Against the cult of the Reptile God

NPCs

Village of Orlane

Constable Grover Ruskadal

4 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, Spear (d6) or Longsword (d10)

Loyal: When testing Morale, use Graf’s WIL. If Graf dies, the others will flee

Donavan and Hulbar

Constable’s deputies. Use the Bandit statblock: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)

  • Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
  • A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
  • Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.

Moneychangers Guards

As Bandits with Erroll as Leader: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6) or short bow (d6)

  • Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
  • A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
  • Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.

Dorian the Elf Mage

8 HP, 2 Armor, 14 STR, 18 DEX, 13 WIL, Longsword (d10, bulky) or Longbow (d6, bulky)

Spellbooks: Arcane Arrow*, Web

Llywillan the Elf Rogue

6 HP, 2 Armor, 12 STR, 16 DEX, 12 WIL, Longsword (d10 bulky) or Longbow (d6, bulky)

Mayor Ormond

4 HP, 3 Armor (when armed, else 0), 14 STR, 10 DEX, 14 WIL, Longsword +1 (d10+1)

Mayor Ormands’s Two Sons and Bodyguard Traver

As Bandits, Bodyguard Traver as Bandit leader

The Smith & Sons

Smith: 4 HP, 1 Armor, 18 STR, 10 DEX, 8 WIL, forge-hammer (d4+3) Sons: 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (d6)

Farmer Alan Clayborn

4 HP, 2 Armor, 16 STR, 12 DEX, 14 WIL, Sword +2 (d8+2) or Bow (d6 bulky)

Farmer Marieka

6 HP, 3 Armor, 14 STR, 16 DEX, 14 WIL, Longsword (d10, bulky) or Spear (d8)

Ramne

3 HP, 8 STR, 6 DEX, 16 WIL, Old-man Staff (d4) Spellbooks: Illuminate, Become Unseen, Cinderflesh

Whiskers the Rat

8 HP, 3 STR, 11 DEX, 13 WIL, Bite (d6)

Golden Grain Inn

Snigrot Dogroot

6 HP, 10 STR, 16 DEX, 10 WIL, Dagger (d6, poisoned)

  • Poisoned Drink: Impaired for d20 hours, WIL Save or fall unconcious for d6+4 hours
  • Critical Damage: The poison on the dagger causes target to be Impaired until cured. WIL Save or fall unconscious for d6+4 hours

Derek Desleigh

6 HP, 2 Armor, 14 STR, 16 DEX, 10 WIL, Sword (d8)

  • Sadist; likes to cause maximum suffering
  • Deception: Convincingly pretends to be a charmed Cultist
  • Gas Cloud: If Deiter drops to 0 HP, he smashes a potion of Gaseous Form on the ground, disappearing as a cloud of noxious smoke
  • Critical Damage: Poisoned. Target will die in d12 days w/o a cure

Cult Members - Goons

4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)

  • Early converts to the cult
  • Dark coal-like smudges around their sunken eyes and sickly pale skin
  • Manic: Filled with terrifying maniacal glee
  • Obedient: Enthusiastically follow orders from higher ranked cult members
  • Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)

Iggy Olivero

4 HP, 8 STR, 10 DEX, 12 WIL, dagger (d6)

Temple of Merikka

Misha Devi the Evil Cleric

6 HP, 3 Armor (if wearing chain + shield), 12 STR, 10 DEX, 14 WIL, Mace (d8)

  • Spells: Night Sphere (Darkness 30ft), Ensorcelled* (hold person)
  • Gear: Chainmail +, Ring of Protection (+1 to all saves, sunder to negate 1 attack)

Evil Monks - as Acolytes

4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, ceremonial dagger (d6)

  • Holy servants bound to a particular deity. Typically travel in groups of four or more.
  • Carry a holy symbol (Ward once per day)

Abramo the Converted

6 HP, 3 Armor, 13 STR, 14 DEX, 16 WIL, Mace (d8)

  • Spells: Blessing* (targets attacks = enhanced, attacks against them = impaired), Anti-magic Globe* (thin shell of magic protection, +1 fatigue for every minute)
  • Undetectable Lie: Once per day, tell one completely undetectable lie

