat or wolf, beast shape II), detect disruption, gaseous form, shadowless, sinkhole of evil, spider climb
Gear +3 alchemical silver saber, boots of striding and springing, cloak of elvenkind, +3 mithral shirt, ring of force shield
SPECIAL ABILITIES
Blood Drain (Su) Nharov can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 1d4 points of Constitution damage. Nharov heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 188 temporary hit points) each round he drains blood.
Children of the Night (Su) Once per day, Nharov can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and Nharov him for up to 1 hour.
Closing the Borders (Su) When Gundar wants to seal his domain, the Mists of Ravenloft rise from the soil at the borders. Anyone who walks into them finds themselves hopelessly lost, with all routes leading back to Gundarak.
Create Spawn (Su) Nharov can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Nharov, and remains enslaved until his destruction. Nharov may have enslaved spawn totaling no more than 26 HD; any spawn he creates that would exceed this limit become free-willed undead. Nharov may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) Nharov can crush a humanoid opponent’s will as a standard action. Anyone Nharov targets must succeed on a Will save DC 21 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Energy Drain (Su) Nharov’s slam attack deals 3 negative levels on those hit. This ability only triggers once per round.
Gaseous Form (Su) As a standard action, Nharov can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If reduced to 0 hit points in combat, Nharov assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Nharov can normally travel up to 9 miles in 2 hours.) Additional damage dealt to Nharov after he is forced into gaseous form has no effect. Once at rest, Nharov is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 8 hit points per round.
Shadowless (Ex) Nharov casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) Nharov can climb sheer surfaces as though under the effects of a spider climb spell.
Vampire Weaknesses (Ex) Nharov can survive exposure to direct sunlight but every time he begins his turn in an area of direct sunlight he is nauseated, takes 10 points of damage, and loses his fast healing ability for that round. Nharov has also lost the following vampire weaknesses: garlic and holy symbols. Running water still affects him. Each round of immersion in running water inflicts damage on Nharov equal to one third of his maximum hit points—If Nharov is reduced to 0 hit points in this manner he is destroyed. Nharov may also be instantly slain by driving a wooden stake through his heart while he is helpless (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
Last edited by Nemesio on Mon Sep 09, 2013 3:01 pm, edited 12 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Here's The "Big Bad Wolf" of Ravenoft, Harkon Lukas.......not sure how to handle his progeny, the greater wolfweres, since I made Lukas an advanced dire wolfwere from the Pathfinder revision of Tome of Horrors. Any ideas? Should I just drop the advanced template from Lukas and say his children have it but he doesn't?

