to the Tomb of Horrors Campaign
we had no shortage of bad guys in the adventure, but here were two of
my favorites. The players just hated the Black Hand, whom I played
as strongly Whiny Evil. He only strode across the stage of the adventure
for a few sessions, but I like to think he made a lasting impression.
ask Dale Donovans monk.
Black Hand: male human Nec16; CR 16; Medium-sized human; HD 16d4+48;
hp 97; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (14
touch, 21 flatfooted) Atk +10/+5 melee (1d6+2, rod of the python),
+10 ranged touch attacks ; SA spells; SQ familiar, permanent spells; AL
NE; SV Fort +10 , Ref +7 , Will +13 ; Str 11, Dex 15*, Con 16*, Int 22*,
Wis 16, Cha 12.
and Feats: Alchemy +15wiz+6Int, Concentration +19wiz+3Con, Hide +10cloak+2Dex,
Intimidate +2wiz+1Cha , Knowledge (arcana) +15wiz+6Int, Knowledge (outer
planes) +9wiz+6Int, Listen +7wiz+3Wis+2Alertness , Scry +15wiz+6Int, Search
+5wiz+6Int , Spellcraft +19wiz+6Int, Spot +8wiz+3wis+2Alertness , Swim
+4wiz ; Alertness (familiar), Brew Potion, Combat Casting, Craft Magic
Arms and Armor, Craft Wondrous Item, Great Fortitude, Improved Initiative,
Maximize Spell, Scribe Scroll, Silent Spell, Spell Focus (necromancy),
Prepared (5/7/7/6/6/6/5/3/2) : 0disrupt undead (' 2),
light, mage hand, ray of frost; 1stburning hands, cause
fear, identify, magic missile, protection from good, ray of enfeeblement,
shield; 2ndcats grace**, color spray (Silent spell),
ghoul touch, invisibility, resist elements, spectral hand, web; 3rddispel
magic, displacement, fly, halt undead, haste, lightning bolt; 4tharcane
eye, enervation, Evards black tentacles, enervation, fear, improved
invisibility, stoneskin**; 5thcone of cold, dismissal, magic
jar, prying eyes, teleport, wall of force; 6thacid fog, circle
of death, globe of invulnerability, project image, vampiric touch (Maximized
spell); 7thcontrol undead, finger of death, summon monster VII;
8thcone of cold (Maximized spell), horrid wilting.
Spell save DC 16+spell level (18+spell level for Necromancy spells).
Qualities: Familiar (toad)16 Hit Dice, 48 hit points, attack
bonus +8/+3, saves as master, natural armor +8, Int 13, Alertness (conferred
on master), improved evasion, share spells, empathic link, touch, speak
with master, speak with animals of type, spell resistance 21, scry;
Permanent spells (spell effects rendered permanent through permanency
spell): darkvision, detect magic, read magic, see invisibility.
the Black Ring (+4 natural armor, +4 to dispel checks, +4 spell
penetration), bracers of armor +5, brooch of shielding, cloak of the
bat, headband of intellect +2, potion of cure moderate wounds (' 3),
potion of endurance, potion of lesser restoration, potion of levitate,
potion of neutralize poison, rod of the python, scroll of haste, scroll
of improved invisibility, scroll of true seeing, wand of knock, wand of
lightning bolt (8th), wand of magic missiles (9th).
+2 Con (familiar), +2 Int (headband of intellect +2), +3 Dex (cats
grace in effect).
previously cast and in effect.
Dark: advanced flesh golem; CR 7*; Huge construct; HD 20d10; hp 152;
Init 2 (Dex); Spd 30 ft. (cant run); AC 24 (8 touch, 24 flatfooted)
; Atk 2 slams +22 melee (slam 4d6+9); SA berserk; SQ construct, magic
immunity, damage reduction 15/+1; AL N; SV Fort +6, Ref +4, Will +6 ;
Str 29, Dex 7, Con --, Int --, Wis 11, Cha 1.
and Feats: None.
Attacks: BerserkCumulative 1% chance per round of combat to
go berserk, attacking nearest creature or object regardless of creators
orders. Creator can regain control with DC 19 Charisma check or after
1 minute of rest.
Qualities: ConstructImmune to mind-influencing effects, poison,
disease, and similar effects. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage. Magic ImmunityImmune
to all spells, spell-like abilities, and supernatural effects, except
as follows. Fire- and cold-based effects slow the golem for 2d6
rounds with no saving throw. Electricity effects break slow effects
and cure 1 point of damage per 3 points of damage they would otherwise
award for defeating Master Dark should be 2.22 times the normal award
due to monster advancement from 9 HD to 20 HD.
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