Rogues Gallery for Shemmy's Planescape Storyhour #1 (up to date 5-9-06)

Shemeska

Adventurer
This is just a placeholder post for the moment, and also because I'm uncertain of what format to put this in. Understandably I'm a stats-light person, and the large majority of major antagonists in my campaigns have never gotten full stat blocks.

However, that said, I'm going to use this as a source for descriptions, personality, artwork if I have any for the character in question, and if I ever made one for them, a stat block (but those will be few and far between). I'm also going to try to avoid putting spoilers here for material that has yet to be revealed in the storyhour.

I don't have a schedule for any particular PCs or NPCs here, but I'll take suggestions for the order I write them up in.

Eventually the following (and many others) will be detailed:

Clueless - half fey wizard/fighter/bladesinger
Tristol Starweather - aasimar wizard
Nisha - tiefling wiz/rogue/Xaositect
Toras - half celestial fighter
Florian - human cleric
Fyrehowl - lupinal Cipher
Skalliska - kobold rogue/wizard
Kiro - 'cleric of Sutekh'
Aiden - human cleric of Bridget

Vorkannis the Ebon: male arcanaloth? former Overlord of Carceri, current Oinoloth of the Waste

Helekanalaith: male arcanaloth, Keeper of the Tower Arcane

Shylara the Manged: female arcanaloth, Overlord of Carceri, consort to The Ebon

Shemeska the Marauder: female arcanaloth, one of the Golden Lords of Sigil, Chant Monger and Information Broker, crime lord and thorn in the PCs side (I'll detail my deviations from the canon character)

A'kin the Friendly Fiend: shopkeeper and generally nice guy "You know, he really is a rather pleasant fellow... for a godless abomination that is"

The Cheshire Fiend / The Grin - child of Helekanalaith, odd little free agent with uncertain loyalties

Larsdana Ap Neut - female arcanaloth designer and first Keeper of the Tower Arcane (deceased, more or less)

Lord Siddhartha and Lady Brampandra of the Clan of the Blackened Paw - Rakshasas

Nathanial the Inescapable - male human, son of Lariset the Inescapable (the former factol of The Fraternity of Order)

Factor Tethonas Marfall - male human, former factor of the Athar

Green Marvent - male human? Factol of The Illuminated

Bartol Trenevain - male Fire Genasi Sorcerer, would be villain

Patriarch Dalmar Imshenviir - Mercane Wizard (deceased)

Areya 'Spellbreaker' Fenthellis - female half elf Factor of the Incantifers

Archmage Valdros Peralthon - male human lich Factor of the Incantifers

Heskaton Sid’Malgrith - Ultroloth

Ghyris Vast - male human Bleaker, creator of The Divinity Leach

Barzikonius Ak Palin - Ultroloth (deceased)

Felthis Ap Jerrin - Risen Ultroloth

Amberblue - Faerie Dragon. Lord of apple pie and animated furniture.

Paravashtocronox the Howling - male Great Wyrm Howling Dragon. Very much insane.



The 13 Baernaloths of The Demented (each of which will eventually have a full short story written about them. 6 are currently written, and I'll provide links here. Artwork for them too)

  • Lazarius Ibn Shartalan - The Architect
  • Tellura Ibn Shartalan - The Dire Shepherd
  • Sarkithel Fek Parthis - The Chronicler
  • Harishek apt Thul'kesh - The Blind Clockmaker
  • Daru Ib Shamiq - The Lie Weaver
  • Jezifreth Na'Harsindrian - The Inquisitor
  • Severeth Na'Halastrian - The Wanderer
  • Koristal Il Palinthiin - The Proselytizer
  • The Dream Reaver
  • Tarsikus Ibn Meth'kultesh - The Book Binder
  • Methikus sar Telmuril - The Flesh Sculptor
  • The Shackler
  • The Ineffable

Then those Baern not membered among the 13:

Chorazin Ibn Shartalan 'the Thrice Damned' - Baernaloth
Yrsinius the Elder - Baernaloth
Yrsinius the Younger - Baernaloth

Apomps the Triple Aspected - exiled Baernaloth, deity and creator of the Gehreleths
 
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Shemeska

Adventurer
Astraloths, aka the Spawn of the Ebon

These creatures were originally created as servitor creatures, and as a whimsical attempt to explore the uses of the breeding pools and infernal engines constructed beneath the Wasting Tower of Khin-Oin, largely abandoned for any uses beyond the prosaic since the days of the original Baernaloth hegemony across the Waste (during the ancient days of the experiments by Armala the Reprobate, the fracture of the House of Shartalan, and the ideological wars prior to the exile of Apomps the Triple Aspected).

