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Statblock Sunday (Banlan Backlash!): Keun-Tal, Reanimate Wereshark

shark_dire__forrest_imelKeun-Tal wereshark (human form)     CR 8
XP 4,800
Reanimate human natural wereshark fighter 8
CE Medium humanoid (reanimate, shapechanger)
Init +3; Senses darkvision  60 ft., low-light vision, scent; Perception +6

DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 natural)
hp 86 (8d10+36)
Fort +6, Ref +5, Will +5 (+3 vs fear)
Defensive Abilities bravery +3
Immune Construct traits

OFFENSE
Speed 30 ft.
Melee +1 ranseur of shocking +16/+11 (2d4 + 4 + 1 plus 1d6 electricity damage)

TACTICS
Before Combat Keun-Tal retreats to the nearest body of water attempting to lure any combatants in after him before assuming his hybrid form.
During Combat Keun-Tal utilizes Power Attack with Vital Stike and Spring Attack in order to keep a safe distance from enemy combatants and always moves towards the nearest body of water.
Morale Keun-Tal flees to the nearest body of water once reduced to 40 hit points.

STATISTICS
Str 18, Dex 18, Con —, Int 12, Wis 16, Cha 12
Base Atk +8/+3; CMB +12; CMD +27
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur)
Skills Bluff +3 , Climb +6 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +7
Languages Common, Aquan
SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3-6)
Treasure NPC gear (+1 ranseur of shocking)

 

Keun-Tal wereshark (hybrid form)
CE Medium humanoid (reanimate, shapechanger)
Init +3; Senses blindsense 30ft, low-light vision, keen scent, Darkvision  60ft, Perception +6

DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, +6 natural)
hp 86 (8d10+36)
Fort +6, Ref +5, Will +5 (+3 vs fear)
Defensive Abilities bravery +3 ; DR 10/silver
Immune Construct traits

OFFENSE
Speed 30 ft. swim 30 ft.
Melee +1 ranseur of shocking +17/+12 (2d4 + 5 + 1 plus 1d6 electricity damage) and bite +12 (1d8 + 5 plus curse of lycanthropy)

TACTICS
Before Combat If encountered in a large body of water connected to an ocean Keun-Tal appears along with 1d4 sharks with a maximum combined rating of CR 8 (for example, four regular sharks of CR 2 or two great white sharks CR 4, or any combination thereof)
During Combat Keun-Tal appears from the water, using Power Attack with Vital Strike and Spring Attack to deal damage before hiding beneath the waves once more.
Morale Keun-Tal is compelled to fight to the death while in hybrid form

STATISTICS
Str 20, Dex 18, Con —, Int 12, Wis 16, Cha 12
Base Atk +8/+3; CMB +13; CMD +28
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike, Weapon Focus (ranseur)
Skills Bluff +3 , Climb +7 , Escape Artist +6 , Intimidate +3, Knowledge (Dungeoneering) +2 , Knowledge (Engineering) +2 , Perception +6 , Sense Motive +5 ,Stealth +8 , Survival +5, Swim +8
Languages Common, Aquan
SQ amphibious, armor training 2, change shape (human, hybrid, and shark; polymorph), innately fragile, just a shell, limited physical exception, lycanthropic empathy (sharks and dire sharks), not truly alive, not truly dead, tireless, weapon training 1

ECOLOGY
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3-6)
Treasure NPC gear, (+1 ranseur of shocking)

SPECIAL ABILITIES
Not Truly Alive (Ex) Reanimates have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). Instead of a Constitution bonus to hp, reanimates gain a static 20 bonus hp. Reanimates are also immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not Truly Dead (Su) Reanimates minds are fragments of their once living bodies, held together by magic. This grants them a +4 bonus on all saving throws against mind-effects.
Innately Fragile (Ex) Reanimates cannot heal damage on their own, but can be repaired via exposure to certain effects. A mending spell cast on a reanimate heals 1d4 hp, but cannot repair a reanimate above half health. Cure spells function on a reanimate, but always heal the minimum amount. Reanimates can regain hp normally by spells such as make whole. They cannot benefit from fast healing or regeneration effects.
Tireless (Ex) Reanimates are not subject to fatigue, exhaustion, or nonlethal damage.
Just a Shell (Ex): Reanimates do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Once destroyed, they cannot be raised or resurrected, but they can be rebuilt by the same means that created them (this process is effectively the same as spells such as raise dead or resurrection, but requires specialized equipment not normally available outside Timean laboratories, worth at least 50,000 gp)
Limited Physical Exception (Ex) Reanimates do not sleep, but they do need to eat and breathe, though in limited capacity—though they can partake to gain benefits from these activities. For instance, reanimates can sleep in order to regain spells, but it is not required to survive or stay in good health. Reanimates gain a +4 bonus on all checks and save to hold their breath or resist starvation, and require only half as much food as normal living creatures.

