D&D Fight Club06/09/2002


Undurr Stoneskin Half-elemental (earth) Elder Stone Giant Earth Elemental Savant



Design notes: I wanted to work with the Stronghold Builder's Guide theme and create a foe for your player characters' fortresses as well as themselves. A giant seemed appropriate. I did not intend to have such a large earth theme, but as I started seeing cool powers to add, this guy grew.

Undurr Stoneskin was always a little different, to the point that his parents thought he was a changeling. Born more intelligent than the average stone giant, he took on a more rocky appearance and gained strange powers as he grew. When he was young he hunted with the stone giants, but as he aged he became more and more introspective. He took to spending a lot of time alone in the wild. He also traveled and acquired knowledge of spellcasting from wizards he visited. Eventually he chose the path of elemental savant, something to which his blood had been calling him all his life without his being aware of it.

Undurr's life changed when he returned home to find all the members of his tribe slaughtered, clearly by humans (or other dominant race in your campaign). He went over the edge and began using his powers against the human fortresses in the nearby mountains and even out into the plains. Now bitter, he strikes back at the world.

In combat, Undurr uses his spells and spell-like abilities to full effect. He can wade into melee with a club but prefers to use magic first. If he has followers, he uses them as an army to attack fortresses, and might run into the PCs that way. He has a pet dire bear that has been with him for 12 years and is completely loyal to him. His familiar is a small earth elemental. With these two friends, he should prove quite a match for adventurers, especially if he can set the conditions of the fight. He often uses his ability to hide next to stone to attack by surprise, or to lose pursuing adventurers after making a raid on their camp. He wants to kill, but is not stupid and won't stay in a fight he is losing. At higher levels he can escape via his plane shift ability, and in version one he can create stone impediments to delay the adventurers while he escapes.

Here we offer three versions of Undurr for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Note the familiar and pet dire bear statistics at the bottom. In the last version, he needs followers and a cohort from the Leadership feat. His cohort should be an ettin of the appropriate level (perhaps Gorg, the ettin Barbarian/Sorcerer from a previous Fight Club.)

3rd-level Wizard

5th-level Wizard/1st-level Earth Elemental Savant

5th-level Wizard/5th-level Earth Elemental Savant

Challenge Rating: 13

Challenge Rating: 16

Challenge Rating: 20

Hit Dice: 14d8+84 plus 3d4+18

Hit Dice: 14d8+84 plus 6d4+36

Hit Dice: 14d8+84 plus 10d4+60

Hit Points: 172

Hit Points: 198

Hit Points: 232

Initiative Modifier: +4

Initiative Modifier: +4

Initiative Modifier: +4

Speed: 80 ft.

Speed: 80 ft.

Speed: 80 ft.

Armor Class: 34 (touch 13, flat-footed 30)

Armor Class: 34 (touch 13, flat-footed 30)

Armor Class: 41 (touch 20, flat-footed 37)

Attacks:

  • Huge greatclub +20/+15/+10 melee (2d6+15)
  • Rock +15/+10/+5 ranged (2d8+10)
  • Ray +14 ranged touch

Attacks:

  • Huge greatclub +21/+16/+11 melee (2d6+15)
  • Rock +16/+11/+6 ranged (2d8+10)
  • Ray +15 ranged touch

Attacks:

  • Huge greatclub +23/+18/+13 melee (2d6+15)
  • +2 quarterstaff +25/+20/+15 (1d6+17)
  • Rock +18/+13/+8 ranged (2d8+10)
  • Ray +17 ranged touch

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Special Attacks/Qualities:

  • Type change to Outsider due to half-elemental template
  • Darkvision 60 ft.
  • Immune to disease and earth-based effects
  • Rock Throwing -- Can throw rocks 40 to 50 lbs. Weight with range 180 ft. Use both hands to throw rocks.
  • Rock Catching -- Once per round, can make Reflex save to catch a Small to Large size rock that would hit it. Catching is a free action, and stone giants get a +4 racial bonus to the Reflex save.
  • Stone Giant Elder powers (Sp) -- once per day can cast stone shape, stone tell, and either transmute rock to mud or transmute mud to rock, all cast as 10th-level sorcerer.
  • Half-elemental earth spell-like abilities (Sp) -- cast the following once per day as 17th-level sorcerer: earthquake, elemental swarm (earth only), iron body, magic stone, soften earth and stone, spike stones, stone shape, stoneskin, wall of stone.
  • Summon familiar
  • Wizard spells -- cast 4/3/2 spells per day, save DC 13 + spell level
    Spellbook:
  • 0 level -- all
  • 1st level -- burning hands, endure elements, magic missile, ray of enfeeblement, shield, shocking grasp
  • 2nd level -- flaming sphere, invisibility, Melf's acid arrow, protection from arrows, shatter, summon monster II

Special Attacks/Qualities:

  • Type change to Outsider due to half-elemental template
  • Darkvision 60 ft.
  • Immune to disease and earth-based effects
  • Rock Throwing -- Can throw rocks 40 to 50 lbs. Weight with range 180 ft. Use both hands to throw rocks.
  • Rock Catching -- Once per round, can make Reflex save to catch a Small to Large size rock that would hit it. Catching is a free action, and stone giants get a +4 racial bonus to the Reflex save.
  • Stone Giant Elder powers (Sp) -- once per day can cast stone shape, stone tell, and either transmute rock to mud or transmute mud to rock, all cast as 10th-level sorcerer.
  • Half-elemental earth spell-like abilities (Sp) -- cast the following once per day as 20th-level caster: magic stone, soften earth and stone, stone shape, spike stones, wall of stone, stoneskin, earthquake, iron body, elemental swarm (earth only), plane shift
  • Summon familiar
  • Empathic link with familiar
  • Share spells with familiar
  • Deliver touch spells via familiar
  • Wizard spells -- cast 8/4/4/3 spells per day, save DC 13 + spell level
  • Spellbook:
  • 0 level -- all
  • 1st level -- burning hands, comprehend languages, endure elements, expeditious retreat, magic missile, ray of enfeeblement, shield, shocking grasp
  • 2nd level -- bull's strength, cat's grace, flaming sphere, invisibility, levitate, Melf's acid arrow, protection from arrows, resist elements, shatter, summon monster II
  • 3rd level -- dispel magic, displacement, fireball, flame arrow, haste, hold person, lightning bolt, summon monster III
  • Acid resistance 5
  • Elemental transformation -- immune to magical sleep effects

Special Attacks/Qualities:

  • Type change to Outsider due to half-elemental template
  • Darkvision 60 ft.
  • Immune to disease and earth-based effects
  • Rock Throwing -- Can throw rocks 40 to 50 lbs. Weight with range 180 ft. Use both hands to throw rocks.
  • Rock Catching -- Once per round, can make Reflex save to catch a Small to Large size rock that would hit it. Catching is a free action, and stone giants get a +4 racial bonus to the Reflex save.
  • Stone Giant Elder powers (Sp) -- once per day can cast stone shape, stone tell, and either transmute rock to mud or transmute mud to rock, all cast as 10th-level sorcerer.
  • Half-elemental earth spell-like abilities (Sp) -- cast the following once per day as 24th-level caster: magic stone, soften earth and stone, stone shape, spike stones, wall of stone, stoneskin, earthquake, iron body, elemental swarm (earth only), plane shift
  • Summon familiar
  • Wizard spells -- cast 4/5/5/8/4/2 spells per day, save DC 14 + spell level (or 16 + spell level for earth-based and acid-based spells)
  • Spellbook:
  • 0 level -- all
  • 1st level -- burning hands, comprehend languages, endure elements, expeditious retreat, magic missile, ray of enfeeblement, shield, shocking grasp
  • 2nd level -- bull's strength, cat's grace, flaming sphere, invisibility, levitate, Melf's acid arrow, protection from arrows, resist elements, shatter, summon monster II
  • 3rd level -- dispel magic, displacement, fireball, flame arrow, haste, hold person, lightning bolt, summon monster III
  • 4th level -- dimension door, fire shield, ice storm, Leomund's secure shelter, shout, wall of fire
  • 5th level -- cone of cold, hold monster, major creation, summon monster V
  • Acid resistance 10
  • Elemental transformation -- immune to magical sleep effects and paralysis.
  • Elemental Penetration -- gains +1 to caster level checks to beat spell resistance with earth-based or acid-based spells
  • Leadership Feat -- leadership score 26: 17th-level cohort, 135 1st-level followers, 13 2nd-level followers, 7 3rd-level followers, 4 4th-level followers, 2 5th-level followers, 2 6th-level followers

Saving Throws:
Fortitude +19
Reflex +12
Will +10

Saving Throws:
Fortitude +19
Reflex +12
Will +13

Saving Throws:
Fortitude +25
Reflex +18
Will +21

Strength: 31

Strength: 31

Strength: 31

Dexterity: 19

Dexterity: 19

Dexterity: 19

Constitution: 23

Constitution: 23

Constitution: 23

Intelligence: 16

Intelligence: 17

Intelligence: 18

Wisdom: 10

Wisdom: 10

Wisdom: 14

Charisma: 15

Charisma: 15

Charisma: 15

Skills: Climb +20, Concentration +13, Craft (stonemasonry) +10, Craft (siege engines) +10, Hide +17, Intimidate +5, Jump +30, Knowledge (arcana) +9, Knowledge (architecture and engineering) +10, Knowledge (planes) +11, Listen +5, Speak Orc, Spellcraft +8, Spot +5, Wilderness Lore +7

Skills: Climb +20, Concentration +17, Craft (stonemasonry) +10, Craft (siege engines) +10, Hide +17, Intimidate +5, Jump +30, Knowledge (arcana) +12, Knowledge (architecture and engineering) +11, Knowledge (planes) +14, Listen +7, Speak Orc, Spellcraft +12, Spot +7, Wilderness Lore +7