Initially the first five Astraloths were gifted to the Yugoloth Lord Shylara (the Manged) Akt'Atarm explicitely for patrol and security surrounding the Citadel of Shattered Faith within the massive Astral Storm fixed upon the godisle of Aoskar. The Astraloths themselves appear as ghostly, translucent, faintly phosphorescent rail thin humanoids with exaggeratedly long limbs and a seemingly random number of long, similarly translucent tentacles trailing from their backs, shoulders and upper arms that wave and weave through the air almost like the sensory organs of a deep sea creature. They have skeletal, elongated, vaguely reptilian or canine heads, wearing a perpetually hungry, ricktus grin. Their hands and feet are wickedly clawed, and a single long tail that weaves along with the tentacles, but typically hangs below the form of the critter, longer than its body by almost double its length.

They have no visible eyes, and what might have been eyesockets are covered over by translucent hide, somewhat similar to a Canoloth in that they are intentionally blind from their 'birth'. Likewise, they have large nostrils, and they sniff constantly when they sense something. Beyond the mundane senses, the creatures have some bizarre form of psionic abilities, similar to those possessed by phrenic creations of the Illithids, or those of Cerebreliths.

Designed for use on the transitive planes, the creatures are constantly out of phase with normal reality, either existing partially on some freakish sublayer of the Astral, Ethereal, Shadow, or something else entirely (since they seem to be incorporeal regardless of what plane they are on) despite having what would appear to be a solid, non gaseous form. Some sages have seen a link in their capacity here to something similar, a 'yugoloth ghost' created by the Baernaloth, Daru Ib Shamiq, as a servitor guarding a portal in the gatetown of Torch.

As incredibly alien life forms, more sentient, living constructs that true living beings, they have a number of standard immunities normally reserved for constructs, though in every other way they are true outsiders, crafted from the spiritual matter of the Gray Waste (and potentially Carceri, within the Reflective Chasm of the Tower of Incarnate Pain). Also, some bizarre use of negative energy is seemingly incorporated into the Astraloths' construction, leaving them susceptable to damage by positive energy at 1/2 the rate normally done to undead and other negative energy powered beings.


Astraloth (Spawn of The Ebon) [Large size Outsider (Yugoloth), Incorporeal] NE
HP 20d10 + 120 = 220 avg
AC 10 + 7dex + 10 deflection + 5 profane = 32
Init +11 (+7dex, +4 imp initiative)
BAB: +20
Attacks: bite +26, 2 claws +26, tail +26, (5d4) tentacles + 26
Damage: 1d8 +9 bite, 1d8 + 6 claw, 1d10 + 9 tail, tentacles 1d4 + energy drain
Reach: tentacles (20ft), tail (25ft), claws and bite (reach as size class norm)

F 12 + 6 = 18
R 12 + 7 = 19
W 12 + 2 = 14

Str 22 (+6)
Dex 25 ( +7)
Con 23 (+6)
Int 18 (+4)
Wis 15 (+2)
Cha 15 (+2)

Skills: Spot +18 , Listen +18 , Intimidate +20, Search +12, (fill out as desired)

Special Qualities:
Incorporeal: miss on roll of 1-50.
SR 30, PR 25, DR 15/+4, Immune to Poison, Cold, Acid. Elec/Sonic resist 20.
SR: if spells or spell effects fail to breach its SR it can absorb a spell, regaining HP (1d4 per spell level) or can spend a move action to redirect a targeted spell
Construct immunities, save by Holy or Blessed Weapons.
Scent, Blindfighting, Blindsight, Telepathy, Detect Thoughts
Inscrutable Mind: Immune to mind affecting spells, plus psionic backlash and ability score loss if attempting mind to mind contact with the fiend - will save DC 21 or take random penalty to mental ability scores (not fully defined, never came up in the campaign)

Special Attacks:
Aura of Despair 60ft Will save DC 25 or –3 moral to all, Energy Drain Fort save DC 21 on every hit, no save on a crit 1 negative level per failed save, Devour Essence: if creature is grappled by all tentacles and dies while still grappled the Spawn extracts and consumes the soul. True Ressurection, Wish or Miracle are required to return the character to life, and then have only a 50% chance of success.
 


Shemeska

Adventurer
Schulbub said:
So gimme gimme gimme :D

Just keep in mind that I simply used this as a guideline, not a hard and fast statblock, and since I generally play so loose with the rules, it's not a complete statblock either. It's just a suggestion for most of its powers, with some numbers added as appropriate. It's also representative of him at his weakest, as far removed from the Gray Waste as possible.


