THE HORNS OF SINMESH
GIANT SCORPION
See the Ziggurat of the Ghoul Queen Chapter
CLAY GOLEM
Large Construct
Initiative: -1
Sensory Traits: darvision 60ft., low-light vision
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Dodge Defence: 22 (-1 size, -1 Dex, +14 natural)
HP: 90 (11d10+30 HD); DR: 4
Saves: Fort +3, Ref +2, Will +3
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Speed: 20 ft.(4)
Melee: 2 Slams +14 (2d6+7)
Space/Reach: 10 ft.(2)/ 10 ft.(2)
Base Attack: +8; Grapple: +19
Special Attacks: Berserk, cursed wound
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Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
Special Qualities: darvision 60ft., low-light vision
Feats: -
Skills: -
Terror: 15
MONSTROUS CENTIPEDE
Gargantuan Vermin
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Initiative: +2
Space/Reach: 20ft.(4)/15ft.(3)
Senses: Spot +4, darkvision 60 ft.
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Dodge Defense: 18 (-4 Size, +2 Dex, +10 Natural)
HP 66 (12d8+12 HD); DR: 2
Saves: Fort +9, Ref +6, Will +4
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Speed: 40 ft.(8), Climb 40ft. (8)
Melee: Bite +11 (2d8+9+Poison)
Base Attack: +9; Grapple: +27
Special Attacks: Poison
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Abilities : Str 23, Dex 15, Con 12, Int -, Wis 10, Cha 2
Special Qualities: darkvision 60 ft, vermin traits.
Feats: -
Skills: Climb +14, Hide-2, Spot +4
Poison (Ex) : Fort DC 17, initial/secondary dmg 1d8 Dex
Vermin Traits: No Intelligence score, immunity to all mind-affecting effects, darkvision 60ft.
Skills: A centipede has a +4 racial bonus on Spot checks. and a +8 racial bonus on Climb and Hide checks.
INAMUAT
Male Shemite Ghost Soldier 8 Medium Undead
Initiative: +7
Senses: low-light vision, light sensitivity (-1)
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian, Old Stygian
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Dodge Defense:+ 17 (+3 Dex, +4 class)
Parry Defense: +15 (+4 Str, +6 class)
HP 52 (8d12+3 HD); DR: –
Saves: Fort +6, Ref +7, Will +4
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Speed: Fly 30 ft. (6)
Melee: Light Flail +13/+8 melee (1d8+6) (against ethereal opponents only)
Base Attack: +9 ; Magic Attack: +2 ; Grapple: +13
Special Attacks: manifestation, corrupting gaze (30 ft., Fort DC 18, 2d10 points of damage and 1d4 points of Cha drain), malevolence (Will DC 19)
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Abilities : Str 19, Dex 16, Con —, Int 13, Wis 14, Cha 18
Special Qualities: undead traits, incorporeal, turn resistance (+4), rejuvenation
Fate Points –; Reputation +8; Base Power Points: 7
Feats: Blind-Fight, Dodge, Improved Critical (light flail), Improved Initiative, Lightning Reflexes, Quick Draw, Toughness, Weapon Focus (light flail), Weapon Specialization (light flail).
Skills: Climb +15, Handle Animal +15, Jump +15, Ride +14
Possessions: Ethereal light flail
Terror: 14
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Malevolence (Su): Once per round, a ghost can merge its body with a creature on the Material Plane, and the duration is permanent unless the ghost willingly leaves the target or is exorcised. If the attack succeeds, the ghost’s body vanishes into the opponent’s body. The target can resist the attack with a successful Will save (DC set by the ghost’s Magic Attack Roll). A creature that successfully saves is immune to that ekimmu’s malevolence for one day.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a ghost at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Incorporeal Traits (Ex): Can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source; can pass through solid objects at will, and own attacks pass through armor; cannot make trip or grapple attacks and cannot be tripped or grappled; do not set off traps triggered by weight; always moves silently and cannot be heard with Listen checks unless it wants to be; can move at full speed even when it cannot see.
