Master of the Pack's .... pack daemons.
DAEMON, SERVITOR: Defense: 17 Health Dice: 3d6 (12 health) AT: claws +3 (1d6) STR: +3, DEX: +0, MND: +0, SPD: +5, S: regenerate 1 health/minute unless attacked with silver weapons.
The pseudo-PCs won't have any silver weapons, of course. For that matter, neither will the regular PCs until AFTER it's over. But I'll let any attacks that go to -5 HPs call the daemons dead-dead even so.
The Master of the Pack himself will be a human veteran from the monster list with a few spells added.
MASTER OF THE PACK: Defense: 14 Health Dice: 3d6 (12 health) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2, SPD: +0
Cackling Breath of Moloch: A fan of flame shoots from caster’s mouth, doing 1 damage/caster level to all targets in the target area.
Withering Blast of the Lliogor: Creates a magical attack which automatically hits its target for 1d6+1 damage.
Breath of Cthulhu: Creatures within 20 foot cloud must succeed on a STR + level check or be unable to act for 1d4+1 minutes. Those unaffected must save every round they are within cloud.
Grip of the Bloodspawned: Allows the character to cling to walls and ceilings and crawl across them as easily as he can walk.
If for some reason you get involved in doing something non-combat with the Master of the Pack, you could also give him several non-combat spells, like Binding of the Poltergeist or Eyes of the Mi-go, etc.
The nuzzle-rat familiar with be represented by a cat with modified MND stats.
NUZZLE RAT: Defense: 12 Health Dice: 1d6 (4 health) AT: bite +1 (1d4) STR: -3, DEX: +4, MND: +2, SPD: +5, S: +3 to Subterfuge
Any additional people that the PCs might fight can just come off the basic human list.
HUMAN, BANDIT/SOLDIER: Defense: 12 Health Dice: 1d10 (6 health) AT: weapon +1 (1d6) STR: +2, DEX: +0, MND: +0 SPD: +0
The stats for a regular fighting man.
HUMAN, COMMON MAN: Defense: 11 Health Dice: 1d6 (4 health) AT: weapon +0 (1d6), STR: +0, DEX: +0, MND: +0, SPD: +0
The stats for a regular civilian.
HUMAN, VETERAN: Defense: 14 Health Dice: 3d6 (12 health) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2, SPD: +0
The stats for a more powerful fighting man, or captain.
The Third Cryptical Book of Hsan, which the Master of the Pack has, has the following stats:
Study Period: 1d6 days
Difficulty 19
MND damage: 1d3
Contains the following spells: Benevolence of Timar, Dormius Major, Sickly Illumination of Tuma, and Voice of the Ghost.
Yeah, those aren't combat spells, except for dormius major. But it's a great place to start if anyone wants to start collecting spells.
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