Need a baddie for a game


Advice


Hey all,

I'm running a game tonight and realized I've forgotten to stat up my crazy witch doctor for an upcoming confrontation.

Anyone have a build idea for the following requirements:

Arcane-based caster with some nature flavors
Gnoll
25 pt buy (or advanced simple template, swap some stats around if need be)
CR 8-10 (Party is running around level 10 and he's meant to be part of a larger encounter)

Any thoughts or help would be appreciated.


Phneri wrote:

Hey all,

I'm running a game tonight and realized I've forgotten to stat up my crazy witch doctor for an upcoming confrontation.

Anyone have a build idea for the following requirements:

Arcane-based caster with some nature flavors
Gnoll
25 pt buy (or advanced simple template, swap some stats around if need be)
CR 8-10 (Party is running around level 10 and he's meant to be part of a larger encounter)

Any thoughts or help would be appreciated.

Dare I say...

A gnoll witch?


Tis a good thought. Don't suppose you have a stat block floating around somewhere?


Ill will create you a couple of ideas on hero labs


How much GP in treasure do you want him to have?


Joey Virtue wrote:
How much GP in treasure do you want him to have?

NPCish range is fine. Figure 10k or so. If something adds more of the witch dr. flair throw it in for giggles.

Liberty's Edge RPG Superstar 2011 Top 32

Gnoll Witch 10 CR 10

CE Medium humanoid (gnoll)
Init +3; Senses darkvision 60 ft.; Perception +12
Speed 30 ft.

DEFENSE
AC 19, touch 13, flat-footed 13 (+2 natural + 4 armor + 2 Dex +1 deflection)
hp 107 (2d8+10d6 +63)
Fort +9, Ref +5, Will +7

OFFENSE
Morningstar +10 1d8+4

STATISTICS
Str 16, Dex 14, Con 16, Int 18, Wis 10, Cha 11
Base Atk +6; CMB +9; CMD 22
Feats: Elemental Spell (electricity), Elemental Focus Electricity, Greater Elemental Focus Electricity, Quicken Spell, Selective Spell, Toughness
Skills Perception +12, Fly +22, Knowledge (Arcana) +19, Knowledge (Nature) +19, Spellcraft +19, UMD +15
Languages Gnoll, Common, Goblin, Draconic, Sylvan

Hexes

Flight (up to 10 minutes per day)
Cackle
Evil Eye (DC 19)
Slumber (DC 19)
Retribution (DC 19)

Spells:
1 Cure Light (x2), Identify, Summon Monster I, Mage Armor
2 Cure Moderate (x2), False Life, Web (DC 16), See Invisibility
3 Fireball (DC 17), Lightning Bolt (DC 19), Stinking Cloud (DC 17), Dispel Magic
4 Elemental Electricity Fireball (DC 19), Wall of Ice, Black Tentacles (DC 18), Summon Monster IV
5 Selective/Elemental Electricity Fireball (DC 19), Quickened Shocking Grasp

Gear:
+1 morningstar, ring of protection +1, amulet of natural armor +1, headband of vast intelligence +2, wand of cure moderate with 12 charges

Spells already cast and reflected in stats: false life, mage armor

Familiar: Scorpion


That guys cool the Electric Dr i was bout half way done cause I dont know the witch very well


Don't forget pugwampi followers. Nothing makes players quite as happy as "Roll twice, keep the crappy one".


John Spalding wrote:

Gnoll Witch 10 CR 10

Interesting. I think I'd drop cackle for the cauldron hex (alchemy fits some of the flavor I want more) and maybe swap it in instead of UMD (isn't getting any use at the moment anyway).

Never really considered the elemental patron, but it does make for a pretty interesting blasty bad guy


Kamelguru wrote:
Don't forget pugwampi followers. Nothing makes players quite as happy as "Roll twice, keep the crappy one".

Oh, they've already met the mooks. Not many of them, but they're all infused with necromancy as a result of being near the MaGuffin. Whenever a mook dies it gets up next round as a zombified version of itself. Leader types become wights with class levels :)


Damm That is brutal thing to do I had built a Gnoll Barbarian based on the Unchoosen ones from Legacy of Fire

RAGERS CR 7 or 8
Male Gnoll, Unchosen Barbarian 4
CE Large Humanoid (Gnoll)
Init +4; Senses Darkvision (60 feet), Deathwatch, Scent; Perception +16
--------------------
DEFENSE
--------------------
AC 21, touch 11, flat-footed 19. . (+4 armor, +2 Dex, -1 size, +6 natural)
hp 142 (4d12+5d8+72)
Fort +13, Ref +7, Will +4
Defensive Abilities Foresighted, Trap Sense +1, Uncanny Dodge; Immune charm, fear
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee +1 Flail, Heavy +16/+11 (2d8+22/19-20/x2) and
. . Bite (Gnoll, Unchosen) +9 (1d8+7/20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Ferocity
--------------------
STATISTICS
--------------------
Str 26/30, Dex 14, Con 23/27, Int 6, Wis 10, Cha 6
Base Atk +7; CMB +18; CMD 30
Feats Extra Rage, Extra Rage, Extra Rage Power, Power Attack -2/+4, Weapon Focus: Flail, Heavy
Skills Acrobatics +0, Climb +14, Escape Artist +0, Fly -2, Intimidate +2, Perception +16, Ride +0, Stealth -4, Survival +9, Swim +13
Languages Gnoll
SQ Fast Movement +10 (Ex), No Escape (1/rage) (Ex), Rage (28 rounds/day) (Ex), Renewed Vigor 1d8+8 HP (1/day) (Ex), Superstition +3 (Ex)
Combat Gear +1 Flail, Heavy, Masterwork Hide Shirt;
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathwatch (Ex) Sense life near you.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight harder below 0 HP.
Foresighted (Su) +2 Init, AC
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
No Escape (1/rage) (Ex) Keep up with a foe who tries to withdraw.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (28 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Vigor 1d8+8 HP (1/day) (Ex) 1/day while raging, heal yourself for 1d8+8 HP
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Superstition +3 (Ex) +3 save vs. magic while raging.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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