HARKON LUKAS, Meistersinger of Skald, Darklord of Kartakas, CR 15 (51,200)
Male advanced dire wolfwere bard 8
CE Large magical beast (shapechanger)
DEFENSE
Init +9; Senses darkvision 60 ft., low–light vision, scent; Perception +18
AC 29, touch 17, flat–footed 24 (-1 size, +5 Dex, +7 natural, +5 armor, +3 deflection) as dire wolf or hybrid; 22, touch 15, flat–footed 19 (+5 Dex, +4 natural, +5 armor, +3 deflection) as human
hp 136 (13d8+91)
Fort +13; Ref +15; Will +9; +4 vs. bardic performance, sonic, and language-dependent effects
Special Defenses undying soul; DR 5/cold iron
OFFENSE
Speed 50 ft. as dire wolf; 30 ft. as hybrid or human
Melee bite +18 (1d8+10 plus trip) as dire wolf; +1 berserking longsword +18/+13/+8 (1d8+8), bite +13 (1d8+3 plus trip) as hybrid; +1 berserking longsword +19/+14/+9 (1d8+7)
Ranged +2 distance light crossbow +17 (1d8+2/19-20) as hybrid; +2 human distance light crossbow +18 (1d8+2/19-20) as human
Space 10 ft., 5 ft. as human; Reach 5 ft. as dire wolf or human, 10 ft. as hybrid
Special Attacks bardic music 25 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 21], inspire competence +3, inspire courage +2, suggestion [DC 22]), call to arms, closing the borders, feral allies, master of the forest, sickness gaze (DC 19), song of weariness (DC 23), trip
Bard Spells Known (CL 8th; concentration +15 [+19 defensive])
3rd (3/day)—charm monster (DC 21), crushing despair (DC 21), gaseous form, seek thoughts (DC 20)
2nd (5/day)—blindness/deafness (DC 19), blood biography (DC 19), invisibility, suggestion (DC 20), tongues
1st (6/day)—charm person (DC 19), cure light wounds, deadeye’s lore, hideous laughter (DC 19), lock gaze (DC 19)
0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation
STATISTICS
Str 25, Dex 21, Con 25, Int 16, Wis 14, Cha 25
Base Atk +11; CMB +19 as dire wolf or hybrid, or +18 as human; CMD 34 as dire wolf or hybrid (38 vs. trip as dire wolf), or 33 as human
Feats Combat Reflexes, Improved Initiative, Spell Focus (enchantment), Skill Focus (Perform), Persuasive, Power Attack (-3/+6 or +9), Weapon Focus (bite)
Skills Acrobatics +11 [+19 jumping as dire wolf], Appraise +7, Bluff +15, Climb +7, Diplomacy +24, Disguise +23 [+15 as hybrid or human], Escape Artist +9, Intimidate +24, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (nature) +16, Perception +18, Perform (act) +18, Perform (dance) +18, Perform (keyboard) +13, Perform (oratory) +18, Perform (percussion) +13, Perform (sing) +26, Perform (string) +26, Perform (wind) +18, Sleight of Hand +9, Spellcraft +11, Stealth +14 [+18 as human], Survival +15 [+19 tracking by scent], Swim +7, Use Magic Device +15; Racial Modifiers +8 Disguise as dire wolf, +4 Survival when tracking by scent
Languages Vaasi, Balok, Luktar, Mordentish
SQ bardic knowledge +4, change shape (Small or Medium humanoid, hybrid, and dire wolf; polymorph), detect disruption, lore master 1/day, persistence, sinkhole of evil, versatile performance (sing [Bluff, Sense Motive], string [Bluff, Diplomacy])
Gear +1 berserking longsword, bracers of armor +5, cloak of charisma +4, +2 distance light crossbow and 20 bolts, ring of protection +3, wand of sleep (10 charges)
SPECIAL ABILITIES
Bardic Performance (Su or Sp) Harkon Lukas is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability 25 rounds per day. Each round, Harkon can produce any one of the types of bardic performance that he has mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires Harkon to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if Lukas is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Harkon cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. If deafened, Lukas has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. If blinded, Lukas has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): Harkon has learned to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of Harkon (including himself ) that is affected by a sonic or language-dependent magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Harkon’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Dirge of Doom (Su): Harkon can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear Harkon’s performance. The effect persists for as long as the enemy is within 30 feet and Harkon continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Distraction (Su): Harkon can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of Harkon (including himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Harkon’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): Harkon can use his performance to cause up to three creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear Harkon, and capable of paying attention to him. Harkon must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save DC 21 to negate the effect. If a creature’s saving throw succeeds, Harkon cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as Harkon continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Competence (Su): Harkon can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear Harkon. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. Harkon can’t inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su): Harkon can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive Harkon’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. Harkon must choose which component to use when starting his performance.
Suggestion (Sp): Harkon can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a move action to activate (in addition to the free action to continue the fascinate effect). Harkon can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against Harkon’s daily use of bardic performance. A Will saving throw DC 22 negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Call to Arms (Su) Lukas carries a +1 longsword with the rage curse of a berserking sword. This sword was a “gift” from the Dark Powers, appearing in his hand when he became darklord of Kartakas. He can summon this sword into his waiting hand as a free action. This ability functions regardless of the sword’s current location or owner. Otherwise, this ability is similar to the spell instant summons, as though cast by a 14th-level sorcerer. Whenever Harkon enters combat in humanoid or hybrid form, the sword automatically appears in his hand and compels him to fight to the death. Once engaged, Harkon cannot change to dire wolf form until his enemies are dead. Harkon has adapted to his curse and uses the sword’s power to surprise his foes. His favorite trick is to give his sword to those he meets as a sign of “peaceful intentions”; should a combat start, it will instantly appear in Harkon’s hand no matter what they have done with it. Lukas’s sword cannot be removed from Kartakas.
Closing the Borders (Su) When Lukas wishes to seal his domain, a gentle lullaby fills the air at the borders of Kartakas Creatures crossing the border fall into a deep sleep (no saving throw), only to awaken in 1d6 x10 minutes a few feet inside the border of Kartakas. Neither plugging one’s ears nor magical silence protects a creature from the song. Even deaf creatures, creatures that do not require sleep, and creatures normally immune to mind-affecting effects, compulsions, enchantments, and sonic effects are affected by the song. The song cannot affect creatures without an Intelligence score, however.
Feral Allies (Su) Once per day, Lukas can call forth 3d4 dire wolves the wilds of Kartakas as a standard action by playing on his harp. The wolves arrive in 2d6 rounds and serve Lukas for up to one day. This is a sonic ability.
Master of the Forest (Su) Lukas can command any animal in Kartakas as the spell dominate animal cast by a 13th-level sorcerer. Using this ability requires no action on Lukas’s part, the animal receives no saving throw, and the control lasts as long as the darklord wills it. The animal must be within 100 feet of Lukas for him to establish control. All animals in Kartakas are under Lukas’s influence.
Sickness Gaze (Su) A creature within 30 feet that meets Lukas’s gaze is sickened for 8 rounds. Affected creatures can attempt a Fortitude save DC 19 to avoid the effects. Creatures that successfully save cannot be affected by that therianthrope’s gaze for one day. A delay poison or neutralize poison spell removes the effects from the sickened creature. Creatures that are immune to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throw. Lukas is immune to his own sickness gaze and the sickness gaze of other dire wolfweres.
Song of Weariness (Su) When Lukas sings in humanoid or hybrid form, all creatures within a 90-foot radius must succeed at a Will save DC 23 or be slowed for 1d4+4 rounds as the spell cast by a 6th-level sorcerer. If the save is successful, the creature cannot be affected again by Lukas’s song for one day. This is a sonic, mind-affecting ability.
Trip (Ex) In dire wolf form, Lukas can trip an opponent hit by his bite attack as a free action. If the attempt fails, Lukas cannot be tripped in turn.
Undying Soul (Su) If Lukas is slain, his soul is instantly transferred into the body of the nearest dire wolf in Kartakas, regardless of distance, replacing the creature’s spirit. The dire wolf becomes a wolfwere and its ability scores change to match those of Lukas, who retains all of his skills, feats, and abilities.
Last edited by Nemesio on Mon Sep 09, 2013 3:06 pm, edited 10 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Tiyet the pristine mummy. She was a bit challenging to convert. I gave her an ability similar to the corrupting touch ability of a ghost [but at half strength for her CR and with no save for half damage] to represent how she can kill a man with little effort.