Undead Traits (Ex): Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, and death effects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, death from massive damage, or any effect that requires a Fortitude save; cannot be raised, resurrection works if the creature is willing; darkvision with a range of 60 feet.
Manifest (Su) : A manifested ghost will be affected by corporeal creatures only 50% of time unless it is struck by silver or magic. The ghost can pass through solid objects at will and its attacks bypass armor.
Rejuvenation (Su) : If destroyed, the ghost will restore in 2d4 days. It requires a successful level check (1d20+ghost’s HD against DC16). The only way to put a ghost permanently to rest is to find the reason for its haunting.
Tactics: Inamuat seeks to revenge himself upon the slaves (the original rebels are long since dead, of course, but
he is quite happy to slay their descendants) as well as the Hierophants. He might negotiate with the player characters if he thinks they can help him achieve either of his goals. He cannot be laid to rest permanently (see the description of the ghost’s rejuvenation ability) until the former slaves are all dead, or he has been resurrected.
NAMRA-SAGU
Male Shemite Barbarian3/Scholar5
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Initiative: +6
Senses: Listen+8, Spot +5
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian, Old Stygian
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Dodge Defense:+14
Parry Defense: +15
HP 50 (3d12+5d6+8 HD); DR: –
Saves: Fort +4, Ref +8, Will +7
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Speed: 30 ft. (6)
Melee: Scimitar +9 (1d8+3, 18-20/x2, AP5)
Base Attack: +6 ; Magic Attack: +2 ; Grapple: +9
Special Attacks: Spells, Crimson Mist
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Abilities : Str 16, Dex 13, Con 12, Int 11, Wis 14, Cha 16
Special Qualities: Fearless, versatility (-2), bite sword, crimson mist, trap sense +1, scholar, background (independent), knowledge is power, low-light vision, resistance to disease (+4), light sensitivity (-1)
Fate Points –; Reputation +8; Base Power Points: 7
Feats: Track, Endurance, Iron Will, Blind Fight, Lightning Reflexes, Ritual Sacrifice
Skills: Climb+9, Concentration +9, Craft (herbalism) +4, Decipher Script+2, Knowledge (arcana) +6, Knowledge (religion) +4, Listen +8, Perform (ritual) +3, Spot+5
Sorcery Styles/Spells: Counterspells(warding); Curses (lesser ill-fortune, Ill-fortune); Nature Magic(summon beast, greater summon beast, children of the night )
Possessions: Tattered robes, sandals, scimitar
DEGENERATES OF SINMESH
Male Shemite Barbarian2
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Initiative: +1
Senses: Listen+5, Spot+2
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Dodge Defense: 14
HP 39 (2d12+9 HD); DR: -
Saves: Fort +6, Ref +1, Will +0
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Speed: 30 ft. (6)
Melee: Heavy Pick +4 (1d6+2, 20/x4 critical, AP3)
Base Attack: +2; Grapple: +4
Special Attacks: Crimson Mist
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Abilities : Str 15, Dex 12, Con16, Int10, Wis 10, Cha 8
Special Qualities: Fearless, versatility (-2), bite sword, crimson mist, low-light vision, resistance to disease (+4), light sensitivity (-1)
Feats: Blind Fight, Toughness, Track
Skills: Climb+7, Jump+7, Listen +5, Spot +2, Survival+5
Possessions: Tattered robes, sandals, heavy pick.
THE THING IN THE BOWL
Huge Ooze
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Initiative: -5
Senses: -
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Dodge Defense: 5
HP 115 (10d10+60 HD); DR: 6
Saves: Fort +9, Ref -2, Will -2
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Speed: 30 ft. (6)
Melee: Slam+8 (2d6+4 plus 2d6 acid)
Space/Reach: 15ft./10ft.
