Dragon Mountain notes

0 Hobgoblins Lv.2. 14,14,15,11,10,9. CR 1. Silver fur. 12 hp. Init 2. Ac 16. + 4
Longsword(1d8+2/19-20) Javelin(1d6+2) Saves,5,2,0. Hide, Move silently 6. Listen, spot 5.

0 Hobgoblins Lv.3. 15,15,16,12,11,10. CR 2. Green fur. 21 hp. Init 2. Ac 16. + 5
Longsword(1d8+2/19-20) Javelin(1d6+2) Saves,6,3,1. Hide, move silently 7. Listen, spot 6.

0 Hobgoblins Lv.4. 16,16,17,13,12,11. CR 3. Red fur. 28 hp. Init 3. Ac 17. + 7
Longsword(1d8+3/19-20) Javelin(1d6+3) Saves,7,4,2. Hide, move silently 9. Listen, spot 8.

0 Hobgoblins Lv.5. 17,17,18,14,13,12. CR 4. Blue fur. 40 hp. Init 3. Ac 17. + 8
Longsword(1d8+3/19-20) Javelin(1d6+3) Saves,8,4,2. Hide, move silently 10. Listen, spot 9.

0 Hobgoblins Lv.6. 18,18,19,15,14,13. CR 5. Gold fur. 48 hp. Init 4. Ac 18. + 10/+ 5
Longsword(1d8+4/19-20) Javelin(1d6+4) Saves,9,6,4. Hide, move silently 12. Listen, spot 11.

0 Hobgoblins Lv.7. 19,19,20,16,15,14 CR 6. White fur. 63 hp. Init 4. Ac 18. + 11/+ 6
Longsword(1d8+4/19-20) Javelin(1d6+4) Saves,10,6,4. Hide, move silently 13, Listen, spot 12.

0 Hobgoblins Lv.8. 20,20,21,17,16,15. CR 7. Black fur. 72 hp. Init 5. Ac 19. + 13/+ 8
Longsword(1d8+5/19-20) Javelin(1d6+5) Saves,11,7,5. Hide, move silently 15. Listen, spot 14.
-—————————————————————————————————————————-25 hobs
0 Hobgoblins Lv.9. 29,29,12,14,13,18. CR 7. Silver fur. 45 hp. Init 9. Ac 23. + 18/+ 13
Longsword(1d8+9/19-20) Javelin(1d6+9) Saves,7,12,4. Hide, move silently 20. Listen, spot 13.

0 Hobgoblins Lv.10. 30,30,13,15,14,19. CR 7. Green fur. 50 hp. Init 10. Ac 24. + 20/+ 15
Longsword(1d8+10/19-20) Javelin(1d6+10) Saves,8,13,5. Hide, move silently 22. Listen, spot 15.

0 Hobgoblins Lv.11. 32,32,15,17,16,15. CR 8. Red fur. 66 hp. Init 11. Ac 25. + 22/+ 17/+ 12
Longsword(1d8+11/19-20) Javelin(1d6+11) Saves,9,14,6. Hide, move silently 24. Listen, spot 17.

3 Hobgoblins Lv.12. 34,34,17,18,11,16. CR 9. Blue fur. 84 hp. Init 12. Ac 29. + 19/+ 14/+ 9
Longsword(1d8+12/19-20) Javelin(1d6+12) Saves,11,16,4. Hide, move silently 26. Listen, spot 15
DR 5/slashing, good.
Vulnerability to fire.

+ 2 hit and dmg
Golem MM 134
Vampire MM 250
FROST WORM MM 111 – Creeper, explodes.
CHRAAL MMIII 28 -creeper, explodes.
Fang Golem MMIV 72 -creeper

Undead Traits: Darkvision
out to 60 feet. Immunity to
poison, magic sleep effects,
paralysis, stunning, disease,
and death effects. Not subject
to critical hits, nonlethal
damage, ability drain, or
energy drain. Immunity to
any effect that requires a Fortitude
save (unless the effect
also works on objects or is
harmless). Not at risk of death from massive damage, but
destroyed when reduced to 0 hit points or lower. Not affected by
raise dead or reincarnate spells or abilities.

//Adult white dragon.
189 Hp. Init: 0
Ac: 26, touch 9, flat-footed 26.
60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Grapple: + 28
Attack + 23 (+6 to dmg)
Full attack: 1 Bite + 23 (2d6 + 6) 2 Claws + 21 (1d8 + 3) 2 wings + 18 (1d6 + 3) 1 Tail Slap + 18 (1d8 + 9)
Saves: +15 +11 +11
DR 5/Magic
Spell resistance 18
Breath weapon 6d6 (23 saves)
Frightful presence (20)
Space/Reach: 10/5 (10 with bite)

