If you are bored then create my badguy!

I like the idea of an Acolyte of the Skin. I have the stats for a half-elf Wizard 5/Acolyte 9 at home. It would be pretty easy to add a few levels and post the stats here, if you're interested.
 

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You wanted weeping players...

Janos Audron

Male lich Nec 5/Red 10/Acm4; Medium-size undead; HD 19d12; hp 118; Init +1; Spd 30 ft.; AC 29 (touch 11, flat-footed 25); Atk +9/+4 melee (1d6, Quarterstaff) or +9/+4 melee (1d8+5 [Will DC 26 half] plus paralysis, lich touch) or +5/-1 melee (1d4, Bladed Boot) or +10/+5 ranged touch (by spell); AL LN; SV Fort +10, Ref +14, Will +21;

Str 11
Dex 12
Con –
Int 40
Wis 19
Cha 25

Height 6’ 5”.
Weigth 215 Lb.

Skills:

Alchemy +16
Bluff +12
Concentration +49
Craft (Armorsmithing) +37
Craft (Weaponsmithing) +37
Diplomacy +21
Forgery +25
Innuendo +7 / +5
Intimidate +31
Knowledge (Arcana) +57
Knowledge (History) +16
Knowledge (Religion) +16
Knowledge (The Planes) +16
Listen +4
Scry +30
Search +15
Sense Motive +9
Spellcraft +59
Spot +4

Feats:

Craft Magical Arms and Armor
Craft Wonderous Items
Greater Spell Focus (Necromancy)
Leadership
Magical Artisan (Craft Magical Arms and Armor)
Magical Artisan (Craft Wonderous Items)
Scribe Scroll
Skill Focus (Spellcraft)
Spellcasting Prodigy (Wizard)
Spell Focus (Evocation)
Spell Focus (Necromancy)
Tattoo Focus

Special Attacks:

Paralyzing Touch (Su): Creatures touched must succeed at a Fortitude save (DC 26) or be permanently paralyzed.
Fear Aura (Su): Creatures of less than 5 HD in a 60 ft. radius that look at the lich must succeed at a Will save (DC 26) or be affected a though by a fear as cast by a 19th-level sorcerer.

Special Qualities:

Archmage High Arcana: Mastery of Elements, Spell Power +1, Spell Power +2, Spell Power +3,
Immunities (Ex): Immune to cold, electricity, polymorph, and mind-affecting attacks.
Red Wizard Abilities: Specialist Defense (Necromancy) +4, Spell Power (Necromancy) +5, (Great) Circle Leader, Scribe Tattoo.
+4 Turn Resistance
Damage Reduction 15/+1
Undead Qualities
Enhanced Intelligence. Janos Audron has read a Tome of Clear thought and has a +5 inherent bonus to his Intelligence, included above.

Languages:
Common
Infernal
Draconic
Loross
Netherese
Mulhorandi (var.)
Chondathan
Undercommon
Halruaan

Wizard Spells Per Day: 5/9/9/9/9/7/8/7/6/5 Base DC = 34 + spell level, 36 + spell level for Evocation, 43 + spell level for Necromancy. Wizard Caster Level: 19th. Specialized School: Necromancy. Prohibited Schools: Divination, Conjuration (at 6th level).

Possessions:
Possesions marked with an * are for Lawful people only
*Amulet of the Arcanist
*Belt of Proof against Transmutation
*Cloak of Charisma +6
*Headband of Intellect +6
*Vest of Resistance +5
*Janos' Escape (Gorget with the following spells on command: 1/day Greater Ironguard, Etherealness, Dictum, Master Earth 2/day Plane Shift)
*3rd Eye (+20 compentence bonus to Concentration, Knowledge (Arcana) and Spellcraft and Spell Penetration feat)

*Mithril Breastplate +1 of Spellcasting and Haste.

*Bladed Boot +1 with 5 times the Spellblade enhancement against the following spells:
Greater Dispel Magic
Heal
Trap the Soul
Control Undead

*Bladed Boot +1 with 5 times the Spellblade enhancement against the following spells:
Imprisonment
Chains of Vengance
Anti Magic Aura
Temporal Stasis

Artisan Outfit
Artisan Tools
Noble's Outfit + Jewlery
Signet Ring
Holy Symbol (Wee Jas)
Holy Symbol (Shar)

*Ring of Universal Elemental Resistance (Major)
Spell Component Pouch
Spellbook
Tome of Clear Thought +5
Tome of Learning
*Lyre of Building
*Shar’s Blessed Book (2 times)
Phylactery

Megaira the Helmed Horror (see below)
Wizard Tower (see below)