Base Attack: +7; Grapple: +18
Special Attacks: Acid, Constrict (2d6+4 plus 2d6 acid), Improved Grab
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Abilities : Str 17, Dex 1, Con 22, Int_, Wis 1, Cha 1
Special Qualities: Blindsight 60ft., split, ooze traits
Feats: -
Skills: Climb+11
Terror: 15
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals damage, and the opponent’s armor and clothing dissolves and become useless unless they succeed on DC 21 Reflex save. A metal or wooden weapon that strikes the ooze also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution based.
Constrict (Ex): The thing deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
To use this ability , an ooze must hit with its slam attack. It can then attempt to start a Grapple as a free action without provoking an attack ,of opportunity. If it wins the Grapple check, it establishes a hold and can constrict.
Split (Ex) : Slashing and piercing weapons deal no damage to the ooze. Instead the creature splits into two identical oozes with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Ooze: An ooze is an amorphous or mutable creature, usually mindless. It has the following traits:
-Mindless: No Intelligence score, and immunity to all mind-affecting effects.
-Blind, but have the Blindsight special quality, with immunity to gaze attacks, visual effects, illusions and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph or stunning.
-Not subject to critical hits or flanking.
-Oozes eat and breathe, but do not sleep.
Skills: An ooze has a +8 racial bonus on Climb checks and can always choose to take a 10 on a Climb check, even if rushed or threatened.
GIANT TOADS
Giant Toad Monstrous Toad
Medium Animal Large Animal _______________________________________________________________________________________
Initiative: +0 +1
Senses: Spot +1, low-light vision, scent Spot +2, low-light vision, scent
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Dodge Defense: 13 (+3 natural), 17 (–1 size, +1 Dex, +7 natural)
HP 2d8+6 (15 hp); 4d8+16 (34 hp)
Saves: Fort +6, Ref +3, Will –1 Fort +8, Ref +5, Will +0
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Speed: 20 ft. (4), swim 30 ft. (6) 30 ft. (6), swim 40 ft. (8)
Melee: Tongue +1 ranged (grapple) Tongue +0 ranged (grapple)
and bite +4 melee (1d8)+3 and bite +2 melee (2d6+5)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue) 10 ft./10 ft. (15 ft. with tongue)
Base Attack: +1; Grapple: +4 +3/+12
Special Attacks: Improved grab, leap, Improved grab, leap, rake 1d8+2,
rake 1d6+1, swallow whole swallow whole
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Abilities Str 16, Dex 11, Con 16, Str 20, Dex 13, Con 18, Int 2, Wis 9, Cha 6 Int 2, Wis 9, Cha 6
Special Qualities Low-light vision, scent Low-light vision, scent
Skills: Hide +7, Jump +7, Spot +1 Hide +5, Jump +9, Spot +2
Feats: — —
Giant Toads are larger versions of normal toads. All have razor-sharp teeth lining their mouths.
Combat :Giant toads leap into combat using their charge attack. Though giant toads (the smallest variety) may flee or not attack opponents larger than themselves, the larger varieties are ferocious and nearly mindless killing machines, attacking everything in sight that is not a toad.
Improved Grab (Ex): To use this ability, the monstrous toad must hit an opponent of up to one size smaller with its tongue attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and reels its opponent in and bites in the same round (gaining a +4 bonus to its attack roll to bite). A monstrous toad’s tongue can be attacked. (Damage dealt to the tongue is not dealt to the toad itself.) If successful, the toad does not attempt a grapple against that opponent for the remainder of the combat. A monstrous toad’s tongue has an AC as follows:
Monstrous Toad Tongue Armor Class
Giant 13
Monstrous 15
Rake (Ex): Monstrous toads that leap on an opponent can make two rake attacks (at full attack bonus). Damage is listed in the statistics block.
