
Brian McDaniel |

As I mentioned in my post about TINH (see http://paizo.com/dungeon/messageboards/savageTide/archives/tINHAdditionalLo tusDragons&page=1#216791&source=search), I like to flesh out NPCs so that they have a few more options and personalities to work with. In that spirit, below are my new/upgraded NPCs for Bullywug Gambit. If anyone wants, I also have these (and the other npcs and monsters) in a nicely formatted Word file suitable for printing on card stock that can be cut into index cards. A few notes:
1. I've added a thug, harpoon hunter and alternate chief lorpth for the Trub Glorp tribe.
2. Diamondback and the stiltwalkers will not be used before the Bullywug attack; instead the attack will occur a few days after Lavinnia's rescue and serve as the introduction to the War of the Wielded. Because it will be a stand-alone encounter, I've made it considerable tougher.
3. I've also statted out some members of a lizardfolk tribe as a random encounter if the party travels to Kraken's Cove overland.
Trub Glorp Thug CR 2
Male bullywug warrior 2
CE Medium humanoid (aquatic) [MoF 25]
Init +2; Senses Listen -1, Spot -1
Languages Common
AC 20, touch 12, flat-footed 18 (+2 Dex, +3 natural armor, +5 armor)
Hp 21 (-1d6) (2 HD)
Fort +7, Ref +4, Will -1
Spd 20 ft. (4 squares), swim 30 ft.; marsh move
Melee spear +5 (1d6+3)
Ranged throwing axe +4 (1d6+2)
Base Atk +2; Grp +4
Abilities Str 14, Dex 15, Con 19, Int 6, Wis 8, Cha 4
SQ amphibious
Feats Weapon Focus (spear)
Skills ...
Possessions breastplate, spear, 3 throwing axes
Amphibious (Ex) Can survive indefinitely out of water.
Marsh Move (Ex) No movement penalties for moving in marshes or mud.
Trub Glorp Harpoon Hunter CR 2
Male bullywug bbn1/scout1
CE Medium humanoid (aquatic) [MoF 25]
Init +3; Senses Listen +3, Spot +3
Languages Common
AC 16 touch 11, flat-footed 13 (+3 Dex, +3 natural armor, +2 armor, -2 rage)
Hp 27 (2 HD)
Fort +7, Ref +5, Will +3
Spd 30 ft. (6 squares), swim 40 ft.; marsh move
Melee greatclub +6 (1d10+7)
Ranged mwk harpoon +5 (1d10+5)
Ranged throwing ax +4 (1d6+5)
Atk Options Skirmish +1d6, Rage 1/day for 8 rounds
Base Atk +1; Grp +6
Combat Gear 2 mwk harpoon, throwing ax
Abilities Str 20, Dex 16, Con 20, Int 7, Wis 9, Cha 7
SQ amphibious
Feats Exotic Wpn Prof (Harpoon)
Skills Hide -1 (+5 in swamps), Survival +2, Tumble +8
Skirmish (Ex): With 10 ft move, +1d6 skirmish damage.
Harpoon When harpoon deals damage, target makes Reflex save (DC 10+damage) or stuck. Stuck target moves half, cannot run or charge. Target can move outside rope (30 ft.) only after winning opposed Str check. Spellcaster must make DC 15 Conc. check to cast. Harpoon removal is a full round action (takes two hands), but it deals initial damage again.
Amphibious (Ex) Can survive indefinitely out of water;
Marsh Move (Ex) No movement penalties for moving in marshes or mud.
When not raging, a Harpoon Hunter has the following statistics: AC 18, touch 13, flat-footed 15; Hp 23; Fort +5, Will -1; Melee greatclub +4 (1d10+4), Ranged mwk harpoon +5 (1d10+3) Grp +4; Abilities Str 16, Con 16
After raging, a Harpoon Hunter is exhausted: AC 17, touch 12, flat-footed 15; Ref +4; Melee greatclub +3 (1d10+2), Ranged mwk harpoon +4 (1d10+2) Grp +3; Abilities Str 14, Dex 14
Chief Lorpth (Alternate) CR 5
Male bullywug fighter 5
CE Medium humanoid (aquatic) [MoF 25]
Init +1; Senses Listen -1, Spot-1
Languages Common
AC 21 touch 11, flat-footed 21 (+1 Dex, +3 natural armor, +2 armor, +2 deflection, +2 shield)
Hp 57 (5 HD)
Fort +9, Ref +2, Will +2
Spd 20 ft. (5 squares), swim 30 ft.; marsh move
Melee +1 scimitar +10 (1d6+6, 15-20x2) or
Melee +1 scimitar +7 (1d6+9, 15-20x2) [3 point Power Attack]
Base Atk +5; Grp +8
Atk Options Improved Bull Rush, Power Attack
Combat Gear potion of shield of faith +2 (already used), oil of keen weapon (already used), potion of cure moderate wounds, salve of slipperiness
Abilities Str 16, Dex 12, Con 20, Int 6, Wis 8, Cha 11
SQ amphibious
Feats Improved Bull Rush, Iron Will, Power Attack, Wpn Focus (scimitar), Wpn Spec (scimitar)
Skills Hide -1 (+5 in swamps), Intimidate +8
Possessions combat gear plus +1 hide armor, hide shield, +1 scimitar, wood crown w. 7 stones (700 gp)
Amphibious (Ex) Can survive indefinitely out of water.
Marsh Move (Ex) No movement penalties for moving in marshes or mud.