TIYET, Darklord of Sebua, CR 16 (XP 76,800)
Female human unique ancient dead (rank 4) aristocrat 6/cleric of Apophis 6
NE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +29
DEFENSE
AC 26, touch 14, flat-footed 22 (+3 Dex, +12 natural, +1 dodge)
hp 210 (HD 12d8+132)
Fort +14, Ref +7, Will +14
Defensive Abilities channel resistance +10, rejuvenation; DR 10/—; Immune fire, electricity, undead traits; SR 27
Weaknesses maddening heartbeats, vulnerable to acid
OFFENSE
Speed 30 ft.
Melee lethal touch +12 (8d6)
Special Attacks channel negative energy (13/day, DC 23), closing the borders, devour heart, draining kiss (1d4 Str drain), heart attack (60 ft., paralysis 1d4 rounds, DC 28 negates), mummify
Spell-Like Abilities (CL 12th; concentration +22)
1/day—scouring winds, scarab plague (summons 4 scarab beetle swarms)
Domain Spell-Like Abilities (CL 6th; concentration +10)
6/day—fire bolt (30 ft., +11 touch, 1d6+3 fire), touch of evil (+12 touch, sickened for 3 rounds)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—animate dead, fireballD (DC 17), meld into stone, speak with dead
2nd—desecrate, enthrall (DC 16), gentle repose, produce flameD, owl’s wisdom
1st— burning handsD (DC 15), deathwatch, divine favor, entropic shield, shied of faith
0—detect magic, mending, read magic, resistance
D Domain spell; Domains Evil, Fire
STATISTICS
Str 10, Dex 16, Con —, Int 14, Wis 18, Cha 30
Base Atk +8; CMB +12; CMD 23
Feats Ability Focus (heart attack), Alertness, Command Undead, Dodge, Toughness, Weapon Finesse, Weapon Focus (touch)
Skills Appraise +8, Bluff +23, Climb +13, Diplomacy +18, Disguise +10, Fly +15, Handle Animal +14, Intimidate +10, Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +12, Linguistics +6, Perception +29, Perform (dance) +14, Profession (embalmer) +12, Ride +7, Sense Motive +14, Spellcraft +12, Stealth +9, Survival +8, Swim +0; Racial Modifiers +8 Climb, +8 Perception, +8 Stealth
Languages Akiri, Pharazian, Wildspeak
SQ aura of evil, change shape (beast shape IV, Huge-sized white owl, monkey), detect disruption, sinkhole of evil, spontaneous casting (inflict)
Gear bracelets of dexterity +4, ring of shooting stars
SPECIAL ABILITIES
Closing the Borders (Su) When Tiyet wishes to close the borders of Sebua, a windstorm rises that exists only along the boundaries of her domain. Within this storm, stinging sand blocks all vision and inflicts 3d6 points of piercing damage each round to anyone attempting to leave Sebua.
Devour Heart (Su) Tiyet’s hands are imbued with the power to reach into the chest of a helpless opponent to tear out its still beating heart, causing instant death. This ability is similar to as a coup de-grace attack, but with no save. It still requires a full-round action to complete. After Tiyet uses this ability she is compelled to devour the heart taken while it still beats, requiring another full-round action. Most undead are unaffected by this ability, as are creatures with no heart, or bizarre anatomies.
Lethal Touch (Su) Tiyet’s touch inflicts 8d6 damage. This damage is not negative energy—it manifests in the form of a curse on her target’s physical health. Creatures that have immunity to curses do not take this damage; otherwise the damage bypasses all forms of damage reduction.
Draining Kiss (Su) If Tiyet kisses a willing participant she drains 1d4 points of Strength from that individual. Tiyet heals 5 points of damage to herself after such a kiss. This loss is permanent as long as the victim remains in Sebua.
Heart Attack (Su) Tiyet’s gaze can temporarily wreak havoc on the heart of an opponent within 60 feet, paralyzing it for 1d4 rounds.
Maddening Heartbeats (Su) The heartbeats of Intelligent creatures within 1 mile of Tiyet are audible to her until she feeds on them. This feeding is only a temporary respite though, as hours later she can hear the beats again, first faintly, then ever stronger. If Tiyet has not fed for 11 months she becomes sickened, as the sound becomes painfully loud, echoing inside her skull.
Mummify (Su) Tiyet can create lesser mummies. The embalming process and animation process takes a full day for each rank Tiyet wants the new mummy to possess. Tiyet can create mummies of lower rank than herself only. The created mummy is completely under Tiyet’s command.
Rejuvenation (Su) Tiyet is capable of drawing on the Positive Energy Plane to heal damage. If Tiyet rests for a full day, she begins rejuvenating at a rate of 12 hp/hour at the beginning of the following day. Tiyet must remain inert for at least one additional hour after she finishes her rejuvenation..