Swallow Whole (Ex): A monstrous toad can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d4 points of crushing damage plus 2 points of acid damage per round from the toad’s stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the stomach (AC 11, giant toad; AC 13, dire or abyssal toad). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant toad’s interior can hold 2 Tiny, 8 Diminutive or 32 Fine opponents. A dire or abyssal toad’s interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.
Leap (Ex): All types of giant toads (except killer and poisonous toads) can leap and make a single attack in the same round (treat this as a charge attack). Skills: Due to their coloration, monstrous toads have a +4 racial bonus on Hide checks. Monstrous toads have a +4 racial bonus on Jump checks (and can use either their Strength
modifier or Dexterity modifier on Jump checks).
(sorry the the columns of Giant and Monstrous Toads seem kind of messed up on the boards. You're on your own to put them back in order...)
VAMPIRE SPAWN (6)
See Ziggurat of the Ghoul Queen Chapter
ARUKURSHU
Male Shemite Vampire Soldier 13, Medium Undead
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Initiative: +8
Senses: Listen+12, Spot +11, darkvision 60 ft
Languages Spoken: Acheronian, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Old Stygian, Shemitish, Stygian, Zamorian
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Dodge Defense: 21 (+4 Dex, +6 class, +1 dodge)
Parry Defense: 30 (+7 Str, +9 class, +4 shield)
HP 117 (13d12 HD); DR: 6
Saves: Fort +12, Ref +10, Will +13
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Speed: 30 ft. (6)
Melee: Abkitanian Sickle Sword +20/+15/+10 (1d10+7, 19-20/x2, AP 12)
Or Slam +20/+15/+10 (1d8+7)
Base Attack: +13; Magic Attack: +3; Grapple: +20
Special Attacks: Blood drain, children of the night, domination
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Abilities : Str 24, Dex 19, Con —, Int 20, Wis 22, Cha 25
Special Qualities: Shemite traits, Formation combat (charioteer), fast healing 5, cold immunity
Fate Points –; Reputation +16
Feats: Alertness, Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Great Fortitude, Heighten Spell, Improved Bull Rush, Improved Critical (light mace), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (light mace), Weapon Specialization (light mace).
Skills: Appraise +12, Bluff +10, Climb +16, Concentration +10, Craft (weaponsmithing) +15, Diplomacy +16, Handle Animal +16, Hide +9, Intimidate +15, Jump +16, Knowledge (history) +15, Knowledge (religion) +15, Listen +11, Move Silently +10, Perform (ritual) +17, Ride +13, Spot +12, Swim +16.
Possessions: Abkitanian Sickle Sword, lion’s shield (+4/-4/1d4/x2, hardness 6, hp10), rod of rulership.
Special Notes: Instead of wolves, Arukurshu can summon jackals using his Children of the Night ability. As an ancient vampire, Arukurshu is not bound to a specific coffin. If reduced to 0 hit points or lower, he assumes gaseous form, but can rest in any coffin to regain lost hit points.
Blood Drain (Ex): A vampire can use its fangs to suck blood from a living victim by making a successful Grapple check against a held opponent. If it succeed, it drains blood, dealing 1d4 points of Constitution drain each round. On each successful drain attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of darkness and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms or a pack of 3d6 jackals as a standard action (if the base creature is not terrestrial, this power might summon other creature of similar power). These creatures arrive in 2d6 rounds and serve the vampire for up to one hour. A vampire can also command any mindless undead creatures it can see through a simple act of will (a free action). If the undead is already under someone else’s control, the vampire must succeed in an opposed magic attack roll in order to make its commands heard.
Dominate (Su): A vampire can crush an opponent’s will just by looking into his eyes. This is similar to an evil eye spell, except that the vampire must use a standard action and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will saving throw (DC set by a magic attack roll) or fall instantly under the vampire’s influence as though by a domination spell. This ability has a range of 30 feet.
Fast Healing (Ex): A vampire heals 5 points of damage each round as long as it has at least 1 hit point.
Immunities (Ex): A vampire is completely immune to cold.
