Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
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Originally posted by Kesh Very cool! However, at level 6, shouldn't he have an additional feat?
Rather enjoying this so far. I might have to borrow this idea.
Yeah, that's a bit confusing. His feat progression is a little skewed because of his ECL of 2. He has 2 hit dice or levels of gnoll before he gains any adept levels. According to the monster manual FAQ, those additional hit dice count when figuring feats. So, Myrgle gains his first feat for his first hit die of gnoll, he gains his next feat when he takes a level of Adept, giving him three hit dice or levels. He gains another feat as a 4th level adept (6 hit dice) and another feat at 7th level adept (9 hitdice).
His stat bumps work the same way. 1st stat bump as a 2nd level adept (4 hit dice) and the second at 6th level adept (8 hit dice).
Hope that helps.
Oh, and thanks for the praise, it is much appreciated.
Originally posted by MavrickWeirdo I'm guessing the feat he gets at 7th level allows him to speak the difficult language needed for the ceremony.
Yep. You guessed it. His next feat will be "Dark Speech". I am going to have to fudge a bit there because it requires a Int and Cha of 15. I thought it was Int and Wis 15. Oh well, it works with the story and that's the most important part.
Myrgle, Gnoll Shaman
Adept L7; med humanoid; AL NE; CR 6; age 59 (venerable)
HD 2d8+7d6-9; hp 28;
Init -1; Spd 30 ft; AC 13 (-1 Dex, +2 natural, +2 leather armor);
BAB +4; Atk +4 melee or +3 ranged;
SV Fort +5, Ref +2, Will +10;
Str 10, Dex 08, Con 08, Int 16, Wis 18 (20), Cha 11
Armor: Leather Armor, +2 speed 30ft, 15 lbs.
Weapons: Light Flail +1: Atk +5 melee, Dmg 1d8+1, crit x2
Sling: Atk +3 ranged, Dmg 1d4, crit x2, range 50ft
Other Gear: potion of cure light wounds (2), amulet of natural armor +1, pearl of power (1st level spells), scroll of death knell, cloak of resistance +1, symbol of Yeenoghu (magical holy symbol, grants +2 to Wis, +2 to intimidate checks, and allows the wielder to summon 1d8 dretches 1/week), wand of animate dead
Clinging to life by the barest threads, Myrgle has finally unlocked to terrible secrets of the dark speech and is finally ready to enact the Rite of the Breathless Dawn. His holding pens are full of horribly mutilated gnolls awaiting the sacrificial slab, most of these pathetic creatures have been culled from Myrgle's own tribe and the once mighty Red Claws teeter on the brink of extinction.
Over the past 10 years Myrgle and his tribe have decimated almost every other gnoll tribe in the area with most of these unfortunate gnolls ending up in Myrgle's holding pens. The ancient adept has at many times had the one hundred tainted souls he needed to perform the Rite of the Breathless Dawn but has been unable for the past decade to unravel the mystery of the dark speech he needs to perform the ritual. Because of the inordinate amount of time it has taken Myrgle to become fully prepared, many of the gnolls that were held for sacrifice died due to malnutrition or simply the horrid shock of being blinded and having their arms and legs amputated. Myrgle was quickly running out of suitable sacrifices as the captured gnolls died one after another, and so he turned to his own tribe. Eighty of the original 112 gnolls that made up the Red Claws suffered Myrgle's perverse butchery and ended up in the holding pens. Now all that remains of the red Claw tribe are Myrgle’s chosen bodyguards and a few devoted sycophants. Myrgle now waits only for the first moonless night to perform his blasphemous ritual and gain the power he had dreamed of all his long life.
