Spoiler (Anzeigen)
Karkek CR 1 (Cleric 1)
Male orc cleric 1
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 18, touch 10, flat-footed 18
(+8 armor)
hp 10 (1 HD)
Fort +3, Ref +0, Will +3
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); base speed 30
ft.
Melee morningstar +5 (1d8+6)
Ranged dagger +0 (1d4+4/19-20)
Base Atk +0; Grp +4
Atk Options Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6-1, 1st), spontaneous inflict
Cleric Spells Prepared (CL 1st):
1st—cure light wounds, protection from good D,
divine favor
0—create water (3)
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha
6
SQ orc traits
Feats Power Attack, Weapon Focus (morningstar)
Skills Concentration +5, Knowledge (arcane) +4
Possessions combat gear plus full plate,
morningstar, cold iron morningstar, warhammer,
daggers (3), spiked gauntlet (worn), locked gauntlet
(stored), backpack, bundle for weapons, bedroll,
flint and tinder, 3 days rations, waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Karkek CR 3 (Cleric 3)
Male orc cleric 3
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 18, touch 10, flat-footed 18
(+8 armor)
hp 21 (3 HD)
Fort +4, Ref +1, Will +4
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); 30 ft. base
speed
Melee +1 morningstar +8 (1d8+7)
Ranged dagger +2 (1d4+4/19-20)
Base Atk +2; Grp +6
Atk Options Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6+1, 3rd), spontaneous inflict
Cleric Spells Prepared (CL 3rd):
2nd—cure moderate wounds, hold person (DC
13), spiritual weaponD
1st—cure light wounds (2), divine favor,
protection from goodD
0—create water (4)
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 13, Cha
6
SQ orc traits
Feats Combat Casting, Power Attack, Weapon Focus
(morningstar)
Skills Concentration +7(+11 casting defensively),
Knowledge (arcane) +6
Possessions combat gear plus full plate, +1
morningstar, cold iron morningstar, warhammer,
daggers (3), spiked gauntlet (worn), locked gauntlet
(stored), backpack, bundle for weapons, bedroll,
flint and tinder, 3 days rations, waterskins (2)
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Karkek CR 5 (Cleric 5)
Male orc cleric 5
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2
Languages Common, Orc
AC 19, touch 10, flat-footed 19
(+9 for armor)
hp 34 (5 HD)
Fort +5, Ref +1, Will +6
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); 30 ft. base
speed
Melee +1 morningstar +9 (1d8+7)
Ranged dagger +3 (1d4+4/19-20)
Base Atk +3; Grp +7
Atk Options Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6+3, 5th), spontaneous inflict
Cleric Spells Prepared (CL 5th):
3rd—dispel magic, magic vestmentD
2nd—bear’s endurance, cure moderate wounds
(2), spiritual weaponD
1st—cause fear (DC 13), cure light wounds (2),
divine favor, protection from goodD
0—create water (5)
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha
6
SQ orc traits
Feats Combat Casting, Power Attack, Weapon Focus
(morningstar)
Skills Concentration +9(+13 casting defensively),
Heal +5, Knowledge (arcane) +5
Possessions combat gear plus +1 full plate, +1
morningstar, cold iron morningstar, warhammer,
daggers (3), spiked gauntlet (worn), locked gauntlet
(stored), backpack, bundle for weapons, bedroll,
flint and tinder, 3 days rations, waterskins (2).
Karkek CR 7 (Cleric 7)
Male orc cleric 7
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +2, Spot +2
Languages Common, Orc
AC 20, touch 10, flat-footed 20
(+10 armor)
hp 55 (7 HD)
Fort +7, Ref +3, Will +8
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); 30 ft. base
speed
Melee +1 morningstar +11 (1d8+7)
Ranged dagger +5 (1d4+4/19-20)
Base Atk +5; Grp +9
Atk Options Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6+5, 7th), spontaneous inflict
Cleric Spells Prepared (CL 7th):
4th—cure critical wounds, divine powerD
3rd—cure serious wounds, dispel magic, magic
vestmentDÀw
2nd—bear’s endurance, cure moderate wounds
(2), spiritual weaponD,
1st—cause fear (DC 13), cure light wounds (2),
divine favor, protection from goodD
0—create water (5)
ÀwAlready cast
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 13, Int 10, Wis 14, Cha
6
SQ orc traits
Feats Combat Casting, Improved Toughness, Power
Attack, Weapon Focus (morningstar
Skills Concentration +11(+15 casting defensively),
Heal +7, Knowledge (arcane) +5
Possessions combat gear plus +1 full plate, +1
morningstar, +1 cloak of resistance, cold iron
morningstar, warhammer, daggers (3), spiked
gauntlet (worn), locked gauntlet (stored), backpack,
bundle for weapons, bedroll, flint and tinder, 3 days
rations, waterskins (2)
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Karkek CR 9 (Cleric 9)
Male orc cleric 9
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +4, Spot +4
Languages Common, Orc
AC 21, touch 10, flat-footed 21
(+9 for armor, +2 magic vestment)
hp 77(9 HD)
Fort +9, Ref +4, Will +11
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); 30 ft. base
