Dungeons and Dragons Monsters (B-C) 3.5 PBP RPG

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Monsters (B-C)

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Barghest

Barghest

Greater Barghest

Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger)

Large Outsider (Evil, Extraplanar, Lawful, Shapechanger)

Hit Dice:

6d8+6 (33 hp)

9d8+27 (67 hp)

Initiative:

+6

+6

Speed:

30 ft. (6 squares)

40 ft. (8 squares)

Armor Class:

18 (+2 Dex, +6 natural), touch 12, flat-footed 16

20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18

Base Attack/Grapple:

+6/+9

+9/+18

Attack:

Bite +9 melee (1d6+3))

Bite +13 melee (1d8+5

Full Attack:

Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1)

Bite +13 melee (1d8+5) and 2 claws +8 melee (1d6+2)

Space/Reach:

5 ft./5 ft.

10 ft./5 ft.

Special Attacks:

Spell-like abilities, feed

Spell-like abilities, feed

Special Qualities:

Change shape, damage reduction 5/magic, darkvision 60 ft., scent

Change shape, damage reduction 10/magic, darkvision 60 ft., scent

Saves:

Fort +6, Ref +7, Will +7

Fort +9, Ref +8, Will +10

Abilities:

Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14

Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18

Skills:

Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)

Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Tumble +16

Feats:

Combat Reflexes, Improved Initiative, Track

Combat Casting, Combat Reflexes, Improved Initiative, Track

Environment

An evil-aligned plane

An evil-aligned plane

Organization:

Solitary or pack (3-6)

Solitary or pack (3-6)

Challenge Rating:

4

5

Treasure:

Double standard

Double standard

Alignment:

Always lawful evil

Always lawful evil

Advancement:

Special (see below)

Special (see below)

Level Adjustment:

-

-

A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether.

A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest's eyes glow orange when the creature becomes excited.

Barghests speak Goblin, Worg, and Infernal.

Combat

Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy's main strength.

A barghest's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will-blink, levitate, misdirection (DC 14), rage (DC 15); 1/day-charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest's HD.

The save DCs are Charisma-based.

Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.

Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.

Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action.

Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.

Greater Barghest

A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.

A greater barghest can reach a maximum of 18 Hit Dice through feeding.

Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will-invisibility sphere; 1/day-mass bull's strength, mass enlarge. Caster level equals the greater barghest's HD.

Combat

Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest's spell-like abilities is 14 + spell level.


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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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