Cirilli Finla

4 HP, 8 STR, 10 DEX, 16 WIL

  • Daughter of the shopkeeper
  • Kidnapped but resisted Dominatica’s Charm
  • Personal prisoner of Ibrahim the Converted

Naga Lair Dungeon

Cult Members

4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d6)

  • Early converts to the cult
  • Dark coal-like smudges around their sunken eyes and sickly pale skin
  • Manic: Filled with terrifying maniacal glee
  • Obedient: Enthusiastically follow orders from higher ranked cult members
  • Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)

Lieutenants

  • Leader Jarvis - 6 HP, 2 Armor, 12 STR, 12 DEX, 13 WIL, sword (d8)
  • Blayze - 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword (d6) or bow (d6)
  • Benn - 4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, shortsword +1/+2 (d6+1/+2 vs Scaly)

Garath Primo

4HP, 2 Armor, 10 STR, 10 DEX, 16 WIL, snakehammer (d4+1)

  • Immune to fire damage
  • Spells: Nightsphere, Cure Wounds, Ensorcelled, Animate Dead

Garath’s Assistant - Modified Wight

8 HP, 3 Armor, 12 STR, 8 DEX, 12 WIL, longsword (d10)

  • Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
  • Critical Damage: On a fail, any STR loss is permanent.

Dominatica Destructus

6 HP, 1 Armor, 12 STR, 12 DEX, 16 WIL, Bite (d4)

  • Gaze: Target facing Naga is Hypnotized. It cannot be compelled to violence
  • Critical Damage: Target is Poisoned. Will die in 1d12 days without a cure

Monsters

Bonesnapper

6 HP, 1 Armor, 12 STR, 12 DEX, 8 WIL, bite (d8) or tail-whip (d6+d6 blast)

  • 5ft tall, dinosaur-like reptile with a large head full of teeth
  • Will roar and thrash menacingly at any creature that threatens it or its nest
  • Ferocious hunters, attacking the most threatening foe first.

Carcass Crawler (by csdip)

5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast)

  • 9’ Long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.
  • Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (WIL save); paralysed victims will be devoured, if the crawler is left in peace.
  • Can walk on walls and ceilings

Coffer Corpse

4 HP, 1 Armor, 14 STR, 8 DEX, 14 WIL, claws (d4)

  • False Life: When Coffer Corpse drops to or below 0 HP, it falls to the ground as if dead (its not). On its next turn it reanimates and continues its attack. Any person witnessing the reanimation must make a WIL Save or become afraid (as per Fear Spell) for d6 rounds.
  • Critical Damage: Coffer Corpse grabs target by the throat with its strong hands, STR Save or take d4 choking damage per round. Dropping Coffer Corpse does not stop its Deathgrip

Constrictor Snake

6 HP, 6 STR, 12 DEX, 3 WIL, Bite (d6, constrict)

  • Critical Damage: Snake wraps around target and squeezes. Inflicts d4 damage at the start of the targets turn. Target or allies may make a STR Save to break free.

Crocodile

4 HP, 2 Armor, 12 STR, 10 DEX, 8 WIL, bite (d4+d4, deathroll) or tail (d10)

  • Critical Damage: Croc bites, drags target into water and deathrolls dealing d6+d6 per round

Cult Members

4 HP, 1 Armor, 8 STR, 11 DEX, 14 WIL, sword (d8)

  • Early converts to the cult
  • Dark coal-like smudges around their sunken eyes and sickly pale skin
  • Manic: Filled with terrifying maniacal glee
  • Obedient: Enthusiastically follow orders from higher ranked cult members
  • Leader: Groups of 4+ have one leader with 2 Armor and a crossbow (d8)

Giant Centipede

5 HP, 6 STR, 13 DEX, 3 WIL, sting (d6)

  • Dog-sized centipedes that live in damp, underground places. They prefer to avoid combat if possible.
  • Critical Damage: Venom renders the target deprived. Save STR once per day to recover.

