Monday, January 25, 2016

Fantasy Ireland Adventure: Keeper Hill-Lord Samuel (Sam the Gargoyle) and the Keeper Hill Grimlock Clan

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (FC)
HD 4+19 (37 hp), AC 16* (Natural, Magic to hit)
Fort +5, Ref +6, Will +4
Melee: 2 claws +6 to hit melee 1d4+2 and bite +4 melee 1d6+1 
Or Gore (Charge attack, requires 1 rd run) +4 to hit 2d6+3 + Stun 1 rd

Can appear to be a statue (in fact the lair is littered with statue decoys) or can hide by changing color to match the stonework.

[Sam makes his appearance on the next level.  Gray Medieval monster statue, like on a Gothic building.  He actually keeps several decoy statues of himself on the Work Level.  Cool, calculating.  Likes to negotiate, but always makes sure it’s from a position of strength.  He’d like to have Billy weakened so that he can take over Keeper Hill, but that’s a long term plan.  For now, Sam will definitely work with Billy to combat this current threat.] 

Lord Samuel (Gargoyle) leader of the Keeper Hill Grimlock Clan (5e)
HD 7d8 + 21, Hp 52, AC 15* (Natural, Magic or adamantine to hit)
Str +2, Dex +0, Con +3, Int −2, Wis +0, Cha −2
Darkvision
Passive Perception 10
Flight ability

Melee: Bite +4 to hit 5 (1d6 + 2) piercing and Claws +4 to hit 5 (1d6 + 2) slashing

Grimlock (FC)
HD 2d8+2, Hp 11, (18 hp sgt.), AC 15 (None)
Fort +1, Ref +4, Will +2
Melee: Stone Battleaxe +4 to hit 1d8+3
Stealth +5 underground (Can hide by changing color to match the stonework and can scale rock walls and ceilings.)
Climb +5
Blindsight: Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells and overpowering odors. Negating a Grimlock’s sense of smell or hearing blinds them, their “To hit” drops to +0.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

[Quiet beings.  They have a near group-mind when it comes to working together.] 

Grimlock (5e)
HD 2d8 + 4, Hp 12, AC 15 (Natural)
Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha −1
Blindsight
Perception +3, Stealth +5, Passive Perception 14

Melee: Stone Axe +4 to hit 7 (1d8 + 2) slashing

[Note: These aren’t the official stats for a Grimlock, which I don’t have.  They’re a modified Lizardman.]

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