Grimstone Clan
Den Father Grimstone
Duergar, Captain; CR: 8; XP: 4,800; Duergar Fighter 9 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 22; TAC: 10; FFAC: 20; HD: 9d10+36 ; HP: 90; Saves: For: +10, Ref: +4, Will: +6 (+2 vs. fear, +2 vs. spells); Defensive Abilities: bravery +2, Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: +2 dwarven waraxe +17/+12 (2d8+12/19-20/x3); Ranged: masterwork heavy crossbow +11 (2d8+1/19-20); Special Attacks: weapon training (axes +2, crossbows +1)
Spell-Like Abilities: (CL 9th, concentration +6)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 19; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +9; CMB: +13 (+15 overrun, +15 sunder); CMD: 25 (29 vs. bull rush or trip on solid ground)
Feats: Cleave, Great Cleave, Greater Overrun, Greater Sunder, Greater Weapon Focus (dwarven waraxe), Mounted Combat, Power Attack, Vital Strike, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Skills: (2+Int/lvl): Climb (S)(c) +6, Craft ( ) (I)(c), Handle Animal (Ch*)(c) +3, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c) +8, Survival (W) +8; Swim (S)(c); Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: armor training 2, slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure serious wounds (2), thunderstones (3), NPC Gear (+1 full plate, +2 dwarven waraxe, masterwork heavy crossbow [10 bolts], amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 129 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Brother Haggrek Grimstone
Monk 12, Duergar; CR: 11; XP: 12,800; Duergar monk 12 (gray disciple) Align: LE; Medium humanoid (dwarf)
Init: +9; Senses: darkvision 120 ft. Perception +17
DEFENSE: AC: 26; TAC: 22; FFAC: 20; HD: 12d8+36; HP: 93; Saves: For: +11, Ref: +14, Will: +11; +2 vs. spells; Defensive Abilities: improved evasion; Immune: disease, paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 60 ft.; Melee: unarmed strike +14/+9 (2d6+2) or unarmed strike flurry of blows +15/+15/+10/+10/+5 (2d6+2); Ranged: +2 shuriken +16/+11 (1d2+4) or +2 shuriken flurry of blows +17/+17/+12/+12/+7 (1d2+4);
Special Attacks: flurry of blows, stunning fist (12/day, DC 18);
Spell-Like Abilities: (CL 12th; concentration +9);
1/day - enlarge person (self only), invisbility (self only), ironskin*
Statistics: Str: 14; Dex: 20; Con: 14; Int: 10; Wis: 15; Cha: 4; BAB: +9; CMB: +14; CMD: 33 (37 vs. bull rush or trip)
Feats: Dodge, Gray Dwarf Magic*(ironskin*), Extra Ki, Improved Initiative, Improved Unarmed Strike, Innate Flexibility* (2), Mobility, Spring Attack, Stunning Fist, Weapon Finesse
Skills: Monk (4+Int = 8): Acrobatics (D)(c) +20 (+32 when jumping), Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c) +20, Intimidate (Ch)(c), Knowledge (History) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +17, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Stealth (D)(c) +20, Swim (S)(c)
Languages: Common, Dwarven, Undercommon
Special Qualities: born in darkness, earth glide, fade from sight, fast movement, gray heart, ki pool (10 points, cold iron, lawful, magic), maneuver training, slow and steady, stability
Treasure: NPC Gear (potion of cure serious wounds, amulet of natural armor +1, belt of incredible dexterity +2, bracers of armor +3, cloak of resistance +1, ring of protection +1, +2 shuriken (10)), 588 gp
Brother Grimstone of Clan Grimstone, has been drawn to this area and has discovered he has found an entrance to a cave that contains drakes of salt. He feels the need to get in and gain the clutch of eggs, but does not want to harm the drakes. He has had guidance that a vast amount of blue salt would win the drakes over. He has sent scouts out to find sources of blue salt. He believes there is some near Trulk. His scouts have yet to return, and he can't send more to find what has happened as his numbers are low.