movement
Melee +1 morningstar +12/+6 (1d8+7)
Ranged dagger +6/+1 (1d4+4/19-20)
Base Atk +6; Grp +10
Atk Options Cleave, Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6+7, 9th), spontaneous inflict
Cleric Spells Prepared (CL 9th):
5th—slay living (DC 19), flame strikeD (DC 19)
4th—cure critical wounds, death ward, divine
powerD, freedom of movement
3rd—cure serious wounds (2), dispel magic,
magic vestmentD, searing light
2nd—bear’s endurance, bull’s strength, cure
moderate wounds (2), spiritual weaponD
1st—cause fear (DC 15), cure light wounds,
divine favor, protection from goodD, shield of faith
0—create water (6)
Spells in effect – magic vestment
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 14, Int 10, Wis 18, Cha
6
SQ orc traits
Feats Cleave, Combat Casting, Improved Toughness,
Power Attack, Weapon Focus (morningstar
Skills Concentration +14 (+18 casting defensively),
Heal +11, Knowledge (arcane) +5
Possessions combat gear plus +1 full plate, +1
morningstar, periapt of wisdom +4, cloak of
resistance +1, cold iron morningstar, warhammer,
daggers (3), spiked gauntlet (worn), locked gauntlet
(stored), backpack, bundle for weapons, bedroll,
flint and tinder, 3 days rations, waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Karkek CR 11 (Cleric 11)
Male orc cleric 11
CN Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Orc
AC 21, touch 10, flat-footed 21
(+11 for armor)
hp 106 (11 HD) (includes 12 hp from heroes feast )
Fort +11, Ref +5, Will +13
Weakness light sensitivity
Speed 20 ft. in full plate (4 squares); 30 ft. base speed
Melee +1 morningstar +15/+10 (1d8+7)
Ranged dagger +9/+4 (1d4+4/19-20)
Base Atk +8; Grp +12
Atk Options Cleave, Power Attack
Special Actions cast evil spells at +1 CL, rebuke
undead 1/day (-2, 2d6+9, 11th), spontaneous inflict
Cleric Spells Prepared (CL 11th):
6th—blade barrierD (DC 20), heroes feastÀw,
5th—flame strikeD (DC 19), slay living (DC 19), true
seeing
4th—cure critical wounds, death ward, dismissal,
divine powerD, freedom of movement
3rd—cure serious wounds (2), dispel magic,
invisibility purge, magic vestmentDÀw, searing light
2nd—bear’s endurance, bull’s strength, cure
moderate wounds (2), spiritual weaponD, sound burst
(DC 16)
1st—cause fear (DC 15), cure light wounds (2),
divine favor, protection from goodD, shield of faith
0—create water (6)
ÀwAlready cast
D: Domain spell. Deity: Erythnul. Domains: War, Evil
Abilities Str 18, Dex 10, Con 14, Int 10, Wis 18, Cha 6
Feats Cleave, Combat Casting, Improved Toughness,
Power Attack, Weapon Focus (morningstar
Skills Concentration +14 (+18 casting defensively),
Heal +13, Knowledge (arcane) +5
Possessions combat gear plus +1 full plate, +1
morningstar, periapt of wisdom +4, cloak of
resistance +2, cold iron morningstar, warhammer,
daggers (3), spiked gauntlet (worn), locked gauntlet
(stored), backpack, bundle for weapons, bedroll, flint
and tinder, 3 days rations, waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Oreden CR 9 (Cleric 9)
male human cleric 9 (Pyremius); CR 9
Medium humanoid (human); HD 9d8+18+9 hp 75; Init
0; Spd 20 ft.; AC 20, touch 10, flat-footed 20; Base Atk
+6; Grp +6; Atk +6 melee (1d8, heavy mace) or +6
ranged (1d4, sling); Full Atk +6/+1 melee (1d8, heavy
mace) or +6 ranged (1d4, sling); SA rebuke undead,
spells, spontaneous casting; AL NE; SV Fort +8, Ref +3,
Will +10; Str 10, Dex 10, Con 14, Int 10, Wis 19, Cha 11.
Skills and Feats: Concentration +14 , Knowledge
(religion) +12, Spellcraft +12; Empower Spell, Greater
Spell Focus (evocation), Improved Toughness, Spell
Focus (evocation), Spell Focus (necromancy).
Languages: Common.
Rebuke Undead (Su) : 3/day; 1d20+11; turning
damage 2d6+9.
Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1;
base DC = 14 + spell level): 0— cure minor wounds (2),
detect magic, guidance (2), light; 1st—bless, burning
hands*, cure light wounds (2), obscuring mist, shield of
faith; 2nd—bear’s endurance, bull’s strength, hold
person, produce flame*, silence, sound burst; 3rdbestow
curse, burning hands (empowered)*, dispel
magic, prayer, cure serious wounds; 4th- air walk,
inflict critical wounds*, spiritual weapon (empowered),
freedom of movement; 5th, flame strike, inflict light
wounds*.
*Doma in spel l. Pyremius; Domains: Destruction
(smite 1/day; make a single melee attack with a +4
bonus on the attack roll and a +9 bonus to damage if
the attack hits; must be declared before the attack is
made); Fire (turn/destroy water creatures,
rebuke/command/bolster fire creatures 3/day).
Possessions: Heavy steel shield, full plate armor,
heavy mace, sling, 10 sling bullets, 2 wooden holy
symbols of Pyremius, 4 emeralds (500 gp each), 1
garnet (100 gp).
Power-Up Suit e (Pre-cast – ai r walk,
freedom of movement ): SQ walk on air as though
on solid ground, move and attack normally regardless
of attempted impediments.
