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CR 4

Jakk Tornclaw

Cleric of Gruumsh 5 CE M Humanoid, Orc
Initiative: +2 Senses: Darkvision 60 ft; Perception +11

For purposes of a detect spell, Jakk possesses a strong Chaotic Evil Aura.

Defense

AC: AC 20, touch 12, flat-footed 18 (+6 armor, +2 Shield, +2 Dex) -7 Armor Penalty
HP: 22 5d10
Fortitude: +2 Reflex: +3 Will: +7 ( Ferocity (Ex): Jakk remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. )
Weaknesses: Light Sensitivity

Offense

Speed: 30 ft. (20 ft. with armor)
Melee: Melee Heavy Mace +7 Blugeoning
Ranged: Light Crossbow +6 Piercing Damage
Special Attacks: Channel Energy (Su): Jakk can release a wave of energy by channeling the power of Gruumsh through his holy focus. Tornclaw channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. This causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is Damage . Creatures that take damage from channeled energy receive a Will save (DC 13) to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. Jakk may channel energy Four times per day.
Space: 5 ft Reach: 5ft
Spell-like Abilities: Touch of Evil (Sp): Jakk can cause a creature to become sickened as a melee touch attack +3 . Creatures sickened by his touch count as good for the purposes of spells with the evil descriptor. This ability lasts for two rounds. He can use this ability Six times per day.   Spells Prepared (4/4/3/2): 0—Read Magic
SRD

Read Magic

You can decipher magical inscriptions on objects


divination \ \

Casting time: 1 standard action
Range: Personal
Duration: 10 min / level

Description

You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).   Read magic can be made permanent with a permanency spell.
, Resistance
, Guidance
SRD

Guidance

This spell imbues the subject with a touch of divine guidance.


divination \ \

Casting time: 1 standard action
Range: Touch
Duration: 1 minute
Targets: creature touched

Description

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
, Bleed

Bleed

You cause a living creature that is below 0 hit points but stabilized to resume dying.


Necromancy \ \

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Deity: Gruumsh

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
; 1st—Cause Fear
, Doom
SRD

Doom

This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.


Necromancy \ Mind-affecting \ Emotion, Fear

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 min./level
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Domain: demon (chaos, evil) 1
Deity: Gruumsh
, Protection from Good
SRD

Protection from Good

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures.


Abjuration \ Evil \

Casting time: 1 standard action
Range: Touch
Duration: 1 min./level
Effect: Saving Throw Will negates (harmless Spell Resistance no; see text
Targets: creature touched
Domain: evil 1; purity 1
Deity: Gruumsh

Description

This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks made by good creatures. The target receives a new saving throw against control by good creatures and good summoned creatures cannot touch the target.
, Command
SRD

Command

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity.


Enchantment \ Compulsion \ language-dependent, mind-affecting

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: one living creature
Domain: devil (evil, law) 1, toil 1, tyranny 1
Deity: Gruumsh

Description

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.   Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.   Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.   Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.   Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.   Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.   If the subject can’t carry out your command on its next turn, the spell automatically fails.
; 2nd—Darkness
, Hold Person
SRD

Hold Person

The subject becomes paralyzed and freezes in place.


Enchantment \ Compulsion, Mind Affecting \

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level (D)
Effect: Saving Throw Will negates; see text; Spell Resistance yes
Targets: one humanoid creature

Description

The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

When augmented

Hold Person, Mass   School enchantment (compulsion) [mind-affecting]; Level mesmerist 6, psychic 7, sorcerer/wizard 7, witch 7   Targets one or more humanoid creatures, no two of which can be more than 30 ft. apart   This spell functions like hold person, except as noted above.
, Desecrate
SRD

Desecrate

This spell imbues an area with negative energy.


evocation \ Evil \

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level
Area: 20-ft.-radius emanation
Effect: Saving Throw none; Spell Resistance yes
Domain: evil 2; purity 2
Deity: Gruumsh

Description

The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.   If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area).   Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).   If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.   Desecrate counters and dispels consecrate.

Mythic Effects

Select one alignment component that you have (chaotic, evil, or lawful). Outsiders with the opposite alignment subtype of the chosen alignment component take a –1 penalty on attack rolls, damage rolls, and saves in the area.
; 3rd—Contagion
SRD

Contagion

The subject contracts a disease


Necromancy \ \ disease, evil

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Targets: living creature touched
Domain: decay 3
Deity: Gruumsh

Description

The subject contracts one of the following diseases: blinding sickness, bubonic plague, burning plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects.

When augmented

Contagion, Greater School necromancy [disease, evil]; Level cleric/oracle 5, druid 5, sorcerer/wizard 6, witch 5   CASTING   Casting Time 1 standard action Components V, S   EFFECT   Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Fortitude negates; Spell resistance yes   DESCRIPTION   This spell functions as contagion, except the victim cannot overcome the disease without magic—making the required number of saves does not cure it.   The DC to remove the disease with magic is equal to the save DC + 5.

