Friday, September 13, 2013

Graa

I'm having another bout of insomnia, so I made a quick character.  Tonight's NPC is Graa, a Goblin Witch.

Living in with a Goblin tribe without a Cleric, Graa fills that role by using the Hedge Witch archetype which enhances her healing abilities.  Her familiar also uses the Healing patron spells and she has selected many healing spells.



She's incredibly intelligent and quite dexterous.  She also has a good constitution giving her a fair amount of hit points.  Her strength is in the toilet, so don't have her make any melee attack rolls if you can help it.  At the start of combat, she should attempt to use her Slumber hex to attempt to put the most threatening party member to sleep.  Sure, that party member will wake up as soon as they take damage, but that's one or more rounds in which that party member is not not active during the encounter.

Since her intelligence is 18, have her exclusively cast spells to aid her allies and hinder the party in between healing and buffing.  If all else fails, her Stealth is high, so she can pretty easily run and hide in order to heal herself .  You should use her Wand of Cure Light Wounds before actually using her own spells, so she can hang onto them and that way you can screw the PCs by giving them a wand that does not have the full 50 charges.

She's neutral evil and has a very lower CR... 1, which means she'll be very easy to defeat in combat.  Even so, she could be a good enemy for a party to face soon into their adventuring careers, especially if she has plenty of other goblins working with her who she can heal and buff.

I hope you enjoy her, she was pretty easy to make but should be fun nevertheless.


Name

Graa    CR 1
XP 400
Goblin Witch (Hedge Witch) 2
NE Small Humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +4


Defense


AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 16 (2d6+4)
Fort +2, Ref +2, Will +3


Offense


Speed 30 ft.
Melee Dagger +1 (1d3-1/19-20/x2)
Special Attacks hexes (healing, slumber [dc 15], ward [1 at a time])
Witch (Hedge Witch) Spells Prepared (CL 2):
1 (3/day) Enlarge Person (DC 15), Ray of Enfeeblement (DC 15), Cure Light Wounds
0 (at will) Putrefy Food and Drink (DC 14), Stabilize, Detect Magic, Guidance


Statistics


Str 8, Dex 15, Con 15, Int 18, Wis 10, Cha 12
Base Atk +1; CMB -1; CMD 11
Feats Extra Hex
Traits Child of the Temple (Knowledge [religion]), Foul Belch (1/day)
Skills Fly +4, Handle Animal +3, Heal +5, Intimidate +5, Knowledge (arcana) +9, Knowledge (religion) +10, Perception +4, Spellcraft +9, Stealth +11, Use Magic Device +5
Languages Common, Draconic, Gnoll, Goblin, Halfling
SQ arcane familiar nearby, empathic link with familiar, hero points, patron spells (healing), share spells with familiar
Combat Gear Wand of cure light wounds; Other Gear Dagger, Cauldron, Cooking kit, Poncho, 3 GP, 2 SP, 1 CP


TRACKED RESOURCES


Dagger - 0/1
Foul Belch (1/day) - 0/1
Wand of cure light wounds - 0/50


Special Abilities


Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Foul Belch (1/day) Once per day as a standard action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Fortitude save or be sickened for 1d6 rounds. The save DC is Constitution-based.
Healing (1d8+2) (Su) Use cure light wounds once per day/person.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (2 rds) (DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.



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