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Myrgle, Adept of Yeenoghu (Gnoll NPC adept throughout his life and beyond)
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<blockquote data-quote="BLACKDIRGE" data-source="post: 485250" data-attributes="member: 1953"><p>Myrgle, Gnoll Vampire</p><p>Adept L10; med humanoid; AL CE; CR 12; age 73 (venerable)</p><p>HD 12d12; hp 97 hp; </p><p>Init +5; Spd 30 ft; AC 24 (+1 Dex, +7 natural, +6 chain shirt); </p><p>BAB +6; Atk +9 melee or +7 ranged;</p><p>SV Fort +7, Ref +8, Will +15;</p><p>Str 16, Dex 12, Con --, Int 18, Wis 20 (22), Cha 16</p><p>(12th level stat bump, +1 to Cha)</p><p></p><p>Skills (53 points): Bluff +11*, Concentration +11, Hide +9*, Intimidate +4 (14), Knowledge (religion) +14 (18), Listen +1* (20), Move Silently +9*, Search +12*, Sense Motive +14*, Spot +1* (20), Spellcraft +8 (12) Wilderness Lore +10 (16)</p><p>Feats: Alertness*, Combat Reflexes*, Dodge*, Improved Initiative*, Lightning Reflexes*, Thrall to Demon (Yeenoghu), Willing Deformity, Deformity (gaunt), Dark Speech, Violate Spell</p><p>Languages: abyssal, common, gnoll</p><p></p><p>*gained from vampire template</p><p></p><p>Armor: </p><p>Chain Shirt +2, +6, speed 30ft, 25 lbs.</p><p>Weapons: </p><p>Vile Heavy Flail +1: Atk +10/+5 melee, Dmg 1d10+5 plus 1 vile, crit 19-20/x2</p><p>Sling: Atk +7/+2 ranged, Dmg 1d4+3, crit x2, range 50ft</p><p>Slam: Atk +9 melee, Dmg 1d6+4 plus energy drain, crit x2</p><p>Other Gear: </p><p>pearl of power (1st level spells), scroll of death knell, cloak of resistance +2, symbol of Yeenoghu (magical holy symbol, grants +2 to Wis, +2 to intimidate checks, and allows the wielder to summon 1d8 dretches 1/week), wand of animate dead</p><p></p><p>Spells: 3/5/4/2 (Save DC = 16 + spell level)</p><p>Commonly Prepared Spells</p><p>0 – cure minor wounds, detect magic, slash tongue</p><p>1st – seething eye bite, inflict light wounds (1d8+5), sleep, burning hands, protection from good</p><p>2nd – fangs of the vampire king, web, invisibility, burning hands (violated)</p><p>3rd – lightning bolt, serpent arms of Theggeron</p><p></p><p>Special Attacks: The saving throw, where applicable, is DC 19, which is 10 plus half of Myrgle’s 12 hit dice plus his Charisma modifier of +3.</p><p></p><p>Domination (Su): Myrgle can crush an opponent’s will simply by looking into his or her eyes. This is similar to a gaze attack but requires Myrgle to take a standard action, those merely looking at Myrgle are not affected. Anyone targeted by Myrgle must succeed at a Will saving throw are fall instantly under his influence as though by a dominate person spell cast at 12th level. This ability has a range of 30 ft.</p><p>Energy Drain (Su): Living creatures hit my Myrgle’s slam attack suffer 2 negative levels.</p><p>Blood Drain (Su): Myrgle can suck the blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains blood, inflicting 1d4 points of permanent constitution damage each round the pin is maintained.</p><p> </p><p>Special Qualities: </p><p></p><p>Alternate Form (Su): Myrgle can assume the shape of a bat, dire bat, hyena, or dire hyena as a standard action. This ability is similar to a polymorph self spell cast by a 12th level sorcerer, except that Myrgle can assume only one of the forms listed above. Myrgle can remain in this from until he assumes another or until the next sunrise. </p><p>Children of the Night (Su): Myrgle can summon a pack of 4d8 dire rats, 10d10 bats, or 3d6 hyenas as a standard action. These creatures arrive in 2d6 rounds and serve Myrgle for 1 hour.</p><p>Create Spawn (Su): Any humanoid or monstrous humanoid slain by Myrgle’s energy drain rises as a vampire spawn 1d4 days after burial.</p><p>Damage Reduction (Ex): Myrgle’s tough undead body grants him damage reduction 15/+1</p><p>Fast Healing (Ex): Myrgle heals 5 points of damage per round so long as he has at least 1 hit point.</p><p>Gaseous form (Su): Myrgle can assume gaseous form at will , as the spell cast by a 5th level sorcerer.</p><p>Resistance (Ex): Myrgle has cold and electricity resistance 20.</p><p>Spider Climb (Ex): Myrgle can climb sheer surfaces as though with a spider climb spell.</p><p>Turn Resistance (Ex): Myrgle has +4 turn resistance.</p><p></p><p></p><p>It has been 14 years since Myrgle stood immersed in the blood of one hundred of his own people and uttered the terrible words of the Rite of the Breathless Dawn. As the ritual ended and the blood flowed up his body and poured into his mouth he uttered one final choked shriek as a mortal creature that quickly turned into a terrifying howl of triumph. Myrgle stepped from the pit an unholy creature of darkness, a ravening beast hungry for the blood of the living; he had become one of the most infamous creatures of legend, a vampire. His wish granted, Myrgle knew that his sole purpose was to expand the influence of Yeenoghu and to spread misery and destruction wherever he went, a task he was eager to begin. </p><p></p><p>Myrgle’s first action as a fledgling vampire was to exert his will over the remaining members of the Red Claw tribe. He accomplished this by dominating and draining the blood of each one, most submitted to this willingly and the few that resisted were simply torn to shreds. Myrgle then buried the gnolls he had drained and in three days 15 vampire spawn clawed their way from the earth ready to serve their master. The Red Claw tribe had been reborn in darkness.