Upir

Upir

 

Upir (Fighter lvl 4)

Challenge Rating: 6

Size: M

Type: Undead

Initiative: +2

 

Defense

Hit Points: 36 (4HD)

Armor Class: 20, touch 12, flat-footed  13 ( +2 DEX, +3 Armor, +5 Misc )

Saves: Fort +6 Ref +4 Will +1

Weaknesses: Sensitive to light, silver

 

Offense

Speed: 30’

Base Attack: +4

Melee: Mace +7 (1d6+3, 19-20)

Ranged: +7

Special Attacks:  Life drain; dominate; create spawn;

Sanity Effects: First Encounter 1/2d6, Life Drain

 

Statistics

Abilities: STR 16, DEX 14, CON 12, INT 8, WIS 8, CHA 8

Skills: Acrobatics +4, Athletics +5,  Awareness +1, Endurance +4, Knowledge -1, Persuasion -1, Spellcraft -, Survival 0, Thievery +4

Talents: Advantage, Expanded Critical, Over-extended Attack, Stunning Strike, Take a Hit

Special Qualities: Damage Reduction 1 (Talent), Fast healing 5, memories of the past; mindless victims; immortal; Spell-like abilities –  haste, spider climb, alter self, gaseous form

 

Ecology

Environment: Any

Organization: Single

 

Treasure: Standard

 

Armor: Studded Leather

 

Creating an Upir

 

CR

+3 to base creature’s CR

 

Size and Type

The creature’s type changes to undead. Size is unchanged.

 

Hit Dice

Increase all current and all future Hit Dice to d12s.

 

Speed

Same as base creature.

 

Armor Class

The base creature’s Armor Class improves by +5

 

Attack

An upir retains all attacks of the base creature.

 

Sanity Effect

First Encounter 1/2d6, Life Drain

Special Attacks

 

Life Drain

An upir can drain the energy from a victim. It must make a successful Heroic Action to pull the energy from its victim. It is an opposed Will save roll vs CHA ability mod. If the upir is successful, the victim takes 1d8 damage and the upir gains 1d8 health. The victim also must roll a Sanity Check (1/1d6)

 

Dominate

A upir can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the upir must use a standard action, and those merely looking at it are not affected. Anyone the upir targets must succeed on a Will based Heroic Action vs Persuasion or fall instantly under the upir’s influence. The victim gets to make a Heroic Action check once per round if under the upir’s influence. After three fails they are under their influence for 24 hours.

 

Create Spawn

An upir can feed upon a victim and through an arcane ritual turn its victim into an upir.

 

Special Qualities

 

Fast healing

An upir regains 5 HP per round, unless in full sunlight.

 

Memories of the Past

As an upir drains its victims life, they slowly gain the memories and thoughts of the victim.

 

Mindless Victims

If an upir drains enough from its victim, the victim loses all sense of being and becomes a mindless slave of the upir.

 

Immortal

An upir is immortal and can not be slain, unless it is taken to zero HP, a wooden stake put through its heart, and its head cut off with a silver weapon. An upir’s corpse can also be brought out into the sunlight which turns it to ash.

 

Spell-Like Abilities

At will—haste, spider climb; 1/day alter self, gaseous form

 

Weaknesses

 

Light Sensitivity

An upir who is brought into the sunlight loses its fast healing ability. Bright light causes the upir to fight at a -2 to hit.

Silver Weakness

Silver weapons do double damage.

 

Valetta

A northern Kingdom that is governed by a religious body.

The home for the Knights of the White Eagle.

Varag

Varag

Before claiming the swamps near the Keep of the Mages as their territory, Varags were no different than common trolls. But the heavy use of magic in this region, centuries prior, has corrupted and twisted them into the dreadful Varag. Twisted and brutal, the Varag find pleasure in killing, and unlike the common troll, Varags don’t need to eat as often. Still, they enjoy killing just as often. Taller and leaner than their cousins, Varags top off around 16 to 17 feet and weigh about 900 lbs. Patches of their skin have begun peeling away from their bodies as the corrosive magic eats away at their flesh, but their regeneration keeps them alive.

 

A keen eye will notice when travelling through territory claimed by a Varag, as patches of death and decay abound. Oddly circular patches of withered plants and black soil, or unusual pools of darkened water filled with dead fish, usually indicate that a Varag is actively defiling in the area. But by the time a traveller notices these characteristic markings, it is usually too late.

Varag

Challenge Rating: 5

Size: Large

Type: Humanoid (Giant)

Initiative: +1

 

Defense

Hit Points: 63 (6HD)

Armor Class: 15, touch 10, flat footed 14 (+1 Dex, +5 Natural Armor, -1 Size)

Saves: Fort +12 Ref +3 Will +3

Weaknesses: Acid, fire

 

Offense

Speed: 30ft

Base Attack: +4

Melee: Bite +0 (1d8+6), 2 Claws +8 (1d6+6)

Ranged: –

Special Attacks: Rend (2d6+9)

Sanity Effects: First Encounter 1/1d6

 

Statistics

Abilities: STR 23, DEX 13, CON 23, INT 6, WIS 9, CHA 6

Skills: Acrobatics +1, Athletics +6,  Awareness +2, Endurance +6, Knowledge -3, Persuasion -4, Spellcraft — , Survival -1, Thievery +1

Talents: 2 points or recommended: Iron Will, Alert

Special Qualities: Regeneration 5 (Acid and Fire), Regeneration 10 if actively ravaging  

 

Ecology

Environment: Forest, Swamp

Organization: Solitary or Gang (2-3)

 

Treasure: Standard

 


Hold Breath

Varags lie in wait for their food to come to them, or lie in wait to kill for sport. A Varag can hold its breath for a number of minutes equal to its Constitution score before it risks drowning.

