The enemy group
Level 6 Human Necromancer (Figure in black robe)
HP: 28
Speed: 30 (Run 120)
AC: 20
Equipment: Dagger, Wand
Base Attack/Grapple: +3/+2
Attack: +1 Magic Dagger +5 (1d4)
Full Attack: +1 Magic Dagger +5 (1d4)
Special Attacks: -
Special Qualities: -
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 8, Dex 13, Con 10, Cha 11
Relevant Skills: ?
Known Feats: Weapon Finesse
Hell hound 1 (7HD) Medium Outsider (Evil, Extraplanar, Fire, ?)
HP: 54
Speed: 40 (Run 200)
AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Equipment: -
Base Attack/Grapple: +7/+9
Attack: Bite +9 melee (1d8+2 plus 1d6 fire)
Full Attack: Bite +9 melee (1d8+2 plus 1d6 fire)
Special Attacks: ?, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, ?
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 14, Dex 12, Con 14, Cha 6
Relevant Skills: Spot +8, Listen +7, Jump 14
Known Feats: Run
Hell hound 2 (6HD) Medium Outsider (Evil, Extraplanar, Fire, Lawful)
HP: 32
Speed: 40 (Run 200)
AC: 17 (+2 Dex, +5 natural), touch 11, flat-footed 15
Equipment: -
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2 plus 1d6 fire)
Full Attack: Bite +8 melee (1d8+2 plus 1d6 fire)
Special Attacks: ?, fiery bite
Special Qualities: Darkvision 60 ft., immunity to fire, ?
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 14, Dex 15, Con 14, Cha 6
Relevant Skills: Spot +8, Listen +7, Jump 14
Known Feats: Run
Death Knight 1, skeleton (3HD) Medium Undead
HP: 22
Speed: 20 (Run 60) 50 on horse (Run 200)
AC: 20 (+6 Rusty half plate, +2 Heavy steel shield, +2 natural), touch 10, flat-footed 20
Equipment: Lance of death, Long sword of death, Rusty half plate, Heavy steel shield
Base Attack/Grapple: +1/+3
Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Full Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Special Attacks: A lance will do double damage on a charge and has a reach of 10 feet
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Heavy skeleton warhorse 1 (4HD) Large Undead
HP: 26
Speed: 50 (Run 200)
AC: 17 (–1 size, +2 Dex, +2 natural, +4 rusty chainmail barding), touch 11, flat-footed 15
Equipment: Rusty chainmail barding
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Death Knight 2, skeleton (3HD) Medium Undead
HP: 22
Speed: 20 (Run 60) 50 on horse (Run 200)
AC: 20 (+6 Rusty half plate, +2 Heavy steel shield, +2 natural), touch 10, flat-footed 20
Equipment: Lance of death, Long sword of death, Rusty half plate, Heavy steel shield
Base Attack/Grapple: +1/+3
Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Full Attack: Lance of death +3 (1d8+2 +3 death damage**) or Longsword of death +3 (1d8+2 +3 death damage**)
Special Attacks: A lance will do double damage on a charge and has a reach of 10 feet
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Heavy skeleton warhorse 1 (4HD) Large Undead
HP: 23
Speed: 50 (Run 200)
AC: 17 (–1 size, +2 Dex, +2 natural, +4 rusty chainmail barding), touch 11, flat-footed 15
Equipment: Rusty chainmail barding
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Skeleton Archer 1 (2HD) Medium Undead
HP: 15
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Skeleton Archer 2 (2HD) Medium Undead
HP: 23
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
Skeleton Archer 3 (2HD) Medium Undead
HP: 13
Speed: 30 (Run 120)
AC: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Equipment: Masterwork composite bone bow (+1 Str), 40 Death Arrows
Base Attack/Grapple: +1/+2
Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Full Attack: Masterwork composite bone bow (+1 Str) +5 (1D8+1 +3 death damage**)
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 16, Con —, Int —, Wis 10, Cha 1
Relevant Skills: -
Known Feats: Improved Initiative
Alignment: Neutral Evil
** Death weapons is an invention of Zooris, they cause 3 death (negative energy) damage to any living being touching them, this will even work though armor, so if an attack with a death weapon miss it will apply its death damage if the attack is high enough to hit as a melee touch attack.
Anyone taking the death damage must make a DC 10 fortitude save or be paralyzed for one round and make a will DC 10 will save or be frightened for 2 rounds. Even if the will save succeed the person will be shaken for one round. The spell Death Ward negates both the damage and the effect.
Death weapons will also heal undead holding them with 1 HP per round. Holding 2 or more death weapons don’t increase the effect.
Death arrows lose their magic after having caused damage once.
Undead traits:
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
[This message has been edited by Kris Lighthawk (edited 11-04-2005 @ 09:05 AM).]