Sarkithel fek Parthis, The Flesh Sculptor
Baernaloth, large sized NE Outsider [Yugoloth, Evil]
HP: 1500 (or if raging, 2000)
Init: +18 (+10 dex, +8 supreme initiative)
AC 63 (+20 nat, +10 def, +15 profane, +8 dex)
Reach: 15ft
Speed: 90ft, fly 100ft (perfect)
Attack: 2 Claws + 57, Bite +54
Damage: Claws 1d20 +23 (18-20/x2), Bite 1d20 +28 (19-20x3); Rend (if both claws hit) 2d8 +35.
Fort (+17) +30 = 47
Reflex (+10) +25 = 35
Will (+10) +20 = 30

Str 57 (+23)
Dex 30 (+10)
Con 45 (+17)
Int 53 (+21)
Wis 31 (+10)
Cha 45 (+17)

Special: Immunity to acid, cold, flame, poison, disease. Resistant to lightning 20, resistant to sonic 20. Immune to divine damage. Double damage from holy. Immune to energy drain. Immune to compulsions, charms, mind affecting spells.

DR: 20/-, 35/6+ or holy weapon.
SR: 40
Fast Healing: 35
Spell Absorption: if spell fails to breach SR, the spell is transcribed on the body of the Baern, taking form as runes carved into his skin that he may unleash back as a free action the next turn, or consume to heal itself.

Regeneration: Only holy and energy damage is real, all other is subdual.
Special Abilities: May turn ethereal as a free action.
Rage: May rage as a Barbarian of its HD…
Diseased Touch (Any hit from the Baern will cause the victim to contract a random disease, DC 35 fort, no incubation period), Wounding Touch (All damage from the Baern is considered to be wounding for 1 pt of damage, cumulative)

Feat: Power attack, Weapon Focus (claw), Improved Crit (claw), Improved Crit (claw), Blinding Speed (epic feat), Spell Focus (necro), Spell Focus (Trans), Greater Spell Focus (necro), Greater Spell Focus (Trans), Epic Spell Focus (Necro), Epic Spell focus (Trans). Spell Penetration, Greater Spell Penetration, Epic Spell Penetration. Eschew Material Componants. Ignore Material Componants.

Spellcasting: Casts as a Necromancer/Transmuter double specialist of his Hit Dice. Cannot cast Enchantment/Divination/Illusion.

Archetypal Form(Ex): Immune to baleful polymorphs or other shapeshifting spells. Non Baern cannot take upon themselves the form of a Baern.

Living Nightmare(Ex): A Baern is immune to mind affecting spells, and any attempt to read their mind or enter into psionic combat with a Baern in any way can have catastrophic effects upon the bold fool who attempts it. They must make a Will save DC 45 or become permanently insane (wish or miracle will cure) and drained of 4d6 wis.

Harrow the Flesh(Su): In a 30ft radius around the Baern, no wounds will heal naturally except its own, and all magical healing must break the Baern’s SR.

Burn the Blood(Su): With his gaze may set the internal body fluids of a victim to a near boil, 15d6 damage per round, fort save DC 40 for half. [Transmutation effect]

Bathe in the Blood of Thine Enemies (Su): May teleport or dimension door anywhere on the same plane by erupting explosively from the body of a living victim. Death is instantaneous.
 
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Schulbub

First Post
Shemeska said:
Just keep in mind that I simply used this as a guideline, not a hard and fast statblock, and since I generally play so loose with the rules, it's not a complete statblock either. It's just a suggestion for most of its powers, with some numbers added as appropriate. It's also representative of him at his weakest, as far removed from the Gray Waste as possible.

I don´t care much for rules if the concept is good...:D
And this is much better than the pitiful yugoloth´s from the core material.
I particularly like "Bath in the Blood of Thine Enemies"...so gruesome.
Do you use the psionic handbook in your game?
 

Shemeska

Adventurer
Schulbub said:
I don´t care much for rules if the concept is good...:D
And this is much better than the pitiful yugoloth´s from the core material.
I particularly like "Bath in the Blood of Thine Enemies"...so gruesome.
Do you use the psionic handbook in your game?

It's also ripped straight from my game notes to myself, no edits, and good luck those being in line with the rules. *chuckle*

And yes, I use psionics in my game, but I've never had a psionic PC in the campaign (though Toras's player had a psion in a oneshot game I ran at one of the Enworld gamedays). I've had some illithid psions, some githyanki psions, some Ultroloth psions, and some particularly... different... psions that in campaign one were confined to the Bleakers' Gatehouse (they're no longer there by the time campaign #2 rolled around, they got out. Players did not appreciate ex-Factol Esmus, and ex-Factol Tollysalmon who does have a very brief and minor role in campaign #1 was just disturbing).
 

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