Angel's NPCs for All Occasions (Evil SOBs)

Angelsboi

First Post
I rolled this one up for Moe Reynolds 'Gnome Necromancer' post. he was anything goes so i used the FRCS, Tome and Blood, Magic of Faerun, Relics and Rituals, the DMG and the PHB

Satsujinki, Male Gnome Wiz10: CR 10; Size S; HD 10d4+30; hp 70; Init +?; Spd 20 ft.; AC 25 (Touch 14, Flat-footed 22); Atk +6 (Sickle 1d6 x2) or +9 (dagger 1d4); AL NE; SQ +2 saving throws vs Illusions, +1 racial attack against kobolds and goblinoids, +4 dodge bonus against giants; SA Lowlight Vision, Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day); SV Fort +7, Ref +6, Will +8; Str 10, Dex 16, Con 18, Int 24, Wis 13, Cha 12; Height 4 ft. 2 in.

Languages Spoken: Common, Gnome, Elf, Dwarf, Pixie, Drow, Undercommon, Infernal, Draconic

Skills and feats: Alchemy +15, Concentration +10, Craft (Armor)+15, Craft (Weapons) +15, Knowledge (arcana) +20, Knowledge (religion) +20, Knowledge (undead) +20, Spellcraft +15, Listen +7, Hide +9; Summon Familier, Scribe Scroll, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Craft Wonderous Item, Craft Arms and Armor, Sanctum Spell, Weapon Focus (Ray Spells)

Spells Prepared (4/6/6/5/4/3; base DC = 17 + spell level): 0—Detect Magic, Prestidigitation, Daze, Light; 1st—Negative Energy Ray*, Summon Undead I, Spirit Worm* x2, Magic Missile x2; 2nd—Death Armor*, False Life*, Summon Undead II, Mirror Image x2, Shadow Image; 3rd—Undead Leiutenant*, Undead Touch*, Haste, Displacement, Summon Undead III; 4th—Summon Undead IV, Phantasmal Killer, Improved Invisibility, Enervation; 5th—Animate Dead*, Grimwalds Greymantle*, Dominate Person.

Spellbook: 0— All from Magic of Faerun and Relics and Rituals; 1st—Negative Energy Ray*, Summon Undead I, Mage Armor, Shield, Magic Missile, Spirit Worm*, Ventriloquism, Color Spray, Change Self; 2nd— Command Undead*, False Life*, Summon Undead II, Death Armor*, Minor Shadow Conjuration, Mirror Image, Shadow Image, Perfect Recollection; 3rd—Negative Energy Burst*, Reverse Arrows, Undead Leuitenant*, Undead Touch*, Summon Undead III, Displacement, Haste; 4th— Negative Energy Wave*, Iron Bones, Summon Undead IV, Contagion*, Enervation*, Phantasmal Killer, Improved Invisibility, Shadow Conjueration, Rarys Mneumonic Enhancer; 5th—Spirit Wall*, Energy Buffer, Grimwalds GreyMantle*, Kiss of the Vampire*, Animate Dead*, Magic Jar*, Shadow Weapon, Dominate Person, Mirage Arcana.
*These spells belong to the school of Necromancy, which is this character’s specialty. Prohibited school: Divination.

Possessions: Ferrionaire of Intelligence, Bone Armor of Life, Masterworked Sickle and 5 Masterworked Daggers

Description: He is not your happy go lucky gnome. he has blood stains all over his pale body, razor sharp teeth and fingernails to match. His eyes gleam with an inner fire that almost. but not quite yet, discovered a very dark and horrible secret. he is wearing what apears to be a tarnished ferrionair that he seems to look up at and whisper to. Hes also wearing some bone armor that appears to be fresh, clean bone.



Ferrionare of Intelligence (Intelligent Item)
Adds a +4 to any Necromancers Intelligence (cost 8000 gp (minus 30% for only Necromancers could use this)but its intelligence ads 25,000 to the market value). It is capable of Speech (Common, Gnome, Drow, Draconic, Elven), Int 19, Cha 18, Wis 14, Alignment: Lawful Evil, Ego: 12. Abilities: Weilder has Free use of Uncanny Dodge (as per a 5th level Barnarian), Detect Magic at Will, Haste (1/day - 10 rounds)

Bone Armor of Life
The spells Shield and Mage Armor are cast on it as per an 8th level mage. It is permanantly on. 30% was taken off do to only evil alignments can wear this. Bone Armor is light armor (AC Bonus +3, Max Dex +4, AC Penalty -3, Spell failure 10% (Masterworked), Weight 20lbs, Speed 20) Description:
Ferrionare of Intelligence (Intelligent Item)
Adds a +4 to any Necromancers Intelligence (cost 8000 gp (minus 30% for only Necromancers could use this)but its intelligence ads 25,000 to the market value)
 