Myrgle, Gnoll Vampire
Adept L10; med humanoid; AL CE; CR 12; age 73 (venerable)
HD 12d12; hp 97 hp;
Init +5; Spd 30 ft; AC 24 (+1 Dex, +7 natural, +6 chain shirt);
BAB +6; Atk +9 melee or +7 ranged;
SV Fort +7, Ref +8, Will +15;
Str 16, Dex 12, Con --, Int 18, Wis 20 (22), Cha 16
(12th level stat bump, +1 to Cha)
Armor:
Chain Shirt +2, +6, speed 30ft, 25 lbs.
Weapons:
Vile Heavy Flail +1: Atk +10/+5 melee, Dmg 1d10+5 plus 1 vile, crit 19-20/x2
Sling: Atk +7/+2 ranged, Dmg 1d4+3, crit x2, range 50ft
Slam: Atk +9 melee, Dmg 1d6+4 plus energy drain, crit x2
Other Gear:
pearl of power (1st level spells), scroll of death knell, cloak of resistance +2, symbol of Yeenoghu (magical holy symbol, grants +2 to Wis, +2 to intimidate checks, and allows the wielder to summon 1d8 dretches 1/week), wand of animate dead
Spells: 3/5/4/2 (Save DC = 16 + spell level)
Commonly Prepared Spells
0 – cure minor wounds, detect magic, slash tongue
1st – seething eye bite, inflict light wounds (1d8+5), sleep, burning hands, protection from good
2nd – fangs of the vampire king, web, invisibility, burning hands (violated)
3rd – lightning bolt, serpent arms of Theggeron
Special Attacks: The saving throw, where applicable, is DC 19, which is 10 plus half of Myrgle’s 12 hit dice plus his Charisma modifier of +3.
Domination (Su): Myrgle can crush an opponent’s will simply by looking into his or her eyes. This is similar to a gaze attack but requires Myrgle to take a standard action, those merely looking at Myrgle are not affected. Anyone targeted by Myrgle must succeed at a Will saving throw are fall instantly under his influence as though by a dominate person spell cast at 12th level. This ability has a range of 30 ft.
Energy Drain (Su): Living creatures hit my Myrgle’s slam attack suffer 2 negative levels.
Blood Drain (Su): Myrgle can suck the blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains blood, inflicting 1d4 points of permanent constitution damage each round the pin is maintained.
Special Qualities:
Alternate Form (Su): Myrgle can assume the shape of a bat, dire bat, hyena, or dire hyena as a standard action. This ability is similar to a polymorph self spell cast by a 12th level sorcerer, except that Myrgle can assume only one of the forms listed above. Myrgle can remain in this from until he assumes another or until the next sunrise.
Children of the Night (Su): Myrgle can summon a pack of 4d8 dire rats, 10d10 bats, or 3d6 hyenas as a standard action. These creatures arrive in 2d6 rounds and serve Myrgle for 1 hour.
Create Spawn (Su): Any humanoid or monstrous humanoid slain by Myrgle’s energy drain rises as a vampire spawn 1d4 days after burial.
Damage Reduction (Ex): Myrgle’s tough undead body grants him damage reduction 15/+1
Fast Healing (Ex): Myrgle heals 5 points of damage per round so long as he has at least 1 hit point.
Gaseous form (Su): Myrgle can assume gaseous form at will , as the spell cast by a 5th level sorcerer.
Resistance (Ex): Myrgle has cold and electricity resistance 20.
Spider Climb (Ex): Myrgle can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): Myrgle has +4 turn resistance.
It has been 14 years since Myrgle stood immersed in the blood of one hundred of his own people and uttered the terrible words of the Rite of the Breathless Dawn. As the ritual ended and the blood flowed up his body and poured into his mouth he uttered one final choked shriek as a mortal creature that quickly turned into a terrifying howl of triumph. Myrgle stepped from the pit an unholy creature of darkness, a ravening beast hungry for the blood of the living; he had become one of the most infamous creatures of legend, a vampire. His wish granted, Myrgle knew that his sole purpose was to expand the influence of Yeenoghu and to spread misery and destruction wherever he went, a task he was eager to begin.
