Death Knight: Abis Maul

The Serge

First Post
One of the luminaries of my campaign setting, Abis Maul has been around for years, although he's only faced off against PCs once. After a maze spell and the assault of a few celestials, not even this nasty character lasted long... although a well worded miracle brought him back go get his revenge in the near future.

Abis Maul: Male Death Knight Blk 10/Chm 5/Ex-Pal 5; CR 23; Medium-size Undead; HD 20d12; hp 130; Init +2; Spd 20 ft.; AC 37 (touch 17, flat-footed 35); Atk +36/+31/+26/+21 melee (1d8+15+2d6 (unholy)/19-20/death, Maul of Thorns, a +5 crushing, unholy morningstar) or +30 melee touch (1d8+6 and 1 point of Con damage [Will save DC 26]); SA Hellish blast 1/day 20d6 (Reflex save DC 26), rebuke Undead 9/day (as Clr 13), smite good 3/day (+6 attack, +20 damage), smite infidel 1/day (+6 attack, +5 damage), sneak attack +4d6; SQ aura of despair, detect good, dark blessing, dark vision 60 ft., fiendish summoning, lay on hands (131 hp/day), poison use, turn immunity, Undead followers (40 HD worth), DR 15/+1, SR 30, Undead Traits; AL LE; SV Fort +21, Ref +16, Will +18; Str 31, Dex 14, Con ? , Int 12, Wis 25, Chr 23.
Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works against objects. Abis Maul is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Abis Maul cannot be raised, and resurrection only works if he is willing. As a Death Knight, Abis Maul is also immune cold, electricity, and polymorph.
Skills and Feats: Climb +9, Concentration +7, Handle Animal (bull) +14, Heal +12, Intimidate +15, Knowledge (Devils) +2, Knowledge (Religion) +12, Ride +16, Sense Motive +10, Spot +14; Cleave, Dodge, Expertise, Extra Smiting, Great Cleave, Improved Critical (morningstar), Mobility, Mounted Combat, Power Attack, Quick Draw, Spring Attack, Weapon Focus (morningstar).
Spells prepared (4/4/4/2; base DC = 17 + spell level): 1st -- doom (2), inflict light wounds (2); 2nd -- darkness, death knell, inflict moderate wounds (2); 3rd -- contagion (2), inflict serious wounds, summon monster III (evil creatures only); 4th -- freedom of movement, summon monster IV (evil creatures only).
Possessions: +5 ethereal full plate armor, +5 large steel shield, Maul of Thorn, ring of mind shielding, +5 ring of protection, +6 belt of giant strength, boots of speed, cloak of charisma +4, horn of evil, periapt of Wisdom +4.
Helthorne (Fiendish Servant): Fiendish Bull; CR 14; Large magical beast (evil); HD 13d8+39; hp 97; Init +0; Spd 40 ft.; AC 20 (touch 9, flat-footed 20); Atk +16 melee (1d8+9, butt); Face/Reach 5 ft. by 10 ft./5 ft.; SA Smite good 1/day (+13 damage), stampede; SQ Blood bond, darkvision 60?, cold resistance 20, empathic link, fire resistance 20, improved evasion, scent, share saving throws, share spells, speak with Abis Maul, DR 10/+3, SR 26; AL LE; SV Fort +11, Ref +8, Will +4; Str 25, Dex 10, Con 16, Int 12, Wis 11, Chr 4.