SCARAB BEATLE SWARM, CR 6 (XP 2,400)
N diminutive vermin (swarm)
Init +5; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 27, touch 19, flat-footed 26 (+4 size, +5 Dex, +8 natural)
hp 67 (9d8+27)
Fort +9, Ref +4, Will +3
Defensive Abilities swarm traits; Immune death effects, disease, mind-affecting effects, paralysis, weapon damage
OFFENSE
Speed 40 ft., climb 20 ft., fly 20 ft. (average)
Melee swarm (2d6 plus gnaw)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14), gnaw
STATISTICS
Str 5, Dex 20, Con 10, Int –, Wis 10, Cha 1
Base Atk +6; CMB —; CMD —
Skills Climb +13, Fly +11
SPECIAL ABILITIES
Gnaw (Ex) A scarab beetle swarm deals 1 point of Strength damage in addition to its swarm damage. This Strength damage is doubled against creatures with no armor or natural armor bonus to AC, but creatures in heavy armor or with a natural armor bonus of +10 or greater are immune, as are creatures immune to critical hits or without flesh.
Distraction (Ex) Any living creature vulnerable to a scarab beetle swarm’s damage that begins its turn within a swarm’s squares is nauseated for 1 round. A Fortitude saving throw (DC 14) negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a scarab beetle swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Will save (DC 20).
Last edited by Nemesio on Tue Sep 10, 2013 12:05 pm, edited 16 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Took a few liberties with Elena. I don't necessarily believe she needs to be an anti-paladin in Pathfinder. I think the inquisitor class works a lot better and makes a lot of sense (in second edition, there weren't so many options as there are now for evil warriors who fell from grace). The Dark Powers could have just as easily replaced her inquisitor powers when she fell from grace. Otherwise, I based her on the stats I found in the editorial for Secrets of the Dread Realms on this site. I did give her an extra level too because it did a lot for her, raising most her bonuses from her class abilities. Her aura of despair is a gift from the Dark Powers (rather than an 8th-level antipaladin ability) because I felt she needed to keep it, since that's what she does she makes people despair. :elena:

Her mount was a lot of fun. I always assumed her unicorn would have been replaced with a shadow unicorn. In Denizens of Darkness the Phantasmal Forest of The Shadowlands Cluster is listed as one of this creatures' environments. I just made this beast her cohort, since she has no mount class feature. While she is riding her shadow unicorn she is still a lot more dangerous.

