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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3917129" data-attributes="member: 50701"><p><strong>Saint Kargoth, The Betrayer</strong></p><p><strong>Medium Undead (Augmented Humanoid) (Chaotic, Evil, Extraplanar)</strong></p><p><strong>HD:</strong> 40d12 (Blackguard) + 440 + 10d12 (Fighter) + 110 (1,150 hp)</p><p><strong>Initiative:</strong> +18</p><p><strong>Speed:</strong> 60 ft.</p><p><strong>AC: </strong> 67 (+11 deflection, +10 Dex, +6 natural, +20 [+12 +8 fullplate], +10 [+6 +4 tower shield]) touch 41, flat-footed 57</p><p><strong>BAB/ Grapple: </strong> +50/+63</p><p><strong>Attack: </strong> +8 <em>chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth </em>+75 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)</p><p><strong>Full attack:</strong> +8 <em>chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth </em>+75/+70/+65/+60 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11)</p><p><strong>Space/reach:</strong> 5 ft./5 ft.</p><p><strong>Special attacks:</strong> Abyssal Blast, Burning Touch, Despair, Gaze of Betrayal, Summon Undead, Summon Demons</p><p><strong>Special qualities:</strong> Abode of the Accursed, Abyssal Knight, Dark Blessing, Dark Flames, Dark Grip, DR20/ epic and good, DR3/-, Death Knight Immunities, Death Throes, Energy Resistance to acid and sonic 50, Fast Healing 30, First of the Death Knights, Raiment of the Damned, Reconstitution, Spell-Like Abilities, Spell Reflection, Turn Immunity, Undead Cohort, Undead Followers</p><p><strong>Saves:</strong> Fort +44, Ref +46, Will +43</p><p><strong>Abilities:</strong> Str 37, Dex 30, Con -, Int 26, Wis 28, Cha 33</p><p><strong>Skills:</strong> Bluff +47, Climb +49, Concentration +36, Diplomacy +47, Hide +46, Intimidate +51, Jump +49, Knowledge(arcana) +44, Knowledge(religion) +44, Knowledge(the planes) +44 Listen +45, Move Silently +46, Ride +46, Search +44, Spot +45, Swim +49</p><p><strong>Feats:</strong> Combat Expertise, Dodge, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Leadership, Mobility, Mounted Combat, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack</p><p><strong>Epic Feats:</strong></p><p><strong>Environment:</strong> Kolurenth (The Gaping Maw of the Abyss layer 88 )</p><p><strong>Organization:</strong> Solitary (Unique) or Kargoth and his mount, or Death Squad (Kargoth, 13 Death Templars, and Kargoth’s Mount)</p><p><strong>CR:</strong> 40</p><p><strong>Treasure:</strong> Triple Standard and <em>Darkflame of Kargoth, Demogorgon’s Plate</em>, and <em>Kargoth’s Shield</em></p><p><strong>Alignment:</strong> Chaotic Evil</p><p></p><p><em> Appearing before is a Death Lord. He is dressed in dark green fullplate armor of fiendish appearance. His helmet covers everything except his face and his massive horns. Upon closer inspection, you see that the sides of his face, and neck, have small scales forming. Other than that, he is handsome, though in a fiendish way, as his eyes glow green and 2 massive horns curve up from above his brow line. You also see, draping from the back of his helmet, long straight white hair. Also on his back, you see a dark, almost black, crimson cape. In one hand he grips a large black sword that has glowing green runes along the blade. In the other, he holds a green shield with screaming faces upon it. This is Saint Kargoth, The Betrayer.</em></p><p></p><p>(flavor coming)</p><p></p><p><strong>Combat:</strong> St. Kargoth loves to summon his demons and undead. If they are destroyed he gets serious and summons his loyal Death Templars. Once he and his unholy knights are on the battlefield, he will lead them all into melee combat with his enemies. He rarely uses his Spell-Like Abilities unless he has to.</p><p></p><p><strong>Abode of the Accursed (Su):</strong> Within his lair, St. Kargoth gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell cast by a 50th level caster.</p><p></p><p><strong>Abyssal Blast (Su):</strong> St. Kargoth can fire a blast dealing 30d6 + 11 points of damage. Reflex save DC46 halves the damage. The blast explodes in a 20 ft. radius anywhere within a range of 2,400 ft. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance OR immunity to fire-based attacks. He can use this powerful attack every </p><p>1d10 rounds. The DC is Cha-based.</p><p></p><p><strong>Abyssal Knight:</strong> St. Kargoth lives in the Abyss and has become somewhat of a demon himself. He gains a BAB equal to his class levels. He also has gained a pair of horns, which he uses to gore his foes.