Create a villain for me!

Ceska

First Post
Hoi Folks!

I´m running a campaign (selfmade world) and I have a small problem. I´m running the campaign for a few month now and I´m still missing the so called Master-Villain. ;) I just can´t decide how or what it should be in detail, so I would appreciate your help! :D

I have a few terms for this villain, which must be met:

1. Must be some kind of devil (or associated with devilkind)
2. The appearance must be that of a strange shadowy figure (can be a spell, Magic Item or whatever)
3. Should be Magic User or some kind of psionic for he should influence the minds of others.
4. CR around 20 (might be slightly higher)
5. 32-points Point buy

Anything else ist up to you, Magic Items may be appropriate for the CL.


Thank you guys in advance for all ideas you have! :)
 

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A bit more information on Setting theme, style of play, adventures to date etc would be helpful in developing an idea

also is a y=central uber BBEG necessary? if so why?
 

I'd love to help (I need practise making characters anyway) but for this sort of thing, the more details known the better. Please tell us the story of this villian... I'm assuming that the players have encountered things that this guy has done in the past, right? Maybe seen him in the distance or something? What's he done, what do the players know already, what have they done? What's the story?
 

Ceska said:
Hoi Folks!

I´m running a campaign (selfmade world) and I have a small problem. I´m running the campaign for a few month now and I´m still missing the so called Master-Villain. ;) I just can´t decide how or what it should be in detail, so I would appreciate your help! :D

I have a few terms for this villain, which must be met:

1. Must be some kind of devil (or associated with devilkind)
2. The appearance must be that of a strange shadowy figure (can be a spell, Magic Item or whatever)
3. Should be Magic User or some kind of psionic for he should influence the minds of others.
4. CR around 20 (might be slightly higher)
5. 32-points Point buy

Anything else ist up to you, Magic Items may be appropriate for the CL.


Thank you guys in advance for all ideas you have! :)


1) Half-Fiend sorcerer or wizard with the Umbral template
2) Succubus (Incubus) with sorcerer levels and the Shade template from the Forgotten Realms book.
3) Half-Fiend Lich Wiz/Rogue/Shadowdancer/Arcane Trickster
 

I'm not going to create a character for you, since it really should be a personal thing, however I will give these suggestions...

Of the items you listed, the one that stood out most (to me) was #3.

#1 can easily be achieved with a template, or summoning, or other thing that isn't hard to design. #2 can be achieved with spells or magic. #4 and #5 are just a power thing.

#3 is where your meat is going to sit.

The first thing I thought of was either a Shadow Mind (Complete Adventurer) or a Mind Bender (Complete Arcane). I may have the names wrong for those prestige classes, but they're in the books. The mind bender is my favourite because it really focuses on dominating "the help".

The BBEG would be an Enchanter with Spell Focus (Enchantment) and Great Spell Focus as well. Completely devoted to mind control.

If you want to go the fiendish blood route, use a template - if you want to go with the association route, summoning spells help, planar ally spells, gate, you get the idea.

However it would be more logical if besides being a Mind Bender he would have some kind of PrC related to demons. Book of Vile Deeds has a good selection, or you could make him into that PrC that wears a demonic skin (?name).

For the shadowy appearance, I would use a modified Blur spell. Instead of making him appear blurry, he appears shadowy.

D
 

Athela Darksoul runs a large city, she runs the city with an iron fist, and she trusts her contracted devils more than mortal helpers. She is a high strung nerotic, and has a nervous tremor in her hands. She is a middle aged woman who looks like a Crone. She rarely leaves the city very long, as she greatly fears revolution. Athela uses brutal violance as a coping mechanism.

Athena Darksoul -
14th cleric/5th Thaumaturge/ 1st Heriophant
hp 129, (14d8+5d4+1d4+ 47)
Str 12, Dx 14, cn 14, int 16, wis 25, chr 12
BAB +11/+6/+1___ Saves +15/+13/+26
AC: 26 (+5 mithril full plate, moderate fortification
Feats: Conjure Focus, Educated, Improved Toughness, Spell Penetration, Necromancy focus, Quicken Spell, Craft Construct, Greater Spell Penetration, Craft wonder, Augmented Summoning(b) .
Skills: __ Ranks _Ability_Mod _Total (95)
Diplomacy ___16__1__2__19
KS Planes___14__3__0__17
KS Religion __14__3__0__17
KS Arcane __3__3__2__8
KS Nobility __3__3__2__8
Spellcraft ___12__3__0__15
Concentration 18__1__0__19
Sense Motive _9__7__0__16

Special Abilities: Extened Summoning, Contengent Conjuration, Improved Ally, Planar Cohort
Arcane Reach 1/day 30 ft.

