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Последний Железного Дома (3,5)

The document provides detailed character statistics for various characters in the AD&D module 'Last of the Iron House,' including their classes, abilities, skills, and equipment. It features a range of characters from commoners to fighters and magical beasts, each with unique attributes and combat capabilities. The characters include Rodolfo, Muddlegrym, Grymmaudle, Ippolito, and others, along with their respective challenge ratings and descriptions.

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0% found this document useful (0 votes)
19 views8 pages

Последний Железного Дома (3,5)

The document provides detailed character statistics for various characters in the AD&D module 'Last of the Iron House,' including their classes, abilities, skills, and equipment. It features a range of characters from commoners to fighters and magical beasts, each with unique attributes and combat capabilities. The characters include Rodolfo, Muddlegrym, Grymmaudle, Ippolito, and others, along with their respective challenge ratings and descriptions.

Uploaded by

pupa400500
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Персонажи по 3.

5 редакции
для модуля AD&D
Last of the Iron House
Подготовлено – Quirion Ranger, quirion_ranger@[Link]

Rodolfo (CR ½)
Male tethyrian human commoner 1
Age 40 years, height, weight, blue eyes, hair, skin
N Medium humanoid
Init +1; Senses Listen +0, Spot +0
Languages common, chondathan
AC 10 (touch 10, flat-footed 10)
hp 10 (1 HD)
Fort +3, Ref +0, Will -2
Speed 30 ft. (6 squares)
Base Atk +0; Grp +3
Abilities Str 16, Dex 10, Con 16, Int 7, Wis 6, Cha 4
Feats Toughness, +1
Skills Listen +02, Spot +02

Muddlegrym (dwarven leader) (CR 5)


Male shield dwarf Fighter (substitution levels*) 5
age, height 4’10”, weight 201 lb., silvered blue eyes, red hair, lightly tanned skin
N Medium humanoid
Init +3; Senses darkvision 60 ft., Listen -1, Spot -1
Languages common, dwarven, illuskan, chondathan, undercommon, orc
AC 16 (+3 Dex, +3 studded leather armor) (touch 13, flat-footed 13), +4 against monsters giant
type
hp 46 (5 HD)
Resistance +2 against spell and effect, +2 against poison,
Fort +7, Ref +4, Will +0
Speed 20 ft. (4 squares)
Melee +1 dwarven waraxe +10 (1d10+7/x3) or throwing axe +10 (1d6+3) or +1 dwarven
waraxe +8 (1d10+6/x3) and throwing axe +8 (1d6+1) with Two-Weapon Fighting
Ranged heavy crossbow +8 (1d10/19-20) or throwing axe +10 (1d6+3)
Base Atk +5; Grp +8
Atk Options +1 to attack roll against orc and goblinoids, +2 to damage against orcs, goblinoids
and giant
Abilities Str 16, Dex 17, Con 17, Int 14, Wis 9, Cha 8
SQ Dwarf racial traits, axe focus
Feats Weapon Specialization (battle axe), Two-Weapon Fighting, +1
Skills Apprise +4, Climb +63, Craft (weaponsmith) +73, Intimidate +78, Jump +85, Knowledge
(dungeoneering) +75
Possessions studded leather armor, heavy crossbow, +1 dwarven waraxe, throwing axe
(masterwork)
* Races of Stone

Grymmaudle, Zenno, and Tuscard (dwarven bandits) (CR 1)


Male shield dwarf Fighter 1
age, height 4’6”, weight 169 lb., green or silvered blue eyes, red hair, lightly tanned skin
LE Medium humanoid
Init +1; Senses darkvision 60 ft., Listen -1, Spot -1
Languages common, dwarven, illuskan
AC 16 (+1 Dex, +5 chain mail) (touch 11, flat-footed 15), +4 against monsters giant type
hp 14 (1 HD)
Resistance +2 against spell and effect, +2 against poison,
Fort +3, Ref +1, Will -1
Speed 20 ft. (4 squares)
Melee bastard sword or halberd +2 (1d10+1/19-20 (from bastard sword) or x3 (from halberd))
Ranged light crossbow +2 (1d8/19-20)
Base Atk +1; Grp +2
Atk Options +1 to attack roll against orc and goblinoids
Abilities Str 13, Dex 12, Con 13, Int 10, Wis 8, Cha 7
SQ Dwarf racial traits
Feats Toughness, Skill Focus (Hide)
Skills Apprise +2, Climb +32, Intimidate +02, Hide +62
Possessions chain mail, light crossbow, bastard sword or halberd

