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Quiet, Squad Drummer

Male Human Bard 6/Warchanter 8
NG Medium Humanoid
Init +8; Senses Listen +20, Spot +3
Languages cannot speak, but understands Common, Sign Language, Dwarven

AC 23, touch 16, flatfooted 19; Combat Expertise (+4 Dex, +7 armor, +2 deflection)
hp 90 (14 HD); light fortification (25%)
Fort +9, Ref +11, Will +8
Speed 30 ft. (6 squares)
Melee +1 thundering ironwood club +15/+10/+5 (1d6+4 [plus 1d8 sonic on critical]) and +1 bane vs. undead darkwood club +15/+10 (1d6+2)
Melee +1 thundering ironwood club +17/+12/+7 (1d6+4 [plus 1d8 sonic on critical])
Melee +1 bane vs. undead darkwood club +17/+12/+7 (1d6+2)
Melee cold iron longsword +15/+10/+5 (1d8+4/19-20)
Ranged +1 thundering ironwood club +14 (1d6+4 [plus 1d8 sonic on critical]) and +1 bane vs. undead darkwood club +9 (1d6+2)
Base Atk +12; Grp +15
Atk Options Arcane Strike, Combat Expertise, combine songs
Special Actions bardic/war chanter music 14/day (countersong, fascinate 5 creatures, inspire courage +3, inspire competence, inspire toughness, inspire recklessness, inspire awe, singing shout)
Combat gear wand of summon monster I (34 charges), potion of resist energy (fire) 30, 3 potions of cure moderate wounds, 4 potions of hide from undead, 4 potions of cure light wounds, 2 potions of blur, 2 potions of spider climb
Spells known Bard (CL 6, DC 15 + spell level; 100% ASF(!)):
. . . 2nd (3/day) — blur, cure moderate wounds, grace*
. . . 1st (5/day) — cure light wounds, swift expeditious retreat*, identify, feather fall, critical strike*
. . . 0 (3/day) — detect magic, mage hand, summon instrument, minor disguise*
*Denotes spells from the Spell Compendium

Abilities Str 16, Dex 18, Con 12, Int 14, Wis 12, Cha 20
SQ bardic knowledge +16, mute (100% bardic ASF)
Feats Alertness, Arcane Strike, Combat Expertise, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (club)
Skills Balance +4, Bluff +5, Climb +8, Concentration +1, Craft (drum making) +8, Decipher Script +2, Diplomacy +5, Disguise +5, Escape Artist +3, Gather Information +5, Hide +21, Intimidate +5, Jump +3, Knowledge (arcane) +2, Knowledge (local) +2, Knowledge (the planes) +2, Listen +20, Move Silently +21, Perform (percussion) +19, Perform (wind instruments) +10, Sense Motive +9, Sleight of Hand +5, Spellcraft +7, Spot +3, Swim +3, Tumble +4, Use Magic Device +15
Possessions combat gear plus +3 light fortification chain shirt, ring of protection +2, 4 mwk drumsticks (as mwk clubs), mwk drum made from bone and hide, 10 gp
Bardic/War Chanter Music (Su) War chanter music follows the same rules as bardic music, but provides different abilities.
. . . Inspire Awe: A single foe within 60 feet who can hear Queit inspiring awe must succeed on a Will save (DC 23) to resist the effect. On a failure, the character is inspired to uneasiness, fear, or even terror, depending on the difference between the foe's Hit Dice and Queit's Hit Dice. Subtract the foe's HD from Queit's and consult the following table.
. . . . . . The effects last for as long as the foe can hear Queit and for 1 round thereafter. If the foe's hearing of Queit's performance is interrupted, the foe needs to make another saving throw when he hears the performance again.
. . . . . . +10 or more HD difference (foe is paralyzed with fear); +1 to +9 HD difference (foe is panicked); 0 to -5 HD difference (foe is frightened); -6 or less HD difference (foe is shaken).
. . . Inspire Recklessness: A single ally who can hear Queit using this ability is inspired to recklessness. On the affected character's turn, before making any attack rolls, the affected character may choose to subtract a number from his Armor Class less than or equal to his base attack bonus, and gain the same amount as a morale bonus on attack rolls. The penalty and the bonus applies until the character's next turn. This lasts for as long as Queit inspires recklessness and for 5 rounds thereafter.
. . . Inspire Toughness: All allies who can hear Queit inspiring toughness receive 16 temporary hit points and the benefits of the Diehard feat. This lasts for as long as Queit inspires toughness and for 5 rounds thereafter.
. . . Singing Shout: Allies within 60 feet gain a +4 enhancement bonus to Strength for 4 rounds.
. . . Suggestion: As a mute, Queit cannot use the suggestion ability.
Feats Arcane Strike: Sacrifice a spell slot for +1 on attacks and +1d4 damage per level of spell slot sacrificed.
Height 5' 11; Weight 165 lbs.; Hair grey; Skin pale; Age 35;

CR 13

Encounter Treasure

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Race keywords: Human
Class keywords: Bard, War Chanter
Sourcebooks: Complete Warrior, Dungeon Master's Guide, Player's Handbook, Spell Compendium, Unearthed Arcana

— Contributed by Guild Lieutenant Guildmaster

 

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