5 - Lieutenants
5,4,4,4, 6th level
10 - sergeants
3rd level
Clan 50 duergar
12 non-combatants
Duergar, Lieutenant; CR: 5; XP: 1,600; Duergar Ranger 6 Align: LE; Medium humanoid (dwarf)
Init: +1; Senses: darkvision 120 ft.; Perception +11
DEFENSE: AC: 16 (20); TAC: 11; FFAC: 15 (19); HD: 6d10+24 ; HP: 61 ; Saves: For: +8, Ref: +6, Will: +4 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: +1 warhammer +11/+6 (1d8+4 (2d6+4)/x3); Ranged: masterwork light crossbow +8(1d8/19-20);
Special Attacks: favored enemy (dwarves +4, elves +2)
Spell-Like Abilities: (CL 6th, concentration +3)
1/day - dust of twilightAPG, ironskin*
Ranger Spells Prepared: (CL 3rd; concentration +5)
1st - lead bladesAPG, longstrider
Statistics: Str: 16 ; Dex: 12 ; Con: 14 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +6 ; CMB: +9; CMD: 20 (24 vs. bull rush or trip on solid ground)
Feats: Cleave, Endurance, Mounted Combat, Power Attack, Weapon Focus (warhammer)
Skills: Climb +11, Handle Animal +6, Knowledge (dungeoneering) +9, Perception +11, Ride +9, Survival +11; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (studded leather, masterwork light crossbow [20 bolts], warhammer, 16 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Kukora the Mad
Alchemist, Duergar 02; CR: 1; XP: 400; Alchemist Duergar 02 Align: LE; Medium humanoid (dwarf)
Init: +4; Senses: darkvision 120 ft.; Perception +6
DEFENSE: AC: 22; TAC: 14; FFAC: 18; HD: 2d8+6; HP: 18; Saves: For: +5, Ref: +7, Will: +0; +2 vs. spells; Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: light mace +2 (1d6+1); Ranged: bomb +6 (1d6+2 acid or fire) or light crossbow +3 (1d8/19-20);
Special Attacks: bomb 6/day (1d6+2 acid or fire, DC 13);
Spell-Like Abilities: (CL 2nd; concentration -1);
1/day - invisbility (self only), ironskin*
Alchemists Extracts Prepared: (CL 2nd)
1st - bomber's eyeAPG, shield, true strike
Statistics: Str: 12; Dex: 16; Con: 15; Int: 15; Wis: 10; Cha: 4; BAB: +1; CMB: +2; CMD: 16 (20 vs. bull rush or trip)
Feats: Brew Potion, Extra BombsAPG, Throw Anything
Skills: (4+Int(/lvl= 12): Appraise (I)(c), Craft (alchemy) (I)(c) +7, Disable Device (I*)(c) +8, Fly (D)(c), Heal (W)(c) +4, Knowledge (Arcana) (I*)(c) +7, Knowledge (Nature) (I*)(c), Perception (W)(c) +6, Profession ( ) (W*)(c), Sleight of Hand (D*)(c)(c), Spellcraft (I*)(c), Survival (W)(c) +4, Use Magic Device (Ch*)(c);Racial Modifiers:
Languages: Aklo, Common, Draconic, Dwarven, Undercommon
Special Qualities: alchemy (alchemy crafting +2, identify potions), discovery (acid bomb), ironskinned*, mutagen (+4/-2, +2 natural, 20 minutes), poison use, slow and steady, stability
Treasure: NPCp Gear (potion of cure light wounds (2), potion of detect secret doors (2), potion of expeditious retreat (2), potion of negate armorAPG (2), acid (6), alchemist's fire (6), smokesticks (6), tanglefoot bags (6), thunderstones (6), leather armor, light crossbow, bolts (10), light mace, dust of tracelessness, tindertwigs (6), formula book), 2 gp
Formula Book: bomber's eye, cure light wounds, detect secret doors, expeditious retreat, shield, true strike
Monk 02, Duergar; CR: 1; XP: 400; Align: LE; Medium humanoid (dwarf)
Init: +2; Senses: darkvision 120 ft. Perception +7
DEFENSE: AC: 15; TAC: 15; FFAC: 12; HD: 2d8+6; HP: 18; Saves: For: +5, Ref: +5, Will: +5; +2 vs. spells; Defensive Abilities: evasion; Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: unarmed strike +3 (1d6+2) or unarmed strike flurry of blows +2/+2 (1d6+2); Ranged: shuriken +3 (1d2+2) or shuriken flurry of blows +2/+2 (1d2+2);
Special Attacks: flurry of blows, stunning fist (2/day, DC 13);
Spell-Like Abilities: (CL 2nd; concentration -2);
1/day - invisbility (self only), ironskin*
Statistics: Str: 14; Dex: 15; Con: 14; Int: 10; Wis: 15; Cha: 4; BAB: +1; CMB: +3; CMD: 18 (22 vs. bull rush or trip)
