Turgon
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Turgon is a monster NPC from the METAMORPHOSIS trilogy published by EN Publishing.
This tall crocodile-headed fiend wears thick black robes belted with a sash of crimson silk. A cloak of brilliant purple cascades from the daemons shoulders and bears a number of twisting gilded runes. A jewel-encrusted scimitar and a plain iron rod are the only apparent armaments carried by the fiend, although the dozens of needle-pointed teeth that line its jaws seem quite serviceable should violence become necessary.
Turgon (CR 30)
Advanced Cacodaemon Sorcerer 5/Archmage 5
NE Large Outsider (Evil, Extraplanar)
Init +6; Senses darkvision 60 ft; Listen +31, Spot +31
Language Abyssal, Aquan, Celestial, Common, Draconic, Ignan, Infernal, telepathy 100 ft. Aura magic flux (20 ft.)
AC 35, touch 11, flat-footed 33 (-1 size, +2 Dex, +15 natural, +6 armor, +3 ring)
hp 389 (34 HD); DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 45 (see below)
Fort +23, Ref +18, Will +26
Speed 40 ft. (8 squares)
Melee +3 spell storing scimitar +36/+31/+26/+21 (1d8+8/18-20) and bite +27 (1d6+2 plus spell theft)
Space 10 ft.; Reach 10 ft.
Base Atk +28; Grp +37
Attack Actions arcane fire, spell theft
Special Actions mastery of elements, mastery of shaping, spell smite 3/day, summon daemon
Combat Gear potion of cat’s grace, potion of cure serious wounds (2)
Sorcerer Spells Commonly Known (CL 22nd) 3/3/3/2/2/2/2/1/1
- 9th (7/day) – dominate monster (DC 30), energy drain (DC 31), meteor swarm (DC 32)
- 8th (6/day) – dimensional lock, greater shout (DC 31), horrid wilting (DC 30),
- 7th (7/day) – force cage, symbol of turning, symbol of weakness (DC 29)
- 6th (7/day) – acid fog, contingency, eyebite (DC 28)
- 5th (8/day) – cone of cold (DC 28), feeble mind (DC 26), magic jar (DC 27), wall of force
- 4th (8/day) – black tentacles, contagion (DC 26), enervation, stoneskin
- 3rd (9/day) – fly, fireball (DC 26), lightning bolt (DC 26), vampiric touch
- 2nd (9/day) – acid arrow, eagle’s splendor, resist energy, scorching ray, web (DC 23)
- 1st (9/day) – expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield
- 0 (6/day) – acid splash, arcane mark, daze (DC 21), detect magic, light, message, open/close, ray of frost, read magic
Spell-Like Abilities (CL 24th)
At will – alter self, greater dispel magic, greater teleport (self plus 50 lb. of objects only), obscuring mist, scrying, shocking grasp, see invisibility, wall of fire, wall of stone
3/day – delayed blast fireball (DC 30), freezing sphere (DC 29), prismatic spray (DC 28)
1/day – horrid wilting (DC 30), polar ray
Abilities Str 20, Dex 14, Con 24, Int 22, Wis 18, Cha 32
SQ daemon traits, scaling spell resistance, spell power (2)
Feats Combat Casting, Extend Spell, Eschew Material, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Maximize Spell, Skill Focus (Spellcraft), Spell Focus (evocation), Spell Focus (necromancy), Spell Penetration, Weapon Focus (scimitar) Skills Appraise +6 (+8 potions), Bluff +48, Concentration +44, Craft (alchemy) +26, Decipher Script +33, Diplomacy +42, Disguise +38 (+40 acting), Listen +31, Knowledge (arcana) +51, Knowledge (the planes) +43, Intimidate +40, Search +42, Sense Motive +31, Spellcraft +53, Spot +31, Survival +31 (+33 following tracks, +33 on other planes)
Possessions combat gear plus +3 spell storing scimitar, bracers of armor +6, ring of protection +3, cloak of Charisma +6, greater metamagic rod (maximize)
Advancement 15-28 (Large); 23-42 (Huge)
Arcane Fire (Su): Turgon can change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level) that deals 5d6 points of damage plus 1d6 points of damage per level of the spell used to create the effect.
Magic Flux (Su): Turgon radiates an aura of magic static out to 20 feet. Creatures within this aura (except other cacodaemons) attempting to cast spells or use spell-like abilities must succeed at a Concentration check (DC = 20 + spell level) or lose the spell or the daily use of the spell-like ability.
Mastery of Elements: Turgon can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. Turgon decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.
Mastery of Shaping: Turgon can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.
Scaling Spell-Resistance (Su): Turgon is highly resistant to magical attack, especially low-level spells and effects. He has a spell resistance of 45 against 0 and 1st-level spells. This spell resistance degrades when matched against higher-level spells by 3 points per spell level above 1st. The table below shows Turgon’s exact spell resistance by spell level.
Spell Level SR 0, 1st 45 2nd 42 3rd 39 4th 36 5th 33 6th 30 7th 27 8th 24 9th 21
Spell Power: Turgon has increased his caster level by +2 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
Spell-Smite (Su): Three times per day, Turgon can imbue any of his spells or spell-like abilities with an additional, damaging effect called a spell-smite. Using spell smite is a free action, and confers one of the following enhancements (Turgon’s choice) to the spell.