Ippolito (CR 3)
Male shield dwarf Fighter 3
age, height 4’6”, weight 169 lb., green or silvered blue eyes, red hair, lightly tanned skin
NE Medium humanoid
Init +3; Senses darkvision 60 ft., Listen +3, Spot +3
Languages common, dwarven, illuskan
AC 17 (+3 Dex, +4 scale mail) (touch 13, flat-footed 14), +4 against monsters giant type
hp 21 (3 HD)
Resistance +2 against spell and effect, +2 against poison,
Fort +5, Ref +4, Will +1
Speed 20 ft. (4 squares)
Melee bastard sword +6 (1d10+4/19-20) or
Ranged light crossbow (masterwork) +8 (1d8/19-20)
Base Atk +3; Grp +6
Atk Options +1 to attack roll against orc and goblinoids, Point-Blank Shot
Abilities Str 16, Dex 16, Con 15, Int 10, Wis 11, Cha 9
SQ Dwarf racial traits
Feats Point-Blank Shot, Rapid Reload, Weapon Focus, Alertness
Skills Apprise +2, Climb +4, Craft (weaponsmith) +42, Intimidate +2, Jump +2, Listen +31, Spot
+31
Possessions scale mail, light crossbow (masterwork), bastard sword, 3 +2 bolt

Blackie (CR 2)
Male black bear
N Medium animal
Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4
AC 13 (+1 Dex, +2 natural) (touch 11, flat-footed 12)
hp 20 (3 HD)
Fort +5, Ref +4, Will +2
Speed 40 ft. (8 squares)
Melee claws +6/+6 (1d4+4) and bite +1 (1d6+2)
Base Atk +2; Grp +6
Abilities Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats Endurance, Run
Skills Climb +4, Listen +4, Spot +4, Swim +8

Johann (gnome cook)


Male rock gnome Rogue 2
Age, years, height 3’5”, weight 45 lb., blue eyes, gray hair, shades skin
N Small humanoid
Init +3; Senses Low-Light Vision, Listen +6, Spot +
Languages common, chondathan, gnome
AC 14 (+3 Dex, +1 size) (touch 14, flat-footed 11), +4 against monsters giant type
hp 6 (2 HD)
Resistance evasion
Fort -1, Ref +6, Will +1
Speed 20 ft. (4 squares)
Melee dagger* +6 (1d4-2) or
Ranged dagger* +6 (1d4-2)
Base Atk +1; Grp -3
Atk Options sneak attack +1d6, +1 to attack roll against orc and goblinoids
Abilities Str 6, Dex 16, Con 9, Int 11, Wis 13, Cha 9
SQ Trapfinding
Feats Weapon Finesse
Skills Disable Device +55, Hide +81, Listen +63, Move Silently +85, Open Lock +55, Profession
(cooking) +54, Search +55, Sleight of Hand +52, Spot +65, Tumble +85
Possessions dagger*

Slate
Male improved Ash Rat
CN Small magical beast (fire)
Init +8; Senses Darkvision 60 ft., Low-Light Vision, Listen +1, Spot +1
AC 16 (+4 Dex, +1 natural, +1 size) (touch 15, flat-footed 12)
hp 9 (2 HD)
Fort +3, Ref +7, Will +1
Speed 40 ft. (8 squares), climb 20 ft. (4 squares)
Melee bite +1 (1d4-2) or
Ranged flame spit (up to 10 ft. ranged touch) +7 (1d4 fire)
Base Atk +1; Grp -3
Abilities Str 6, Dex 18, Con 11, Int 2, Wis 13, Cha 3
SQ heat (each touch ash rat body gain 1d2 fire damage and Reflex DC 10 or catch fire), fire heal
(heal 1 hp/round in fire), fire subtype, smoky hide (half conceal, 20% miss chance)
Feats Improved Initiative
Skills Climb +14, Hide +9, Move Silently +5

Dire Rat (CR 1/3)


N small animal
Init +3; Senses Low-Light Vision, Scent, Listen +4, Spot +4
AC 15 (+3 Dex, +1 natural, +1 size) (touch 14, flat-footed 12)
hp 5 (1 HD)
Fort +3, Ref +5, Will +3
Speed 40 ft. (8 squares), climb 20 ft. (4 squares)
Melee bite +4 (1d4 plus disease)
Base Atk +0; Grp -4
Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Feats Alertness, Weapon Finesse
Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11

Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex
and 1d3 Con.