Oreden CR 11 (Cleric 11)
male human cleric 11 (Pyremius); CR 11
Medium humanoid (human); HD 11d8+22+11 hp 91;
Init 0; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Base
Atk +8; Grp +8; Atk +8 melee (1d8, heavy mace) or +8
ranged (1d4, sling); Full Atk +8/+3 melee (1d8, heavy
mace) or +8 ranged (1d4, sling); SA rebuke undead,
spells, spontaneous casting; AL NE; SV Fort +9, Ref +3,
Will +11; Str 10, Dex 10, Con 14, Int 10, Wis 19, Cha 11.
Skills and Feats: Concentration +16, Knowledge
(religion) +14, Spellcraft +14; Empower Spell, Greater
Spell Focus (evocation), Improved Toughness, Spell
Focus (evocation), Spell Focus (necromancy).
Languages: Common
Rebuke Undead (Su) : 3/day; 1d20+13; turning
damage 2d6+11.
Cleric Spells Prepared
(6/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 14 + spell
level): 0—cure minor wounds (2), detect magic,
guidance (2), light; 1st—bless, burning hands*, cure
light wounds (2), obscuring mist, protection from
good, shield of faith; 2nd—bear’s endurance, bull’s
strength, hold person, produce flame*, silence, sound
burst; 3rd- bestow curse, burning hands (empowered)*,
cure serious wounds, dispel magic, invisibility purge,
prayer; 4th—air walk, cure critical wounds, freedom of
movement, inflict critical wounds*, spiritual weapon
(empowered); 5th—flame strike (2), mass inflict light
wounds*; 6th- blade barrier, harm*.
*Doma in spel l. Pyremius: Domains: Destruction
(smite 1/day; make a single melee attack with a +4
bonus on the attack roll and a +11 bonus to damage if
the attack hits; must be declared before the attack is
made); Fire (turn/destroy water creatures,
rebuke/command/bolster fire creatures 3/day).
Possessions: lion’s shield, full plate armor, heavy
mace, sling, 10 sling bullets, 2 wooden holy symbols of
Pyremius, 4 emeralds (500 gp each), 1 garnet (100 gp).
Power-Up Suit e (Pre-cast – ai r walk,
freedom of movement ): SQ walk on air as though
on solid ground, move and attack normally regardless
of attempted impediments.
Oreden CR 13 (Cleric 13)
Male human cleric 13 (Pyremius); CR 13
Medium humanoid (human); HD 13d8+26+13 hp 107;
Init 0; Spd 20 ft.; AC 22, touch 10, flat-footed 22; Base
Atk +9; Grp +9; Atk +9 melee (1d8, heavy mace) or +9
ranged (1d4, sling) ; Full Atk +9/+4 melee (1d8, heavy
mace) or +9 ranged (1d4, sling); SA rebuke undead,
spells, spontaneous casting; AL NE; SV Fort +12, Ref
+6, Will +15; Str 10, Dex 10, Con 14, Int 10, Wis 20, Cha
11.
Skills and Feats: Concentration +18, Knowledge
(religion) +16, Spellcraft +16; Empower Spell Greater
Spell Focus (evocation) , Greater Spell Focus
(necromancy) , Improved Toughness , Spell Focus
(evocation) , Spell Focus (necromancy) .
Languages: Common
Rebuke Undead (Su) : 3/day; 1d20+15; turning
damage 2d6+13.
Cleric Spells Prepared
(5+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; base DC = 15 +
spell level): 0— cure minor wounds (2), detect magic,
guidance (2), light; 1st— bless, burning hands*, cure
light wounds (2), divine favor, obscuring mist,
protection from good, shield of faith; 2nd— bear’s
endurance, bull’s strength, darkness, hold person,
produce flame*, silence, sound burst; 3rd- bestow
curse, burning hands (empowered)*, cure serious
wounds, dispel magic, invisibility purge, prayer; 4thair
walk, cure critical wounds (2), divine power,
freedom of movement, inflict critical wounds* ; 5thflame
strike (2), greater command, insect plague, mass
inflict light wounds*; 6th- blade barrier, harm*, heal.
7th- fire storm*, flame strike (empowered).
*Doma in spel l. Pyremius: Destruction (smite
1/day; make a single melee attack with a +4 bonus on
the attack roll and a +13 bonus to damage if the attack
hits; must be declared before the attack is made); Fire
(turn/destroy water creatures,
rebuke/command/bolster fire creatures 3/day).
Possessions: cloak of resistance +2, lion’s shield,
full plate armor, 2 wooden holy symbols of Pyremius,
heavy mace, sling, 10 sling bullets, 4 emeralds (500 gp
each), 1 garnet (100 gp).
Power-Up Suit e (Pre-cast – ai r walk,
freedom of movement ): SQ walk on air as though
on solid ground, move and attack normally regardless
of attempted impediments.
Oreden CR 15 (Cleric 15)
male human cleric 15 (Pyremius); CR 15
Medium humanoid (human); HD 15d8+30+15 hp 123;
Init +4; Spd 20 ft.; AC 26, touch 14, flat-footed 26; Base
Atk +11; Grp +11; Atk +11 melee (1d8, heavy mace) or
+11 ranged (1d4, sling); Full Atk +11/+6/+1 melee (1d8,
heavy mace) or +11 ranged (1d4, sling); SA rebuke
undead, spells, spontaneous casting; AL NE; SV Fort
+13, Ref +7, Will +16; Str 10, Dex 10, Con 14, Int 10,
Wis 20, Cha 11.