Mythic Effects

The affected target is highly contagious. Any creature it touches or that touches it with natural weapons or unarmed strikes must save or contract the disease.   The save DC for these targets is equal to the spell’s DC – 4.   The target can’t spread this disease to you.   Augmented (7th): If you expend five uses of mythic power, the spell targets every living creature within a 1-mile radius.   You can select one creature per caster level within your line of sight; these creatures are unaffected by the spell.
  Domain Spells: Warpaint
Forgotten Foes © 2010 Tricky Owlbear Publishing, Inc.; Authors Mark Gedak and Stefen Styrsky.

War Paint

You imbue normal face paint – enough to paint 1 face per caster level – with divine energy.


Transmutation \ \

Casting time: 1 standard action
Range: Touch
Targets: face paint touched
Domain: Orc 1
Deity: Gruumsh

Description

You imbue normal face paint – enough to paint 1 face per caster level – with divine energy. When the paint is used to draw tribal designs upon the face, the resulting pattern is so fierce and intimidating that all who view it must succeed a Will save or be shaken for 1 round per caster level. Those who are successful on their Will saves cannot be affected by war paint’s effects again for 1 full day. Creatures you name as allies are not at risk of becoming shaken by your appearance. The paint’s power lasts a full 24 hours or until purposefully removed, washed, or worn off.
, Allign Weapon
SRD

Align Weapon

Align weapon makes a weapon chaotic, evil, good, or lawful, as you choose.


Transmutation \ \ Chaotic, Evil, Good, Lawful

Casting time: 1 standard action
Range: Touch
Duration: 1 min./level
Effect: Will negates (harmless, object Spell Resistance yes (harmless, object)
Targets: weapon touched or 50 projectiles (all of which must be together at the time of casting)
Domain: chaos 2, evil 2, good 2, law 2, demodand (chaos, evil) 2
Deity: Gruumsh

Description

weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.   You can’t cast this spell on a natural weapon, such as an unarmed strike. When you make a weapon chaotic, evil, good, or lawful, align weapon is a chaotic, evil, good, or lawful spell, respectively.

When augmented

Align Weapon, Communal School transmutation [see text]; Level cleric 3, inquisitor 3   CASTING   Casting Time 1 standard action Components V, S, DF   EFFECT   Range touch Target weapons or projectiles touched Duration 1 minute/level Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)   DESCRIPTION   This spell functions as align weapon, except you divide the duration in 1-minute increments between any number of touched weapons. Every group of up to 50 projectiles (which must be together at the time of casting) counts as one weapon for the purpose of dividing the spell’s duration.
, Bestow Curse
SRD

Bestow Curse

You place a curse on the subject.


Necromancy \ \ Curse

Casting time: 1 standard action
Range: Touch
Duration: permanent
Effect: Saving Throw Will negates; Spell Resistance yes
Targets: creature touched
Domain: curse 3, orc 3, tyranny 3;
Deity: Gruumsh
Bloodline: accursed 4

Description

Choose one of the following.   -6 decrease to an ability score (minimum 1). -4 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above.   The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.   Bestow curse counters remove curse.   Bestow curse allows the caster to invent a novel effect, but one no more powerful than those described in the spell itself (no worse than a 50% chance of losing actions, a –4 penalty on checks, or a –6 penalty to an ability score). Effects in line with that power level include the following.   When the victim is adjacent to the area of a damaging spell or spell-like effect, the area expands to include the victim. The victim can’t heal naturally, and magical healing heals the victim by only half the usual amount (minimum 1 point). Fast healing and regeneration are likewise halved. Whenever the victim takes damage, he is staggered for 1 round. The victim is plagued by cacophonous sounds and strobing lights that only she can hear and see. She is distracted (+5 to Perception DCs), cannot take 10 on skill checks, and must succeed at a concentration check (DC 10 + spell level) to successfully cast spells. Anytime the victim picks up or retrieves an object (including drawing a weapon or ammunition), there is a 50% chance that he immediately drops it. If ammunition is dropped, the attack being made is lost. Any remaining attacks in a full attack action may still be attempted.

When augmented

Bestow Curse, Greater Source PAP82:SotS   School necromancy; Level cleric 7, sorcerer/wizard 8, witch 7; Subdomain corruption 6   DESCRIPTION   Greater bestow curse functions as above except with the following changes:   Choose one of the following.   –12 penalty to an ability score, or –6 penalty to two ability scores (to a minimum ability score of 1). –8 penalty on attack rolls, saves, ability checks, and skill checks. Each turn, the target has a 25% chance to act normally; otherwise, it takes no actions. Bestow one of the curses or variants listed below. Bestow curse of the ages or unluck. If a specific affliction is bestowed, the save DC of the spell replaces the usual save DC of the affliction. You can also invent your own curse, but it should be no more powerful than those described above.   The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, or wish spell. It cannot be removed with remove curse or suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5.

