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Count Krev Ragata

Count Krev Ragata

Count Krev Ragata     CR7
XP 3,200
Male Klavek rogue (sniper) 4/alchemist (vivisectionist) 4
NE Medium humanoid (human)
Init +3 (always 23 in surprise round but only to attack ranged); Perception +12
AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, +1 dodge)
hp 48 (8d8+12)
Fort +6, Ref +11, Will +4
Defensive Abilities 50% chance to negate critical hits and sneak attacks
Speed 30 ft.
Melee mwk dagger +6/+1 (1d4-1, Crit 19-20/x2)
Ranged +1 light crossbow +10/+5 or +8/+8/+3 (1d6+1, Crit 19-20/x2, Range 80 ft.) or +1 heavy crossbow +10 (1d8+1, Crit 19-20/x2, Range 120 ft.)
Special Attacks sneak attack +4d6 (within 40 feet any target without total concealment)
Extracts Prepared (CL 4th; concentration +7)
     1st—cure light wounds, jump, true strike (2)
      2nd—invisibility, protection from arrows
Str 8, Dex 16, Con 12, Int 16, Wis 14, Cha 10
Base Atk +6; CMB +5; CMD 18
Feats Dodge, Point Blank Shot, Precise Shot, Rapid Reload (light crossbow), Rapid Shot; Brew Potion, Shot on the Run
Skills Acrobatics +14, Appraise +7, Bluff +13, Craft (alchemy) +14, Diplomacy +4, Disguise +4, Escape Artist +14, Intimidate +4, Knowledge (nature) +12, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +12, Sense Motive +12, Sleight of Hand +9, Spellcraft +10, Stealth +14, Survival +6, Use Magic Device +8; Krev may use Knowledge (nature) in place of Heal
Languages Abyssal, Common, Draconic, Dwarven, Klavek, Vikmordere
SQ Accuracy, alchemy, cruel anatomist, deadly range, discoveries (preserve organs x2), evasion, poison resistance +2, poison use, rogue talents (combat trick, snap shot, sniper’s eye), swift alchemy, torturer’s eye, uncanny dodge
Gear Krev’s formulae book (in addition to the prepared extracts above and all 1st-level extracts; 2nd: alter self, cure moderate wounds, false life, lesser restoration, protection from arrows, spider climb), +1 chain shirt, +1 heavy crossbow, +1 light crossbow, ring of protection +1, potions of cure moderate wounds (5), potions of invisibility (4), masterwork disguise kit, masterwork thieves’ tools
Krev uses the shadows, his extracts and Shot on the Run to gain the advantage, waiting until an opponent can’t discern his location before unleashing crossbow bolts.

Fiendish Count Krev gains the following changes to his statistics:
Increase CR by 1; Senses darkvision 60 ft., DR 5/good, SR 14, Resist Cold 10, Resist Fire 10, Special Attacks smite good 1/day (swift action, +9 damage vs good foes smite persists until target is dead or the fiendish creature rests)

Count Krev is a dangerous adversary; he plans carefully and methodically, ensconced in intrigue and double bluffs. While he might appear as benign or friendly to a group of adventurers, his intent is always to use PCs to his own ends as unknowing minions. As soon as their use comes to an end, however, Count Krev is quick to draw his light crossbow and shoot them in the back.

If the PCs failed to save Count Krev (or if you feel like giving his stats a bit of oomph), Countess Darah Veresovich will punish her underling upon his return. While they haven’t yet mastered the art of creating vampires, they are able to channel some of their patron’s powers. Count Krev Ragata now does so all the time—with most of his blood drained away he appears to be less of a man (DC 26 Perception check to realize he’s not simply ill), but is in truth a far more dangerous creature, now with the Fiendish template.

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Traps which work well with NPCs

Dining_Chair_LACMA_M.2000.51Characters think nothing of entering a room with an NPC and just sitting down. So…

Spiky Chairs (CR 3)

Several armchairs have been placed around the room. They all seem to have overstuffed cushions.

Type: mechanical; Perception DC 28; Disable Device 16

Trigger Touch; Reset Repair


Just under the cushions are several sharp, barbed spikes. Spikes (DC 18 Reflex Save or take 1d3 damage and become entangled with the chair. DC 22 Escape Artist or DC 22 Strength check to free from chair, however, if Strength is used, an additional 1d3 damage is dealt)

If you offer the PCs food or drink, of course they will be suspicious. But who is wary of a comfy chair? This would be a perfect beginning to a combat encounter. Several of the characters sit in the offered chairs, and become stuck as guards or thugs arrive. You can always poison these things, too.  This trap can also make future social interactions somewhat awkward for the PCs. A host could take offense at the PCs poking and prodding the furniture before they sit down. The PCs may even refuse to sit down, further offending the host.