Equipment: +5 mithril full plate, moderate fortification(74k) Boots of Speed(12k), Horn of Evil, Ring of free movement(40k) Vest of Resistance +4(16k) Peripate of wis +6(36k) Gloves of dexertity(+2) ioun stone (+2con), Cloak of lesser displacement(24k) Rod of leser Silence(3k),

Spells DC 17+slvl 5/7+1/7+1/7+1/6+1/6+1/5+1/5+1/3+1/3+1
Domains: Evil, Charm.

Planar Cohort: 10 HD Erinies

I am not an expert at highlevel characters - this is modified up from an 18th lvl archvillain
She should be functional, but not optimized. At first she will send devils, to deal with enemies perhaps eventually she will scry, buff and teleport, contracting out BarLarga demons (they can carry passangers)
 
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Kirithak "the Undying", Hierarch of the Prophets of Dust
Evolved Lich (Former Human Male)
19th level Wizard (Necromancer)
Hit Points: 116 (19D12 HD)
Armor Class: 28 (black robe of archmagi (+5 armor), ring of protection +4 (deflection +4), natural (+6 natural), dexterity (+3 dexterity); touch 13, flat-footed 20)
Speed: 30 feet
Chaotic Evil

St 10 (+0) (base 8; +2 f/template)
Dx 16 (+3)
Co -
In 28 (+9) (base 18; +1 at 4th, 8th, 12th, 16th level; +2 f/circlet of intellect +4, +2 f/template)
Ws 20 (+4) (base 18; +2 f/template)
Ch 22 (+6) (base 18; +4 f/templates)

Fortitude Save +10 (w/black robe of the archmagi)
Reflex Save +13 (w/black robe of the archmagi)
Will Save +19 (w/black robe of the archmagi)

Melee Attack: +9/+4
Ranged Attack: +12/+7
Full Attack: Touch (+9; 1D8+5 to living creatures, crit 20, X2; DC 25 will save for half)
Initiative: +3 (dexterity)
Size: M (6 feet tall)

Skills: Concentration +22 (+26 w/casting defensively), Decipher Script +29, Hide +11, Knowledge (arcana) +31, Knowledge (the planes) +29, Knowledge (religion) +29, Knowledge (history) +29, Listen +13, Move Silently +11, Search +13, Sense Motive +20, Speak Language (infernal, nekleos), Spellcraft +31, Spot +13.

Feats: Black Lore of Moil, Craft Staff, Empower Spell, Enervate Spell, Fell Animate, Greater Spell Focus (necromancy), Improved Turn Resistance, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Wizardly Demesne (necromancy).

Possessions: Brooch of Shielding (54 points left), Circlet of Intellect +4, Iron Flask (contains an ice devil), Pearl of Power (recalls one 8th level spell), Ring of Protection +4 (also acts as a ring of counterspells; currently holds disintegrate), Ring of Wizardry IV, black Robe of the Archmagi, Staff of Skulls (22 charges), several Scrolls; undead graft (eye of flame - fireball 2/day, 10D6, reflex save; DC 14).

Spells: 4,8,7,7,13,7,6,6,5,4 (base DC 19 + spell level; base DC 25 + spell level for necromancy spells; extra spells f/ring of wizardry iv).

Special Attacks: Spell use, fear aura (will save; DC 25), paralyzing touch (fortitude save; DC 25), unholy blight 1/day (fortitude save, DC 25).

Special Qualities: DR 15/bludgeoning and magic; SR 18 (black robe of the archmagi); fast healing 3; spell use, unable to cast spells from the school of illusion or transmutation, counterspelling; turn resistance +8 (template, feats); immune to cold, electricity, polymorph and mind-affecting attacks; undead traits - darkvision 60 feet, immunity to poison, sleep-effects, paralysis, stunning, disease and death effects, not subject to critical hits, non-lethal damage, sneak attacks, ability drain, energy drain, fatigue and exhaustion effects.

Challenge Rating: 22

Design Notes:

Special Sources: Complete Arcane (Black Lore of Moil), Libris Mortis (Evolved template, Fell Animate, Enervate Spell, Improved Turn Resistance feats).

Created for This Write-Up: Staff of Skulls, Wizardly Demesne.

FEAT - Wizardly Demesne (General) - You have the ability to manipulate all the familiar arcane energies of your chosen specialist arcane school within the area surrounding you, thus making your spells and magic more potent than ever. Prerequisite: Your character must have the ability to cast 7th level arcane spells, have 12+ ranks in spellcraft, and 14+ ranks in knowledge (arcana), your character must be a specialist mage (player's choice), Int 16+. Benefit: Your character's spells (from his chosen specialization only) gain both an additional +2 bonus to DC and a +2 bonus to penetrate spell resistance. Your character is also granted a permanent +2 bonus to his saves vs spells of the same school of specialization.