93.857 GP left, of which 90.000 is in a bank account and the remaining 3.857 is on his person in gems.

Active Spells:
Mind Blank [22nd]
Create Magic Tattoo (Caster Level) [19, 20, 21]
Immunity to Turning [22nd]
Contingency (Antimagic Field when in the area of effect of a Mordenkainens Disjunction that I didn't cast) [22nd]
Mage Armor [22nd]
Haste [17th]
Blindsight [22nd]
Gentle Repose [22nd]


Spell List:

Level 1
Protection from Chaos
Shield
Mage Armor
Charm Person
Magic Missile
Chill Touch
Feather Fall
Spiderclimb

Level 2
Ghoul Touch
Blindness / Deafness
Create Magic Tattoo
Shroud of Undeath
Eagle's Splendor
Fox Cunning

Level 3
Magic Circle Against Chaos
Nondetection
Protection from Elements
Phantom Steed
Fireball
Gentle Repose
Vampiric Touch
Fly
Haste
Secret Page
Slow
Blindsight
EMP

Level 4
Dimensional Anchor
Improved Invisibility
Enervation
Fear
Polymorph Other
Ghorus Toth's Metal Melt
Immunity to Turning

Level 5
Fabricate
Feeblemind
Hold Monster
Mind Fog
Wall of Force
Magic Jar
Ball Lightning
Grimwald's Graymantle
Lutzaen's Frequent Jaunt

Level 6
Antimagic Field
Greater Dispelling
Repulsion
Contingency
Prorogate Death
Disintegrate
Undeath to Death

Level 7
Banishment
Shadow Walk
Control Undead
Finger of Death
Teleport Without Error
Greater Ironguard
Netform

Level 8
Mind Blank
Clone
Horrid Wilting
Etherealness
Polymorph Any Object
Utter Thrall

Level 9
Dominate Monster
Freedom
Mordenkainens Disjunction
Meteor Swarm
Energy Drain
Time Stop
Wish
Simbul's Spell Trigger

Memorized Spells:

0th: 1 Light, 3 Detect Magic, 1 Disrupt Undead
1st: 3 Spirit Worm, 1 Mage Armor, 1 Charm Person, 2 Magic Missile, 2 Shield
2nd: 3 Ghoul Touch, 3 Create Magic Tattoo, 1 Shroud of Undeath, 2 Blindness / Deafness
3rd: 1 Fireball, 1 Fly, 1 Phantom Steed, 1 Blindsight, 1 Slow, 1 Magic Circle Against Chaos, 1 Nondetection, 1 Protection from Elements, 1 Gentle Repose
4th: 2 Improved Invisibility, 3 Enervation, 2 Ghorus Toth's Metal Melt, 1 Fear, 1 Immunity to Turning
5th: 1 Firebrand, 1 Ball Lightning, 1 Fabricate, 1 Lutzaen's Frequent Jaunt, 1 Wall of Force, 1 Magic Jar, 1 Teleport
6th: 2 Greater Dispel Magic, 1 Geas, 1 Mass Haste, 1 Repulsion, 1 Contingency, 1 Disintegrate, 1 Circle of Death
7th: 1 Banishment, 1 Shadow Walk, 2 Finger of Death, 1 Antimagic Aura, 1 Control Undead, 1 Teleport Without Error
8th: 2 Mind Blank, 3 Horrid Wilting, 1 Prismatic Wall
9th: 1 Mordenkainens Disjunction, 1 Meteor Swarm, 2 Energy Drain, 1 Time Stop

Megaira the Helmed Horror Companion:

Megaira Medium-Sized Construct; HD 13d10; hp 66; Init +1; Spd 30 ft., Air Walk 30 ft.; AC 19 (touch 11, flat-footed 18); Atk +12/+7 melee (2d6+4+1d6/19-20, Flaming Burst Greatsword) or +10/+5 ranged (1d10/19-20 Heavy Crossbow); Fort +4; Refl +5; Will +7;

Str 16
Dex13
Con –
Int –
Wis 16
Cha 12

Skills:

Listen +4
Spot +4

Feats:

Cleave
Great Cleave
Power Attack

Special Qualities:
Air Walk
Feather Fall (Sp)
Construct Immunities
Immunities (Ex): Immunte to Magic Missile, Fireball, Meteor Swarm, Mordenkainen’s Disjunction, and Mind-Affecting attacks.
See Invisibility

Wizard Tower:

This tower was built in one day. One morning, the people of The Shaar saw an enormous globe of pure darkness [shadow canopy]. Those who dared to approach couldn't see anything, but they heard someone play a lyre [of Building]. Whoever it was was quite skilled (20 perform check). The playing lasted the entire day, and when the darkness retreated, they saw a tower. Not a 'normal' one. The tower was about 90 ft. high, but was pitch black and had twisted forms. They were afraid of it: they sensed a great evil. They rode out to gather their companions, but when they returned, the tower had grown. It had walls 6 feet think, and it was enforced with multiple layers of iron [Wall of Iron, I included the material components in my possisions (17000 GP), FYI]. Whoever lived there unleashed powerful spells and devils on the horde that gathered to destroy the building. The losses would've been huge, but strangely enough, the man wanted to make an agreement. Basically it came down to the good old: "you leave me alone, I leave you alone, and we don't ask questions." The people in the Shaar generally drive miles around the tower, for they don't want to hear the screaming from some poor soul in there...and neither do they want to ride into some strange trap...