Undead: No Constitution score; darkvision 60 ft; immunity to poison; sleep effects; paralysis, stunning and disease, not subject to critical hits, non lethal damage, ability or energy drain; immune to damage to physical ability scores, immune to fatigue and exhaustion; immunity to effects that requires a Fortitude Save. Proficient with all simple weapons and all its natural weapons. Do not breathe, eat, or sleep.
NADUMKIUMMA
Medium Outsider (demon)
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Initiative: +10
Senses: Spot +11, blindsight, scent
Space/Reach: 5ft.(1)/5ft.(1)
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Defense Value: 20(+5 Dex, +5 natural)
HP 35 (7D8 HD); DR: 3
Saves: Fort +7, Ref +10, Will +6
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Speed: 20ft.(4), fly 60ft.(12)
Melee: 2 Claws +12 finesse (1d4+3)
Base Attack: +7; Grapple: +10
Special Attacks: Improved Grab, envelop (2d6+4+ clammy prison), clammy prison
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Abilities : Str 17, Dex 20 , Con 11, Int 6, Wis 12, Cha 14
Special Qualities: Manifest, blindsight, rubbery flesh, scent
Feats: Endurance, Great Fortitude, Flyby Attack, Track
Skills: Hide +15, Move Silently, Spot +11, Survival +11
Terror: 13
Nadumkiumma attack by diving on their victims, enveloping them, and carrying them off. A victim who fights or struggles will be damaged each round until he stops resisting. Then he can be carried, sooner or later, to the
Outer Dark beyond Earth’s atmosphere, where he will become a night-weird himself.
Blindsight (Ex): Nadumkiumma have blindsight, the extraordinary ability to use a combination of magical,
nonvisual senses to operate effectively without vision. This ability makes invisibility and concealment (even magical darkness) irrelevant to the night-weird. This ability operates out to a range of 120 feet. A night-weird
cannot distinguish colour or visual contrast with its blindsight (which means it cannot read). It is immune to spells or spell-like effects with a range of Evil Eye and to other gaze attacks. The Nadumkiumma is immune
to being blinded. Blindsight works underwater and in a vacuum. Blindsight negates displacement and blur effects such as the slithering shadow’s Lightless special quality.
Clammy Prison (Su): If Nadumkiumma has successfully enveloped its target (see below) imprisons him in its clammy grasp, smothering him with its wings and crushing him with its sinewy strength. In addition to the damage dealt by the envelop attack, a night-weird that has successfully enveloped a target forces him to make a Will saving throw (DC 15) or be stricken with horror at his fate. A character so stricken has a -4 circumstance penalty to all attack rolls, grapple checks and saving throws until he can escape from the Nadumkiumma’s grasp or else be somehow rescued.
Envelop (Ex): On a successful grapple check, Nadumkiumma deals 2d6+4 damage. This represents a combination of crushing damage and rending from claws and fangs. Furthermore, its clammy embrace is extraordinarily difficult to escape from – see Clammy Prison, above.
Improved Grab (Ex): To use this ability, Nadumkiumma must hit with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can envelop.
Manifest (Su): As a standard action, the Nadumkiumma can either leave Earth and return to its home place, or appear on Earth. In either case, it manifests at the new location at the end of its action. Note that if Nadumkiumma has enveloped a target, it may not manifest until it releases him; if it wishes to turn him to a night-weird himself, it must carry him off to the Outer Dark by simply flying him there.
Rubbery Flesh (Ex): Nadumkiumma flesh is so resilient and rubbery that their Damage Reduction is increased to 6 against bludgeoning weapons, and bludgeoning weapons always have an Armour Piercing rating of 0 against Nadumkiumma.
Scent (Ex): Nadumkiumma gains all the benefits of the Scent special quality (see Conan the RPG, p. 299).
Skills: Nadumkiumma gains a +4 circumstance bonus on all Survival checks made for tracking purposes.