Shade
Monster Junkie
Ghazneth, Melineth the Grasping
http://www.enworld.org/showthread.php?t=213696&page=2&pp=30
Ghazneth, Melineth the Grasping
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 11d8+55 (104 hp)
Initiative: +4
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +11/+15
Attack: Claw +15 melee (1d4+4) or longsword +15 melee (1d8+4/19-20)
Full Attack: 2 claws +15 melee (1d4+4) and bite +15 melee (1d6+2) or longsword +15/+10/+5 melee (1d8+4/19-20) and bite +15 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 19, Dex 19, Con 20, Int 14, Wis 14, Cha 21
Skills: Bluff +19, Concentration +19, Diplomacy +11, Disguise +19 (+21 acting), Gather Information +7, Intimidate +21, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nobility and royalty) +16, Listen +16, Sense Motive +16, Spot +16
Feats: Hover, Improved Multiattack, Multiattack, Power Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Melineth and 1-5 other ghazneths)
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: -
This broad-chested man has hulking shoulders and long, gangly arms. Despite a flat nose and jutting brow, the man would be ruggedly handsome, were it not for the three goatlike horns curling from his head. Although his skin is flawless, a pair of black, scabrous wings sprout from his back.
Melineth the Grasping, the Scourge of Pestilence, was originally Melineth Turcasson, the father-in-law to King Duar. Melineth became a ghazneth after selling the city of Suzail for 500 sacks of gold. He spent 938 years entombed with those very sacks of gold. Now free, he seeks comfort and gold, and lives a lonesome, miserly existence. He cooperates with the other ghazneths only out of fear that they will steal his wealth if he doesn't aid them.
Melineth is 6 feet tall and weighs 250 pounds.
Melineth speaks Common and Chondathan.
COMBAT
Melineth only fights if he sees something to gain. He relies on is ghazneth powers and flight to gain advantage over his foes.
Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.
Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).
A ghazneth may store one level for each year of its age. At 938 years of age, Melineth can hold up to 938 levels.
Expend Magic (Su): Melineth may expend stored magic to utilize the following powers.
Detect Magic (Su): Melineth continuously detects all magic (as the detect magic spell) within 94 miles. This ability drains one stored magic level per day.
Fast Healing (Su): Melineth may expend one stored magic level to gain fast healing 8 for 10 minutes.
Illness (Su): Melineth continuously causes all creatures within 94 yards (282 feet) to succeed on a DC 20 Forititude save or be sickened. The sickened effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.
This ability drains one stored magic level per hour.
Pestilience (Su): Melineth may expend one stored magic level to cause a single target within 94 yards (282 feet) to succeed on a DC 20 Forititude save or fall into a feverish torpor and become nauseated. If the save is successful, the victim suffers no further effects. 24 hours later, the victim must succeed on a DC 20 Forititude save or die. If the victim succeeds, he must make another Forititude save every 24 hours thereafter. The nauseated effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.
Wither (Su): Melineth may expend one stored magic level to wither parts of a target's body. Melienth must succeed on a melee touch attack, and victim can negate the effect with a succussful DC 20 Fortitude save. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. Withering the target's chest, neck, or head causes the victim to begin to suffocate. The effect is permanent unless removed with a spell or effect that removes disease or by a successful DC 22 dispel check. The save DC is Charisma-based.
Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (hertory) check).
Originally appeared in Dragon Magazine Annual #4 (1999).
http://www.enworld.org/showthread.php?t=213696&page=2&pp=30
Ghazneth, Melineth the Grasping
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 11d8+55 (104 hp)
Initiative: +4
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +11/+15
Attack: Claw +15 melee (1d4+4) or longsword +15 melee (1d8+4/19-20)
Full Attack: 2 claws +15 melee (1d4+4) and bite +15 melee (1d6+2) or longsword +15/+10/+5 melee (1d8+4/19-20) and bite +15 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +12, Ref +11, Will +9
Abilities: Str 19, Dex 19, Con 20, Int 14, Wis 14, Cha 21
Skills: Bluff +19, Concentration +19, Diplomacy +11, Disguise +19 (+21 acting), Gather Information +7, Intimidate +21, Knowledge (history) +16, Knowledge (local) +16, Knowledge (nobility and royalty) +16, Listen +16, Sense Motive +16, Spot +16
Feats: Hover, Improved Multiattack, Multiattack, Power Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Melineth and 1-5 other ghazneths)
Challenge Rating: 12
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: -
This broad-chested man has hulking shoulders and long, gangly arms. Despite a flat nose and jutting brow, the man would be ruggedly handsome, were it not for the three goatlike horns curling from his head. Although his skin is flawless, a pair of black, scabrous wings sprout from his back.
Melineth the Grasping, the Scourge of Pestilence, was originally Melineth Turcasson, the father-in-law to King Duar. Melineth became a ghazneth after selling the city of Suzail for 500 sacks of gold. He spent 938 years entombed with those very sacks of gold. Now free, he seeks comfort and gold, and lives a lonesome, miserly existence. He cooperates with the other ghazneths only out of fear that they will steal his wealth if he doesn't aid them.
Melineth is 6 feet tall and weighs 250 pounds.
Melineth speaks Common and Chondathan.
COMBAT
Melineth only fights if he sees something to gain. He relies on is ghazneth powers and flight to gain advantage over his foes.
Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.
Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).
A ghazneth may store one level for each year of its age. At 938 years of age, Melineth can hold up to 938 levels.
Expend Magic (Su): Melineth may expend stored magic to utilize the following powers.
Detect Magic (Su): Melineth continuously detects all magic (as the detect magic spell) within 94 miles. This ability drains one stored magic level per day.
Fast Healing (Su): Melineth may expend one stored magic level to gain fast healing 8 for 10 minutes.
Illness (Su): Melineth continuously causes all creatures within 94 yards (282 feet) to succeed on a DC 20 Forititude save or be sickened. The sickened effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.
This ability drains one stored magic level per hour.
Pestilience (Su): Melineth may expend one stored magic level to cause a single target within 94 yards (282 feet) to succeed on a DC 20 Forititude save or fall into a feverish torpor and become nauseated. If the save is successful, the victim suffers no further effects. 24 hours later, the victim must succeed on a DC 20 Forititude save or die. If the victim succeeds, he must make another Forititude save every 24 hours thereafter. The nauseated effect is permanent unless removed with a spell or effect that removes disease. The save DC is Charisma-based.
Wither (Su): Melineth may expend one stored magic level to wither parts of a target's body. Melienth must succeed on a melee touch attack, and victim can negate the effect with a succussful DC 20 Fortitude save. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. Withering the target's chest, neck, or head causes the victim to begin to suffocate. The effect is permanent unless removed with a spell or effect that removes disease or by a successful DC 22 dispel check. The save DC is Charisma-based.
Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (hertory) check).
Originally appeared in Dragon Magazine Annual #4 (1999).
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