ELENA FAITH-HOLD, Darklord of Nidala, CR 13 (XP 25,600)
Female human inquisitor of Belenus 12
LE Medium humanoid (human)
Init +4; Senses detect life (60 ft., DC 20); Perception +13
Aura despair 10 ft.
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 armor)
hp 78 (12d8+24)
Fort +10, Ref +6, Will +10
Defensive Abilities stalwart; Resist fire 20
OFFENSE
Speed 20 ft. [30 ft. unarmored]
Melee +2 unholy bastard sword +17/+12 (1d10+7 [one-handed] or 1d10+10 [two-handed]/17-20)
Special Attacks closing the borders, convert, greater bane (12 rounds/day)
Inquisitor Spell-Like Abilities (CL 12th; concentration +14)
At will—detect alignment
12 rounds/day—discern lies (DC 15)
5/day—fire bolt (30 ft., +11 touch, 1d6+6 fire)
Inquisitor Spells Known (CL 12th; concentration +14)
4th (3/day)—coward’s lament (DC 16), denounce (DC 16), forced repentance (DC 16), rebuke (DC 16)
3rd (4/day)—hunter’s eye, retribution (DC 15), righteous vigor, seek thoughts (DC 15)
2nd (6/day)—castigate (DC 14), confess (DC 14), flames of the faithful, tongues, weapon of awe
1st (6/day)—alarm, command (DC 13), divine favor, shield of faith, true strike, wrath
0 (at will)—bleed (DC 12), brand (DC 12), detect magic, guidance, read magic, resistance, sift
Domain Fire
STATISTICS
Str 20, Dex 15, Con 15, Int 11, Wis 15, Cha 18
Base Atk +9; CMB +14; CMD 26
Feats Coordinated Defenses, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Leadership, Lookout, Mounted Combat, Outflank, Precise Strike, Ride-by Attack, Trample, Weapon Focus (bastard sword)
Skills Climb +2 [+5 unarmored], Diplomacy +9, Heal +10, Intimidate +25, Knowledge (arcana) +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +10, Ride +13 [+15 unarmored], Perception +13, Sense Motive +16, Spellcraft +10, Stealth +11 [+14 unarmored], Survival +10 [+16 to follow or identify tracks], Swim +2 [+5 unarmored]
Languages Nidalan
SQ cunning initiative +2, detect disruption, judgment (2, 4/day), monster lore +2, sinkhole of evil, solo tactics, stern gaze +6, track +6
Gear +2 unholy bastard sword (“Caitlin”), +2 moderate fortification breastplate, gold holy symbol of Belenus
SPECIAL ABILITIES
Closing the Borders (Su) When Elena wills it, the air around the borders of Nidala hazes over, obscuring vision with an inconstant waver. Those venturing into this murk find themselves wandering into insubstantial torture chambers. These illusions present the viewers as the main attraction, with teams of inquisitors working them over eagerly. The farther one progresses, the less the illusion fluctuates, and the more it seems to become real. Soon, wayfarers find themselves viewing the chamber through the eyes of its victims and feel a twinge of the pain the illusion depicts. If travelers are so foolish as to continue, it is likely they find themselves fully immersed in the illusion, except that it is no longer an illusion. Escapees from the domain wander from the border of the domain to its heart, the dungeons of Elena's castle.
Convert (Sp) At will, Elena can attempt to convert a foe to her side. The target must succeed at a DC 20 Will save or “see the light,” repenting their wicked ways and gladly joining Elena’s ranks. This effect acts as a powerful form of charm monster, except that Elena can only convert humanoids, and those who are converted will gladly die for her. If a target succeeds at its Will save, Elena cannot attempt to convert that creature again for 24 hours.
Despair (Su) Elena radiates a malign aura that causes enemies within 10 ft. of her to suffer a –2 morale penalty on all saving throws. Many Nidalans claim that when their Holy Protector is provoked by evil, she responds with a palpable fury; even the most wicked of beasts tremble before her righteous wrath.
Detect Alignment (Sp) At will, Elena can use detect chaos or detect law. She can only use one of these at any given time. Elena believes that she can still detect evil, as per the spell. Furthermore, she believes that the inability of other spellcasters in Ravenloft to detect evil is a sure sign of their spiritual impurity. In truth, Elena actually detects any strong emotions that target creatures may feel toward her. Sadly, this ability does not distinguish between emotions. Elena interprets both the burning hatred of her foes and the boundless love of a suitor as purest evil, and lashes out at each.
Discern Lies (Sp) Elena can discern lies, as per the spell, for 12 rounds per day. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Detect Life (Sp) By concentrating for a full round, Elena can detect the thoughts of any humanoid within 60 ft. Elena cannot read the creature’s thoughts, but she can hone in on them to root out creatures that may be hiding. Targets within range can make a DC 20 Will save to escape detection. Magic effects that shield thoughts also prevent discovery. Intriguingly, this power cannot detect infants or the insane.
Greater Bane (Su) Elena can imbue one of her weapons with the bane weapon special ability as a swift action. Elena must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. The amount of bonus damage dealt by the weapon against creatures of the selected type is 4d6. This ability only functions while Elena wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to him before the duration expires. This ability lasts for 12 rounds per day. These rounds do not need to be consecutive.
Judgment (Su) Elena can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, Elena receives a bonus or special ability based on the type of judgment made. Elena can use this ability 4/day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Elena must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When Elena uses this ability, she selects two types of judgment to make. As a swift action, she can change these judgments to other types.
Destruction: Elena is filled with divine wrath, gaining a +5 profane bonus on all weapon damage rolls.
Healing: Elena is surrounded by a healing light, gaining fast healing 5. This causes Elena to heal 1 point of damage each round as long as she is alive and the judgment lasts.
Justice: This judgment spurs Elena to seek justice, granting a +3 profane bonus on all attack rolls. This bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives Elena great focus and makes her spells more potent. This benefit grants a +5 profane bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
Protection: Elena is surrounded by a protective aura, granting a +3 profane bonus to Armor Class. This bonus is doubled against attack rolls made to confirm critical hits against Elena.
Purity: Elena is protected from the vile taint of her foes, gaining a +3 profane bonus on all saving throws. This bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes Elena resistant to harm, granting DR 3/good.
Resistance: Elena is shielded by a flickering aura, gaining 10 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Smiting: This judgment bathes Elena’s weapons in a divine light. Elena’s weapons count as magic, evil, and adamantine for the purposes of bypassing damage reduction.
Monster Lore (Ex) Elena adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Persistence (Su) Elena Faith-Hold hasn’t aged a day since becoming the darklord of Nidala. Though more than 150 years old, she is a beautiful woman, appearing as if she were still in her prime.
Solo Tactics (Ex): All of Elena’s allies are treated as if they possessed the same teamwork feats as her for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Stalwart (Ex) Elena can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if Elena is wearing light armor, medium armor, or no armor. Elena does not gain the benefit of the stalwart ability if she is considered helpless.

ELENA’S MOUNT [Cohort], CR 5 (XP 1,600)
Male advanced shadow unicorn
LE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC 30, touch 15, flat-footed 24 (-1 size, +6 Dex, +8 natural, +7 armor)
hp 50 (5d10+30)
Fort +10, Ref +10, Will +5
Special Defenses shadow merge; DR 5/magic; Immune charm, compulsion, poison
OFFENSE
Speed 50 ft. [60 ft. unarmored]
Melee gore +14 (1d8+15 plus 1d4 fire); bite +14 (1d8+10), 2 hooves +12 (1d4+5)
Special Attacks flaming horn, powerful charge (2d8+20 plus 1d4 fire), terror scream (DC 20)
Spell-Like Abilities (CL 8th; concentration +14)
3/day—blink (in shadowy areas only)
STATISTICS
Str 30, Dex 23, Con 23, Int 15, Wis 19, Cha 22
Base Atk +5; CMB +16; CMD 32
Feats Alertness, Multiattack
Skills Acrobatics +8 [+14 unarmored, +16 jumping, +24 jumping unarmored], Perception +14, Stealth +8 [+14 unarmored], Sense Motive +6, Survival +14 [+17 in forests], Swim +4 [+10 unarmored]; Racial Modifiers +3 Survival in forests, +4 Stealth
SQ magical strike
Gear masterwork half-plate barding, military saddle
SPECIAL ABILITIES
Flaming Horn (Su) A shadow unicorn can will its horn to burst into flame as a free action. Creatures hit by a shadow unicorn’s gore attack suffer regular damage as well as 1d4 fire damage. A strike from a shadow unicorn’s horn sets combustibles alight. Shadow unicorns are immune to their own flames.
Shadow Merge (Su) Shadow unicorns gain total concealment and always succeed on any Stealth checks when in shadowy areas. A shadow unicorn can suppress this ability if it wishes.
Terror Scream (Su) The terrifying screams of a shadow unicorn affects its victims as a fear spell (CL 8th, DC 20). Anyone who fails a Fear save and suffers a major effect will find their hair turned permanently white.
Last edited by Nemesio on Tue Sep 10, 2013 12:06 pm, edited 11 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Ryan Naylor »