</p><p></p><p>Since becoming a vampire, Myrgle has spent his time quietly increasing his power and keeping a low profile so as not to attract the attention of powerful forces of good. The surrounding elven communities in the high forest know that there is a great evil growing in their forest and have occasionally hired bands of adventurers to deal with the menace. Myrgle looks on these intrusions as welcome distractions from his rituals and meditations, and will usually take days slowly torturing and draining captured adventurers before letting his spawn tear the unfortunate soul to pieces. The tribe subsists mostly on the blood of animals but does snatch the occasional hunter or elven ranger that wanders to close to their domain. Many of Myrgle’s spawn wish to raid the elven villages that dot the forest for more regular sustenance but Myrgle has forbidden it. He does not wish to draw to much attention to his small band until he has amassed enough power to deal with a determined threat.</p><p></p><p>Myrgle has continued to expand his knowledge of the dark arts having learned numerous evil spells from his demon patron and much to his delight has found that channeling the foul energy of Yeenoghu no longer harms his tough undead body. Myrgle has also completely restored the grand temple of demons and he and his spawn perform many perverse rituals and sacrifices to honor the unholy site and its dark master. </p><p></p><p>The transition to undeath has done little to improve Myrgle’s horrifying appearance, but has provoked some profound physical changes. Myrgle’s fur has grown back, and hangs form his body in limp lusterless strands, where the flesh shows through it is the diseased gray of rotten meat. Myrgle has also developed the vampire’s trademark; his mouth is filled with needlelike fangs with two huge canines that jut from his upper jaw. Hie eyes glow with a baleful green fire and the corrupt aura of power that surrounds him is all but smothering, even to other evil creatures. </p><p></p><p>Myrgle is growing into a great and terrible evil, his keen mind has only been sharpened by his undead status and he has many grand ambitions. His first task will be to rid his part of the High Forest of the wood elves he and his demon patron hate so much. He also dreams of a vast army of undead bursting from the forest and crushing the cities of the sword coast in a tidal wave of mayhem and fury. Whether his grand designs are possible remains to be seen, but there is little doubt that much misery and death will be heaped upon the name of Myrgle Red Claw.</p></blockquote><p></p>
[QUOTE="BLACKDIRGE, post: 485250, member: 1953"] Myrgle, Gnoll Vampire Adept L10; med humanoid; AL CE; CR 12; age 73 (venerable) HD 12d12; hp 97 hp; Init +5; Spd 30 ft; AC 24 (+1 Dex, +7 natural, +6 chain shirt); BAB +6; Atk +9 melee or +7 ranged; SV Fort +7, Ref +8, Will +15; Str 16, Dex 12, Con --, Int 18, Wis 20 (22), Cha 16 (12th level stat bump, +1 to Cha) Skills (53 points): Bluff +11*, Concentration +11, Hide +9*, Intimidate +4 (14), Knowledge (religion) +14 (18), Listen +1* (20), Move Silently +9*, Search +12*, Sense Motive +14*, Spot +1* (20), Spellcraft +8 (12) Wilderness Lore +10 (16) Feats: Alertness*, Combat Reflexes*, Dodge*, Improved Initiative*, Lightning Reflexes*, Thrall to Demon (Yeenoghu), Willing Deformity, Deformity (gaunt), Dark Speech, Violate Spell Languages: abyssal, common, gnoll *gained from vampire template Armor: Chain Shirt +2, +6, speed 30ft, 25 lbs. Weapons: Vile Heavy Flail +1: Atk +10/+5 melee, Dmg 1d10+5 plus 1 vile, crit 19-20/x2 Sling: Atk +7/+2 ranged, Dmg 1d4+3, crit x2, range 50ft Slam: Atk +9 melee, Dmg 1d6+4 plus energy drain, crit x2 Other Gear: pearl of power (1st level spells), scroll of death knell, cloak of resistance +2, symbol of Yeenoghu (magical holy symbol, grants +2 to Wis, +2 to intimidate checks, and allows the wielder to summon 1d8 dretches 1/week), wand of animate dead Spells: 3/5/4/2 (Save DC = 16 + spell level) Commonly Prepared Spells 0 – cure minor wounds, detect magic, slash tongue 1st – seething eye bite, inflict light wounds (1d8+5), sleep, burning hands, protection from good 2nd – fangs of the vampire king, web, invisibility, burning hands (violated) 3rd – lightning bolt, serpent arms of Theggeron Special Attacks: The saving throw, where applicable, is DC 19, which is 10 plus half of Myrgle’s 12 hit dice plus his Charisma modifier of +3. Domination (Su): Myrgle can crush an opponent’s will simply by looking into his or her eyes. This is similar to a gaze attack but requires Myrgle to take a standard action, those merely looking at Myrgle are not affected. Anyone targeted by Myrgle must succeed at a Will saving throw are fall instantly under his influence as though by a dominate person spell cast at 12th level. This ability has a range of 30 ft. Energy Drain (Su): Living creatures hit my Myrgle’s slam attack