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<blockquote data-quote="GodOfCheese" data-source="post: 1573023" data-attributes="member: 19170"><p><strong>Thok'n Amnon, the Dwarf of Fear and Flame</strong></p><p></p><p>...an expansion of the Eye of Fear and Flame (Vile177).</p><p></p><p>Thok'n Amnon, male dwarf Ench5/Fig4: CR 17; ECL 5; Medium-size Undead [augmented humanoid]; HD 5d4+4d10+12d12; hp 126; Init +2; Spd 20 ft; AC 30 (+5 chain shirt, +2 Dex, +10 Natural, +3 Competence); Melee dwarven waraxe +18/+13 (1d10+4+2d6 chaotic+2d6 unholy/crit x3), 2xClaws+14 (1d4+3); SA spells, spell-like abilities, Eye of Fear, Eye of Flame; SQ dwarven traits, undead traits, Resistance to blows, Turn Resistance, Spell Deflection, Darkvision 90; AL NE; SV Fort +8, Ref +10, Will +15; Str 17, Dex 14, Con -, Int 18, Wis 18, Cha 18.</p><p></p><p><strong>Skills and Feats</strong>: Concentration+20,knowledge:arcana+10,knowledge:the Planes+10,craft+15; Quicken Spell-Like Ability[1,21], Arcane Armor Proficiency:light[3],enlarge Spell [Wiz5], Armor Focus:light [Fig1],corrupt Spell-Like Ability[6], Empower spell-like ability[9], Dodge[Fig2], Mobility [Fig4],Weapon Focus:Waraxe[12], Weapon Specialization:Waraxe[15], Expertise[18], Scribe Scroll [Wiz1]</p><p></p><p><strong>SQ–Dwarven Traits (Ex): </strong> 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.</p><p></p><p><em>Eye of Fear </em> (Sp): Fear DC17 1/round as a free action</p><p><em>Eye of Flame </em> (Sp): Fireball DC17 1/3 rounds as a standard action, 3x/day corrupted, 3x/day empowered</p><p><strong>Spell-Like Abilities </strong> (Sp) at Caster level 15, save DC 14 + level:</p><p>At Will: <em>detect good, detect law, detect thoughts, true seeing</em></p><p>2x/day: quickened <em>Ethereal Jaunt </em> </p><p></p><p><strong>Resistance to blows</strong>: Thok'n's undead body is skeletal, taking only half damage from piercing and slashing weapons.</p><p><strong>Turn Resistance</strong>: Thok'n Amnon turns as a 25HD Undead</p><p><strong>Spell Deflection </strong> (Su): Spell effects that cause blindness or affect the eyes are automatically turned if cast on Thok'n Amnon as if by spell turning</p><p></p><p><strong>Wizard Spells Prepared </strong> (4/4/3/2), DC14+level, caster level 5, 5% arcane spell failure for spells without an asterisk, Enchantment-specialized, Conjuration forbidden:</p><p>0. Daze, 2xDetect Magic, 2xDetect Good</p><p>1. Charm Person, Shield, Ray of Enfeeblement, Reduce, Expeditious Retreat</p><p>2. Tasha's Hideous Laughter, Darkness*, 2xBlur*</p><p>3. Hold Person, 2xEnlarged Darkness*</p><p></p><p><strong>Equipment</strong>: +2 Unholy Anarchic Dwarven Waraxe, Masterwork Chain Shirt.</p><p></p><p><strong>Background and History</strong>: </p><p>Thok'n Amnon was, in life, a Dwarven Wizard who experimented with Necromancy and Enchantment in the early days when Millington was but a small settlement inhabited by a few enterprising dwarves who had been trapped on the plains of the Tears. He used his enchantments to further his family's station and work great mischief upon his fellows. These abuses angered the Stone-Father Moradin, who cursed him to live out the rest of his days in a limestone prison, which was to become his tomb. In secret, however, the Clan Amnon provided Thok'n (their elder) with various spell components that he used to prolong his life while he worked on a way around the curse. </p><p></p><p>He never did, and as the life drained steadily from his body over six generations, Thok'n grew steadily mad. Every generation of the Amnon clan swears to save Thok'n and take vengeance against the priests of Moradin in secret. However, every member of the Amnon clan who dies of old age is taken down to the family crypt, where the bodies rise to become monstrous undead thralls in Thok'n's service. </p><p></p><p>Over the centuries, the Amnon clan (who are legal intercessors by trade) have accumulated strange treasures to amuse their elder in his crypt. Meanwhile, the Amnon curse makes most dwarves on the plains fear and distrust magic, and so to this day Millington bans arcane magic and views divine magic with suspicion.