Kongia

King of the Botuns

Giant Advanced FROST GIANT                                     CR 11 

XP 6,400

CE Huge humanoid (cold, giant)

Init +1; Senses low-light vision; Perception +25

DEFENSE

AC 26, touch-9, flat-footed 26 (+4 armor, -1 Dex, +14 natural, –1 size)

hp 189 (14d8+116)

Fort +18, Ref +4, Will +8

Defensive Abilities rock catching; Immune cold

Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee greataxe +21/+16 (4d6+17) or 2 slams +21 (2d6+13)

Ranged rock +8 (2d6+17)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (120 ft.)

STATISTICS

Str 37, Dex 11, Con 28, Int 14, Wis 18, Cha 15

Base Atk +10; CMB +25; CMD 36

Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)

Skills Climb +29, Craft (any one) +24, Intimidate +24, Perception +25, Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow

Languages Common, Giant

ECOLOGY

Environment cold mountains

Organization solitary, gang (3–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 35% noncombatants, 1 adept or sorcerer of 3rd–5th level, 1–4 winter wolves, and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 barbarian or ranger jarl of 7th–9th level; and 15–36 winter wolves, 13–22 ogres, and 1–2 young white dragons)

Treasure triple standard (chain shirt, greataxe, other treasure)

 

 

 

 

 

 

 

 

 

Ghate

LICH                                                                                CR 12

XP 19,200

Human lich necromancer 11

NE Medium undead (augmented humanoid)

Init +2; Senses darkvision 60 ft., life sight*; Perception +24

Aura fear (60-ft. radius, DC 18)

DEFENSE

AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 Dex, +5 natural)

hp 111 (11d6+55 plus 15 false life)

Fort +6, Ref +7, Will +11

Defensive Abilities channel resistance +4; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits

OFFENSE

Speed 30 ft.

Melee touch +5 (1d8+5 plus paralyzing touch)

Special Attacks grave touch* (9/day), paralyzing touch (DC 18), power over undead* (9/day, DC 18)

Spells Prepared (CL 11th)

6th—circle of death (DC 22), globe of invulnerability, maximized fireball (DC 19)

5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic missile, waves of fatigue

4th—dimension door, enervation, fire shield, wall of ice (2)

3rd—dispel magic (2), fireball (DC 19), suggestion (DC 19), vampiric touch (2)

2nd—darkness, extended mage armor (already cast), false life (already cast), scorching ray (2), see invisibility, spectral hand

1st—magic missile (3), ray of enfeeblement (2), shield (2)

0—bleed (DC 16), detect magic, ray of frost, read magic

Opposition Schools illusion, transmutation

STATISTICS

Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16

Base Atk +5; CMB +5; CMD 25

Feats Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness

Skills Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24; Racial Modifiers +8Perception, +8 Sense Motive, +8 Stealth

Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Undercommon

ECOLOGY

Treasure NPC gear (boots of levitation, headband of vast intelligence +2 [Perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)

CIRCLE OF DEATH

School necromancy [death]; Level sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M (a crushed black pearl worth 500 gp)

Range medium (100 ft. + 10 ft./level)

Area several living creatures within a 40-ft.-radius burst

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted.

 

 

GLOBE OF INVULNERABILITY

School abjuration; Level sorcerer/wizard 6

This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.

GLOBE OF INVULNERABILITY, LESSER

School abjuration; Level sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M (a glass or crystal bead)

Range 10 ft.

Area 10-ft.-radius spherical emanation, centered on you

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerabilitystops it.

CLOUDKILL

School conjuration (creation); Level sorcerer/wizard 5

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect cloud spreads in 20-ft. radius, 20 ft. high

Duration 1 min./level

Saving Throw Fortitude partial; see text; Spell Resistance no

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).

A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.

Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.

Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.

Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

WAVES OF FATIGUE

School necromancy; Level sorcerer/wizard 5

Casting Time 1 standard action

Components V, S

Range 30 ft.

Area cone-shaped burst

Duration instantaneous

Saving Throw no; Spell Resistance yes

Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.

FIRE SHIELD

School evocation [fire or cold]; Level sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M (phosphorus for the warm shield; a firefly or glowworm for the chill shield)

Range personal

Target you

Duration 1 round/level (D)

This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.

Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.

Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

WALL OF ICE

School evocation [cold]; Level sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M (a piece of quartz or rock crystal)

Range medium (100 ft. + 10 ft./level)

Effect anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level

Duration 1 min./level

Saving Throw Reflex negates; see text; Spell Resistance yes

This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save).

Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.