Nemesio wrote:Tiyet the pristine mummy. She was a bit challenging to convert. I gave her the corrupting touch ability of a ghost to represent how she can kill a man with little effort. I'm not sure if she could actually coup de grace with her corrupting touch but I assumed she could in the stats below...
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TIYET, Darklord of Sebua, CR 16 (XP 76,800)
Female human unique ancient dead (rank 4) aristocrat 6/cleric of Apophis 6
NE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft.; Perception +29
DEFENSE
AC 35, touch 23, flat-footed 32 (+3 Dex, +12 natural, +10 deflection)
hp 216 (HD 12d8+138)
Fort +14, Ref +7, Will +14
Defensive Abilities channel resistance +6, rejuvenation; DR 10/—; Immune fire, electricity, undead traits
Weaknesses maddening heartbeats, vulnerable to acid
OFFENSE
Speed 30 ft.
Melee corrupting touch +12 (15d6 [Fort DC 26 half] plus heart attack)
Special Attacks channel negative energy (13/day, DC 23), closing the borders, devour heart, draining kiss, heart attack (60 ft., DC 28 if gaze averted, DC 30 if gaze met, DC 32 if touched), mummify
Spell-Like Abilities (CL 12th; concentration +22)
1/day—scouring winds, scarab plague (summons 4 scarab beetle swarms)
Domain Spell-Like Abilities (CL 6th; concentration +10)
6/day—fire bolt (30 ft., +11 touch, 1d6+3 fire), touch of evil (+12 touch, sickened for 3 rounds)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—animate dead, fireballD (DC 17), meld into stone, speak with dead
2nd—desecrate, enthrall (DC 16), gentle repose, produce flameD, owl’s wisdom
1st— burning handsD (DC 15), deathwatch, divine favor, entropic shield, shied of faith
0—detect magic, mending, read magic, resistance
D Domain spell; Domains Evil, Fire
STATISTICS
Abilities Str 10, Dex 16, Con —, Int 14, Wis 18, Cha 30
Base Atk +8; CMB +12; CMD 23
Feats Ability Focus (corrupting touch), Ability Focus (heart attack), Alertness, Command Undead, Toughness, Weapon Finesse, Weapon Focus (touch)
Skills Appraise +8, Bluff +23, Climb +13, Diplomacy +18, Disguise +10, Fly +15, Handle Animal +14, Intimidate +10, Knowledge (arcana) +8, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +12, Linguistics +6, Perception +29, Perform (dance) +14, Profession (embalmer) +12, Ride +7, Sense Motive +14, Spellcraft +12, Stealth +9, Survival +8, Swim +0; Racial Modifiers +8 Climb, +8 Perception, +8 Stealth
Languages Akiri, Pharazian, Wildspeak
SQ aura of evil, change shape (beast shape IV, Huge-sized white owl, monkey), spontaneous casting (inflict)
Gear bracelets of dexterity +4, ring of shooting stars
SPECIAL ABILITIES
Closing the Borders (Su) When Tiyet wishes to close the borders of Sebua, a windstorm rises that exists only along the boundaries of her domain. Within this storm, stinging sand blocks all vision and inflicts 3d6 points of piercing damage each round to anyone attempting to leave Sebua.
Devour Heart (Su) Tiyet can attempt a coup-de grace on a paralyzed opponent as a full-round action. If successful she reaches into the victim’s chest and pulls out its still beating heart. She can devour the heart on the following round by taking another full-round action.
Corrupting Touch (Su) Tiyet’s touch inflicts 15d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude DC 26 save halves the damage inflicted.
Draining Kiss (Su) If Tiyet kisses a willing participant she drains 1d4 points of Strength from that individual. Tiyet heals 5 points of damage to herself after such a kiss. This loss is permanent as long as the victim remains in Sebua.
Heart Attack (Su) Tiyet’s gaze can wreak havoc on the hearts of all creatures with the humanoid type within 60 feet, that she can see or touch, paralyzing them for 1d4 rounds. Targets who do not meet Tiyet’s gaze must succeed at a DC 28 Will save to negate this effect. Meeting Tiyet’s gaze raises the DC to 30. If Tiyet touches her opponent the DC raises to 32.
Maddening Heartbeats (Su) The heartbeats of Intelligent creatures within 1 mile of Tiyet are audible to her until she feeds on them. This feeding is only a temporary respite though, as hours later she can hear the beats again, first faintly, then ever stronger. If Tiyet has not fed for 11 months she becomes sickened, as the sound becomes painfully loud, echoing inside her skull.
Mummify (Su) Tiyet can create lesser mummies. The embalming process and animation process takes a full day for each rank Tiyet wants the new mummy to possess. Tiyet can create mummies of lower rank than herself only. The created mummy is completely under Tiyet’s command.
Rejuvenation (Su) Tiyet is capable of drawing on the Positive Energy Plane to heal damage. If Tiyet rests for a full day, she begins rejuvenating at a rate of 12 hp/hour at the beginning of the following day. Tiyet must remain inert for at least one additional hour after she finishes her rejuvenation..