Myrgle’s first action as a fledgling vampire was to exert his will over the remaining members of the Red Claw tribe. He accomplished this by dominating and draining the blood of each one, most submitted to this willingly and the few that resisted were simply torn to shreds. Myrgle then buried the gnolls he had drained and in three days 15 vampire spawn clawed their way from the earth ready to serve their master. The Red Claw tribe had been reborn in darkness.
Since becoming a vampire, Myrgle has spent his time quietly increasing his power and keeping a low profile so as not to attract the attention of powerful forces of good. The surrounding elven communities in the high forest know that there is a great evil growing in their forest and have occasionally hired bands of adventurers to deal with the menace. Myrgle looks on these intrusions as welcome distractions from his rituals and meditations, and will usually take days slowly torturing and draining captured adventurers before letting his spawn tear the unfortunate soul to pieces. The tribe subsists mostly on the blood of animals but does snatch the occasional hunter or elven ranger that wanders to close to their domain. Many of Myrgle’s spawn wish to raid the elven villages that dot the forest for more regular sustenance but Myrgle has forbidden it. He does not wish to draw to much attention to his small band until he has amassed enough power to deal with a determined threat.
Myrgle has continued to expand his knowledge of the dark arts having learned numerous evil spells from his demon patron and much to his delight has found that channeling the foul energy of Yeenoghu no longer harms his tough undead body. Myrgle has also completely restored the grand temple of demons and he and his spawn perform many perverse rituals and sacrifices to honor the unholy site and its dark master.
The transition to undeath has done little to improve Myrgle’s horrifying appearance, but has provoked some profound physical changes. Myrgle’s fur has grown back, and hangs form his body in limp lusterless strands, where the flesh shows through it is the diseased gray of rotten meat. Myrgle has also developed the vampire’s trademark; his mouth is filled with needlelike fangs with two huge canines that jut from his upper jaw. Hie eyes glow with a baleful green fire and the corrupt aura of power that surrounds him is all but smothering, even to other evil creatures.
Myrgle is growing into a great and terrible evil, his keen mind has only been sharpened by his undead status and he has many grand ambitions. His first task will be to rid his part of the High Forest of the wood elves he and his demon patron hate so much. He also dreams of a vast army of undead bursting from the forest and crushing the cities of the sword coast in a tidal wave of mayhem and fury. Whether his grand designs are possible remains to be seen, but there is little doubt that much misery and death will be heaped upon the name of Myrgle Red Claw.
Well I hope you all enjoyed the twisted tale of Myrgle Redclaw, it was a lot of fun to write. I plan to post one more stat block for him to show him as a threat for high and epic level characters.
I really like doing these and have a couple more ideas so would you guys like to see more or are you getting tired of the schtick.
I agree that they are cool. I was wondering if anyone had the others in a document they could mail me?
Or do I have to be non-lazy and go collect it myself?
__________________ “When one awakes, and rolls from his pallet, and strides across the cold rushes to put flame to lantern. When the world is asleep around him. When the whippoorwill sings and crickets speak. When one is alone, in silence, with nothing but a book. That, my son, is glory. That is all the glory a man ever needs, and more besides.” - Sage Poridel Poriden, Sins of Our Fathers
Are you running SoW and are interested in getting some ideas on the overarching plot?
Looking for better ways to tie the disparate modules together?
Come visit my thread on doing exactly that! Also, visit the wiki it inspired! Player's stay out!
Myrgle, Gnoll Vampire Lord
Adept L19; med humanoid; AL NE; CR 24; age 232
HD 21d12+20; hp 200 hp;
Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 33 (+3 Dex, +13 natural, +6 chain shirt);
BAB +10/+5; Atk +16/+11 melee or +13/+8 ranged;
SV Fort +16, Ref +18, Will +28;
Str 22, Dex 16, Con --, Int 20, Wis 24 (26), Cha 20
(16th and 20th level stat bump +1 to Wis)
Armor:
Chain Shirt +2, +6, speed 30ft, 25 lbs.