 

Defiling Regeneration

When under heavy duress, or to slow down a number of foes in the immediate area, a Varag can begin actively ravaging, doubling its regeneration rate. Damage is first dealt to all vegetation and small insects/critters in a 10 foot radius. Once the area has been ravaged and there is no life force left to drain from the earth, the energy begins draining from larger creatures in the affected area, distributed evenly. A Varag can being ravaging in this manner by concentrating, which counts as a move action. This ravaging will continue as a free action as long as there are living creatures in the area of effect.

 

Rend

If a varag hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

 

Vorg

A dog like creature, it looks to be a mix between a dog, a rat and a monkey.

 

Vorg

 

Challenge Rating: 1

Size: Medium

Type: Animal

Initiative: +2

 

Defense

Hit Points: 14 (2d8+5)

Armor Class: 14 (+2 Dex, +2 natural), Touch 12, Flat footed 12

Saves: Fort +5 Ref +5 Will +1

Weakness: –

 

Offense

Speed: 50’

Base Attack: +1

Melee: Bite +3 (1d6+1)

Ranged: n/a

Special Attacks: Pin

Sanity Effects: –

 

Statistics

Abilities: STR 13, DEX 15, CON 15, INT 2, WIS12 , CHA 6

Skills: Acrobatics +2, Athletics +1,  Awareness +3, Endurance +2, Knowledge –, Persuasion –, Spellcraft -, Survival +3, Thievery +4

Talents: Track, Weapon Specialty

Special Qualities: Low Light Vision 60’, Scent

 

Ecology

Environment: Forest, Mountains, Plains

Organization: Solitary, Pair, Pack (7-12)

 

Treasure: Standard

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Pin

With a successful Heroic Action the vorg can pin an opponent. The Vorg can keep them pinned with a successful heroic action each round. A pinned character is considered prone.

 

Track

Using the Survival skill, a ranger can try to track anything that has passed nearby.

Wight

Wight

Challenge Rating: 3

Size: Medium

Type: Undead

Initiative: +1

 

Defense

Hit Points: 26 (4HD)

Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14

Saves: Fort +1 Ref +2 Will +5

Weaknesses:

Offense

Speed: 30ft

Base Attack: +2

Melee: Slam +3 melee (1d4+1 plus energy drain)

Special Attacks: Create spawn, energy drain

Sanity Effects: First Encounter 1/1d4, energy drain 0/1d3

 

Statistics

Abilities: STR 12, DEX 12, CON –, INT 11, WIS 13, CHA 15

Skills: Acrobatics +4, Athletics +4,  Awareness +1, Endurance –, Knowledge +0, Persuasion +2, Spellcraft +2, Survival +1, Thievery +1

Talents: Alertness, Blind-Fight

Special Qualities: Darkvision 60 ft.

 

Ecology

Environment: Any

Organization: Solitary, pair, gang (3-5), or pack (6-11)

Treasure: None

 

Create Spawn

Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

 

Energy Drain

Living creatures hit by a wight’s slam attack gain one negative level and must roll a Sanity check. The DC is 14 for the Fortitude save to remove a negative level. For each such negative level bestowed, the wight gains 5 temporary hit points.

 

Wolf

Wolf

A wolf is a canine animal know for its cunning. They have gray fur, pointed ears, and a long snout.

Wolf

Challenge Rating: 1

Size: Medium

Type: Animal

Initiative: +2

 

Defense

Hit Points: 14 (2d8+4)

Armor Class: 14 (+2 DEX, +2 natural), Touch 12, Flat-footed 12

Saves: Fort 5 Ref 5 Will 1

 

Offense

Speed: 50 ft.

Base Attack: +1

Melee: Bite +3 melee (1d6+1)

Ranged: –

Special Attacks: Trip

Sanity effects: –

 

Statistics

Abilities: STR 13, DEX15, CON 15, INT 2, WIS 12, CHA 6

Skills: Acrobatics +3, Athletics +1,  Awareness +3, Endurance +2, Knowledge –, Persuasion –, Spellcraft -, Survival +3, Thievery +5

Talents: Track, Weapon Focus Bite

Special Qualities: Low light vision, scent

 

Ecology

Environment: Forests

Organization: Solitary, pair, pack (3-16)

 

Treasure: Standard

 

Scent

This ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges.

 

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

 

Track

Using the Survival skill, a wolf can try to track anything that has passed nearby.

 

Trip

With a successful Heroic Action (DEX) the wolf will trip its opponent as a free action. When tripped, the opponent ends up prone on the ground.

 

Zombie

Zombie

Challenge Rating: 1/2

Size: Medium

Type: Undead

Initiative: -1

 

Defense

Hit Points: 16 (2d12+3)

Armor Class: 11 (-1 DEX, +2 Natural)

Saves: Fort +0 Ref -1 Will +3

Weaknesses: Head wounds/slashing, Slow

 

Offense

Speed: 20

Base Attack: +1

Melee: Slam +2 (1d6+1)

Ranged: –

Special Attacks: –

Sanity Effects: First Encounter 0/1

 

Statistics

Abilities: STR 12, DEX 8, CON 0, INT 0, WIS 10, CHA 1

Skills: Acrobatics -1, Athletics 1, Awareness 1, Endurance -, Knowledge -, Persuasion -, Spellcraft -, Survival 0, -1 Thievery -1

Talents: Toughness

Special Qualities: DR 5/Slashing or head wound, darkvision 60’, Charge

 

Ecology

Environment: Any

Organization: Any

 

Treasure: None

 

Slow

A zombie is slow moving, so it can only take one action per round.

 

Charge

A zombie can charge forward in a straight unhindered line and attack as a full round action.