SCARAB BEATLE SWARM, CR 6 (XP 2,400)
N diminutive vermin (swarm)
Init +5; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 27, touch 19, flat-footed 26 (+4 size, +5 Dex, +8 natural)
hp 67 (9d8+27)
Fort +9, Ref +4, Will +3
Defensive Abilities swarm traits; Immune death effects, disease, mind-affecting effects, paralysis, weapon damage
OFFENSE
Speed 40 ft., climb 20 ft., fly 20 ft. (average)
Melee swarm (2d6 plus gnaw)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14), gnaw
STATISTICS
Str 5, Dex 20, Con 10, Int –, Wis 10, Cha 1
Base Atk +6; CMB —; CMD —
Skills Climb +13, Fly +11
SPECIAL ABILITIES
Gnaw (Ex) A scarab beetle swarm deals 1 point of Strength damage in addition to its swarm damage. This Strength damage is doubled against creatures with no armor or natural armor bonus to AC, but creatures in heavy armor or with a natural armor bonus of +10 or greater are immune, as are creatures immune to critical hits or without flesh.
Distraction (Ex) Any living creature vulnerable to a scarab beetle swarm’s damage that begins its turn within a swarm’s squares is nauseated for 1 round. A Fortitude saving throw (DC 14) negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a scarab beetle swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Will save (DC 20).
The CR feels right.

She's never been a cleric before. Why did you decide to do that?

Where has the deflection bonus come from? You've built her as a combination of ghost and mummy haven't you? Or is it the template from RL3e. I can't tell.

She originally had SR, so you might want to add some.

You might want to comment on the fact that ripping out someone's heart will kill most living creatures (a la the description of the vorpal weapon) - coup de grace with no save for example.

I'd change the description of corrupting touch so it's not about aging, but a curse, and creature immune to curses are protected. And it's due to damage to the heart.

Check the gaze ability in the Bestiary, and something else with gaze attacks (like the vampire) to get a better feel for how the phrasing of the ability should work.

I think you've forgotten her change shape ability (turn into a monkey).

Otherwise, it looks good. You've captured her essence; you just need to finesse her abilities a little more.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Ryan Naylor »

I agree Elena shouldn't be an antipaladin, but I'm not sure I would have made her an inquisitor. I'll have to think about that one. Are you saying she started out as a paladin and turned into an inquisitor through Powers checks, or she was always an inquisitor?

Also, you've said she's male in the stat block. I don't mind, but she may execute you for heresy. :)
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Thanks for the feedback Ryan. :lol: You cracked me up a couple of times.

You made a lot of good points too. I was hoping someone would edit me. I'm really nuts about getting these characters right, but I'm rusty on Ravenloft and maybe a little too hasty at times. I'm dangerously close to failing as a jedi padawan.

I was especially hoping someone would notice me trying to adapt Tiyet's stats because I needed a little help. I don't wanna break cannon too much, but you kind of have too sometimes. I did swap out a few mummy abilities with ghost ones for instance. Good sleuthing! I also decided to give her a few cleric levels assuming that she picked up a few things from Zordenahkt [the cleric of Apophis] during their torrid affair. She was obsessed with her own mummification as a way of saving her from an afterlife of torment. Maybe she swore her allegiance to Apophis/Apep hoping the demon would let her off easy in the end of days [when Apep finally defeated Ra] that Zordenahkt surely spoke of.......As for Tiyet's monkey form, it is listed in parenthesis next to her change shape ability under SQ. I'll probably start revising her based on your suggestions tonight.

I really stick by Elena being an inquisitor. In my campaign I would say she was from the beginning. She just started getting carried away and lost sight of who her enemies were, so Belenus abandoned her and the dark powers stepped in.

Otherwise I don't really disagree with any of your comments except for Elena being Male. That one was intentional. :wink:
Last edited by Nemesio on Wed Feb 27, 2013 9:54 pm, edited 1 time in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Ryan Naylor wrote: The CR feels right.

She's never been a cleric before. Why did you decide to do that?

Where has the deflection bonus come from? You've built her as a combination of ghost and mummy haven't you? Or is it the template from RL3e. I can't tell.

She originally had SR, so you might want to add some.

You might want to comment on the fact that ripping out someone's heart will kill most living creatures (a la the description of the vorpal weapon) - coup de grace with no save for example.

I'd change the description of corrupting touch so it's not about aging, but a curse, and creature immune to curses are protected. And it's due to damage to the heart.

Check the gaze ability in the Bestiary, and something else with gaze attacks (like the vampire) to get a better feel for how the phrasing of the ability should work.

I think you've forgotten her change shape ability (turn into a monkey).

Otherwise, it looks good. You've captured her essence; you just need to finesse her abilities a little more.
I edited Tiyet and Elena above....any better? Thank you again for your advice.
:)
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Ryan Naylor »

Good.

In this version, Tiyet's lost the heart attack paralysation touch attack (it's now restricted to her gaze). I think that's probably the best option, since if you combine that with her normal touch attack, she'd be absolutely lethal.