Giant Frog

5 HP, 1 Armor, 8 STR, 14 DEX, 6 WIL, bite (d4, swallow)

  • Leap: Jump up to 100ft
  • Critical Damage: Target is swallowed whole. They will suffocate and die in 3 rounds if not removed

Giant Spider

4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8)

  • Critical Damage: Paralyzes their target, dealing an additional d4 DEX damage.

Green Slime

4 HP, 14 STR, 3 DEX, 3 WIL, dissolve flesh

  • Weakness to Cure Disease - kills Green Slime
  • Immune to mundane weapons
  • Dissolve Flesh: Any flesh exposed to the sticky slime will dissolve into another Green Slime within d4 rounds

Mudviper

6 HP, 1 Armor, 10 STR, 12 DEX, 6 WIL, bite (d3, poison)

  • Giant 12-18 feet long venomous snake
  • Uses heat and smell to track victims
  • Critical Damage: Target is poisoned, dying in 1d12 hours without a cure

Shrieker

4 HP, 1 Armor, 10 STR, 6 DEX, 18 WIL, No attacks

  • Shriek: If perceives nearby light or movement, emits piercing shriek for d3 rounds that alerts all creatures nearby. If no nearby monsters present, roll on the wandering monster table

Troglodyte

4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)

  • Aggressive: Hostile on sight
  • Camouflage: Natural ability to blend into rock, stone or mud. If hidden, Trogs will always attack first
  • Horrific Stench: Emit a putrid odor that nauseates people. Melee attacks against Trogs are Impaired

Wandering Monster Tables

Dim Forest

  1. 2d4 Goblins - 4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d6)
  2. Wild Boar - 4 HP, 2 Armor, 12 STR, 8 DEX, 6 WIL, tusks (d8)
  3. d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
  4. Ogre - 6 HP, 1 Armor, 16 STR, 8 DEX, 6 WIL, club (d10)
  5. d6 Zombies - 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6
  6. d4 Wolves - 6 HP, 12 STR, 14 DEX, 8 WIL, bite (d8)
  7. Black Bear - 6 HP, 14 STR, 12 DEX, 6 WIL, claws (d6+d6) Critical: d6 STR dmg
  8. 2d4 Skeletons - 5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)

Rushmoors

  1. d4 Giant Leeches - 4 HP, 8 STR, 8 DEX, 6 WIL, drink (d4, anesthetic)
  2. d6 Stirges - 2 HP, 4 STR, 8 DEX, 4 WIL, bite (d3, blood suck d4, swarm)
  3. d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
  4. Giant Snapping Turtle - 8 HP, 3 Armor, 14 STR, 4 DEX, 8 WIL, snap (d10, blast)

Dungeon Level 1

  1. 2d4 Giant Rats - 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
  2. Giant Lizard - 6 HP, 6 STR, 18 DEX, 6 WIL, bite (d8)
  3. Viper - 3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6) poison
  4. Constrictor Snake - 3 HP, 10 STR, 12 DEX, 3 WIL, bite (d6, constrict)
  5. d4 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
  6. Giant Weasel - 8 HP, 8 STR, 14 DEX, 10 WIL, bite (d6, blood drain)

Dungeon Level 2

  1. d4 Large Spiders - 4 HP, 13 STR, 8 DEX, 4 WIL, bite (d8) Critical: d4 DEX dmg poison
  2. d4+2 Troglodytes - 4 HP, 1 Armor, 8 STR, 10 DEX, 12 WIL, Claws (d4, Blast) or Bite (d4)
  3. 3d4 Giant Rats - 3 HP, 6 STR, 10 DEX, 6 WIL, bite (d6, disease) or claws (d4+d4)
  4. d6 Zombies - 2 HP, 12 STR, 6 DEX, 3 WIL, jagged nails (d6), disease
  5. d4 Ghouls - 6 HP, 14 STR, 8 DEX, 3 WIL, elongated claws (d6+d6), necrotic wound
  6. Carrion Crawler - 5 HP, 1 Armor, 14 STR, 11 DEX, Tentacles (Paralysis, blast) WIL Save - 2d4 turns