Statistics

Str 15 , Dex 14 , Con 6 , Int 10 , Wis 16 , Cha 12
Base Attack: 5ft CMB: +5 CMD: 17
Feats: Brew Potion, Alertness, Blind-Fighting
Skills: Heal +7 , Knowledge (Religion) +4 +4, Spellcraft +7
Languages: Common, Orc, Abyssal
SQ: Intimidating Touch (Su): Jakk can touch a creature as a standard action, granting them a +2 bonus to intimidate others (this bonus stacks with a half-orc’s racial bonus to Intimidate). This bonus lasts for 1 round.

Ecology

Environment: Jakk has taken up residence in the Town's wellspring in the silvermine; he has befouled the place with Orcish runes to Gruumsh and has cursed the area with a Contagion effect.
Treasure: Plague Mace

Plague Mace

Damage (S) Damage (M) Type Critical Range
1d8+1+STR One-Handed Simple Melee 20, x2 Contact

Special: Mastercraft +1
Cost: 312 GP
Weight: 8

The heavy mace was the prized possession of the Tornclaw Clan the metal is a deep black from the carbon hardening process and the handle is bound in leather made from human skin.


 
, Light Crossbow

Crossbow, Light

Damage (S) Damage (M) Type Critical Range
1d6 1d8 Simple, Ranged, Piercing 19-20/x2 80 ft. (projectile)

Special: Load: Loading a light crossbow is a move action that provokes attacks of opportunity.
Cost: 35 gp
Weight: 4 lbs

You draw a light crossbow back by pulling a lever. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.


 
and 30 Bolts

Bolts, Crossbow


Name
Bolts, Crossbow
Cost
1 gp
Weight
1 lbs
Description_
Bolts come in a case or quiver that holds 10 bolts (or 5 for a repeating crossbow).   A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).
Tags
SRD, Pathfinder, Ammunition
IsShared
1
, Heavy Steel Shield
, Chainmail

Chainmail

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
6 2 -5 30% 20 ft 15 ft

Special: Unlike a chain shirt, which covers only the chest, chainmail protects the wearer with a complete mesh of chain links that cover the torso and arms, and extends below the waist. Multiple interconnected pieces offer additional protection over vital areas. The suit includes gauntlets.
Cost: 150 gp
Weight: 40 lbs

 
, Bone Symbol of Gruumsh

Bone Symbol of Gruumsh


Name
Bone Symbol of Gruumsh
Cost
1 gp
Weight
1/4 lbs
Description_
This holy symbol is the eye socket from the skull of a humanoid; The Eye Socket is a representation of Gruumsh. It is his cleric's spellcasting focus.
Tags
Pathfinder, Holy Symbol
IsShared
1
, Scroll of Summon Monster II

Scroll of Summon Monster, 2nd circle, 5th Degree


Name
Scroll of Summon Monster, 2nd circle, 5th Degree
Cost
250 gp
Weight
1/8 lbs
Description_
a heavy sheet of fine vellum. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. The scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8. The Scroll stores 1 use of the Summon Monster II spell.
Tags
SRD, Pathfinder, Magic Item, Scroll
IsShared
1
, Scroll of Lesser Restoration

Scroll of Lesser Restoration, 5th Degree


Name
Scroll of Lesser Restoration, 5th Degree
Cost
250 gp
Weight
1/8 lbs
Description_
a heavy sheet of fine vellum. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. The scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8. The Scroll stores 1 use of the Lesser Restoration spell.
Tags
SRD, Pathfinder, Magic Item, Scroll
IsShared
1
, Potion of Cure Light Wounds
, Potion of Invisibility

Potion of Invisibility 3rd Degree


Name
Potion of Invisibility 3rd Degree
Cost
250 gp
Weight
1/8 lbs
Description_
For Five Minutes The creature that drinks the potion becomes invisible. Any gear it is carrying vanishes, too.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Tags
SRD, Pathfinder, Magic Item, Potion
IsShared
1
, Potion of Bane

Potion of Bane 5th Degree


Name
Potion of Bane 5th Degree
Cost
250 gp
Weight
1/8 lbs
Description_
Bane fills your enemies within 50 feet with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.
Tags
SRD, Pathfinder, Magic Item, Potion
IsShared
1
, Potion of Dispel Magic
, 13 gp, blue sapphire worth 1300 GP.

Created by

JMTyranny.

System

Pathfinder 1e

Statblock Type

Monster / NPC

Link/Embed