Monitor Lizard (CR 2)


N medium animal
Init +2; Senses Low-Light Vision, Listen +4, Spot +4
AC 15 (+2 Dex, +3 natural) (touch 12, flat-footed 13)
hp 22 (3 HD)
Fort +8, Ref +5, Will +2
Speed 30 ft. (6 squares), swim 30 ft. (6 squares)
Melee bite +5 (1d8+4)
Base Atk +2; Grp +5
Abilities Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Feats Alertness, Great Fortitude
Skills Climb +7, Hide +6, Listen +4, Move Silently +6, Spot +4, Swim +11

Giant clam (CR 1)


N medium vermin (aquatic)
Init +2; Senses Low-Light Vision, Listen +4, Spot +4
AC 13 (+3 natural) (touch 10, flat-footed 13)
hp 24 (4 HD)
Fort +4, Ref +1, Will +1
Speed 10 ft. (2 squares)
Melee bite +3 (2d6)
Base Atk +3; Grp +7
Abilities Str 11, Dex 10, Con 11, Int -, Wis 10, Cha 2
Feats Alertness, Improved Grapple
Skills Climb +7, Hide +6, Listen +4, Move Silently +6, Spot +4, Swim +11

Giant crab (CR 4)


N Large vermin (aquatic)
Init +0; Senses Low-Light Vision, Scent, Listen +0, Spot +4
AC 18 (-1 size, +9 natural) (touch 9, flat-footed 18)
hp 36 (6 HD)
Fort +6, Ref +2, Will +2
Speed 20 ft. (4 squares)
Melee claws +8/+8 (1d8+5)
Base Atk +4; Grp +17
Attack Options reach 10 ft., constrict 2d8+5, improved grab
Abilities Str 21, Dex 11, Con 12, Int -, Wis 11, Cha 2
SQ amphibious
Feats Toughness
Skills Hide +0, Spot +4
Crabmen
N Medium vermin (aquatic)
Init +0; Senses Low-Light Vision, Scent, Listen +0, Spot +4
AC 16 (+6 natural) (touch 10, flat-footed 16)
hp (3 HD)
Fort +4, Ref +1, Will +1
Speed 20 ft. (4 squares)
Melee claws +4/+4 (1d6+2)
Base Atk +2; Grp +8
Attack Options constrict 2d6+2, improved grab
Abilities Str 15, Dex 11, Con 12, Int 6, Wis 11, Cha 2
SQ amphibious
Feats Toughness
Skills Hide +4, Spot +4

Phycomid
NE Medium plant
Init -1; Senses Low-Light Vision, Listen +0, Spot +0
AC 13 (-1 Dex, +4 natural) (touch 9, flat-footed 13)
hp 23 (5 HD)
Fort +6, Ref -1, Will +0
Speed 10 ft. (2 squares)
Melee tenacles +3/+3/+3/+3 (1d6+2 plus poison)
Base Atk +1; Grp +3
Attack Options poison (Ihjury, Fort DC 14, Str 1d4 and Con 1d4)
Abilities Str 14, Dex 8, Con 16, Int -, Wis 11, Cha 9
SQ plant traits

Nagumanna (CR 7)
Female sahuagin Cleric 7 of
age, height 5’11”, weight 200 lb., eyes, hair, green skin
LE Medium Monstrous Humanoid (Aquatic)
Init +5; Senses Blindsense 30 ft., darkvision 60 ft., Listen +10*, Spot +11*
Languages common, aquan
AC 16 (+1 Dex, +5 Natural Armor) (touch 11, flat-footed 15),
hp 56 (9 HD)
Resistance water dependent, freshwater sensitivity, light blindness
Fort +9, Ref +3, Will +8
Speed 30 ft. (6 squares), swim 60 ft. (10 squares)
Melee mace +9 melee (1d6+2) and bite +2 melee (1d4+1) with Multiattack or 2 talons +4 melee
(1d4+2) and bite +2 melee (1d4+1) with Multiattack or
Ranged javelin +8 ranged (1d8+2)
Base Atk +7; Grp +9
Atk Options Blood frenzy, rake 1d4+1
Cleric Spell Prepared (CL 7th):
3rd – skull watch (заклинание для предупреждения о вторжении), magic circle against good D,
prayer
2nd – aid, hold person, silence, invisibility D
1st – command, bane, 2 CLW, bless, charm person D
0 – detect magic, cure minor wounds, 2 inflict minor wounds, 2 resistance
D: Domain Spell. Deity: Domains: Evil, Lust
Abilities Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 11
SQ speak with sharks
Feats Great Fortitude, MultiattackB, +3
Skills Concentration +11, Handle Animal +4*, Hide +9*, Listen +10*, Profession (hunter) +4*,
Spot +11*, Survival +1*
Possessions javelin, mace
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the
following round, clawing and biting madly until either it or its opponent is dead. It gains +2
Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its
frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when
it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC
15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every
10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright
light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet
away. The communication is limited to fairly simple concepts such as “food,” “danger,” and
“enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of
Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s
Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of
its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.