suffer 2 negative levels. Blood Drain (Su): Myrgle can suck the blood from a living victim with his fangs by making a successful grapple check. If he pins his foe, he drains blood, inflicting 1d4 points of permanent constitution damage each round the pin is maintained. Special Qualities: Alternate Form (Su): Myrgle can assume the shape of a bat, dire bat, hyena, or dire hyena as a standard action. This ability is similar to a polymorph self spell cast by a 12th level sorcerer, except that Myrgle can assume only one of the forms listed above. Myrgle can remain in this from until he assumes another or until the next sunrise. Children of the Night (Su): Myrgle can summon a pack of 4d8 dire rats, 10d10 bats, or 3d6 hyenas as a standard action. These creatures arrive in 2d6 rounds and serve Myrgle for 1 hour. Create Spawn (Su): Any humanoid or monstrous humanoid slain by Myrgle’s energy drain rises as a vampire spawn 1d4 days after burial. Damage Reduction (Ex): Myrgle’s tough undead body grants him damage reduction 15/+1 Fast Healing (Ex): Myrgle heals 5 points of damage per round so long as he has at least 1 hit point. Gaseous form (Su): Myrgle can assume gaseous form at will , as the spell cast by a 5th level sorcerer. Resistance (Ex): Myrgle has cold and electricity resistance 20. Spider Climb (Ex): Myrgle can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): Myrgle has +4 turn resistance. It has been 14 years since Myrgle stood immersed in the blood of one hundred of his own people and uttered the terrible words of the Rite of the Breathless Dawn. As the ritual ended and the blood flowed up his body and poured into his mouth he uttered one final choked shriek as a mortal creature that quickly turned into a terrifying howl of triumph. Myrgle stepped from the pit an unholy creature of darkness, a ravening beast hungry for the blood of the living; he had become one of the most infamous creatures of legend, a vampire. His wish granted, Myrgle knew that his sole purpose was to expand the influence of Yeenoghu and to spread misery and destruction wherever he went, a task he was eager to begin. Myrgle’s first action as a fledgling vampire was to exert his will over the remaining members of the Red Claw tribe. He accomplished this by dominating and draining the blood of each one, most submitted to this willingly and the few that resisted were simply torn to shreds. Myrgle then buried the gnolls he had drained and in three days 15 vampire spawn clawed their way from the earth ready to serve their master. The Red Claw tribe had been reborn in darkness. Since becoming a vampire, Myrgle has spent his time quietly increasing his power and keeping a low profile so as not to attract the attention of powerful forces of good. The surrounding elven communities in the high forest know that there is a great evil growing in their forest and have occasionally hired bands of adventurers to deal with the menace. Myrgle looks on these intrusions as welcome distractions from his rituals and meditations, and will usually take days slowly torturing and draining captured adventurers before letting his spawn tear the unfortunate soul to pieces. The tribe subsists mostly on the blood of animals but does snatch the occasional hunter or elven ranger that wanders to close to their domain. Many of Myrgle’s spawn wish to raid the elven villages that dot the forest for more regular sustenance but Myrgle has forbidden it. He does not wish to draw to much attention to his small band until he has amassed enough power to deal with a determined threat. Myrgle has continued to expand his knowledge of the dark arts having learned numerous evil spells from his demon patron and much to his delight has found that channeling the foul energy of Yeenoghu no longer harms his tough undead body. Myrgle has also completely restored the grand temple of demons and he and his spawn perform many perverse rituals and sacrifices to honor the unholy site and its dark master. The transition to undeath has done little to improve Myrgle’s horrifying appearance, but has provoked some profound physical changes. Myrgle’s fur has grown back, and hangs form his body in limp lusterless strands, where the flesh shows through it is the diseased gray of rotten meat. Myrgle has also developed the vampire’s trademark; his mouth is filled with needlelike fangs with two huge canines that jut from his upper jaw. Hie eyes glow with a baleful green fire and the corrupt aura of power that surrounds him is all but smothering, even to other evil creatures. Myrgle is growing into a great and terrible evil, his keen mind has only been sharpened by his undead status and he has many grand ambitions. His first task will be to rid his part of the High Forest of the wood elves he and his demon patron hate so much. He also dreams of a vast army of undead bursting from the forest and crushing the cities of the sword coast in a tidal wave of mayhem and fury. Whether his grand designs are possible remains to be seen, but there is little doubt that much misery and death will be heaped upon the name of Myrgle Red Claw. 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