Daughter of the Mountain (CL 19)
Female brown dwarf
Wizard 13/ Rogue 3/ Fighter 3
LE Medium humanoid
Initiative: +1
Senses: darkvision 60 ft; Listen +5, Spot +4
Languages: Common, Dwarf, Goblin, Infernal, Orc
AC 20, touch 16, flat-footed 19 (+4 dodge bonus vs giants)
HD 19 (126 hp)
Resist: +2 racial bonus vs poison, +2 racial bonus vs spells and spell-like abilities
Fort: +11 Ref: +9 Will: +12
Speed: 30 ft. (6 squares)
Melee: +2 handaxe +15/+10/+5 (1d6+5, 19-20/x3)
Ranged: touch +12 (spell)
Ranged: light crossbow +12 (1d8, 19-20/x2)
Base Attack: +11 Grp: +13
Atk Options: Sneak attack +2d6, Blind-Fight, Cleave, Combat Expertise, Improved Disarm, Power Attack, +1 bonus vs. orcs and goblinoids
Combat Gear: ring of mind shielding, potion of reduce person, potion of cure serious wounds, scroll of dispel magic, iron flask
Spells Prepared (CL 13th)
7th- mass hold person (DC 20)
6th- antimagic field, quickened Melf's acid arrow (2d4 acid dmg + an additional 2d4 acid damage each additional round for 4 rounds unless neutralized) (ranged touch +12)
5th- cone of cold (DC 18; 13d6 cold dmg), dismissal (DC 31 minus creatures HD), wave of fatigue
4th- charm monster (DC 17), fear (DC 17), fire shield (1d6+13 fire dmg), greater invisibility
3rd- blink, fireball (DC 16; 13d6 fire dmg), hold person (DC 16), protection from energy (absorbs 120 points)
2nd- command undead (DC 15), darkness, detect thoughts (DC 15), mirror image (1d4+4 images), scorching ray (3 rays, 4d6 fire dmg) (+12 ranged touch)
1st- mage armor, magic missile x2 (5 missiles, 1d4+1 force dmg), obscuring mist
0- daze (DC 13), detect magic, light, read magic
Abilities: Str 14 Dex 13 Con 17 Int 17 Wis 10 Cha 12
SQ: evasion, familiar, scry on familiar, share spells, stability (+4 vs bull rush attempts), stonecunning, trapfinding, trap sense +1, +2 Appraise bonus with stone and metal objects, +2 Craft bonus with stone or metal.
Feats: Alertness* (if familiar is within 5 ft.), Blind-Fight, Cleave, Combat Casting, Combat Expertise, Dodge, Enlarge Spell, Improved Critical (handaxe), Improved Disarm, Iron Will, Leadership, Power Attack, Quicken Spell, Scribe Scroll
* Bonus to listen and spot have not been included in above statistics.
Skills: Climb +5, Concentration +19, Craft (trapmaking) +10, Disable Device +7, Disguise +5, Escape Artist +5, Hide +5, Intimidate +11, Knowledge (arcana) +19, Knowledge (the planes) +19, Listen +5, Move Silently +6, Open Lock +5, Search +9, Spellcraft +19, Spot +4.
Possessions: +2 handaxe, light crossbow, quiver with (15) bolts, amulet of natural armor +2, bracers of armor +4, ring of protection +3, amulet of proof against detection and location, amulet of the planes, spellbook, material spell components (pinch of powdered iron, small crystal cone, white feather, bit of phosporous, small ball of bat guano mixed with sulfer, small shred of raw meat, splinter of bone, copper coin, piece of cured leather, pinch of wool, piece of phosporescent moss, crystal prism, iron bar, dart, powdered rhubarb leaf, adder's stomach), combat gear listed above.
Spellbook: Contains all spells prepared, all 0-level spells plus 1st- comprehend languages, hold portal, protection from good, shield; 2nd- bull's strength, fox's cunning, protection from arrows, summon monster II; 3rd- dispel magic, illusory script, major image, slow; 4th- animate dead, dimensional anchor, stoneskin; 5th- baleful polymorph, contact other plane, lesser planar binding; 6th- guards and wards, planar binding, symbol of persuasion; 7th- greater teleport, summon monster VII
Imp, Improved Familiar (CR - )
LE Tiny outsider (lawful, evil, extraplanar)
Init: +3; Senses: darkvision 60 ft, Listen +7, Spot +7
Languages: Infernal, Celestial, Draconic, empathic link
AC 20, touch 15, flat-footed 17
HD 19 (63 hp); fast healing 2; DR 5/good or silver
Immune poison
Resist fire 5; SR 18
Fort +8 Ref +11 Will +13
Speed 20 ft. (4 squares), fly 50 ft. (perfect)
Melee Sting +16 (1d4 plus poison)
Space 2½ ft; Reach 0 ft.
Base Atk +11; Grp +3
Atk Options deliver touch spells, poison (DC 13, 1d4 Dex/ 2d4 Dex)
Spell-Like Abilities (CL 6th): At will- detect good, detect magic, invisibility (self only); 1/day- suggestion (DC 15); 1/week- commune (6 questions; DL 12th)
Abilities Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 14
SQ alternate form (as polymorph, CL 12th, into monstrous spider or rat)
Feats Dodge, Weapon Finesse
Skills Diplomacy +8, Hide +17, Knowledge (arcana) +17, Listen +7, Move Silently +9, Search +7, Spellcraft +17, Spot +7, Survival +1 (+3 following tracks)
Improved Evasion (Ex) No damage on successful Reflex save and half damage if the save fails.
The being known commonly throughout much of the land of Ancaire as the "Daughter of the Mountain" is a powerful dwarven wizardess said to control much of the south central region of the Mystic Mountains. Little is actually known of this elusive mage, her past or indeed even her true name. It is widely believed that she was born over 132 years ago in the province of Axestone in northern Ancaire.
The Daughter of the Mountain is generally allowed a wide berth by the military of the Dwarf-King of Ancaire for she is known for a foul temperment as well as a tendency to traffic in devils from the Gloomrealm as well as various forms of undead and even creatures of elemental earth. The Daughter also possesses an imp familiar which she uses to spy on those who enter "her" domain.
Several lesser mages have taken up apprenticeships under the Daughter's tutelage and assist the dwarf witch in making potions of all sorts. She is also known to be a master of disguise and uses deceit and trickery to take her foes off guard. Her true goal is simple speculation but she is thought to have eyes for her former home of Ancaire.
The Daughter dwells in an immense mountain citadel. The majority of the structure consists of underground halls, chambers and dark dungeons. A small portion does lie aboveground and serves primarily as a watch tower as well as a garrison for the Daughter's private mercenaries.
Legends of Hyerune © 2004