Skills: Climb +21, Concentration +24, Craft (stonemasonry) +14, Craft (siege engines) +14, Hide +18, Intimidate +6, Jump +31, Knowledge (arcana) +19, Knowledge (engineering) +13, Knowledge (planes) +21, Listen +8 (+7), Speak Orc, Spellcraft +14, Spot +8, Wilderness Lore +10

Feats: Combat Reflexes, Heighten Spell, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll

Feats: Alertness, Combat Reflexes, Energy Substitution (acid), Heighten Spell, Improved Familiar, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll

Feats: Combat Reflexes, Energy Admixture (acid), Energy Substitution, Heighten Spell, Improved Familiar, Leadership, Maximize Spell, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll

Alignment: Neutral evil

Alignment: Neutral evil

Alignment: Neutral evil

Languages: Giant, Common, Draconic, Terran, Orc

Languages: Giant, Common, Draconic, Terran, Orc

Languages: Giant, Common, Draconic, Terran, Orc

Equipment: The bonuses for these items are included in the statistics above. Huge greatclub, bracers of armor +7, gloves of dexterity +6, cloak of resistance +3, boots of striding and springing

Equipment: The bonuses for these items are included in the statistics above. Huge greatclub, bracers of armor +7, gloves of dexterity +6, cloak of resistance +3, boots of striding and springing, staff of earth and stone, ring of wizardry I

Equipment: The bonuses for these items are included in the statistics above. Huge greatclub, bracers of armor +7, gloves of dexterity +6, periapt of wisdom +4, cloak of resistance +5, boots of striding and springing, staff of power, ring of protection +5, ring of wizardry III, circlet of blasting minor, stone of good luck

Pet

Male Dire Bear: CR 7; Large animal; HD 12d8+48; hp102; Init +1; Spd 40 ft.; AC 17 (touch 10, flat-footed 16); Atk +18 melee (1d6+10, 2 claws) and +13 melee (1d8+5, bite); Face/Reach 10 ft. x 20 ft./10 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10.

Skills and Feats: Hide –3, Listen +7, Spot +7, Swim +13.

Improved Grab (Ex): If the dire bear hits with a claw attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. This ability works only against Medium-size or smaller opponents. The dire bear has the option to conduct the grapple normally, or simply use his claw to hold the opponent. Each successful grapple check he makes during successive rounds automatically deals the damage listed for the attack that established the hold.

Low-Light Vision: The dire bear can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Scent (Ex): The dire bear can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Familiar, version 2 (no familiar in version 1)

Earth Elemental Familiar: CR —; Small elemental (earth); HD 2d8+2 (effective 20); hp 99; Init -1; Spd 20 ft.; AC 20 (touch 10, flat-footed 20); Atk +16/+11/+6 melee (1d6+4, slam); SA Earth mastery, push; SQ Elemental traits, empathic link with Undurr, improved evasion, speak with Undurr; AL N; SV Fort +11, Ref +4, Will +10; Str 17, Dex 8, Con 13, Int 8, Wis 11, Cha 11.

Skills and Feats: Hide +17, Listen +7, Spot +7; Power Attack.

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers from earth mastery also apply to its opposed Strength checks.

Elemental Traits: Immune to poision, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).

Improved Evasion (Ex): If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Familiar, version 3

Earth Elemental Familiar: CR —; Small elemental (earth); HD 2d8+2 (effective 24); hp 116; Init -1; Spd 20 ft.; AC 20 (touch 10, flat-footed 20); Atk +18/+13/+8 melee (1d6+4, slam); SA Earth mastery, push; SQ Elemental traits, empathic link with Undurr, improved evasion, speak with Undurr; AL N; SV Fort +13, Ref +6, Will +12; Str 17, Dex 8, Con 13, Int 8, Wis 11, Cha 11.

Skills and Feats: Hide +18, Listen +8, Spot +8; Power Attack.

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage.

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers from earth mastery also apply to its opposed Strength checks.

Elemental Traits: Immune to poision, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life).

Improved Evasion (Ex): If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Feats from Tome and Blood

Energy Admixture [metamagic feat]: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to add an equal amount of the chosen type of energy. The altered spell works normally in all respects except the type of damage dealt. Thus, an acid fireball cast at 6th level deals 6d6 points fire damage and 6d6 acid damage (roll each set of dice separately). The damage cap for a spell cast using this feat remains the same as the base spell but counts separately for each type of energy. So an acid fireball cast at 10th level or higher deals 10d6 points fire damage and 10d6 acid damage. Even opposed types of energy, such as fire and cold, can be combined using this feat. An admixed spell uses up a spell slot four levels higher than the spell's actual level. Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice.

Energy Substitution [metamagic feat]: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with an energy designator to use the chosen type of energy instead. A substituted spell works normally in all respects except the type of damage dealt. A substituted spell uses a spell slot of the spell's normal level, modified by any other metamagic feats. Special: You can gain this feat multiple times; each time it applies to a different type of energy.

Improved Familiar [general feat]: Allows choice of better familiars from table 2-2 or 2-3 from Tome and Blood. Requires class ability to summon familiar.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.

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