Skills and Feats: Concentration +20, Knowledge
(religion) +18, Spellcraft +18 ; Empower Spell, Greater
Spell Focus (evocation), Greater Spell Focus
(necromancy), Improved Initiative, Improved
Toughness, Spell Focus (evocation), Spell Focus
(necromancy).
Languages: Common
Rebuke Undead (Su) : 3/day; 1d20+17; turning
damage 2d6+15.
Cleric Spells Prepared
(6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; base DC = 15 +
spell level): 0— cure minor wounds (2), detect magic,
guidance (2), light; 1st—bless, burning hands*, cure
light wounds (2), divine favor, obscuring mist,
protection from good, shield of faith; 2nd— bear’s
endurance, bull’s strength, hold person, produce
flame*, resist energy, silence, sound burst; 3rd- bestow
curse, burning hands (empowered)*, cure serious
wounds, dispel magic, invisibility purge, magic
vestment, prayer; 4th- air walk, cure critical wounds
(2), divine power, freedom of movement, inflict critical
wounds*; 5th- flame strike (2), greater command, insect
plague, mass inflict light wounds*, slay living; 6thblade
barrier, greater dispel magic, harm*, heal. 7thfire
storm*, flame strike (empowered, 2); 8th- fire
storm, incendiary cloud* .
*Doma in spel l. Pyremius: Destruction (smite
1/day; make a single melee attack with a +4 bonus on
the attack roll and a +15 bonus to damage if the attack
hits; must be declared before the attack is made); Fire
(turn/destroy water creatures,
rebuke/command/bolster fire creatures 3/day).
Possessions: cloak of resistance +2, lion’s shield,
ring of protection +4, full plate armor, 2 wooden holy
symbols of Pyremius, heavy mace, sling, 10 sling
bullets, 4 emeralds (500 gp each), 1 garnet (100 gp).
Power-Up Suit e (Pre-cast – ai r walk,
freedom of movement ): SQ walk on air as though
on solid ground, move and attack normally regardless
of attempted impediments.
Spoiler (Anzeigen)
Okkar CR 2 (Fighter 4)
Male orc fighter 2
N Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 16, touch 12, flat-footed 14; Dodge, Mobility
(+2 Dex, +4 armor)
hp 20 (2 HD)
Fort +5, Ref +2, Will +1
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee mwk spiked chain +7 (2d4+6)
Ranged javelin +4 (1d6+5)
Base Atk +2; Grp +6
Combat gear potion of enlarge person (CL 1st)
Abilities Str 19, Dex 14, Con 14, Int 8, Wis 13, Cha 6
SQ orc traits
Feats Dodge, Exotic Weapon Proficiency (spiked
chain), Mobility
Skills Jump +7
Possessions combat gear plus chain shirt, daggers
(3), cold iron spiked chain, spiked chain,
masterwork spiked chain, spiked gauntlet (worn),
locked gauntlet (stored), longspear, greatsword,
warhammer, javelins (3), backpack, bundle for
weapons, bedroll, flint and tinder, 3 days rations,
waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Okkar CR 4 (Fighter 4)
Male orc fighter 4
N Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 16, touch 12, flat-footed 14; Dodge, Mobility
(+2 Dex, +4 armor)
hp 36 (4 HD)
Fort +6, Ref +3, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares); Spring Attack
Melee +1 spiked chain +10 (2d4+8)
Ranged javelin +6 (1d6+5)
Base Atk +4; Grp +8
Atk Options Combat Reflexes
Combat gear potion of enlarge person (CL 1st)
Abilities Str 20, Dex 14, Con 14, Int 8, Wis 13, Cha 6
SQ orc traits
Feats Combat Reflexes, Dodge, Exotic Weapon
Proficiency (spiked chain), Mobility, Spring Attack
Skills Jump +10
Possessions combat gear plus chain shirt, daggers
(3), cold iron spiked chain, spiked chain, +1 spiked
chain, spiked gauntlet (worn), locked gauntlet
(stored), longspear, greatsword, warhammer,
javelins (3), backpack, bundle for weapons, bedroll,
flint and tinder, 3 days rations, waterskins (2)
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Okkar CR 6 (Fighter 4/Scout 2)
Male orc fighter 4/scout* 2
*See Complete Adventurer 10
N Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Listen +1, Spot +2
Languages Common, Orc
AC 17, touch 12, flat-footed 15; Dodge, Mobility,
uncanny dodge
(+2 Dex, +5 armor)
hp 50 (6 HD)
Fort +7, Ref +6, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares); Spring Attack
Melee +1 spiked chain +11 (2d4+8)
Ranged javelin +7 (1d6+5)
Base Atk +5; Grp +9
Atk Options Combat Reflexes, Spring Attack,
skirmish +1d6
Combat gear potion of enlarge person (CL 1st)
Abilities Str 20, Dex 14, Con 14, Int 8, Wis 13, Cha 6
SQ orc traits
Feats Combat Reflexes, Dodge, Elusive Target*,
Exotic Weapon Proficiency (spiked chain), Mobility,
Spring Attack
SQ battle fortitude +1, orc traits, trapfinding
Skills Jump +14, Tumble +11, Spot +2
Possessions combat gear plus +1 chain shirt,
daggers (3), cold iron spiked chain, spiked chain,
+1 spiked chain, spiked gauntlet (worn), locked
gauntlet (stored), longspear, greatsword,
warhammer, javelins (3), backpack, bundle for
weapons, bedroll, flint and tinder, 3 days rations,
waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Skirmish (Ex) Scouts deals an extra 1d6 points of
damage on all attacks they make during any round
in which he moves and ends the turn at least 10
feet away from where she started. The extra
damage applies only to attacks taken during the
scout’s turn.
