Monster Stat #15: Zara & the bounty hunters (from Adventurers #101-106) Zara was one of the Adventurers' more persistent foes. They first encountered her in the adventure that led to Lyra joining the party; Zara was the leader of a band of drow who were establishing a base in the upper world. After the adventurers put an end to this plot, Zara fled to parts unknown. She was next seen by Halbarad, whom she tried but failed to ambush and kill. After this encounter, Zara went about assembling a group of evil adventurers and mercenaries, a rogues' gallery with whom she planned to destroy her now-hated adversaries. Over a period of months, the foul ones tracked the adventurers, who had split up but were in the process of regrouping. Finally, on the banks of the Selintan River, the two groups met in a climactic final battle. The adventurers were triumphant in the end, though not without casualties, and at long last, Zara had been put out of their misery once and for all. Zara 16th level sorceress drow female, 5'1", 95 lbs, white hair, green eyes age: 337 years alignment: chaotic evil Str 9 Int 19 Wis 13 Dex 16 Con 10 Chr 14 Com 17 AC 2 HP 36 move 12" Little is known about Zara's past. Several years ago, she came up from the Underdark, the leader of a band of drow who intended to set up a base on the above world. The exact underground city and clan that sent these drow remains unknown, and if Lyra knows anything, she isn't telling. Zara had very few magic items, since she relied on her spellcasting ability. The party recovered a ring of protection and a wand of frost from her body. Any other valuables she owned, including spellbooks, were no doubt hidden in some remote location. Zara's party of bounty hunters consisted of the following ne'er-do-wells: the Elf Reaper frequency Unique (relatively) # appearing 1 climate/terrain any movement 12" armor class -2 HD 8+6 (69 hp) thac0 4 # of attacks 2 damage/attack 1-12 +8 + vorpal special attacks 20 STR special defenses none magic resistance none intelligence Average alignment Chaotic Evil size L (10') An ogre of largest size, the Elf Reaper (as he fancied himself) was best remembered for two things: a burning hatred for all elves and their kin, and his intelligent magical pike, Gualgin. The latter was a +4 vorpal weapon with certain other properties (14 Int, CE al, purpose was to slay good-aligned beings, haste 3/day) Besides this weapon, the big ogre carried several potions of extra- healing and wore boots of striding and springing; his chainmail vest provided +4 protection. the Wraith Lord frequency unknown # appearing 1 climate/terrain anywhere dismal movement 12" armor class -6 HD 10 thac0 5 # of attacks 2 (sword) damage/attack 2-8 + 1-8 + combustion special attacks see below special defenses see below magic resistance 50% intelligence High alignment Lawful Evil size M (6') The wraith lord was an unusually powerful example of its kind. Garbed in dark blue robes of protection, it bore a flaming +4 broadsword as well. Any being hit by this weapon suffered an additional 1-8 hp of flame/heat damage, and risked bursting into flame (depending on clothing worn and other factors) The wraith lord was immune to turning by priests, and also possessed all of the typical immunities of normal wraiths. Its chilling touch was rather potent, draining two life energy levels from a victim. the Inquisitor frequency unknown # appearing 1 climate/terrain unknown movement 15" armor class -4 HD 73 hp thac0 9 # of attacks 2 damage/attack 1-10 + level drain special attacks see below special defenses see below magic resistance 75% intelligence Genius alignment Neutral Evil size M (6') A mysterious figure garbed entirely in white (robes and a pointed hood), this foe was laughable at first. However, its life-draining touch and combat prowess caused the adventurers to take notice. Attacking twice per round, the Inquisitor could drain a level with every successful hit. Worse yet, its robes were like steel armor when blows fell upon them, and it seemed immune to most magical attacks and effects. The Inquisitor had no material body beneath its outfit, and in fact, it is uncertain whether Arnold's final sword-blow actually killed the foe or not, for it simply vanished, leaving its suddenly-soft robes behind. Kaal 14th level high priest of ? human male, 6'0", 185 lbs, black hair & eyes age: 41 years alignment: chaotic evil Str 17 Int 15 Wis 17 Dex 15 Con 16 Chr 13 Com 14 AC -3 HP 62 move 12" thac0 7 A war-loving priest (presumably of a war-loving god or goddess), Kaal primarily fought with his potent spells. He was eaten by a wild bullette in the midst of heated combat, and thus didn't have a chance to unleash his full powers. Norgal 12th level warrior human male, 6'11", 285 lbs, grey hair age: 44 years alignment: chaotic evil Str 18/95 Int 12 Wis 11 Dex 16 Con 18 Chr 10 Com 9 AC -5 HP 110 move 12" thac0 3 #att 2/1 dam 2-8 +10 Dressed for battle in black plate mail, a large shield, and a helm fashioned from a huge skull (all three magical), Norgal was an imposing figure indeed. He fought with a +3 bastard sword of sharpness, and also wore rings of flying and frost resistance. He seemed to have a reckless nature during combat, and his fighting style was reminiscent of a berserker. the iron dwarf 13th level warrior dwarven male, 4'0", 360 lbs (armored) alignment: chaotic (evil) Str 24 Int 3 Wis 3 Dex 15 Con 19 Chr 5 Com 5 AC -8 HP 120 move 6" thac0 -1 #att 5/2 dam 1-8 + 16 Perhaps more enduring than Zara herself was the most powerful of those she recruited: the iron dwarf. Clad from head to toe in highly magical adamantine armor, this legendary warrior was buried in a crypt beneath the Cairn Hills, until freed by Zara. She found some ancient curse that enabled her to control the dwarf - to an extent. The iron dwarf wore full plate +5, with a helm of the same material. Two short, sharp horns jutted from this headpiece, and the armor itself was covered in shorter, but equally sharp, spikes. The whole suit was welded at all seams, rendering it unremovable; this may have been one reason for the dwarf's insanity and endless rage. Fused into the armor, on the inside, were a ring of protection +5, a ring of regeneration, a brooch of sustenance, boots of fire resistance, a girdle of storm giant strength, a helm of life protection, and a necklace of adaption. In the dwarf's right hand was a short, double-headed battleaxe +5; this item was also fused to the armor, specifically his hand/gauntlet. Due to his array of magical items, the iron dwarf had no need to eat, drink, breathe or sleep if he didn't want to. He seemed to heal quickly from any wounds inflicted upon him, and proved virtually unstoppable when he fought with the adventurers. In fact, they buried him with a Rock to Mud spell, and then re-hardened the ground...but even that may have only been a temporary setback to one of the iron dwarf's power.