Krusk: Male half-orc Bbn10; CR 10; Medium-size humanoid (orc); HD 10d12+30; hp 101; Init +1; Spd 80 ft.; AC 19 (touch 12, flat-footed 19); Atk +19/+14 melee (1d12+11/x3, +2 greataxe), or +13/+8 ranged (1d8+6/x3, +1 mighty composite longbow (+4 Str bonus) with +1 arrows); SQ Fast movement, greater rage 3/day, uncanny dodge (Dex bonus to AC, can't be flanked, +1 against traps); AL CN; SV Fort +12, Ref +6, Will +6; Str 23, Dex 13, Con 16, Int 8, Wis 12, Cha 6.
Skills and Feats: Climb +28, Jump +28, Listen +14; Cleave, Improved Critical (greataxe), Power Attack, Weapon Focus (greataxe).
Greater Rage: While Krusk rages, the following changes to the above statistics are in effect: Hp 121; AC 17 (touch 10, flat-footed 17); Atk +22/+17 melee (1d12+15/x3, +2 greataxe); or +13/+8 ranged (1d8+6/x3, +1 mighty composite longbow (+4 Str bonus) with +1 arrows); SV Fort +15, Will +9; Str 29, Con 22; Climb +31, Jump +31. Krusk's rage lasts 9 rounds. After it ends, he is winded for the duration of that encounter.
Possessions: +2 chain shirt, +2 greataxe, +1 mighty composite longbow (+4 Str bonus), twenty +1 arrows, amulet of natural armor +1, ring of protection +1, belt of giant strength +4, boots of striding and springing, bracers of health +2, cloak of resistance +2, ring of climbing, potion of cure light wounds, two flasks alchemist's fire, antitoxin, backpack, bedroll, four units caltrops, dagger, flint and steel, grappling hook, sack, 50 ft. silk rope, one day's train rations.
Lidda: Female halfling Rog10; CR 10; Small humanoid; HD 10d6+10; hp 48; Init +9; Spd 20 ft.; AC 26 (touch 17, flat-footed 26); Atk +11/+6 melee (1d6+3/19-20, +2 short sword); or +17/+12 ranged (1d6+3/x3, +1 mighty composite shortbow (+1 Str bonus) with +1 arrows); SA Sneak attack +5d6; SQ Evasion, halfling traits, improved evasion, traps, uncanny dodge (Dex bonus to AC, can't be flanked); AL CG; SV Fort +5, Ref +13, Will +4; Str 12, Dex 21, Con 13, Int 14, Wis 10, Cha 8.
Skills and Feats: Balance +7, Climb +16, Disable Device +17, Escape Artist +11, Gather Information +6, Hide +32, Jump +5, Listen +15, Move Silently +30, Open Lock +22, Search +15, Spot +18, Tumble +18, Use Magic Device +5; Dodge, Improved Initiative, Point Blank Shot, Precise Shot.
Halfling Traits: +2 morale bonus on saving throws against fear; +1 racial bonus on all saving throws, +1 racial attack bonus with a thrown weapon, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).
Improved Evasion: This ability works like evasion, except that while Lidda still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, she now takes only half damage on a failed save.
Possessions:+2 studded leather armor, +2 darkwood buckler, +2 short sword, +1 mighty composite shortbow (+1 Str bonus), twenty +1 arrows, ring of protection +1, amulet of natural armor +1, bracers of archery, vest of escape, gloves of Dexterity +2, pale blue ioun stone, elven cloak, elven boots, eyes of the eagle, Heward's handy haversack, two potions of invisibility, two potions of cure light wounds, masterwork thieves' tools, three sunrods, waterskin, one day's trail rations, bedroll, sack, flint and steel, dagger, 50' silk rope.
Nebin: Male gnome Ill10; CR 10; Small humanoid; HD 10d4+23; hp 50; Init +2; Spd 20 ft.; AC 17 (touch 14, flat-footed 15); Atk +5 melee (1d6-1, club), or +10 ranged (1d8+1/19-20, masterwork light crossbow with +1 crossbow bolts); SQ Empathic link with familiar, familiar (rat), gnome traits, share spells with familiar, touch (via familiar); AL CG; SV Fort +9, Ref +7, Will +10; Str 8, Dex 14, Con 15, Int 21, Wis 12, Cha 8.
Skills and Feats: Alchemy +20, Concentration +15, Hide +11.5, Knowledge (arcana) +18, Listen +5, Spellcraft +18, Spot +3; Alertness, Extend Spell, Scribe Scroll, Silent Spell, Spell Focus (Evocation), Spell Focus (Illusion), Still Spell, Toughness.
Empathic Link (Su): Nebin can communicate telepathically with his familiar at a distance of up to one mile. He has the same connection to an item or a place that the familiar does.
Gnome Traits: Low-light vision (can see twice as far as a human in low-light conditions); +2 racial bonus on saving throws against illusions; +1 racial bonus on attack rolls against kobolds and goblinoids; +4 dodge bonus against giants.