Weapons:
Vile Unholy Heavy Flail +4: Atk +20/+15 melee, Dmg 1d10+2d6+12 plus 1 vile, crit 19-20/x2
Slam: Atk +16 melee, Dmg 1d6+8 plus energy drain, crit x2
Other Gear:
pearl of power (1st level spells), scroll of death knell, cloak of resistance +2, symbol of Yeenoghu (magical holy symbol, grants +2 to Wis, +2 to intimidate checks, and allows the wielder to summon 1d8 dretches 1/week), Staff of Yeenoghu*
*Staff of Yeenoghu: This plain black iron staff functions as a Staff of Corruption with the added ability to become a +4 vile unholy heavy flail on command. The staff also doubles the amount of 3rd through 5th level spells an evil divine spell caster can memorize per day.
Spells: 3/5/5/10/8/6
Save DC = 18 (20 for evil spells) + spell level
Commonly Prepared Spells
0 – cure minor wounds, detect magic, slash tongue
1st – seething eye bite, inflict light wounds (1d8+5), sleep, burning hands, protection from good
2nd – dark bolt, web, bull’s strength, burning hands (violated), resist elements (fire)
3rd – lightning bolt (3), serpent arms of Theggeron, bestow curse, dark bolt (violated), burning hands (empowered), red fester, circle of nausea, devil’s eye, rotting curse of urfestra,
4th – lightning bolt (violated) (2), stone skin, wall of fire, stop heart, polymorph other, abyssal might, damning darkness
5th – true seeing, harm (2), lightning bolt (empowered), dark bolt (empowered, violated), true seeing,
Special Attacks: The saving throw, where applicable, is DC 25, which is 10 plus half of Myrgle’s 21 hit dice plus his Charisma modifier of +5.
Domination (Su): Myrgle can crush an opponent’s will by looking into his or her eyes or simply by the sound of his voice. This is similar to a gaze attack but requires Myrgle to take a standard action; those merely looking at Myrgle are not affected. Anyone targeted by Myrgle must succeed at a Will saving throw are fall instantly under his influence as though by a dominate person spell cast at 12th level. This ability has a range of 30 ft.
Energy Drain (Su): Living creatures hit my Myrgle’s slam attack suffer 3 negative levels.
Blood Drain (Su): Myrgle can suck the blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains blood, inflicting 1d4+2 points of permanent constitution damage each round the pin is maintained.
Special Qualities:
Alternate Form (Su): Myrgle can assume the shape of any animal as the druid ability wild shape at 12th level. Myrgle can use this power at will as a move equivalent action and can change from one animal form to another without reverting to his gnoll form.
Children of the Night (Su): Myrgle can summon a pack of 4d8 dire rats, 10d10 bats, or 3d6 hyenas as a standard action. These creatures arrive in 2d6 rounds and serve Myrgle until released. Further, Myrgle can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
Control Weather (Sp): Myrgle can cast either control weather or fog cloud as a 12th-level sorcerer at will.
Create Spawn (Su): Any humanoid or monstrous humanoid slain by Myrgle’s energy drain rises as a vampire 1d4 days after burial.
Damage Reduction (Ex): Myrgle’s tough undead body grants him damage reduction 10/+3
Fast Healing (Ex): Myrgle heals 8 points of damage per round so long as he has at least 1 hit point.
Gaseous form (Su): Myrgle can assume gaseous form at will, as the spell cast by a 5th level sorcerer.
Resistance (Ex): Myrgle has cold and electricity resistance 20.
Spider Climb (Ex): Myrgle can climb sheer surfaces as though with a spider climb spell.
Telekinesis (Su): Myrgle can use telekinesis (caster level 12th) at will.
Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
Turn Resistance (Ex): Myrgle has +8 turn resistance.