FEAT - Black Lore of Moil (Metamagic) - This feat adds XD6 damage to all necromancy spells, where X is determined by the spell's level. Instead of using up a higher level spell slot, it uses up an expensive material component that costs 25gp per d6 of added damage. See Complete Arcana for more details.

MAGICAL ITEM - Staff of Skulls - This formidable magical staff acts as a rod of withering and also allows the user to cast an empowered circle of death (3 charges) and an enervated horrid wilting (4 charges). Furthermore, it allows the wielder to utilize the sudden maximize spell feat (see Complete Arcana) on one necromancy spell each day. In addition to these potent effects, all necromancy spells cast by the staff’s possessor are at +2 DC. Only one of these staves is known to exist, having been created by the combined might of the Prophets of Dust.
 

Kordun "the Lord of Bones", Hierarch of the Prophets of Dust
Evolved Lich (Former Human Male)
18th level Cleric of Hextor
Hit Points: 108 (18D12 HD)
Armor Class: 26 (kordun's crown (+4 profane), robe of protection +4 (+4 deflection), natural (+6 natural), dexterity (+2 dexterity); touch 16, flat-footed 20)
Speed: 30 feet
Chaotic Evil

St 16 (+3) (base 14; +2 f/template)
Dx 14 (+2)
Co -
In 16 (14 base; +2 f/template)
Ws 25 (+7) (base 18; +1 at 4th, 8th, 12th, 16th levels; +2 f/template)
Ch 28 (+9) (base 18; +6 f/kordun's crown,+4 f/templates)

Fortitude Save +15 (+4 f/kordun's crown)
Reflex Save +12 (+4 f/kordun's crown)
Will Save +22 (+4 f/kordun's crown)

Melee Attack: +16/+11/+6
Ranged Attack: +15/+10/+5
Full Attack: Touch (+16; 1D8+5 to living creatures, crit 20, X2; DC 28 will save for half)
Initiative: +2 (dexterity)
Size: M (6 feet tall)

Skills: Concentration +21 (+25 w/casting defensively), Heal +24, Hide +10, Knowledge (arcana) +23, Knowledge (the planes) +18, Knowledge (religion) +24, Knowledge (history) +18, Listen +15, Move Silently +10, Search +15, Sense Motive +15, Speak Language (infernal, nekleos), Spellcraft +18, Spot +15.

Feats: Bolster Resistance, Corpsecrafter, Destructive Retribution, Enervate Spell, Extra Turning (bonus feat), Fell Animate, Hardened Flesh, Improved Turn Resistance, Necromantic Might (f/kordun's crown), Necromantic Presence (f/kordun's crown), Profane Vigor.

Possessions: 2 Candles of Invocation, Holy Symbol of Might, 2 blocks of Incense of Meditation, Kordun's Crown, Ring of Ineffable Evil, Robe of Protection +4 (as the ring), Rod of Undead Mastery and several Scrolls.

Spells: 6,6,6,6,6,5,5,4,4,3 (base DC 17 + spell level)

Domains: Deathbound (the limit for controlling undead is X3 caster level instead of X2); Undeath (extra turning as a bonus feat)

Special Attacks: Spell use, fear aura (will save; DC 28), paralyzing touch (fortitude save; DC 28); undead mastery, unholy blight 1/day (f/template).

Special Qualities: DR 15/bludgeoning and magic; fast healing 3; spell use, turn resistance +8 (template, feats); immune to cold, electricity, polymorph and mind-affecting attacks; undead traits - darkvision 60 feet, immunity to poison, sleep-effects, paralysis, stunning, disease and death effects, not subject to critical hits, non-lethal damage, sneak attacks, ability drain, energy drain, fatigue and exhaustion effects; rebuke/command undead, spontaneous casting (inflict spells).

Challenge Rating: 21

Design Notes:

COMPILED ABILITY - Undead Mastery - This is a compilation of the effects provided by the various feats he possesses that enhance undead creatures that he raises and creates. Due to these assorted feats, all undead created have +4 enhancement bonus to strength, +2 hit points per HD, gain an additional +2 natural bonus to armor class, have a +8 to their turn resistance when they are within 60 feet of him and gain a +2 enhancement bonus to saving throws and attack rolls when within 60 feet of him. In addition, as a standard action, he may spend one of his turning attempts to heal an undead creature for 36 points of damage. Finally, whenever one of these undead creatures is destroyed, it releases a wave of negative energy that causes 1D6 + an additional 1D6/2 levels to every living creature in a 10 foot radius. This last effect will also heal undead allies within range.