</p><p> </p><p><strong>Appearance and Behavior</strong>: Thok'n Amnon is an impressively-boned, skeletal dwarf, wearing a well-worn and moldy cloak. He keeps his "face" covered most of the time, exposing it only when he needs to use his Fear and Fire abilities, which involve showing his eyes. Each of Amnon's otherwise empty eyesockets contains (instead of an eye) a large jewel. One is a ruby, which produces the flame effect when he exposes it. The other is a jet, which produces the fear effect.</p><p></p><p>Amnon's behavior is an odd mix of capricious malice and calculated sadism. Niether he nor his "family" of undead minions can bodily leave the crypt to which they have been damned, but nothing prevents him from exercising his will above ground through his still-living ancestors.</p><p></p><p><strong>Strategy and Tactics</strong>:</p><p>If Amnon has time to prepare for an encounter, he will cast the following:</p><p>1. Blur</p><p>2. Shield</p><p>3. Expeditious Retreat</p><p>4. Detect Thoughts</p><p>5. True Seeing</p><p></p><p>...if he doesn't have time to prepare, he will attempt to keep attackers at bay with his minions while he powers up. </p><p></p><p>Amnon tries to begin combat with True Seeing active, so he can blanket the area in one or more Darkness spells and still perceive his enemies. </p><p>He will use his fear ability every round he's not expending a free action for something else.</p><p>Amnon will initiate an attack with his Eye of Flame ability before engaging in melee. If the flames prove effective, he will break melee every three (or so) rounds to flame his opponents again. </p><p>If cornered, Amnon will escape to another part of the crypt with a quickened Ethereal Jaunt and leave his minions to fight for him.</p></blockquote><p></p>
[QUOTE="GodOfCheese, post: 1573023, member: 19170"] [b]Thok'n Amnon, the Dwarf of Fear and Flame[/b] ...an expansion of the Eye of Fear and Flame (Vile177). Thok'n Amnon, male dwarf Ench5/Fig4: CR 17; ECL 5; Medium-size Undead [augmented humanoid]; HD 5d4+4d10+12d12; hp 126; Init +2; Spd 20 ft; AC 30 (+5 chain shirt, +2 Dex, +10 Natural, +3 Competence); Melee dwarven waraxe +18/+13 (1d10+4+2d6 chaotic+2d6 unholy/crit x3), 2xClaws+14 (1d4+3); SA spells, spell-like abilities, Eye of Fear, Eye of Flame; SQ dwarven traits, undead traits, Resistance to blows, Turn Resistance, Spell Deflection, Darkvision 90; AL NE; SV Fort +8, Ref +10, Will +15; Str 17, Dex 14, Con -, Int 18, Wis 18, Cha 18. [B]Skills and Feats[/B]: Concentration+20,knowledge:arcana+10,knowledge:the Planes+10,craft+15; Quicken Spell-Like Ability[1,21], Arcane Armor Proficiency:light[3],enlarge Spell [Wiz5], Armor Focus:light [Fig1],corrupt Spell-Like Ability[6], Empower spell-like ability[9], Dodge[Fig2], Mobility [Fig4],Weapon Focus:Waraxe[12], Weapon Specialization:Waraxe[15], Expertise[18], Scribe Scroll [Wiz1] [B]SQ–Dwarven Traits (Ex): [/B] 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal. [I]Eye of Fear [/I] (Sp): Fear DC17 1/round as a free action [I]Eye of Flame [/I] (Sp): Fireball DC17 1/3 rounds as a standard action, 3x/day corrupted, 3x/day empowered [B]Spell-Like Abilities [/B] (Sp) at Caster level 15, save DC 14 + level: At Will: [I]detect good, detect law, detect thoughts, true seeing[/I] 2x/day: quickened [I]Ethereal Jaunt [/I] [B]Resistance to blows[/B]: Thok'n's undead body is skeletal, taking only half damage from