As another option, you could used nauseated instead of sickened, because that has most of the downsides of paralysis except your PCs can run away if they have to. :) It also means remove paralysis won't remove the condition (which is fair, because it's not really paralysis, it's crippling pain from heart palpitations). But that's just a suggestion.

I'll have to look at Elena later, but Tiyet looks pretty good to me.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Didn't change anything except for Elena's sex. :oops:

Thanks again Ryan for taking the time to comment. :)
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

OK. The evil puppet. I kind of like him. "The Created" was a memorable adventures according to my one of my old players. He actually suggested to me that I should work out Maligno's stats. I kind of got stuck on mechanics of the silver needle ability. The effects of having paralyzed limbs were never clarified [any thoughts on this are appreciated]. I guess its one of those things that's just left to the DM to adjudicate. So here he is......Oh and thanks again to Ryan Naylor for helping me work out the kinks in Guiseppe's "perfect puppet".

MALIGNO, Darklord of Odiare, CR 7 (XP 3,200)
Advanced carrionette rogue 4
CE Tiny construct
Init +8; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 20, touch 18, flat-footed 20 (+4 size, +4 Dex, +2 natural)
hp 35 (2d10+4d8)
Fort +1, Ref +8, Will +1
Special Defenses evasion, trap sense +1, uncanny dodge, undying soul; Immune cold, construct traits, electricity, magic
OFFENSE
Speed 30 ft.
Melee straight razor +10 (1d4+1/19-20)
Ranged silver needles +14 or +12/+12 (1 plus paralysis)
Special Attacks closing the borders, paralysis (DC 15), silver needles (15 ft.), sneak attack +2d6 plus bleed 2
Spell-Like Abilities (CL 6th; concentration +8)
At will—animate object (toys only, 24 maximum), hideous laughter (DC 13), irresistible dance (DC 20), ventriloquism
STATISTICS
Str 12, Dex 18, Con —, Int 17, Wis 10, Cha 14
Base Atk +5; CMB +7; CMD 17
Feats Combat Reflexes, Improved Initiative, Point Blank Shot, Rapid Shot
Skills Acrobatics +8, Appraise +7, Bluff +8, Climb +21, Craft (toys) +11, Diplomacy +6, Disable Device +12, Disguise +6, Escape Artist +12, Intimidate +10, Knowledge (dungeoneering) +7, Knowledge (local) +7, Linguistics +7, Perception +8 [+10 to locate traps], Perform (act) +6, Perform (comedy) +6, Perform (dance) +6, Perform (oratory) +6, Perform (sing) +6, Sense Motive +5, Sleight of Hand +12, Stealth +21, Swim +1, Use Magic Device +6; Racial Modifiers +8 Climb
Languages Odiaran, Darkonese, Lamordian, Mordentish, Zherisian
SQ detect disruption, rogue talents (bleeding attack, combat trick), sinkhole of evil, trapfinding +2
Gear folding straight razor, quiver of 10 silver needles
SPECIAL ABILITIES
Closing the Borders (Su) When Maligno wishes to seal the borders of Odiare, the village's streets twist back upon themselves like the thoughts of a madman. Creatures who attempt to enter the Mists will find themselves reentering the domain on one of the village's other streets.
Immunity to Magic (Ex) Maligno is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect him normally. In addition, certain spells and effects function differently against the creature, as noted below.
• Warp wood or wood shape slows Maligno (as the slow spell) for 2d6 rounds (no save).
• Repel wood drives Maligno back 60 feet and deals 2d12 points of damage to him (no save).
• A magical attack that deals cold damage breaks any slow effect on Maligno and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause Maligno to exceed his full normal hit points, he gains any excess as temporary hit points. Maligno gets no saving throw against attacks that deal cold damage.
Paralysis (Su) A creature struck by one of Maligno’s needles must make a Will save DC 15 or the limb pierced by the needle is paralyzed. On a critical hit, two limbs are paralyzed. The effect of the paralysis is determined by the limb affected; Maligno can choose which limb is pierced by his needles.
1 arm—The victim can't perform tasks requiring two hands and drops anything held in that hand.
2 arms—The victim drops anything held in their hands and can't perform tasks requiring the use of their arms. They
lose their Dex bonus to AC and suffer an additional -2 penalty to AC. They are sickened.
1 leg—The victim gains the entangled condition.
2 legs—The victim falls prone, gains the entangled condition and is flat footed. If both arms are still functional, they can drag themselves at half speed as a full round action; otherwise, they can only drag themselves 5 ft as a full round action.
3 limbs (of any kind)—As well as suffering the relevant conditions described above, the victim is exhausted.
4 limbs—The victim is paralyzed.
A needle can be removed as a move equivalent action that does not provoke an attack of opportunity and requires one hand. The effects of the paralysis fade 1d4 rounds after the needle is removed.
Undying Soul (Ex) Provided he has not been reduced to less than half of his maximum hit points, Maligno can be repaired by his fellow carrionettes. A carrionette may repair one hit point per round as a full round action that provokes an attack of opportunity. Up to 4 carrionettes may attempt to repair Maligno simultaneously. Guiseppe can also repair Maligno, and even rebuild him from nothing. As a full round action provoking an attack of opportunity, Guiseppe can repair 1d6 hit points for Maligno. If Maligno is destroyed, Guiseppe can build him a new body in 24 hours. Without killing the old man, it may be impossible to permanently destroy Maligno.
Last edited by Nemesio on Mon Sep 09, 2013 3:11 pm, edited 33 times in total.
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