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“Scythe”, male human Dru4: CR 4; Size M; HD 4; hp 4d8+4 (28); Init +1; Spd 20 ft.; AC 15 (Touch 11, Flat-footed 14); Atk +6 (Scythe 2d4+5 x4) or +5 (Mighty Longbow 1d8+3 x2); SA Nature sense, animal companion, woodland stride, trackless step, resist natures lure; SQ spells; AL CN; SV Fort +5, Ref +3, Will +1; Str 16, Dex 14, Con 13, Int 10, Wis 18, Cha 15; Height 6 ft. 3 in.
Languages Spoken: Common, Druidic
Skills and feats: Animal Empathy +4, Handle Animal +7, Heal +7, Knowledge (Nature) +4, Spellcraft +3, Wilderness Lore +7, Intimidation +7, Spot +6, Listen +6; Knowledge (planes) 1; Weapon Focus (scythe), Point Blank Shot, Rapid Shot, Bullheaded
Spells Prepared (5/4/3; base DC = 14 + spell level): 0—Guidence, Know Direction, Shockwave, resistance, Detect Magic; 1st—Summon Natures Ally I, Endure Elements (fire), Magic Fang x2; 2nd—Blood Frenzy, Flame Weapon, Summon Natures Ally II;
Possessions: Masterworked Scythe, Might Composite Longbow +3, 40 arrows, Hide Armor, Wolfheaded Cloak of Natural Armor (+1), Potion of Bull Strength (1d4+1/4 hours), Cure Light Wounds x4 (1d8+1), 50 gp, 10 sp
Description: A large imposing figure who bears a large scythe. His facial features can not be made out in the hooded cloak he wears. It is reminiscent of a wolf. He appears to be wearing hide armor and carries a longbow strapped to his back. He is a rather grim man searching for his sister who went missing around these parts. An old gypsy woman told him to come when five met on a full moon whee a skull chewed a rose. So he arrived at the Deadly Rose and set about his business killing the patrons. In my Ravenloft PbeM game, the PCs all met at a inn called the deadly rose. There were four of them there. He needs to get to his sister and he was told killing the patrons would open the way.

Used the DMG Variant pg 96. Druids summon allies as per their element. Cleric summon Celestial (if they are good), Infernal (if they are evil) and if they worship a god of an element, they can use the elemental template from MotP. They may also use the Chaotic and Axiom templates depending on their god. They must pick one though.

Animal Companions
Scythe’s Animal Companion Coal: CR 2; Medium Animal; HD. 3d8+3; HP 32; Speed 40; Init +1, AC. 13 (+1 Dex, +2 Natural) (touch 11, flat-footed 12); Atk +9 (claws 1d4+7), Atk +9 (bite1d6+7); SQ Scent; AL N; SV Fort +6 Ref +4 Will +1; Str. 25, Dex 12, Con 16, Int 7, Wis 10, Cha 7.
Skills and Feats: Listen +3, Spot +6, Swim +11, Climb +9;

Scythe’s Animal Companions Yotee and Cotee: CR 1; Medium Animal; HD. 2d8+5; HP 25; Speed 50; Init +3, AC. 15 (+3 Dex, +2 Natural) (touch 13, flat-footed 12); Atk +2 (bite1d6+2); SA Trip; SQ Scent; AL N; SV Fort +7 Ref +5 Will +0; Str. 11, Dex 16, Con 21, Int 6, Wis 10, Cha 3.
Skills and Feats: Hide +4, Listen +5, Move Silently +5, Spot +3, Wilderness Lore +0 (+4 racial when tracking by scent)

Summoning Spells

Summon Natures Ally I Urth: CR 1; Tiny Outsider Earth Element Animal; HD. 1d8+2; HP 10; Speed 10 (fly 60 average/Burrow 10); Init +2, AC. 20 (+2 Dex, +2 size, +6 natural) (touch 14, flat-footed 17); Atk +3 (Claws 1d4+3); SA Earth Mastery; SQ Weapon Finesse (claws), Immunities, Darkvision 60; AL N; SV Fort +4 Ref +4 Will +2; Str. 16, Dex 15, Con 14, Int 2, Wis 15, Cha 7.
Skills and Feats: Listen +6, Spot +6 (+10 in daylight)

Summon Natures Ally I Terra: CR 2; Medium Outsider Earth Element Animal; HD. 2d8+5; HP 26; Speed 50 (Burrow 20); Init +4, AC. 19 (+4 Dex, +5 Natural) (touch 14, flat-footed 15); Atk +7 (bite1d6+5); SA Trip, Earth Mastery; SQ Scent, Immunities, Darkvision 60; AL N; SV Fort +7 Ref +6 Will +2; Str 18, Dex 19, Con 21, Int 3, Wis 15, Cha 6.
Skills and Feats: Hide +5, Listen +7, Move Silently +6, Spot +5, Wilderness Lore +2 (+6 racial when tracking by scent)
 

Not overly important, but when computing NPC wealth, I think Monte, SKR, or Skip once said that the discounts for alignment, class, etc. don't really apply when the NPC meets the requirement.

As I said, not overly important.

I love the intelligent hat.

Could you tell us a little more about the backstory of the characters?
 


Ah, I missed the part about evil gnome contests.

I wonder what circumstances you could have a truly evil gnome like that in a campaign?

In my current one, there is a gnome illusionist ... named Jabeddo. He's come across a very minor artifact, a reanimation scepter. Essentially, it reanimates skeletons, but for each hit die of skeletons that it does so, it does 1d10 points of damage to the bearer of the staff.

Nonetheless, no one takes a gnome seriously amongst the other players. They've never be able to deal with an evil arch villain gnome.

Which could work to a gnome's advantage, I do think.
 

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