The tower has 5 levels. 3 Above ground, 2 below. General purposes of the floors:

B2: The creation room. This room is never totally dark, for there are many strange alchemecal substances that radiate a red or blue glow. It gives the room a spooky appearance. This room also holds the special equipment needed to build a Helmed Horror (including the torturing equipment) and half the wall is filled with small bottles with, mostly black, substances.

B1: Summoning Room. A permanent Summoning Circle and 4 permanent Magic Circles are crafted on the ground. Usually the visitors are Devils to help him in his quest for power, but sometimes Nishuru's too, to recharge the staves, or sometimes even Succubi for the more ... exotic pleasures.

F1: The welcoming room. In case there Janos would want to invite guests in his house (other than for his own goals), this is where he'd welcome them. A pleasant room with comfortable, and quite expensive furniture. Also, this floor houses the kitchen and the rooms for personel (in case he ever needed to eat).

F2: Private Quarters. This is where Janos spends his time in quiet contemplation. A comfortable chair, a fireplace and a nice view. Here is the one place that he can find rest. When sitting by the fire, looking over the Shaar, something comes over him that gives him a feeling of peace...something he strangely longs for...

F3: The Library. Books. Rows of books. And then some more. This is Janos' lifework. All his knowledge is stored here. All kinds of books and tomes on a great variaty of topics. From poison to angels and from history to technology. Everything Janos knows is stored here (probably because he has written down what he knows).

History:

Fire. Torture. Insanity. Pain. Endless suffering, without hope of freedom. The images were always the same. He saw himself, chained, humiliated, tortured by things far beneath him. Things he could have slain with ease when he still had the power. When he was still out there, free. Not only free from the chains, but also from the marks, the marks that bound him to the Devil.

The images came when he closed his eyes, whenever his consciousness passed away. "No rest for the wicked", never had he heard a more true saying. They started as flashes, as some quick glance into the future. But when the years passed, and he continued working for Him, the images grew more intense, became more frequent and only after a long time did he realise it was him who was the victem...

Life. He laughed at those who desperatly clang to it. At them unable to see that all life ended in death. Eventually. For him, death had been a release. The release from a weak body. The release from Time. A Passing to a more pure state. The next logical step for those who had the knowledge and the money.

But deep in his heart, or what was left of it, he had to admit that death did not only bring good things. With endless time, he grew bitter, cold, alone. It did not come suddenly. Else, he would have detected it, stopped it, cured it...whatever. But he didn't see it coming. It came gradually. Of course, now, looking back at it, he noticed the subtle signs that he missed when he was still young. When he drowned all his feelings in the hate in his soul. Every little grievance, insult, mistreatment and other crimes against him, he remembered. He spend his young days plotting against those who had wronged him. Their deaths were painful. Pleasing to watch. And yet, there always was this sense that something was missing. An emotion he never knew after he died...something small, fragile ... but untouchable. It seemed like it eluded him. And it was very skilled at that.

In time, when the sense grew that he was somehow incomplete, he turned to other ways to satisfy himself. Power, wealth, knowlege. Goals he also had in life. Then, they were unreachable, now they were so easy to get. And as his knowledge and power grew, so did his emptyness. And all it takes is one Devil to turn your own feelings against you...

Late on night, when he was delving into the secrets of protecting his wealth and his library using creatures that fully obey you, he found a piece in one of his tomes. It contained instruction for a ritual to gain insight in the construction of magical guardians.

Sometimes, he could even see the irony of the whole situation. Of course he had skimmed the tome when he bought it. And he specially prepared it to make it resistant to insects and water damage. Never had he noticed that piece of paper. He should have been suspicious, but back then, his lust for power was greater than his common sense. Even the sacrifice of elves and humans seemed perfectly logical ... at that time.

That same night, he performed the ritual. The thing that appeared was obviously not human. It radiated immense power. But it kept his end of the 'bargain'. It filled his mind with arcane secrets, so obscure, so evil that most mortal would have gone insane, or maybe died from shock. He knew the creation process for what was commonly known as a Helmed Horror.

He began the construction. It was a diffictuly task, mentally draining, and costing many GP. When he finally had it completely assembled, he searched his mind for the activation method. And what he found shocked even him ... well, a little.