Special Sources: Libris Mortis (Evolved template, Rod of Undead Mastery, Bolster Resistance, Corpsecrafter, Destructive Retribution, Enervate Spell, Fell Animate, Hardened Flesh, Improved Turn Resistance, Necromantic Might, Necromantic Presence, Profane Vigor feats).

Created for This Write-Up:

MAGICAL ITEM - Kordun's Crown - This simple looking crown is fashioned from cracking, yellowing bone and resembles a circlet with fangs thrusting upwards and slightly back. Despite it's fragile appearance, Kordun's Crown is a potent magical relic. If the bearer of this crown is an undead creature, then it benefits from a +6 profane bonus to charisma. Furthermore, if the wearer is a cleric of Hextor, then it bestows the necromantic might and necromantic presence feat upon the wearer, for as long as it is worn. Finally, the crown bestows a +4 profane bonus to both armor class and all saving throws, but only if the wearer is both a undead creature and a worshiper of Hextor. Any creature of good-alignment who bears this tem gains two temporary negative that persist until the ring is removed.

MAGICAL ITEM - Ring of Ineffable Evil - Popular among the high-ranking clergy of many evil faiths, these rings offer potent magical protection against the forces of good. The user sheds an unholy aura effect, as the spell. Anyone wearing this ring that is not of an evil alignment will gain two temporary negative levels that persist until the ring is removed.

MAGICAL ITEM - Holy Symbol of Might - Each of these magical holy symbols is dedicated to a different deity and consecrated to a separate faith, such as Pelor or Hextor. While each holy symbol has different powers and abilities, this particular specimen allows the wearer to utilize the sudden quicken and sudden maximize spell feats, each, once every day. Obviously, only a worshiper of Hextor may utilize these powers.
 

Thelkash, Hierarch of the Prophets of Dust
Evolved Swarm Shifter Lich (Former Human Male)
17th level Druid
Hit Points: 178 (17D12 HD)
Armor Class: 27 (bracers of armor +7 (armor +7), ring of the dark pact (+2 deflection), natural (+6 natural), dexterity (+2 dexterity); touch 14, flat-footed 25)
Speed: 30 feet
Neutral Evil

St 14 (+2) (base 12; +2 f/template)
Dx 14 (+2)
Co -
In 18 (+4) (base 16; +2 f/template)
Ws 26 (+8) (+1 at 4th, 8th, 12th and 16th level; base 18; +2 f/template)
Ch 20 (+5) (base 16; +4 f/templates)

Fortitude Save +10
Reflex Save +7
Will Save +18

Melee Attack: +14/+9/+4
Ranged Attack: +14/+9/+4
Full Attack: Touch (+14/+9/+4; 1D8+7 to living creatures, crit 20, X2; DC 23 will save for half)
Initiative: +6 (dexterity, feats)
Size: M (6 feet tall)

Skills: Concentration +20 (+24 w/casting defensively), Diplomacy +14, Disguise +15 (as swarm form only), Handle Animal +15, Hide +21 (+37 in swarm form), Knowledge (nature) +24, Listen +31, Move Silently +25, Search +22, Sense Motive +31, Speak Language (druidic, sylvan, infernal, nekleos), Spellcraft +24, Spot +31, Survival +28.

Feats: Blightspawned Summoning, Extra Wild Shape, Gain Familiar, Improved Familiar, Improved Initiative, Improved Turn Resistance, Natural Spell, Verminfriend.

Possessions: Staff of Swarming Insects (also acts as a wand of defoliation), Bracers of Armor +7, Ring of the Dark Pact, the Bramble Sash, Eyes of Petrification (crafted specifically so that they can also be used while in wild shape)

Druid Spells: 6,7,7,7,7,5,5,4,3,1 (base DC 18 + spell level).

Special Attacks: Spell use, fear aura (will save; DC 23), paralyzing touch (fortitude save; DC 23).

Special Qualities: DR 15/bludgeoning and magic; fast healing 3, creeping doom 1/day; swarm form (undead flies); spell use; nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, venom immunity, a thousand faces, timeless body, wild shape (8/day - tiny, large, huge, plant; elemental 3/day); turn resistance +8 (template, feats); immune to cold, electricity, polymorph and mind-affecting attacks; undead traits - darkvision 60 feet, immunity to poison, sleep-effects, paralysis, stunning, disease and death effects, not subject to critical hits, non-lethal damage, sneak attacks, ability drain, energy drain, fatigue and exhaustion effects.