Lich

Lich, 8th-Level Human Wizard, 5th level Dungeon Lord
Medium Undead (Augmented Humanoid)
Hit Dice: 13d12+221 (299 hp)
Initiative: + 5
Speed: 30 ft. (6 squares)
Armor Class: 25 ( + 5 Dex, + 5 natural, + 4 bracers of armor + 4,
+ 1 ring of protection), touch 16, flat-footed 20
Base Attack/Grapple: + 7/+ 7
Attack: Touch + 7 melee (1d8 + 5 negative energy plus paralysis) or
quarterstaff + 7 melee (1d6) or dagger + 8 melee (1d4/19–20) or
masterwork light crossbow + 13 ranged (1d8/19–20)
Full Attack: Touch + 7 melee (1d8 + 5 negative energy plus paralysis)
or quarterstaff + 7 melee (1d6) or dagger + 7 melee (1d4/
19–20) or masterwork light crossbow + 13 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Damaging touch, fear aura, paralyzing touch,
spells
Special Qualities: + 4 turn resistance, damage reduction
15/bludgeoning and magic, darkvision 60 ft., immunity to cold,
electricity, polymorph, and mind-affecting effects, undead traits
Saves: Fort + -, Ref + 12, Will + 13 (cloak of resistance + 1)
Abilities: Str 10, Dex 20, Con 44, Int 19, Wis 14, Cha 13
Skills: Concentration + 15, Decipher Script + 14, Hide + 15,
Knowledge (arcana) + 18, Listen + 12, Move Silently + 16, Search
+ 16, Sense Motive + 10, Spellcraft + 20, Spot + 12
Feats: Combat Casting, Craft Wondrous Item, Quicken Spell,
Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell,
Toughness
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4

The Will save against this lich’s fear aura and damaging
touch, and the Fortitude save against its paralyzing
touch, have a DC of 16.
Wizard Spells Prepared (4/5/4/4/3; save DC 14 +
spell level): 0—acid splash, detect magic, ray of frost*,
touch of fatigue; 1st—expeditious retreat, magic missile
(3), ray of enfeeblement; 2nd—mirror image,;
3rd—dispel magic, haste; 4th— fear,
*Because of Spell Focus (evocation),
the save DC for these spells is 15 + spell
level.

Dungeon step – 4/day
Dungeon Defender – you gain immunity
to fear effects, and you
gain a +2 morale bonus on
attack rolls, damage rolls,
saving throws, and checks.
In addition, the DC of the save
against any spell, spell-like ability, or
supernatural ability you use increases
by 1.

Lich FORM II

Lich, 6th-Level Human Wizard, 5th level Dungeon Lord, 6th level Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 17d12 + 289 (391 hp)
Initiative: + 6
Speed: 30 ft. (6 squares)
Armor Class: 26 (+ 6 Dex, + 5 natural, + 4 bracers of armor + 4,
+ 1 ring of protection), touch 16, flat-footed 20
Base Attack/Grapple: + 12/+ 19
Attack: Greatsword of Human’s Bane + 1 + 23 melee (2d6 + 15 + 2d6 ( + 1d10 with crit)) 19-20/x2 or masterwork light crossbow + 12 ranged (1d8/19–20)
Full Attack: Greatsword of Human’s Bane + 1 + 23/18/13 melee (2d6 + 13 + 2d6 ( + 1d10 with crit)) 19-20/x2 or masterwork light crossbow + 19 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Damaging touch, fear aura, paralyzing touch,
spells
Special Qualities: + 4 turn resistance, damage reduction
15/bludgeoning and magic, darkvision 60 ft., immunity to cold,
electricity, polymorph, and mind-affecting effects, undead traits
Saves: Fort + -, Ref + 13, Will + 12 (cloak of resistance +1)
Abilities: Str 24, Dex 22, Con 44, Int 19, Wis 14, Cha 13
Skills: Concentration +15, Decipher Script + 14, Hide + 15,
Knowledge (arcana) + 18, Listen + 12, Move Silently + 16, Search
+ 16, Sense Motive + 10, Spellcraft + 20, Spot + 12
Feats: Combat Casting, Craft Wondrous Item, Quicken Spell,
Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell,
Toughness, Weapon focus, improved critical, Weapon specialization
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 13
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: + 4

The Will save against this lich’s fear aura and damaging
touch, and the Fortitude save against its paralyzing
touch, have a DC of 16.
Wizard Spells Prepared (4/4/4/3; save DC 14 +
spell level): 0—acid splash, detect magic, ray of frost*,
touch of fatigue; 1st—expeditious retreat, magic missile
(3); 2nd—mirror image,;
3rd— haste;
Spell Focus (evocation),
the save DC for these spells is 15 + spell
level.

Dungeon step – 4/day
Dungeon Defender – you gain immunity
to fear effects, and you
gain a + 2 morale bonus on
attack rolls, damage rolls,
saving throws, and checks.
In addition, the DC of the save
against any spell, spell-like ability, or
supernatural ability you use increases
by 1.

Dragon Mountain notes

Athear Austrat (Celestial Flight) Arcthelad56