Diamondback (Advanced) CR 7
Female human battle dancer 7
CN Medium humanoid [Drag Comp 26]
Init +5; Senses Listen -1, Spot-1
Languages Common
AC 24, touch 23, flat-footed 17 (+5 Dex; +4 Cha; +1 armor; +1 deflection; +2 dodge; +1 unnamed); mobility
Hp 47 (7 HD)
Fort +4, Ref +10, Will +1
Spd 40 ft. (8 squares)
Melee unarmed strike +12/+7 (1d8+1)
Base Atk +7; Grp +8
Special Actions dance of reckless bravery , dance of the vesting snake, dancer’s strike
Combat Gear potion of cat's grace, potion of eagle's splendor (both already used)
Abilities Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 18
SQ AC bonus
Feats Dodge, Mobility, Improved Unarmed Strike, Weapon Finesse
Skills Balance +15, Escape Artist +10, Jump +22, Perform (dance) +14, Tumble +15
Possessions combat gear plus ring of protection +1, ring of jumping, black skeletal leotard +1 armor, slippers of spider climbing, jade serpent earrings worth 500 gp
AC Bonus (Ex) Charisma bonus to her Armor Class unless immobilized or helpless.
Dance of Reckless Bravery (Su) Inspire bravery in allies by taking a move action while threatened. No Aoo. Allies within 30 feet gain a +4 bonus on saves against fear effects for 9 rounds.
Dance of the Vexing Snake (Su) Can Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.
Dancer's Strike (Su) At will, can manifest an aura that makes her unarmed damage count as magic damage. This lasts for 9 rounds.
Stiltwalkers (Advanced) CR 3
Male and female human rogue 3
CN Medium humanoid
Init +6; Senses Listen +7, Spot +7
Languages Common
AC 13, touch 12, flat-footed 11 (+2 Dex; +1 armor)
Hp 20 (3 HD)
Fort +1, Ref +5, Will +1
Spd 30 ft. (6 squares)
Melee dagger +3 (1d4+1/19-20)
Ranged dagger +4 (1d4+1/19-20) or
Ranged alchemist's fire +4 touch (1d6 fire)
Base Atk +2; Grp +3
Atk Options sneak attack +2d6
Combat Gear 2 flasks of alchemist's fire
Abilities Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8
SQ trapfinding
Feats Agile, Improved Initiative, Skill Focus (Balance)
Skills Balance +13, Bluff +3, Escape Artist +10, Jump +7, Listen +7, Perform (juggling) +5, Sleight of Hand +6, Spot +7, Tumble +8
Possessions combat gear plus padded armor, stilts, 4 daggers
Lizardfolk Warrior CR 1
Male and female lizardfolk
N Medium humanoid (reptilian)
Init +0; Senses Listen +0, Spot +0
Languages Draconic
AC 17, touch 10, flat-footed 17 (+5 natural, +2 heavy shield)
Hp 11 (2 HD)
Fort +1, Ref +3, Will +0
Spd 30 ft. (6 squares)
Melee club +2 (1d6+1) or
Melee club +2 (1d6+1) and bite +0 (1d4+1)
Base Atk +1; Grp +2
Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Feats Multiattack
Skills Balance +4, Jump+5, Swim +2
Posessions Club, Heavy Shield
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Lizardfolk Shaman CR 4
Male lizardfolk Druid3
N Medium humanoid (reptilian)
Init +1; Senses Listen +6, Spot +6
Languages Common, Draconic
AC 19, touch 10, flat-footed 18 (+3 armor, +5 natural, +1 Dex)
Hp 48 (5 HD)
Fort +4, Ref +5, Will +6
Spd 30 ft. (6 squares)
Melee claw +3 (1d6)
Base Atk +3; Grp +5
Combat Gear potion of expeditious retreat, potion of cure light wounds
Spells Prepared (CL 3rd, +4 ranged touch), may spontaneously convert to Summon Nature's Ally
2nd - cure moderate wounds, heat metal (DC 15 Will negates)
1st – charm animal, entangle (DC 14 Ref partial), obscuring mist
0 - cure minor wounds, guidance, light
Abilities Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 14
Feats Improved Toughness, Natural Bond
Skills Jump+13, Survival +6, Swim +10
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Possessions combat gear plus leather armor, gemstones worth 50 gp, large viper animal companion
Lizardfolk Warparty Barbarian (Raging) CR 4
Male lizardfolk bbn2
N Medium humanoid (reptilian)
Init +1; Senses Listen -1, Spot -1
Languages Draconic
AC 17, touch 9, flat-footed 17 (+5 natural, +3 armor, +1 Dex, -2 raging)
Hp 51 (4 HD)
Fort +9, Ref +4, Will +3
Spd 40 ft. (8 squares)
Melee mwk greataxe +11 (1d12+9) and
bite +7 (1d4+4) or
Melee mwk greataxe +7 (1d12+17) [Power Attack 4]
bite +3 (1d4+8) or
Ranged javelin +4 (1d6+6)
Base Atk +3; Grp +9
Atk Options Power Attack
Abilities Str 22, Dex 12, Con 22, Int 8, Wis 8, Cha 10
Feats Power Attack, Wpn Focus (Greataxe)
Skills Jump +13, Survival +6, Swim +11
Hold Breath Can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
When not raging, following statistics: AC 19, touch 11, flat-footed 19; Hp 43; Fort +7, Will -1; Melee mwk greataxe +8 (1d12+6), Grp +7; Abilities Str 18, Con 18; Skills Jump +11, Swim +9