Okkar CR 8 (Fighter 5/Scout 3)
Male orc fighter 5/scout* 3
*See Complete Adventurer 10
N Medium humanoid (orc)
Init +4; Senses darkvision 60 ft.; Listen +1, Spot +6
Languages Common, Orc
AC 18, touch 13, flat-footed 15; Dodge, Elusive
Target*, Mobility, +1 when moving 10 ft., uncanny
dodge
(+3 Dex, +5 armor)
hp 63 (8 HD)
Fort +8, Ref +7, Will +3
Weakness light sensitivity
Speed 40 ft. (8 squares); Spring Attack
Melee +1 spiked chain +13/+8 (2d4+9)
Ranged javelins +10/+5 (1d6+5)
Base Atk +7; Grp +12
Atk Options Combat Reflexes, skirmish +1d6
Combat gear potion of enlarge person (CL 1st)
Abilities Str 21, Dex 16, Con 14, Int 8, Wis 13, Cha 6
Feats Combat Reflexes, Dodge, Elusive Target*,
Exotic Weapon Proficiency (spiked chain), Mobility,
Spring Attack
SQ fast movement, orc traits, trapfinding, trackless
step
Skills Jump +20, Spot +6, Tumble +14
Possessions combat gear plus +1 chain shirt, gloves
of dexterity +2, daggers (3), cold iron spiked chain,
spiked chain, +1 spiked chain, spiked gauntlet
(worn), locked gauntlet (stored), longspear,
greatsword, warhammer, javelins (3), backpack,
bundle for weapons, bedroll, flint and tinder, 3 days
rations, waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Skirmish (Ex) Scouts deals an extra 1d6 points of
damage on all attacks they make during any round
in which he moves and ends the turn at least 10
feet away from where she started. The extra
damage applies only to attacks taken during the
scout’s turn. A scout also gains a +1 competence
bonus to AC when he moves 10 ft. in a round.
Okkar CR 10 (Fighter 5/Scout 5)
Male orc fighter 5/scout* 5
*See Complete Adventurer 10
N Medium humanoid (orc)
Init +4; Senses darkvision 60 ft.; Listen +1, Spot +14
Languages Common, Orc
AC 18, touch 13, flat-footed 15; Dodge, Elusive Target*,
Mobility, +1 skirmish, improved uncanny dodge,
uncanny dodge
(+3 Dex, +5 armor)
hp 81 (10 HD)
Resist evasion
Fort +8, Ref +8, Will +3
Weakness light sensitivity
Speed 40 ft. (8 squares); Spring Attack,
Melee +1 flaming spiked chain +14/+9 (2d4+8 plus 1d6
fire)
Ranged javelin +11/+6 (1d6+6)
Base Atk +8; Grp +13
Atk Options Combat Reflexes, skirmish +2d6
Combat gear potion of enlarge person (CL 1st)
Abilities Str 21, Dex 16, Con 14, Int 8, Wis 13, Cha 6
Feats Close Quarters Fighting, Combat Reflexes,
Dodge, Elusive Target, Exotic Weapon Proficiency
(spiked chain), Hold the Line, Mobility, Spring Attack
SQ battle fortitude +1, fast movement, trackless step,
trapfinding
Skills Jump +24, Spot +14, Tumble +18
Possessions combat gear plus +1 mithral chain shirt,
gloves of dexterity +2, daggers (3), cold iron spiked
chain, spiked chain, +1 flaming spiked chain, spiked
gauntlet (worn), locked gauntlet (stored), longspear,
greatsword, warhammer, javelins (3), backpack,
bundle for weapons, bedroll, flint and tinder, 3 days
rations, waterskins (2).
Light Sensitivity (Ex) Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Skirmish (Ex) Scouts deals an extra 1d6 points of
damage on all attacks they make during any round in
which he moves and ends the turn at least 10 feet
away from where she started. The extra damage
applies only to attacks taken during the scout’s turn.
A scout also gains a +1 competence bonus to AC
when he moves 10 ft. in a round.