As Yeenoghu’s chosen instrument of death and destruction on the prime material plane, Myrgle has become great and terrible indeed. He commands a vast swath of the High Forest having driven off or slain all of the wood elves in that region. Myrgle’s portion of the forest is now called the Bleakwood” due to the perpetual gloom that shrouds the place as well as the sick corrupted look of the plant life there. Many fell creatures inhabit the wood including packs of prowling gnoll vampires and vampire spawn continually in search of living things to feed upon. At the center of this terrible place lies the Fane of Desecration, the fully restored temple dedicated to Yeenoghu and the seat of Myrgle’s power. From the fane Myrgle commands a veritable army of undead, ranks and ranks of zombies and skeletons stand motionless around the temple awaiting orders and packs of ghouls and other free willed undead roam the surrounding forest. Myrgle is served personally by 4 powerful gnoll vampires that enforce his will and quell any uprising among the ranks of lesser vampires and undead.
Myrgle has gained much power over the last century and has become an even more powerful from of undead, a vampire lord. He has sired countless vampire progeny, and slain almost as many when they attempted to usurp his power. Yeenoghu has bestowed many blessings on his chosen and Myrgle has learned many dark arcane secrets and forbidden spells, he has also constructed a powerful staff in the name of his lord. The staff of Yeenoghu is a minor artifact and required the sacrifice of literally thousands of sentient humanoids to create. Myrgle wields this terrible device as a symbol of his power and his devotion to Yeenoghu.
Those who have actually met Myrgle in combat, had any survived, would describe a being of darkest evil and irresistible power. The transition to Vampire lord has worked a profound change on Myrgle, no longer is he the hideous twisted creature he was before his ascension; he now resembles a young healthy gnoll with thick shining fur and strong youthful limbs. His mere presence is intoxicating and the smooth tenor of his voice can lull even the strongest minds into subservient stupor. He is still surrounded, however, by an aura of ineffable evil and when he is roused to anger he is truly terrifying. Myrgle enters melee readily with weaker opponents, flailing away with the Staff of Yeenoghu and leaving shattered skulls and broken bodies in his wake. Against stronger opponents he will let his minions swarm an adversary and hang back using his spells and vampiric abilities.
Over the past century dozens of powerful adventuring bands have entered the Bleakwood in an attempt to destroy Myrgle and his minions, none have returned. Myrgle’s domain is now left in relative peace until the powers of good in the region can devise a way to deal with the ever-growing menace. With the wood elves eliminated Myrgle now looks beyond his forest to the human towns and settlements that lay on its border, The day is soon coming when Myrgle will lead an army of undead to ravage and slay all in its wake and either triumph in the name of Yeenoghu or be destroyed in the process.
Last edited by BLACKDIRGE; 25th November 2002 at 04:08 AM..
Ok, Myrgle is done. I hope you all enjoyed it. I am going to do something a little more light hearted next time. Look for the first post for Urg the Unlikely, Ogre Wizard in the next couple of days.
Just one question BlackDirge on reading your Yeenoghu thread and seeing him associated with Ghouls - why did you make Myrgle a Vampire and not a Ghoul himself?
__________________
Quote:
Originally Posted by IcyCool
Man, given the average Int of an Otyugh, I can just see the boss monologue now...
PCs: "Before we fight, why don't you tell us your master plan?"
Otyugh: "I like poop."
PCs: "Umm, what?"
Otyugh: "Do you have poop?"
Originally posted by Tonguez Just one question BlackDirge on reading your Yeenoghu thread and seeing him associated with Ghouls - why did you make Myrgle a Vampire and not a Ghoul himself?
That's a good question, and I did consider it. The reason I chose vampire is that I couldn't find a template for ghoul and believe me I looked everywhere. Plus I really wanted to use the Vampire Lord template.
I think vampire still works for the story line and plus it has a certain "cool" factor I couldnt reisist.