He thralled a cleric and forced him to return his family. They weren't delighted to see him again. They had lived quite a nice live with their God. And now, to have that taken away and to face your killer, especially when he's family, wasn't exactely something that made them happy. But their power was no match for his skills. He enslaved them, tortured them. Made them suffer for weeks. And finally, he killed them again, only to capture their souls to activate his masterpiece: the Helmed Horror.

The Helmed Horror...yes. For years it was his pride. Too bad he didn't have any family left to create another one. Together with it, he became a assassin of some renown. Eventually, even the High Lords of Waterdeep were too afraid to accept any gift that looked valuable without checking it, double checking it and casting Disjunction on it, just to make sure that it wasn't a Helmed Horror. Janos made good money. He was a high skilled, versatile, morally bankrupt man. For one like him, there are always deals to be made, and money or power to be gained. But when the years passed a strange feeling came to him. Guilt. He could surpress it. His family had hurt him. Many times. His act was justified. ... right? And with his guilt, his doubt grew. He became restless, wanted the satisfaction of a job well done to ingore his feelings.

His jobs became more frequent. His methods more brutal. His pleasure of his work declined and his doubt and guilt kept on growing. He was losing it. Sometimes, he spent entire weeks, just sitting in his chair, looking over the infinite vastness of The Shaar. Sometimes he'd go to rather unpopulated area's of Toril, and kill everything he encountered. And it was this random slaughtering that evenrually brought him to reason.

One night, after he had burned a few fishermen in Chult, he passed out. He remembered passing out. And he remembered waking up. But when he woke up, he wasn't the same anymore. He had a strange desire. To kill, to hurt. There was a pain in his head, a hunger in his soul and ... a mark on his shoulder. He recognised it. Mephistopheles had claimed him. That night, he fought the pain, he fought the hunger. Back in his tower, he called out to all the Gods. That someone would have mercy. He noticed nothing... he went to his room. He accepted what he had done. He accepted that what he had done was wrong ... so wrong. He felt the guilt, and didn't fight it. For the first time, he accepted what he had done. And he cried. He felt totally helpless, totally alone. The Gods had forsaken him.

He saw the Helmed Horror. It had changed. Not so much physically: for anyone else, it had stayed the same. For Janos, however, it was, instead of his most priced possession and most useful tool, the embodiement of his guilt. The Helmed Horror was a burden he had to carry. That moment, he made a vow. He swore to all the Modrons of Mechanus that he would free his family from their prison, and that he personally would see to it that they went to where they belonged...
 

wow

Wow, I thought this thread had died. My PCs have finished RttToEE and are now headed off to Baldur's gate to stop a Zhentarim plot. They also think this wizard is dead. (Mwhahahaha!) I think when they're standing in the smoking remains of the Zhentarim fortress, this guy is going to appear again.

:)
Thanks all and keep the ideas coming.
 
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I haven't gotten around to doing my wizard yet but here is something else I just finished for my campaign. An enworlder (I can't remember who) helped me with this a few months back. Please excuse the unorthodox stat block

FARSH
Half-Dragon (Red)/Half-Troll/Bbn7; Large Dragon
CR 14
hp 174 (200 in Rage)
Init +6
Spd 40ft/ Fly 40ft (Average)
AC 21
Attack: 2 Claws +21/+21/+16 (Claws 1d8+10 19-20/x2) (Bite 1d6+5 19-20/x2) (+2 to all for rage)
SA: Rend (Ex) If both claws hit one opponet automatic rend for 2d8+15 (rage +3)
Barbarian Qualities: Rage (x2/day for 10rounds), Uncanny Dodge (dex bonus to AC, Can’t be flanked)
Breath Weapon: 30 ft Cone of Fire 6d10 (DC 19)
SQ: Regenerate 5 (Ex), Scent (Ex), Darkvision 90 ft(Ex), IMMUNITY to Fire
AL CE
SV Fort +16, Ref +5, Will +6 (+18/+5/+8 in Rage)
STR 31, DEX 14, CON 25, INT 8, WIS 10, CHA 10.
Skills: Listen +13, Spot +13, Search +4, Sense Motive +5, Appraise +0, Balance +3, Wilderness Lore +10
Feats: Combat Reflexes, Iron Will, Improved Critical (claw), Weapon Focus (claw), Track, Weapon Focus (Bite), Improved Critical (Bite), Improved Initiative

Possessions: Ring of Protection +3, Potion of Invisiblity


Farsh leads an eponymous band of mauraduers composed of gnolls, hill giants, ogres and trolls. Farsh is sometimes dispatched by the Zhentarim against rival merchant carvans but always through an intermediary - Farsh has no idea who his occassional employers are. He is occasionally given magacial aid in the form of potions to distribute among his choice troops.

Alternatively, Farsh would make an excellent henchman for a high level wizard or sorcerer with a love for fire-based spells. Farsh could close with opponets in rage while his master detotates fireballs with no fear of harming Farsh.
 

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