</p><p></p><p><strong>Burning Touch (Su):</strong> St. Kargoth 's touch attack now deals half negative energy damage and half fire damage. When St. Kargoth successfully hits a target with his touch attack, the target becomes engulfed in unholy fire that lasts 3 rounds. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round. Will save DC 46 for half damage each round. The DC is Cha-based.</p><p></p><p><strong>Dark Blessing (Ex):</strong> St. Kargoth applies his Charisma modifier as a bonus on all saving throws. Since he already has this ability from the blackguard class, he instead gains a +1 profane bonus per rank (3) on all saving throws.</p><p></p><p><strong>Dark Flames:</strong> St. Kargoth’s flames are green and unholy. Any fire damage dealt by him ignores fire resistance and immunity.</p><p></p><p><strong>Dark Grip (Ex):</strong> St. Kargoth is forever bound to his dark sword. He can wield it with 1 hand and receive no penalties. If he chooses to grip it with both hands, he must first drop his shield (losing all bonuses from it). When he grips his sword with both hands he can add 2 times his Strength bonus, instead of 1.5 times his Strength bonus.</p><p></p><p><strong>Death Knight Immunities (Ex):</strong> St. Kargoth has immunity to cold, electricity, fire, polymorphing (though he can use polymorph effects on himself), and mind-affecting attacks.</p><p></p><p><strong>Death Throes:</strong> If both St. Kargoth and his abode are destroyed, he explodes into great explosion of unholy green flames. The explosion has a range of 100 ft. of where he dies, and deals 35d8 points of fire and unholy damage. Reflex save DC46 halves the damage. If his abode is not destroyed, St. Kargoth instead reconstitutes (see below) at a later date. The DC is Cha-based.</p><p></p><p><strong>Despair (Su):</strong> At the mere sight of St. Kargoth, viewers must succeed on a Will save DC 46 or be paralyzed with fear for 3d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same St. Kargoth 's despair ability for 24 hours. The DC is Cha-based.</p><p></p><p><strong>First of the Death Knights:</strong> As the first of the Death Knights, St. Kargoth has no limit on how many Death Knight salient abilities he can have, as long as he meets the requirements.</p><p></p><p><strong>Gaze of Betrayal (Su):</strong> Those look at St. Kargoth, must succeed a Will save DC 46 or attack their allies until they or the ally dies. This can only be cured by a remove curse spell cast by a caster of at least 25th level. The DC is Cha-based.</p><p></p><p><strong>Raiment of the Damned (Ex):</strong> St. Kargoth takes no armor check penalty or speed reduction for his armor and it has no maximum Dexterity bonus.</p><p></p><p><strong>Reconstitution (Su):</strong> If St. Kargoth should ever be destroyed, his body (and possessions) turn into mist and dissipate. St. Kargoth will reform inside its abode within 2d6 days. The only ways to prevent St. Kargoth from returning is by completely destroying his abode.</p><p></p><p><strong>Spell Reflection (Su):</strong> Spells that fail to penetrate the St. Kargoth 's spell resistance by 10 or more rebound upon the caster.</p><p></p><p><strong>Turn Immunity (Ex): </strong>St. Kargoth cannot be turned. However, a holy word spell can banish him to the Abyss as if he was a demon.</p><p></p><p><strong>Spell-Like Abilities:</strong> CL 50th; DC 21+ spell level</p><p>Always active – <em>detect good, detect magic, see invisibility, true seeing, unholy aura</em> </p><p>at will -<em> animate dead, bear’s endurance(mass), blasphemy, bull’s strength (mass) create greater undead, eagle’s splendor (mass), enhanced fireball, firestorm, horrid wilting, greater dispel magic, nightmare, power word stun, symbol of fear, symbol of pain, teleport, wall of ice, wall of fire</em></p><p>5/day -<em>destruction, power word blind </em></p><p>3/day -<em>power word kill, meteor storm</em></p><p></p><p><strong>Summon Death Templars of Kargoth (Sp):</strong> 1/day St. Kargoth can summon up to 13 Death Templars (if they are not with him already). </p><p></p><p><strong>Summon Demons (Sp):</strong> 3/day St. Kargoth can summon up to 1 balor and 3d6 fiendish vampiric ixitxachitl (clerics of Demogorgon 15)</p><p></p><p><strong>Summon Undead (Sp):</strong> 5/day St. Kargoth can summon 3d6 bodacks, 3d6 wights, and 3d6 greater wraiths. </p><p></p><p><strong>Possessions: </strong>Demogorgon has provided Kargoth with powerful equipment.