Characters

Ulla Jarnrygg

CR: 10 XP: 9,600


CE Large monstrous humanoid


Init: +7 Senses: darkvision 60 ft. Perception: +18


Defense

AC: 27, touch 13, flat-footed 24 (+4 armor, +1 deflection, +3 Dex, +10 natural, –1 size)


HP: 149 (7d10+9d6+80)


Fort: +13 Ref: +14 Will: +13


DR: 2/bludgeoning


Resist: cold 20


SR: 17


Offense

Speed: 40 ft.


Melee: bite +18 (1d6+8), 2 claws +18 (1d6+8 plus grab)


Ranged: ray +13 (by spell)


Space: 10 ft. Reach: 10 ft.


Special Attacks: bloodline arcana (change energy damage spells to cold damage), elemental blast (9d6 cold,, Reflex half DC 17, 1/day), elemental ray (1d6+4 cold, 6/day), rend (2 claws, 2d6+12)


Spell-Like Abilities: (CL 7th) 3/day—alter self, fog cloud


Spells Known: (CL 8th) 4th (4)—elemental body I, greater invisibility, ice storm 3rd (7)—haste, protection from energy, ray of exhaustion, sleet storm 2nd (7)—bear’s endurance, bull’s strength, gust of wind (DC 15), scorching ray (cold) 1st (7)—burning hands (cold, DC 14), chill touch (DC 14), mage armor, magic missile, ray of enfeeblement, ventriloquism (DC 14) 0 (at will)—acid splash, bleed (DC 13), dancing lights, detect magic, ghost sound (DC 13), mending, ray of frost, touch of fatigue (DC 13)


Description

Female annis sorcerer 9

Before Combat: Ulla keeps mage armor active at all times, recasting it as needed. When she has time to prepare for combat, Ulla casts bull’s strength, bear’s endurance, greater invisibility, and haste.

During Combat: Ulla hits massed foes with area effect spells like ice storm and sleet storm, and targets strong warriors with ray of exhaustion or ray of enfeeblement. She uses scorching ray and magic missile against ranged attackers. Once in melee combat, Ulla combines her hasted claw attacks with chill touch, making use of greater invisibility to cast spells safely before attacking again with surprise. If surrounded by enemies, she makes use of her elemental blast ability.

Morale: If reduced to below 30 hit points, Ulla casts elemental body I and flees, using fog cloud to cover her escape, returning later to

Speed 40 ft.

Melee bite +18 (1d6+8), 2 claws +18 (1d6+8 plus grab) Ranged ray +13 (by spell) Space 10 ft.; Reach 10 ft.

Special Attacks bloodline arcana (change energy damage spells to cold damage), elemental blast (9d6 cold, Reflex half DC 17, 1/day), elemental ray (1d6+4 cold, 6/day), rend (2 claws, 2d6+12) Spell-Like Abilities (CL 7th) 3/day—alter self, fog cloud Sorcerer Spells Known (CL 8th) 4th (4)—elemental body I, greater invisibility, ice storm 3rd (7)—haste, protection from energy, ray of exhaustion, sleet storm 2nd (7)—bear’s endurance, bull’s strength, gust of wind (DC 15), scorching ray (cold) 1st (7)—burning hands (cold, DC 14), chill touch (DC 14), mage armor, magic missile, ray of enfeeblement, ventriloquism (DC 14) 0 (at will)—acid splash, bleed (DC 13), dancing lights, detect magic, ghost sound (DC 13), mending, ray of frost, touch of fatigue (DC 13)

Source: Classic Horrors Revisited, p. 40