Share Spells: Nebin may have any spell he casts on himself also affect his familiar if the latter is within 5 ft. at the time. He may also cast a spell with a target of "You" on his familiar.
Touch: The familiar can deliver touch spells for Nebin.
Wizard Spells Prepared: (5/7/6/5/5/4; base DC = 15 + spell level, or 17 + spell level for evocation or illusion spells): 0 -- detect magic (2), mage hand, open/close, read magic; 1st -- color spray, mage armor, magic missile (2), shield (2), silent image; 2nd -- cat's grace, hypnotic pattern (2), invisibility, minor image, mirror image; 3rd -- dispel magic, displacement, fireball, haste, major image; 4th -- arcane eye, improved invisibility (2), phantasmal killer, rainbow pattern; 5th -- cone of cold (2), persistent image, teleport.
Spellbook: 0 -- arcane mark, dancing lights, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- change self, color spray, comprehend languages, feather fall, identify, mage armor, magic missile, obscuring mist, shield, silent image, summon monster I; 2nd -- blur, cat's grace, flaming sphere, hypnotic pattern, invisibility, minor image, mirror image, resist elements; 3rd -- dispel magic, displacement, fireball, fly, haste, invisibility sphere, major image, protection from elements; 4th -- arcane eye, dimension door, fear, improved invisibility, phantasmal killer, polymorph other, rainbow pattern; 5th -- cone of cold, mirage arcana, persistent image, Rary's telepathic bond, seeming, teleport.
Possessions:Bracers of armor +2, amulet of natural armor +1, ring of protection +1, masterwork.light crossbow, five +1 bolts, ten crossbow bolts, club, wand of fireball (9d6, twenty charges), headband of intellect +4, cloak of resistance +2, bag of holding, two potions of cure moderate wounds, potion of cure light wounds, waterskin, one day's trail rations, bedroll, sack, flint, ten candles, map case, ink and pen, spell pouch, spellbooks, rat familiar.
Male Rat: CR 1; Tiny animal; HD 1/4d8; hp 25; Init +2; Spd 15 ft., climb 15 ft.; AC 19 (touch 14, flat-footed 17); Atk +9 melee (1d3-4, bite); Face/Reach 2.5 ft. x 2.5 ft./0 ft.; SQ Empathic link with Nebin, improved evasion, low-light vision, scent, speak with Nebin, speak with rats; AL N; SV Fort +3, Ref +5, Will +8; Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12, Hide +18, Move Silently +10; Weapon Finesse (bite).
Low-Light Vision: The creature can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.
Scent (Ex): The rat can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Vadania: Female half-elf Drd10; CR 10; Medium-size humanoid (elf); HD 10d8+10; hp 59; Init +2; Spd 20 ft.; AC 22 (touch 13, flat-footed 20); Atk +9/+4 melee (1d6+1/15-20, +1 keen scimitar); or +6/+1 ranged (1d6+1/x3, +1 returning halfspear); SQ Animal companion (dire lion), half-elf traits, nature sense, resist nature's lure, trackless step, venom immunity, wild shape (Small, Medium-size, or Large animal 4/day), woodland stride; AL N; SV Fort +10, Ref +7, Will +14; Str 10, Dex 14, Con 13, Int 12, Wis 21, Cha 8.
Skills and Feats: Animal Empathy +12, Concentration +14, Handle Animal +14, Listen +6, Ride (horse) +4, Search +2, Spellcraft +14, Spot +6, Wilderness Lore +18; Point Blank Shot, Scribe Scroll, Track, Weapon Focus (scimitar).
Half-Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus on saves against enchantment spells or effects; low-light vision (can see twice as far as a human in low-light conditions); +1 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).
Nature Sense: Vadania can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous.
Resist Nature's Lure: Vadania gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Trackless Step: Vadania leaves no trail in natural surroundings and cannot be tracked.
Venom Immunity: Vadania gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
Wild Shape (Sp): Vadania can change into a Small, Medium-Size, or Large animal and back again 4 times per day. She may adopt only one form per use of this ability. Vadania regains hit points as if she has rested for a day and is never disoriented while in her wild shape. She gains all the creature's special abilities when she does so.
Woodland Stride: Vadania may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.
Druid Spells Prepared: (6/6/5/4/4/3; base DC = 15 + spell level): 0 -- detect magic, detect poison, know direction, light, read magic, resistance; 1st -- endure elements, entangle, faerie fire, magic fang (2), obscuring mist; 2nd -- barkskin, charm person or animal, heat metal, resist elements, speak with animals; 3rd -- greater magic fang (2), poison, protection from elements; 4th -- dispel magic, flame strike (2), freedom of movement; 5th -- ice storm, summon nature's ally V (2).
Possessions: +2 hide armor, +2 large wooden shield, +1 keen scimitar, +1 returning halfspear, ring of protection +1, cloak of resistance +2, periapt of wisdom +4, potion of invisibility, scroll of tree stride, scroll of animal growth, backpack, waterskin, one day's trail rations, bedroll, sack, flint and steel, holly and mistletoe, three sunrods, antitoxin, tanglefoot bag.
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