Abis Maul, also called The Bull of the Dark Sovereign, is one of the oldest non-Dragon in the continent-realm, and one of the most depraved. Utterly loyal to the Dauth Alman the Dark Sovereign, Abis Maul is the only Death Knight servant of this vile god, and one of the god?s most powerful champions. According to legends, Abis Maul was once a prince to an ancient city near present-day Mandl, and brother to that nameless city?s king and Wizard. The legends tell that this prince, whose name changes from telling to telling, and his brother, called King Thorn, were originally honorable and worshipped the Gauntlet of Holiness, Celzar. However, in a bid to expand his power, King Thorn sought out dread secrets rather than await the illumination from Celzar, and soon learned of a powerful relic known only as The Shrine (modern day scholars suspect this "Shrine" was actually one of the Mirrors of the Realities, likely the very same one held at Branedeth Horde). With The Shrine, King Thorn was able to call on the infernal armies of The Nine Hells and, now driven to great evil due to his lust for forbidden, corrupt knowledge, King Thorn was fully intent on this very thing. Yet, the prince, sensing a wrongness, found his brother moments before he was prepared to unleash Hell. Instead of stopping his brother and king, the prince, seduced by promises of power and notoriety from The Shrine, abandoned Celzar and holiness for evil. At that moment, it is said that powerful diabolical servants of the Dark Sovereign emerged, heralding the imminent arrival of Hell's legions and the Dark Sovereign himself. But, priests of Celzar discovered the king and prince and, in a titanic display of the might of power of the Gauntlet of Holiness, the king, the prince, and The Shrine were cast down into the depths of earth.
It is unclear when and how Abis Maul managed to free himself from his prison, assuming the legends are true. It is true that he serves as the Dark Sovereign's representative in Mandl and that he is, in theory if not in practice, subordinate to the Dark Redeemer, Kylus Whitethorn, said to be a descendant of the legendary King Thorn. Regardless of his actual place in the service of the Church of the Dark Sovereign, Abis Maul is sent out routinely to completely erase the most dangerous foes to the Church when lower-level lackies can't accomplish such a task, and when sending Devils will draw too much immediate attention.
Abis Maul does not fit the classic description of a Death Knight. Dressed in elaborately designed dark purple, full-plate armor embossed with images of thorns and bull?s horns, he routinely wears a beautifully crafted helmet that resembles the face of a horned angel; his grand black cape flutters like the wings of an eagle, and his great morningstar, The Maul of Thorns, seems like a scepter. Although one would expect to see a desiccated, skeletal face beneath the helmet, what one sees is a face as unto marble, beautifully crafted, yet utterly devoid of life... or mercy.
 

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Very cool! Just wondering, what does Chm stand for? Also, have you found any way to give undead more HP? It seems like he'd be much harder to kill with some kind of 1/2 damage from physical attacks "resist blows" or "dark blessing" HP increase ability.
 

Elric said:
Very cool! Just wondering, what does Chm stand for? Also, have you found any way to give undead more HP? It seems like he'd be much harder to kill with some kind of 1/2 damage from physical attacks "resist blows" or "dark blessing" HP increase ability.

Thanks!

"Chm" stands for Divine Champion. This is a Prestige Class found in the FORGOTTEN REALMS Campaign Setting. I love their divine PrCs and use them with my higher level NPCs.

Well, considering that Death Knights are virtually immune to everything, can't be turned, can unleast an Abyssal Blast that does damage to everything, and can deliver a nasty touch, I don't think I want to make him any tougher. The only thing I forgot to give him was a defense against heal.
 

What is the crushing ability in his morningstar? I don't remember seeing anything like that anywhere.
A real cool NPC, I might just use something like him in my campaign... :)
 

psychognome said:
What is the crushing ability in his morningstar? I don't remember seeing anything like that anywhere.
A real cool NPC, I might just use something like him in my campaign... :)

The crushing ability is the instant variation for bludgeoning weapons, paralleling the vorpal affect of slashing weapons. The description is detailed in the great material from Bastion Press's Arms and Armor.
 

The Serge said:

Well, considering that Death Knights are virtually immune to everything, can't be turned, can unleast an Abyssal Blast that does damage to everything, and can deliver a nasty touch, I don't think I want to make him any tougher. The only thing I forgot to give him was a defense against heal.

You probably do want to give him some more hp, though. In a high-level game I'm in, my 13th level archer can routinely dish out 70 points of damage per round, unhasted and unbuffed. The 15th level master of chains can top 100, with Improved TWF and a speed weapon. These numbers will only go higher as levels increase.
 

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