Spoiler (Anzeigen)
ELAITHA THE WENDIGO CR 10 (Monk 2/Sorcerer 6)
Female wendigo* elf monk 2/ sorcerer 6
*see Fiend Folio 186
CE Medium fey (cold)
Init +7; Senses low-light vision; Listen +3, Spot +3
Languages Sylvan
AC 32, touch 28, flat-footed 25; Deflect Arrows
(+7 Dex, +1 monk, +4 armor [mage armor],+5 feat,
+5 deflection)
hp 55 (8 HD); regeneration 5
Immune cold, magic sleep effects
Resist evasion
Fort +7, Ref +12, Will +9; +2 against enchantment
Weakness fire
Speed fly 120 ft. (perfect) (24 squares)
Melee unarmed strike +7 (1d6+3) and
bite +2 (1d6+4/18-20/x3 plus disease) or
Melee unarmed strike +5/+5 (1d6+3) with flurry of
blows and
bite +0 (1d6+4/18-20/x3 plus disease)
Base Atk +4; Grp +11
Atk Options Ascetic Mage, Empower Spell, Improved
Grapple, Improved Unarmed Strike, Silent Spell;
ravenous bite
Special Actions maddening whispers, wind walk
Sorcerer Spells Known (CL 6th)
3rd (4/day)—lightning bolt (DC 18)
2nd (5/day)—false lifeÀw (11 hp), web (DC 17)
1st (5/day)—distract assailant (DC 16), mage
armorÀw, magic missile, ray of enfeeblement
0 (6/day)—acid splash, dancing lights, detect
magic, disrupt undead, mage hand,
prestidigitation, read magic
ÀwAlready cast: Quenerel also used two magic missile
spells fighting the hags and a false life
Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha
21
Feats Ascetic Mage, Deflect Arrows, Empower Spell,
Improved Grapple, Improved Unarmed Strike,
Silent Spell, Track
Skills Concentration +13, Jump +8, Tumble +14
ELAITHA THE WENDIGO CR 12 (Monk 2/Sorcerer 8)
Female wendigo* elf monk 2/ sorcerer 8
*see Fiend Folio 186
CE Medium fey (cold)
Init +7; Senses low-light vision; Listen +3, Spot +3
Languages Sylvan
AC 35, touch 29, flat-footed 28; Deflect Arrows
(+7 Dex, +7 class, +6 armor [greater mage armor],
+5 deflection)
hp 59 (10 HD); regeneration 5
Immune cold, magic sleep effects
Resist evasion
Fort +7, Ref +12, Will +10; +2 against enchantments
Weakness fire
Speed fly 120 ft. (perfect) (24 squares)
Melee unarmed strike +8 (1d6+3) and
bite +3 (1d6+4/18-20/x3 and disease) or
Melee unarmed strike +6/+6 (1d6+3) with flurry of
blows and
bite +1 (1d6+4/18-20/x3 and disease)
Base Atk +5; Grp +12
Atk Options Ascetic Mage, Empower Spell, Improved
Grapple, Improved Unarmed Strike, Silent Spell;
ravenous bite
Special Actions maddening whispers, wind walk
Sorcerer Spells Known (CL 8th)
4th (3/day)—dimension door
3rd (6/day)—greater mage armorÀw, lightning bolt
(DC 18)
2nd (7/day)—eagle’s splendor, false lifeÀw, web (DC
17)
1st (6/day)—distract assailant (DC 16), magic
missile, ray of enfeeblement, shield, true strike
0 (6/day)—acid splash, dancing lights, detect
magic, disrupt undead, light, mage hand,
prestidigitation, read magic, ÀwAlready cast: Quenerel also used two magic missile
spells fighting the hags and an empowered false
life (19 temporary hit points)
Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha
21
Feats Arcane Preparation, Ascetic Mage, Deflect
Arrows, Empower Spell, Improved Grapple,
Improved Unarmed Strike, Silent Spell, Track
Skills Concentration +15, Jump , Tumble +14
Possessions spell component pouch
ELAITHA THE WENDIGO CR 14 (Monk 2/sorcerer 10)
Female wendigo elf monk 2/ sorcerer 10
CE Medium fey (cold)
Init +7; Senses low-light vision; Listen +3, Spot +3
Languages Sylvan
AC 37, touch 31, flat-footed 30; Deflect Arrows
(+7 Dex, +8 class, +6 armor [greater mage armor],
+6 deflection)
hp 79 (12 HD); regeneration 5
Immune cold, magic sleep effects
Resist evasion
Fort +8, Ref +13, Will +11; +2 against enchantment
Weakness fire
Speed fly 120 ft. (perfect) (24 squares)
Melee unarmed strike +9/+4 (1d6+3) and
bite +4 (1d6+4/18-20/x3 and disease) or
Melee unarmed strike +7/+7/+2 (1d6+3) with flurry of
blows and
bite +2 (1d6+4/18-20/x3 and disease)
Base Atk +6; Grp +13
Atk Options Ascetic Mage, Empower Spell, Improved
Grapple, Improved Unarmed Strike, Silent Spell;
ravenous bite
Special Actions maddening whispers, wind walk
Sorcerer Spells Known (CL 10th)
5th (3/day)—cone of cold (DC 21), plus prepared
quickened shield
4th (5/day)—dimension door, enervation
3rd (6/day)—greater mage armorÀw, lightning bolt
(DC 19)
2nd (8/day)—eagle’s splendor, false lifeÀw, touch of
idiocy, web (DC 18)
1st (6/day)—distract assailant (DC 17), magic
missile, ray of enfeeblement, shield, true strike
0 (6/day)—acid splash, dancing lights, detect
magic, detect poison, disrupt undead, light, mage
hand, prestidigitation, read magic
ÀwAlready cast: Quenerel also used two magic missile
spells fighting the hags and an empowered false
life (22 temporary hit points)
Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha
22
Feats Arcane Preparation, Ascetic Mage, Deflect
