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Fight Club

December 29th, 2010

Justin Holloway

Masters and Minions Archive

                Welcome again to Masters and Minions, where I strive to give you interesting NPCs and encounters that can be placed easily into your game. This week’s encounter takes place in the Imperial Arena. The Imperial Arena was made for a group of level 6 PCs. The PCs begin at the Bronze matches and have to work their way up to the Platinum matches. In between each round they are allowed to use any healing they have in addition to each PC receiving a cure moderate wounds spell, CL 10, or the equivalent inflict spell for undead PCs. The PCs are fully healed after they complete a set of matches.
                The arena floor is circular with a diameter of 110 ft. and is 60 ft. beneath the stands with a forcecage effect protecting the crowd and effectively making the arena 110 ft. tall. During the match with the giant poisonous hydra, the arena is filled with water up to 40 ft. and five 20 ft. square islands float on the surface of the water.

Matches

Bronze (Beginner) – (4,000 gp reward)

  1. 2 Lions* CR 5
  2. 3 Fiendish Velociraptors CR 5
  3. Slephnhaas CR 5

 

Silver (Intermediate) – (6,000 gp reward)

  1. 2 Harpies* CR 6
  2. Giant Fiendish Owlbear CR 6
  3. Giant Poisonous Hydra  CR 6

 

Gold (Advanced) – (8,000 gp reward)

  1. Young Black Dragon* CR 7
  2. 6 Fiendish Shocker Lizards CR 7
  3. Elephant* CR 7

 

Platinum (Champion) – (10,000 gp reward)

  1. Triceratops* CR 8
  2. The Raging Dragon CR 9

*You can find the stats for these creatures in the Pathfinder Bestiary.

 

SPECIAL ABILITIES
Smite Good (Su)
1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).

SPECIAL ABILITIES
Corrupting Touch (Sp)
Slephnhaas can cause a creature to become shaken as a melee touch attack. This effect persists for 2 rounds. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration.

Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.

Smite Good (Su)
1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).

SPECIAL ABILITIES

Breath Weapon (Ex)
As a standard action once every 1d4+1 rounds, a poisonous hydra can exhale a large amount of sickly green liquid from each of its heads. This liquid is poisonous and acts differently depending where this liquid is exhaled. If exhaled underwater it fills a 5-ft cube with a cloud of poison and persists for 1 minute; any creature within the area when the hydra creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. If exhaled above water it forms a pool of poison and persists for 1 minute; any creature within the area when the hydra creates it (as well as any barefoot creature that passes through the pool during the remainder of that round) is exposed to the pool's poisonous effects. A poisonous hydra can produce an amount of clouds/pools with its breath weapon equal to its current number of heads.
Breath weapon—contact; save Fort 16; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save. The save DC is Constitution-based.

Fast Healing (Ex)
A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.

Hydra Traits (Ex)
A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.

Regenerate Head (Ex)
When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.

SPECIAL ABILITIES

Electricity Sense (Ex)
Shocker lizards automatically detect any electrical discharges within 100 feet.

Shock (Su)
Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC 12 half). This save DC is Constitution-based. Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.

Smite Good (Su)
Once per day, as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).

SPECIAL ABILITIES

Breath Weapon (Su)
The Raging Dragon can use his breath weapon 1/day.

Natural Cunning (Ex)
Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.