Stencheye – Pathfinder Version

Hey there space cadets! Today I bring you my Pathfinder version of Stencheye, the big bad evil leader of the troll den in Heron Prior’s Trolls Will Be Trolls one-page dungeon. You may remember my 4e conversion (part 1, 2, 3, 4); I’m still working on it, but I’m a bit burned out on 4e at the moment and I thought this would be more fun.

Enjoy!

Stencheye, the Troll Witch                                          CR 10
XP 3200
Neutral Evil Large humanoid (giant)
Init +3; Senses darkvision 120 ft., low-light vision, scent; Perception +29*; see invisible/ethereal; see all directions


DEFENSE


AC 17, touch 12, flat-footed 17 (+3 Dex, +5 natural, -1 size)
hp 120 (6d8 plus 6d6+72) regeneration 5 (acid or fire)
Fort +13, Ref +7, Will +9;

Resistances Fire 10


OFFENSE


Speed 30 ft., fly 60 (good; via hex)
Melee bite +10 (1d8+4), 2 claws +10 (1d6+4)
Space 10 ft. Reach 10 ft.
Special Attacks rend (2 claws, 1d6+4), hexes, spells

Spells Prepared (CL 6, DC 12+spell level, 13+spell level necromancy)

3rd: Bestow Curse, Eruptive Pustules

2nd: Blindness/Deafness, False Life, Web, Vomit Swarm

1st: Chill Touch, Mage Armor, Ray of Enfeeblement, Ray of Sickening

0: Bleed, Detect Magic, Message, Touch of Fatigue


STATISTICS


Str 18, Dex 16, Con 22, Int 14, Wis 11, Cha 10
Base Atk +7; CMB +13; CMD 26
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception), Combat Casting, Ability Focus: Misfortune Hex, Spell Focus: Necromancy
Skills Bluff +3, Intimidate +19, Knowledge: arcane +17, Linguistics +4, Perception +29*, Spellcraft +17

*+4 from Alertness if familiar is in arms reach

*+10 competence bonus from robe of eyes
Languages Common, Dwarven, Giant, Infernal, Abyssal


ECOLOGY


Environment cold mountains
Organization solitary
Treasure robe of eyes, amulet of fire resistance


SPECIAL ABILITIES


Cackle Hex (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Flight Hex (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Misfortune Hex (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Patron: Plague (Ex): provides the following spells: Detect Undead, Command Undead, Contagion.

Amulet of Fire Resistance: Constantly provides the wearer Fire Resistance 10. (12,000 GP)

Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision.

The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet.

The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can’t be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack.

A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes. (120,000 GP)

Viper  Familiar                                                           CR 1/2
XP 200
N Tiny animal (augmented)
Init +3; Senses low-light vision, scent; Perception +18


DEFENSE


AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 60 (12)
Fort +6, Ref +7, Will +8;


OFFENSE


Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +7 (1d2-2 plus poison)
Space 2-1/2 ft.Reach 0 ft.


STATISTICS


Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2;
Base Atk +3; CMB +4; CMD 11 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Intimidate +8, Knowledge: arcane +11, Linguistics +1,

Perception +18, Stealth +15, Spellcraft +11, Swim +11;

Racial Modifiers +4 Perception, +4 Stealth

Familiar Abilities Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master


ECOLOGY


Environment any temperate and warm
Organization solitary
Treasure none


SPECIAL ABILITIES


Poison (Ex) Bite-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Spells Stored (Su):

3rd: Bestow Curse, Contagion, Dispel Magic, Eruptive Pustules

2nd: Blindness/Deafness, Command Undead, False Life, Web, Vomit Swarm

1st: Burning Hands, Chill Touch, Detect Undead, Mage Armor, Ray of Enfeeblement, Ray of Sickening, Unseen Servant

0: All

The Witch of the Wood

Hey space cadets, today I wanted to post a villain I wrote up for an upcoming hexcrawl (and maybe other campaigns). I was inspired to start designing content for this both by the Kingmaker adventure path I’m playing in, and by this guy. Specifically, his post on opening your gaming table. “Yes!” I thought. “This makes sense!”

So when a friend of mine said we should hang, and that he was itching to game, I thought: let’s get a hexcrawl together.

Basically, a hexcrawl is a dungeon crawl in a bigger space; in this case, the Greenwood (a generic temperate forest of my own design). Each hex can contain a specific encounter, or the chance of a random encounter, or both. It could also contain the home of a major threat, such as: Eliza, the Witch of the Wood.

Thanks, google image search!

Not really what Eliza looks like, unless she's disguised, but pictures break up text quite nicely.

The link will take you to the google doc, for a full write up and stats.

Eliza is a serial killer who hunts children. Very Grimm’s Fairy Tales, and I have to hand it to the folks over at Paizo  for giving me some excellent tools to play with. Specifically, she has the ability to disguise herself at will, cast a spell that entices someone to accept a gift (poisoned candy, anyone?), and she can smell children. The creepy factor of that alone makes me want to run this NPC.

Right now she exists as a sort of “global threat,” someone the PCs may encounter or even try to hunt down if they show any interest, but otherwise simply does her thing (which is to hunt children, in case you forgot). If they decide to focus on her, I can come up with a timeline of her activities and set them lose; otherwise, I can focus on the other things available around the settlement of Lumberton.

Feel free to use her as is or modify as needed in your own games, and let me know what you think! Remember to make full use of the fact that her familiar can deliver touch spells 😉