 

The notorious pirate Keun-Tal is well known for his uncanny ability to slip in and out of any port unnoticed, which ultimately led to his career in smuggling. The Banlan Brotherhood saw great potential in Keun-Tal, and hired him to smuggle various artifacts between the coastal cities along the Timean coast. During a routine run his crew betrayed him, detonating the cargo and destroying his ship. Eventually Keun-Tal washed up on shore where his deceased body was found by the Banlan Brotherhood and after various surgeries, he was returned to life, though strangely different than before. He was neither dead nor alive but something in between, a synthesis of machinery and body parts—some of which were not his own. The important thing was that he could still transform.

 

Submitted by Jeremy Kleve.

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Story Locale (Banlan Backlash): Nyamo Wall

Underground_tunnel_RCW_02Nyamo is a walled city; years of outside threats necessitated the construction of a sturdy barrier hundreds of years ago. Originally designed to repel intruders, it now serves a slightly different purpose—as the settlement became a center of commerce, traders from all over the world arrived in Nyamo to sell their wares and exchange ideas.
While the goods and money were welcome, the ideas were not.

The visiting merchants and migrants were mostly housed in the migrant district, which was composed of most of the northern half of the city. Construction began on a new section of the Nyamo Wall that effectively split the city in half, running down the middle and connecting each end to the original outer wall. Taller and thicker than the original wall, the huge gatehouse built into its center gave each side of the barrier its own portcullis.

Traffic between the sections of the Nyamo Wall is strictly regulated—in order to pass, the person must provide an acceptable reason, a gate tax must be paid, and a stamp issued. Those wishing to stay overnight must obtain permission and purchase a special permit to do so. Guards from the Order of the Staff search each and every person that passes through the gate, ensuring that no contraband makes its way into Nyamo (normal magic items are not illegal, but may not pass through the gate; these items must be surrendered or passage is also prohibited.) Usually, traveler are given the option of simply turning around and not passing through the Nyamo Wall if they do not wish to surrender their items—in this city of Timeaus, this is just the cost of doing business. Those that pass through the gate are often followed by a member of the Order of the Staff, who make careful notes on interactions they make and often follow up questioning where searches occur (often using Nyamo scribe orbs).

Those that wish to enter the city from outside must go to the Migrants’ Gate on the outer wall (unless they are a Timerian citizen) where they are still subject to search and seizure, declaring all of their enchanted items; undeclared magic items are subject to confiscation. Those that wish to stay more than 24 hours must apply at the gate or at a Timerian embassy for a permit, and anyone found entering the city under false pretenses are subject to expulsion or arrest.

Only Timerian citizens are allowed entry through the Timerian Gate. They must present the proper papers and declare any magic or valuable items obtained outside of Timeaus. Generally speaking, most citizens comply and seizures at this gate are rare.

When the Nyamo Wall was constructed, the sewers under the city were modified, blocking passages with bars and grates, and in some cases blocking tunnels altogether. Over the years enterprising smugglers and other criminal elements have reopened some of these sealed passages to facilitate the burgeoning black market in Nyamo. While some goods are sold, it is most often news of the outside world that is traded, as well as books and other forms of publication. Several competing guilds operate underneath the Nyamo Wall, including those that support revolution; simple thievery and smuggling are often overlooked, with the occasional blatant offender caught and made an example of. However, the revolutionaries that deal in information and subterfuge are almost always put to the death when caught.

Entry into the tunnels that connect the two sides of the cities is a closely guarded secret. A select few safe houses on each side contain concealed entrances to the underground labyrinth—these are moved on a regular basis, the old entrances sealed up. Few people know of the existence of more than one way into the network under the Nyamo Wall, and even some of the guild masters do not know every entrance under their control.

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Weird Wednesday (Banlan Backlash): Nyamo Scribe Orb

Nyamo Scribe Orb

Aura moderate divination; CL 11th
Slot none; Weight 1 lbs.

DESCRIPTION
This many-faceted orb has been run through with a long adamantine needle extending out one end.

earthbound gem nyamo scribe orb
When analyzed for magical properties, a Nyamo scribe orb indicates that it is a regular scribe orb, made red as a mark of identification for the wizards of Timeaus. In truth this magical item has a secret function—any analysis it performs is immediately communicated to the Order of the Staff in Nyamo (regardless of distance), and it can always be easily found by mages of the organization (located with a DC 13 Will save).

CREATION
Magic Items scribe orb

Shortly after their presence in Nyamo is known, diplomatic wizards from the Order of the Staff seek out the PCs and insist that they accept a gift for their troubled (likely botched) delivery of alligotonium—a Nyamo scribe orb. The mages insist that any adventurer can make use of the magic item identifying device, and that no compensation is required; they feel horrible about the entire ordeal (a DC 20 Sense Motive check reveals that they do not, though they sincerely want the party to accept their gift).