piercing and slashing weapons. [B]Turn Resistance[/B]: Thok'n Amnon turns as a 25HD Undead [B]Spell Deflection [/B] (Su): Spell effects that cause blindness or affect the eyes are automatically turned if cast on Thok'n Amnon as if by spell turning [B]Wizard Spells Prepared [/B] (4/4/3/2), DC14+level, caster level 5, 5% arcane spell failure for spells without an asterisk, Enchantment-specialized, Conjuration forbidden: 0. Daze, 2xDetect Magic, 2xDetect Good 1. Charm Person, Shield, Ray of Enfeeblement, Reduce, Expeditious Retreat 2. Tasha's Hideous Laughter, Darkness*, 2xBlur* 3. Hold Person, 2xEnlarged Darkness* [B]Equipment[/B]: +2 Unholy Anarchic Dwarven Waraxe, Masterwork Chain Shirt. [B]Background and History[/B]: Thok'n Amnon was, in life, a Dwarven Wizard who experimented with Necromancy and Enchantment in the early days when Millington was but a small settlement inhabited by a few enterprising dwarves who had been trapped on the plains of the Tears. He used his enchantments to further his family's station and work great mischief upon his fellows. These abuses angered the Stone-Father Moradin, who cursed him to live out the rest of his days in a limestone prison, which was to become his tomb. In secret, however, the Clan Amnon provided Thok'n (their elder) with various spell components that he used to prolong his life while he worked on a way around the curse. He never did, and as the life drained steadily from his body over six generations, Thok'n grew steadily mad. Every generation of the Amnon clan swears to save Thok'n and take vengeance against the priests of Moradin in secret. However, every member of the Amnon clan who dies of old age is taken down to the family crypt, where the bodies rise to become monstrous undead thralls in Thok'n's service. Over the centuries, the Amnon clan (who are legal intercessors by trade) have accumulated strange treasures to amuse their elder in his crypt. Meanwhile, the Amnon curse makes most dwarves on the plains fear and distrust magic, and so to this day Millington bans arcane magic and views divine magic with suspicion. [B]Appearance and Behavior[/B]: Thok'n Amnon is an impressively-boned, skeletal dwarf, wearing a well-worn and moldy cloak. He keeps his "face" covered most of the time, exposing it only when he needs to use his Fear and Fire abilities, which involve showing his eyes. Each of Amnon's otherwise empty eyesockets contains (instead of an eye) a large jewel. One is a ruby, which produces the flame effect when he exposes it. The other is a jet, which produces the fear effect. Amnon's behavior is an odd mix of capricious malice and calculated sadism. Niether he nor his "family" of undead minions can bodily leave the crypt to which they have been damned, but nothing prevents him from exercising his will above ground through his still-living ancestors. [B]Strategy and Tactics[/B]: If Amnon has time to prepare for an encounter, he will cast the following: 1. Blur 2. Shield 3. Expeditious Retreat 4. Detect Thoughts 5. True Seeing ...if he doesn't have time to prepare, he will attempt to keep attackers at bay with his minions while he powers up. Amnon tries to begin combat with True Seeing active, so he can blanket the area in one or more Darkness spells and still perceive his enemies. He will use his fear ability every round he's not expending a free action for something else. Amnon will initiate an attack with his Eye of Flame ability before engaging in melee. If the flames prove effective, he will break melee every three (or so) rounds to flame his opponents again. If cornered, Amnon will escape to another part of the crypt with a quickened Ethereal Jaunt and leave his minions to fight for him. [/QUOTE]
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