Saarasha (CR 2)
Male sahuagin
age, height 6’, weight 200 lb., eyes, hair, green skin
LE Medium Monstrous Humanoid (Aquatic)
Init +1; Senses Blindsense 30 ft., darkvision 60 ft., Listen +6*, Spot +6*
Languages common, aquan
AC 16 (+1 Dex, +5 Natural Armor) (touch 11, flat-footed 15),
hp 11 (2 HD)
Resistance water dependent, freshwater sensitivity, light blindness
Fort +3, Ref +4, Will +4
Speed 30 ft. (6 squares), swim 60 ft. (10 squares)
Melee Red Tide +6 melee (1d4+4/19-20) and bite +2 melee (1d4+1) with Multiattack or spear +4
melee (1d6+3) and bite +2 melee (1d4+1) with Multiattack or 2 talons +4 melee (1d4+2) and bite
+2 melee (1d4+1) with Multiattack
Base Atk +2; Grp +4
Atk Options Blood frenzy, rake 1d4+1
Abilities Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
SQ speak with sharks
Feats Great Fortitude, MultiattackB
Skills Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*,
Survival +1*
Possessions Red Tide, spear
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the
following round, clawing and biting madly until either it or its opponent is dead. It gains +2
Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its
frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when
it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC
15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every
10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright
light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet
away. The communication is limited to fairly simple concepts such as “food,” “danger,” and
“enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of
Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s
Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of
its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.

Gundorsha (CR 2)
Male sahuagin
age, height 6’, weight 200 lb., eyes, hair, green skin
LE Medium Monstrous Humanoid (Aquatic)
Init +1; Senses Blindsense 30 ft., darkvision 60 ft., Listen +6*, Spot +6*
Languages common, aquan
AC 16 (+1 Dex, +5 Natural Armor) (touch 11, flat-footed 15),
hp 11 (2 HD)
Resistance water dependent, freshwater sensitivity, light blindness
Fort +3, Ref +4, Will +4
Speed 30 ft. (6 squares), swim 60 ft. (10 squares)
Melee Trident +4 melee (1d8+3) and bite +2 melee (1d4+1) with Multiattack or 2 talons +4
melee (1d4+2) and bite +2 melee (1d4+1) with Multiattack or dagger +4 melee (1d4+2/19-20)
with Multiattack or
Ranged heavy crossbow +3 ranged (1d10/19–20)
Base Atk +2; Grp +4
Atk Options Blood frenzy, rake 1d4+1
Abilities Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
SQ speak with sharks
Feats Great Fortitude, MultiattackB
Skills Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*,
Survival +1*
Possessions trident, dagger, heavy crossbow
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the
following round, clawing and biting madly until either it or its opponent is dead. It gains +2
Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its
frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when
it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC
15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every
10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell)
blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright
light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet
away. The communication is limited to fairly simple concepts such as “food,” “danger,” and
“enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of
Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s
Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or
endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of
its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.

Shark, Medium (CR 1)


N medium animal
Init +2; Senses Blindsense, keen scent, Listen +6, Spot +6
AC 15 (+2 Dex, +3 natural) (touch 12, flat-footed 13)
hp 16 (3 HD)
Fort +4, Ref +5, Will +2
Speed swim 60 ft. (10 squares)
Melee Bite +4 melee (1d6+1)
Base Atk +2; Grp +3
Abilities Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Feats Alertness, Weapon Finesse
Skills Listen +6, Spot +6, Swim +9

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