Arrows, Empower Spell, Improved Grapple,
Improved Unarmed Strike, Quicken Spell, Silent
Spell, Track
Skills Concentration +17, Jump +8, Tumble +14
Possessions spell component pouch
ELAITHA THE WENDIGO CR 16 (Monk 2/Sorcerer 12)
Female wendigo elf monk 2/ sorcerer 12
CE Medium fey (cold)
Init +7; Senses low-light vision; Listen +3, Spot +3
Languages Sylvan
AC 37, touch 31, flat-footed 30; Deflect Arrows
(+7 Dex, +8 class, +6 armor, +6 deflection)
hp 81 (14 HD) ; regeneration 5
Immune cold, magic sleep effects
Resist evasion
Fort +9, Ref +14, Will +12; +2 against enchantment
Weakness fire
Speed fly 120 ft. (perfect) (24 squares)
Melee unarmed strike +10/+5 (1d6+3) and
bite +5 (1d6+4/18-20/x3 and disease) or
Melee unarmed strike +8/+8/+3 (1d6+3) with flurry of
blows and
bite +3 (1d6+4/18-20/x3 and disease)
Base Atk +7; Grp +14
Atk Options Ascetic Mage, Empower Spell, Improved
Grapple, Improved Unarmed Strike, Silent Spell;
ravenous bite
Special Actions maddening whispers, wind walk
Sorcerer Spells Known (CL 12th)
6th (2/day)—repulsion (DC 22), plus prepared
quickened eagle’s splendor and quickened web
5th (5/day)—cone of cold (DC 21), waves of
fatigue, plus prepared quickened shield
4th (6/day)—confusion (DC 20), dimension door,
enervation
3rd (6/day)—dispel magic, greater mage armorÀw,
lightning bolt (DC 19)
2nd (8/day)—eagle’s splendor, false lifeÀw, touch of
idiocy, web (DC 18)
1st (6/day)—distract assailant (DC 17), magic
missile, ray of enfeeblement, shield, true strike
0 (6/day)—acid splash, dancing lights, detect
magic, detect poison, disrupt undead, light, mage
hand, prestidigitation, read magic
ÀwAlready cast: Quenerel also used two magic missile
spells fighting the hags and empowered false life
(22 temporary)
Abilities Str 16, Dex 24, Con 15, Int 8, Wis 12, Cha
22
Feats Arcane Preparation, Ascetic Mage, Deflect
Arrows, Empower Spell, Improved Grapple,
Improved Unarmed Strike, Quicken Spell, Silent
Spell, Track
Skills Concentration +17, Jump +8 , Tumble +14
Possessions spell component pouch
Spoiler (Anzeigen)
Carn Dorenda CR 5 (Evoker 5)
Male human evoker 5
NE Medium humanoid (human)
Init +2; Senses Listen +1, Spot +1
Languages Baklunish, Common, Elven, Giant, Orc
AC 20, touch 12, flat-footed 18
(+2 Dex, +4 armor [mage armor], +4 shield [shield])
hp 33 (5 HD)
Fort +5, Ref +4, Will +6
Speed 30 ft. (6 squares)
Melee mwk dagger +3 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Base Atk +2; Grp +2
Combat Gear ring of enduring arcane*, scroll of false
life, 5 scrolls of magic missile (CL 5)
Wizard Spells Prepared (CL 5th; +4 ranged touch):
3rd—empowered burning hands (DC 15),
empowered magic missile, fly
2nd—bear’s endurance, cat’s grace, false lifeÀw (9
hp), glitterdust (DC 15), scorching ray
1st—burning hands (DC 15), grease (DC 14),
mage armorÀw, magic missile, shieldÀw
0—acid splash, detect magic (2), prestidigitation,
ray of frost
ÀwAlready cast
Abilities Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha
8
SQ familiar (slither – not present), share spell
Feats Alertness (when familiar within 5 ft.), Empower
Spell, Great Fortitude, Scribe ScrollB, Spell Focus
(evocation), Toughness
Skills: Concentration +8, Craft (alchemy) +10,
Decipher Script +10, Knowledge (arcane) +10,
Knowledge (local – core) +10, Knowledge (the
planes) +10, Spellcraft +10
Possessions +1 vest of resistance, dagger, light
crossbow, 20 cold iron bolts, cold iron dagger,
masterwork dagger, spellbook, horizon goggles
Carn Dorenda CR 7 (Evoker 5/Blood Magus 2)
Male human evoker 5/blood magus* 2
*See Complete Arcane 26
NE Medium humanoid (human)
Init +2; Senses Listen +1, Spot +1
Languages Baklunish, Common, Elven, Giant, Orc
AC 22, touch 12, flat-footed 20
(+2 Dex, +6 armor [greater mage armor], +4 shield
[shield])
hp 46 (7 HD)
Fort +8, Ref +4, Will +6
Speed 30 ft. (6 squares)
Melee mwk dagger +4 (1d4/19-20)
Ranged light crossbow +5 (1d8/19-20)
Base Atk +3; Grp +3
Combat Gear 5 scarified scrolls of magic missile (CL
5), ring of enduring arcane
Wizard Spells Prepared (CL 7th; +5 ranged touch):
4th—enervation, fire shield, empowered
scorching ray
3rd—fireball (DC 18), fly, greater mage armor*Àw
empowered magic missile,
2nd—bear’s endurance, cat’s grace, false lifeÀw
(13 hp), glitterdust (DC 16), scorching ray
1st—burning hands (DC 16), grease (DC 15),
magic missile, ray of enfeeblement, shieldÀw
0—acid splash, detect magic (2), prestidigitation,
ray of frost
ÀwAlready cast
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 12, Cha
8
SQ blood component, durable casting, familiar (slither
– not present), scarification, stanch
Feats Alertness (when familiar within 5 ft.), Empower
Spell, Great Fortitude, Spell Focus (evocation),