Chain: Turgon can imbue any ranged targeted spell that inflicts damage with the chain ability. A chain spell inflicts full damage to its initial target, and then jumps to up to 10 additional targets within 30 feet, all of which suffer half the damage inflicted to the primary target. A saving throw of the appropriate type (if applicable) can be made by all secondary targets for half damage. If a spell imbued with the chain ability requires a successful ranged attack, then Turgon must succeed at the same ranged attack roll for all secondary targets. For example, if he targets a foe with scorching ray and succeeds at the ranged touch attack, the primary target takes 4d6 points of fire damage, and then he must hit each of up to 10 secondary targets with a ranged touch attack to inflict half the rolled damage dealt to the primary target.
Cursed: A spell imbued with the cursed ability affects its target or targets with a bestow curse spell if a Will save (DC = 21+ spell level) is not made. The Will save is in addition to any other saving throw normally required by the spell.
Excruciating: A spell imbued with the excruciating ability that inflicts any damage upon its target or targets forces the affected creatures to make a Fortitude saving throw (DC = 21+ spell level) in addition to any saving throw normally required by the spell or suffer terrible, wracking pain. This pain imposes a –4 penalty on all attack rolls, skill checks, and ability check for one round per spell level.
Spell Theft (Su): A spellcaster struck by Turgon’s bite attack must succeed on a DC 38 Will save or lose one random spell from his prepared list, or one daily use of a random spell level. Turgon gains the ability to cast the lost spell (sorcerers and other spontaneous casters choose one random spell from the lost spell level) on the following round as a free action at the same caster level as the spellcaster it was stolen from. Turgon must use the stolen spell on the following round; otherwise it dissipates into the ether and is lost.
Summon Daemon (Sp): Once per day, Turgon can attempt to summon 1d4 additional cacodaemons or 1d10 cryptodaemons with a 60% chance of success. This is the equivalent of a 9th-level spell.
Turgon is the greatest of Yaghur Hod’s generals. He is a shrewd politician and commands the loyalty of the sorcerous race of cacodaemons.
Background
Turgon is a daemon that had serious design upon the title of Archodaemon before Yaghur Hod returned and crushed any hope of attaining such a vaunted position. The wily and powerful fiend had managed to subvert Ozynthraxus’ power base by currying the favor of his cacodaemon brethren, and was poised to mount a coup against the current master of the daemons.
With his smooth politicking, especially among his own kind, and his considerable magical ability, it is likely that Turgon would have ousted Ozynthraxus and claimed the title of Archodaemon with little difficulty. His only true rival to the throne was Nyxus, a powerful terradaemon, but while Nyxus could also claim the support of his particular daemonic race, he lacked the ability to thwart Turgon in the political arena.
With the return of Yaghur Hod, Turgon was left with no choice but to put his plans on hold, perhaps permanently, and accept a position as one of the great daemon’s generals. He was tasked with leading his fellow cacodaemons and often acted as a mouthpiece for Yaghur Hod, using his skill at diplomacy and political maneuvering to gain favor for his new master.
Turgon serves Yaghur Hod ably enough, but he is hardly satisfied with his subservient role to the great daemon. He understands that his own power is woefully insufficient to challenge Yaghur Hod directly, but as always, Turgon maneuvers behind the scenes, seeking advantage and opportunity. Should the chance to topple Yaghur Hod come along, as unlikely as that seems, the powerful cacodaemon would certainly seize upon such an opportunity. Oddly enough, Yaghur Hod is quite aware of Turgon’s duplicitous nature, although he tolerates it because the cacodaemon is a useful asset.
Turgon continues his rivalry with Nyxus, who has been appointed to a position equal to his own under Yaghur Hod’s new regime. Although he takes no direct action against his old enemy, Turgon works to undermine the terradaemon’s authority, and opposes, quote vociferously, any plan of action proposed by his heated rival.
Strategies and Tactics
Although he loathes combat and direct confrontation, Turgon has been forced into violent and often deadly situations in his role as commander of the cacodaemons. Yaghru Hod uses the sorcerous fiends as mobile artillery pieces, and Turgon is calls upon to organize and lead the forces on the battlefield.
When combat is expected, Turgon takes no chances and shrouds his body in as many protective spells as he can. His protective enchantments always include extended versions of expeditious retreat, mage armor, shield, and stoneskin. In addition, the powerful cacodaemon always has at least one contingency in place that teleports him to safety if his falls below 50 hit points.
In battle, Turgon attempts to dispatch foes from a distance and as quickly as possible. He makes heavy use of his spell smite ability, favoring chain versions of acid arrow, lightning bolt, and scorching ray. He also frequently uses mastery of elements to change the energy type of his destructive spells to sonic, an energy form that few fiends can resist. Turgon is also fond of using dominate monster to turn enemies into allies, thereby decreasing the danger to his self, a concept near and dear to the cacodaemons black heart.
Only on the rarest occasions will Turgon actually enter melee combat. However, when forced to undertake such undignified action, the powerful cacodaemon often surprises his opponents with his skill at arms. His +3 spell storing scimitar is usually charged with vampiric touch, giving him a quick healing boost should he need it.
If a battle seems to be heading in a direction that could be dangerous to Turgon, he does not hesitate to flee. If unable teleport away, he covers his tracks with spells such as acid fog, black tentacles, or obscuring mist.