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Innate Flexibility*, Stunning Fist
Skills: Monk (4+Int = 8): Acrobatics (D)(c) +7, Climb (S)(c), Craft ( ) (I)(c), Escape Artist (D)(c) +7, Intimidate (Ch)(c), Knowledge (History) (I*)(c), Knowledge (Religion) (I*)(c), Perception (W)(c) +7, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Ride (D)(c), Sense Motive (W)(c), Stealth (D)(c) +7, Swim (S)(c)
Languages: Common, Dwarven, Undercommon
Special Qualities: slow and steady, stability
Treasure: NPC Gear (potion of cure light wounds, potion of invisibility (2), thunderstones (4), shuriken (10)), 7 gp
Duergar, Sharpshooter; CR: 1/2; XP: 200; Duergar Ranger 1 Align: LE; Medium humanoid (dwarf)
Init: +2; Senses: darkvision 120 ft.; Perception +6
DEFENSE: AC: 15 ; TAC: 12 ; FFAC: 13; HD: 1d10+3 ; HP: 13; Saves: For: +4, Ref: +4, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: warhammer +3 (1d8+2/x3); Ranged: masterwork light crossbow +4 (1d8/19-20);
Special Attacks: favored enemy (dwarves +2)
Spell-Like Abilities: (CL 1st, concentration -2)
1/day - invisibility (self only), ironskin*
Statistics: Str: 14 ; Dex: 15 ; Con: 14 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +1 ; CMB: +3; CMD: 15 (19 vs. bull rush or trip on solid ground)
Feats: Rapid Reload (light crossbow)
Skills: Climb +5, Handle Animal +1, Knowledge (dungeoneering) +4, Perception +6, Stealth +5, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: ironskinned*, slow and steady, stability, track +1, wild empathy -2
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (studded leather, masterwork light crossbow [20 bolts], warhammer, 16 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
Rogue 01, Duergar; CR: 1/2; XP: 200; Duergar Rogue 01 Align: LE; Medium humanoid (dwarf)
Init: +6; Senses: darkvision 120 ft.; Perception +7
DEFENSE: AC: 15; TAC: 12; FFAC: 13; HD: 1d8+2; HP: 10; Saves: For: +1, Ref: +4, Will: +2; +2 vs. spells; Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: short sword +1 (1d6+1/19-20) or sap +1 (1d6+1 nonlethal); Ranged: masterwork light crossbow +3 (1d8/19-20);
Special Attacks: sneak attack +1d6
Spell-Like Abilities: (CL 1st; concentration -2);
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 13; Dex: 15; Con: 12; Int: 12; Wis: 16; Cha: 4; BAB: +0; CMB: +1; CMD: 13 (17 vs. bull rush or trip)
Feats: Improved Initiative
Skills: (8+Int/lvl): Acrobatics (D)(c) +5, Appraise (I)(c), Bluff (Ch)(c), Climb (S)(c) +4, Craft ( ) (I)(c), Diplomacy (Ch)(c), Disable Device (I*)(c) +5, Disguise (Ch)(c), Escape Artist (D)(c) +5, Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c) +5, Knowledge (Local) (I*)(c), Linguistics (I*)(c), Perception (W)(c) +7, Perform ( ) (Ch)(c), Profession ( ) (W*)(c), Sense Motive (W)(c) +7, Sleight of Hand (D*)(c), Stealth (D)(c) +5, Survival (W) +4, Swim (S)(c), Use Magic Device (Ch*)(c) Racial Modifiers:
Special Abilities:
Languages:Common, Dwarven, Undercommon
Special Qualities: slow and steady, stability, trapfinding +1
Treasure: NPC Gear (studded leather, masterwork light crossbow, bolts (20), sap, short sword), 18gp
Dark Spitter Beetle; CR: 3; XP: 800; Align: N; Large vermin
Init: +0; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 17; TAC: 9; FFAC: 17; HD: 4d8+8; HP: 26; Saves: For: +6, Ref: +1, Will: +1; Immune: acid, mind-affecting effects; Weaknesses: light sensitivity
OFFENSE: Speed: 30 ft.; Melee: bite +6 (2d8+6); Space: 10 ft.; Reach: 5 ft.;
Special Attacks: breath weapon (15-ft. cone, 2d4 acid damage, Refex DC 14 half, usable once every 1d4 rounds), trample (1d6+6, DC 16);
Statistics: Str: 18; Dex: 11; Con: 15; Int: -; Wis: 11; Cha: 6; BAB: +3; CMB: +8; CMD: 18 (22 vs. trip)
Feats: -
Skills: -
Environment: any underground
Organization: single, pair, or cluster (3-6)
Treasure: none
"This large beetle's black, shiny exoskeleton clicks and grinds as it opens its dripping madibles."