Scribe ScrollB, Sudden Maximize*, Toughness
Skills Concentration +11, Craft (alchemy) +12,
Decipher Script +12, Knowledge (arcane) +12,
Knowledge (local – core) +12, Knowledge (the
planes) +12, Spellcraft +12
Possessions +1 vest of resistance, headband of
intellect +2, dagger, light crossbow, 20 cold iron
bolts, cold iron dagger, masterwork dagger,
traveling spellbook, horizon goggles
Spellbook (barred schools— enchantment, illusion)
spells prepared plus all 0’s
Carn Dorenda CR 9 (Evoker 5/Blood Magus 4)
Male human evoker 5/blood magus* 4
*See Complete Arcane 26
NE Medium humanoid (human)
Init +3; Senses Listen +1, Spot +1
Languages Baklunish, Common, Elven, Giant, Orc
AC 24, touch 14, flat-footed 20
(+3 Dex, +1 deflection, +6 [armor] greater mage
armor, +4 [shield] shield)
hp 63 (9 HD)
Resist fire 20 (resist fire)
Fort +10, Ref +6, Will +7
Speed 30 ft. (6 squares)
Melee mwk dagger +5 (1d4/19-20)
Ranged light crossbow +7 (1d8/19-20)
Base Atk +4; Grp +4
Combat Gear, 2 blood draughts of dimension door,
ring of enduring arcane, 5 scarified scrolls of magic
missile (CL 7)
Wizard Spells Prepared (CL 9th; +7 ranged touch):
5th—cone of cold (DC 20), empowered fireball
(DC 18)
4th—dimension door, enervation, fire shield,
empowered scorching ray
3rd—empowered magic missile, fireball (DC 18),
fly, greater mage armorÀw, slow (DC 17)
2nd—bear’s endurance, cat’s grace, false lifeÀw
(15 hp), glitterdust (DC 16), resist energyÀw,
scorching ray
1st—burning hands (DC 16), grease (DC 15),
magic missile (2), ray of enfeeblement, shieldÀw
0—acid splash, detect magic (2), prestidigitation,
ray of frost
ÀwAlready cast
Spell-Like Abilities (CL 4):
1/day—deathknell (DC 13)
Abilities Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha
8
SQ blood component, blood draught, durable casting,
familiar (slither – not present), scarification, stanch
Feats Alertness (when familiar within 5 ft.), Empower
Spell, Energy Substitution (fire)*, Great Fortitude,
Scribe Scrollb, Spell Focus (evocation), Sudden
Maximize*, Toughness, Skills Bluff +0, Concentration +13, Craft (alchemy)
+13, Decipher Script +13, Knowledge (arcane)
+13, Knowledge (local – core) +13, Knowledge (the
planes) +13, Spellcraft +13
Possessions +1 vest of resistance, ring of protection
+1, gloves of dexterity +2, headband of intellect +2,
dagger, light crossbow, 20 cold iron bolts, cold iron
dagger, masterwork dagger, traveling spellbook,
horizon goggles*
Spellbook (banned schools enchantment and
illusion) spells prepared plus all 0’s
Carn Dorenda CR 11 (Evoker 5/Blood Magus 6)
Male human evoker 5/blood magus* 6
*See Complete Arcane 26
NE Medium humanoid (human)
Init +3; Senses Listen +1, Spot +1
Languages Baklunish, Common, Elven, Giant, Orc
AC 24, touch 14, flat-footed 20
(+3 Dex, +1 deflection, +6 armor [greater mage
armor], +4 shield [shield])
hp 75 (11 HD) ; DR 10/adamantine (stoneskin—100
hp)
Resist fire 20 (resist fire)
Fort +10, Ref +6, Will +8
Speed 30 ft. (6 squares)
Melee dagger +5 (1d4/19-20)
Ranged light crossbow +8 (1d8/19-20)
Base Atk +5; Grp +5
Special Actions bloodseeking spell
Combat Gear 2 blood draughts of dimension door,
ring of enduring arcane*, 5 scarified scrolls of
magic missile (CL 9)
Wizard Spells Prepared (CL 10th; +8 ranged touch):
5th—cone of cold (DC 21), empowered cold
substituted fireball (DC 19), teleport
4th—dimension door, enervation, fire shield,
empowered scorching ray, stoneskinÀw
3rd—dispel magic, fireball (DC 19), greater mage
armorÀw, empowered magic missile, slow (DC 18)
2nd—bear’s endurance, cat’s grace, false lifeÀw
(17 hp), glitterdust (DC 19), resist energyÀw, cold
substituted scorching ray
1st—burning hands (DC 17), grease (DC 16),
magic missile x2, ray of enfeeblement, shieldÀw
0—acid splash, detect magic (2), prestidigitation,
ray of frost
ÀwAlready cast
Spell-Like Abilities (CL 11):
1/day—deathknell (DC 17)
Abilities Str 10, Dex 16, Con 14, Int 20, Wis 12, Cha
8
SQ blood component, blood draught, bloodseeking
spell, durable casting, familiar (slither – not
present), homunculus, scarification, stanch
Feats Alertness (when familiar within 5 ft.), Empower
Spell, Energy Substitution (cold), Great Fortitude,
Spell Focus (Evocation), Scribe ScrollB, Sudden
Maximize, Toughness
Skills Bluff +1, Concentration +14, Craft (alchemy)
+15, Decipher Script +15, Knowledge (arcane)
+15, Knowledge (local – core) +15, Knowledge (the
planes) +15, Spellcraft +15
Possessions +1 vest of resistance, ring of protection
+1, gloves of dexterity +2, headband of intellect +4
dagger, light crossbow, 20 cold iron bolts, cold iron
dagger, masterwork dagger, traveling spellbook,
horizon goggles
Spellbook (banned schools—enchantment and
illusion) spells prepared plus all 0’s