rolph lair

rolph lair

Who Mod Result
Beheaded 2 21
Krug 6 18
Rolph 2 17
V3 4 15
dire wolf 2 14
V1 4 10
Dame Linette 3 9
V2 4 8
V4 4 7
Drake 5 7
Razikale 1 4
Sir Dredoll -1 4

Rolph Lamm


Vilkacis

  • Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10
  • AC 17, touch 17, flat-footed 13 (+3 deflection, +4 Dex)
  • hp 35
  • Fort +4, Ref +5, Will +6
  • Defensive Abilities channel resistance +2, incorporeal, rejuvenation; DR 10/silver; Immune cold, undead traits
  • Weaknesses vulnerability to silver
  • Speed fly 50 ft. (perfect)
  • Melee 2 incorporeal touches +9 (2d8 plus 2d6 cold and 1d4 bleed)
  • Str —, Dex 18, Con —, Int 8, Wis 14, Cha 17
  • Base Atk +3; CMB +9; CMD 22 (30 vs. trip)
  • Feats Blind-Fight, Combat Reflexes, Scent of Fear
  • Skills Fly +10, Intimidate +11, Perception +10, Stealth +14
  • Languages Common
  • Rejuvenation (Su) – A vilkacis that is destroyed in combat restores itself after 1d4 days. The only way to permanently do away with a vilkacis is to locate its canopic stone, the occult artifact that binds it to the Material Plane, and then destroy the artifact right after fulfilling a specific condition, otherwise the stone will reform by itself and call vilkacis again. Once the canopic stone is destroyed, the vilkacis can no longer rejuvenate and can be destroyed as normal.
  • Stone-Bound (Su) – A vilkacis is bound to an occult stone as part of the ritual to create it. A vilkacis must remain within 1 mile of its bottle, and regains 1d8+5 hit points for each hour it spends inside its stone. Once per day, a creature that possesses a vilkacis’s stone can attempt to take control of the vilkacis for 24 hours as if the vilkacis where under the effect of a dominate monster spell. The vilkacis can attempt a DC 20 Will save to negate this effect. A creature that’s controlling the vilkacis is immune to its murderous intent aura.
  • Murderous Intent (Su) – A vilkacis generates a seething aura of unrestrained violence and malicious intent. As an immediate action, a vilkacis can attempt an Intimidate check to demoralize any creature entering its aura. A creature that doesn’t become demoralized is immune to the vilkacis’s aura for 24 hours. This is a mind-affecting fear effect.
  • Vulnerability to Silver (Su) – Vilkacis are particularly susceptible to silver. A vilkacis struck with a silver weapon takes an additional 1d6 points of damage
  • Scent of Fear – Vilkacis can track by smell and automatically pinpoint the location of opponents by scent alone if they are within 30 feet. In addition, Vilkacis gain a +2 morale bonus on attack rolls against shaken or frightened opponents, and Vilkacis can detect them at twice the normal scent range (120 feet, pinpoint at 60 feet). Vilkacis gain a +2 bonus on all Will saves as long as a shaken or frightened target is in range. Vilkacis cannot be surprised by anyone who is shaken or frightened within range of your enhanced sense of smell.

Zombie Krug

Rest

https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-carrion/

https://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-flesh/

https://www.d20pfsrd.com/bestiary/monster-listings/constructs/living-wall/

https://www.d20pfsrd.com/bestiary/monster-listings/undead/ghoul/ghoul-wolf-dire/

https://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/changing-pit-trap-cr-5/

https://www.d20pfsrd.com/bestiary/monster-listings/undead/isitoq/

https://www.d20pfsrd.com/bestiary/monster-listings/undead/beheaded/severed-head/severed-head-belching/



Allies



Razikale Solasan

Sir Dredoll

pół wędrowny rycerz, w przyszłości planuje nawiązać sojusz z szamanami z belkzen aby tam się nieumarli nie wzmacniali

  • LG half-orc hospitaler paladin 4
  • Init –1; Senses darkvision 60 ft.; Perception +4
  • AC 16, touch 9, flat-footed 16 (+7 armor, –1 Dex)
  • hp 46 (2d10+8+8+2d10)
  • Fort +8, Ref +1, Will +6     Defensive Abilities orc ferocity; immune fear, disease
  • Speed 20 ft.
  • Melee greataxe +9 (1d12+5/×3)                Ranged shortbow +1 (1d6/×3)
  • smite evil 1/day (+2 attack and AC, +4 damage)
  • Armor is treated as ghost touch
  • detect evil / undead at will as move
  • Channel energy 5/day, 1d6, Will DC 12
  • lay on hands (2d6, 4/day)
  • Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 14
  • Base Atk +4; CMB +6; CMD 15
  • Feats Power Attack (-2 / +6), Charge of the Righteous
  • Skills Heal +6, Kn (religion) +7, Intimidate +6, Perception +4, Sense Motive +8
  • Languages Common, Orc
  • SQ aura, code of conduct, orc blood, weapon familiarity
  • Combat Gear potion of cure light wounds, tanglefoot bags (2); Other Gear banded mail, +1 greataxe, shortbow with 20 arrows, wooden holy symbol, 28 gp

Dame Linette Bjerregaard

Zradykalizowana akolitka shelyn, nie mogla wrocic do niewinnej sztuki po doświadczeniu ataku ghouli

  • LG Half-Elf hospitaler Paladin 4
  • Init +2; Senses low-light vision; Perception +4; Aura courage (10 ft.)
  • AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
  • hp 27 (4d10)
  • Fort +6, Ref +6, Will +7; +2 vs. enchantments; Immune disease, fear, sleep
  • Speed 30 ft.
  • Melee mwk rapier +6 (1d6+2/18–20), dagger +5 (1d4+1/19–20) or mwk rapier +8 (1d6+2/18–20)
  • Ranged dagger +5 (1d4+2/19–20)
  • armor is treated as ghost touch
  • smite evil 1/day (+2 attack and AC, +4 damage)
  • lay on hands (1d6, 3/day)
  • dual wielding sphere – 2 attacks as standard action for -2 tohit
    • focusing defense – move regain focus & +1 ac/cmd for 1 round
    • dancing display – move 5ft as free action after every successful hit, does not provoke from hit target
    • asynchronous swing – mix/change weapon types between currently used
    • synchronous accuracy – as imemdiate expend focus to make off-hand attack after missing with main hand, get free attack with every main hand attack miss until next round
  • Channel energy 5/day, 1d6, Will DC 12
  • At will — detect evil, detect undead
  • Str 15, Dex 16, Con 10, Int 8, Wis 12, Cha 14
  • Base Atk +4; CMB +6; CMD 19
  • Feats Skill Focus (Acrobatics),
  • Skills Acrobatics +8, Diplomacy +8, Perception +5
  • Languages Common, Elven
  • SQ aura, code of conduct, elf blood, , mercy (shaken)
  • Combat Gear holy water; Other Gear +1 chain shirt, dagger, masterwork rapier, 53 gp