Animal Companion: Undead Monstrous Scorpion, Hit Points: 75 (12D8 HD), Initiative: +0, Speed: 50 feet; Armor Class: 20 (Size (-2 size), natural (+12 natural); touch 8, flat footed 20); Attack: +7; Full Attack: 2 claws (+11 melee) and sting (+6 melee); Damage: 1D8+6 (claws) and 2D4+3+posion (stinger); Space/Reach: 15/10; Neutral Evil; Str 23 (+6), Dex 10 (+0), Con -, Int - , Wis 10 (+0), Cha 2 (-4); Special Attacks: Constrict 1D8+6, improved grab, poison (DC 18, initial and secondary damage 1D6 con); Special Qualities: Darkvision 60 feet, undead traits, vermin traits, tremorsense 60 feet; Fort +7, Ref +3, Will +3; Skills: Climb +10, Hide -4, Spot +4.

Familiar: Undead Hellwasp Swarm (Diminiutive Undead Swarm); Hit Points: 74 (12D12 +3 HD), Initiative: +10 (dexterity, feats), Speed: 5 feet/40 feet (fly); Armor Class: 20 (Size (+4 size), dexterity (+6 dexterity); touch 20, flat footed 14); Attack: +12; Full Attack: Swarm; Damage: 3D6+poison; Space/Reach: 10/0 (no reach; may occupy the same square as another creature); Lawful Evil; Str 1 (-5), Dex 22 (+6), Con -, Int 6 (-2), Wis 13 (+1), Cha 9 (-1); Special Attacks: Distraction, inhabit, swarm, poison (swarm attack - DC18, initial and secondary 1D6 dexterity damage); Special Qualities: DR 10/magic, darkvision 60 feet, low-light vision, immune to weapon damage, fire resistance 10, hive mind, swarm form, swarm traits, undead traits; familiar benefits - share spells, empathic link, deliver touch spells; improved familiars gain no other abilities); Fort +8, Ref +14, Will +7; Skills: Hide +19, Listen +10, Spot +10; Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness.

Swarm Form: Swarm of Undead Flies (Fine Undead (Swarm); Hit Points: 178 (17D12 HD); Armor Class: 18 (Size (+8 size); Attack: +7; Full Attack: Swarm; Damage: 4D6 + red ache; Space/Reach: 10/0 (no reach; may occupy the same square as another creature); Speed: 40 feet (fly; perfect); Initiative: +9 (dexterity, feats); Neutral Evil; Str 4 (-3), Dex 20 (+5), Con -, Int 18 (+4), Wis 26 (+8), Cha 20 (+5); Special Attacks: Distraction, swarm, disease (red ache; swarm attack - DC23, 1D8 dexterity, incubation period 1D3 days); Special Qualities: Hive mind, swarm form, swarm traits, undead traits, immune to weapon damage).

Challenge Rating: 24

Design Notes:

Special Sources: Libris Mortis (Evolved template, Swarm Shifter template, Improved Turn Resistance feat); Dragon Magazine #329 (swarm familiars; page 98); Book of Vile Darkness (Verminfriend feat).

Created for This Write-Up:

FEAT - Blightspawned Summoning (General); You have learned the dark, long-forgotten secrets to summoning forth blightspawned creatures; Prerequisite: Ability to cast any summon nature's ally spell; Benefit: All animals that you summon using summon nature's ally spells acquire the blightspawned template for as long as the summoning spell lasts. For more information on the blightspawned template, see page 59 of Unapproachable East.

MAGIC ITEM - The Bramble Sash - This garment is said to be composed entirely from sickly-looking thorns, vines and brambles. It is said to confer the wearer with the ability to cast wall of thorns once each day, but if the wearer is a druid, they may utilize this ability up to three times each day. It also can be discarded and thrown down to the ground, where revealing a command word will cause it to transform into a large carnivorous plant with the blightspawned template (see page 59 of Unapproachable East), under the complete control of the one who wore it last. This last ability does not destroy the bramble sash, but if the carnivorous plant is destroyed, it will not function again for a full week.

MAGIC ITEM - Ring of the Dark Pact - This ring functions as a ring of protection +2, but it's main power is of use only to druids of evil alignment. If a druid of evil alignment wears this ring, he may permanently sacrifice 10 hit points and one point of constitution to gain the ability to use his wild shape ability to assume swarm forms. All limitations of wild shape, as defined on page 37 of the Player's Handbook still apply, but the druid may now assume the shape of swarms. If a good or neutral aligned druid places this ring on their finger they will immediately gain two temporary negative levels until the ring is taken off.
 

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