</p><p></p><p><strong>Darkflame of Kargoth:</strong> Appears as a black greatsword with glowing green runes appearing along the length of the blade. It functions as a +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword. Any creature struck by this blade is set on for 3 rounds as though they were affected by his Burning Touch ability.</p><p></p><p><strong>Demogorgon’s Plate: </strong>Crafted by Demogorgon himself, this armor appears as a dark green fiendish fullplate. On the chest, of the armor, appears 1 fiendish head of Demogorgon with 2 glowing rubies for eyes. This armor functions as a +12 acid warding, moderate fortification, sonic warding fullplate. It also has a unique power. The two glowing ruby eyes can perform the gaze attacks of Demogorgon himself, at St. Kargoth’s command. He can activate 1 eye, per round, as a free action, and both eyes as a standard action. </p><p></p><p><em>Beguiling Gaze: </em>The left eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a charm monster or charm person (depending on target) spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.</p><p></p><p><em>Insanity Gaze:</em> The right eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a insanity spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.</p><p></p><p><em>Hypnosis Gaze:</em> Both eyes flash, and any creature looking at them must succeed a Will save DC 46 or act as if affected by hypnosis spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based.</p><p></p><p><strong>Kargoth’s Shield:</strong>This shield was crafted by Demogorgon himself. He used 10 souls of Heironeous paladins, which Kargoth had slain shortly before becoming a Death Knight. This shield appears as a dark green tower shield with screaming faces upon it. As a standard action Kargoth can activate the unique power of this shield. Once activated the souls scream for 10 rounds. These screams are unsettling and loud. For the next rounds, any creature within 60 ft. of Kargoth, must succeed on a Will save DC 46, or become panicked. They must also succeed on a Fort save DC 46, or become deafened. These effects last for 10 rounds, after being affected, even if the screams have stopped.</p><p></p><p>(reserved for Kargoth’s Mount)</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3917129, member: 50701"] [b]Saint Kargoth, The Betrayer Medium Undead (Augmented Humanoid) (Chaotic, Evil, Extraplanar)[/b] [b]HD:[/b] 40d12 (Blackguard) + 440 + 10d12 (Fighter) + 110 (1,150 hp) [b]Initiative:[/b] +18 [b]Speed:[/b] 60 ft. [b]AC: [/b] 67 (+11 deflection, +10 Dex, +6 natural, +20 [+12 +8 fullplate], +10 [+6 +4 tower shield]) touch 41, flat-footed 57 [b]BAB/ Grapple: [/b] +50/+63 [b]Attack: [/b] +8 [i]chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth [/i]+75 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11) [b]Full attack:[/b] +8 [i]chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword, Darkflame of Kargoth [/i]+75/+70/+65/+60 melee (3d6 + 35 + 3d6 fire + 3d6 chaotic + 3d6 unholy/17-20/x2), or gore +63 melee (1d8 + 13), or touch +63 melee (3d8 + 11) [b]Space/reach:[/b] 5 ft./5 ft. [b]Special attacks:[/b] Abyssal Blast, Burning Touch, Despair, Gaze of Betrayal, Summon Undead, Summon Demons [b]Special qualities:[/b] Abode of the Accursed, Abyssal Knight, Dark Blessing, Dark Flames, Dark Grip, DR20/ epic and good, DR3/-, Death Knight Immunities, Death Throes, Energy Resistance to acid and sonic 50, Fast Healing 30, First of the Death Knights, Raiment of the Damned, Reconstitution, Spell-Like Abilities, Spell Reflection, Turn Immunity, Undead Cohort, Undead Followers [b]Saves:[/b] Fort +44, Ref +46, Will +43 [b]Abilities:[/b] Str 37, Dex 30, Con -, Int 26, Wis 28, Cha 33 [b]Skills:[/b] Bluff +47, Climb +49, Concentration +36, Diplomacy +47, Hide +46, Intimidate +51, Jump +49, Knowledge(arcana) +44, Knowledge(religion) +44, Knowledge(the planes) +44 Listen +45, Move Silently +46, Ride +46, Search +44, Spot +45, Swim +49 [b]Feats:[/b] Combat Expertise, Dodge, Great Fortitude, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Leadership, Mobility, Mounted Combat, Ride-By Attack, Spirited Charge, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack [b]Epic Feats:[/b] [b]Environment:[/b] Kolurenth (The Gaping Maw of the Abyss layer 88 ) [b]Organization:[/b] Solitary (Unique) or Kargoth and his mount, or Death Squad (Kargoth, 13 Death Templars, and Kargoth’s Mount) [b]CR:[/b] 40 [b]Treasure:[/b] Triple Standard and [i]Darkflame of Kargoth, Demogorgon’s Plate[/i], and [i]Kargoth’s Shield[/i] [b]Alignment:[/b] Chaotic Evil [I] Appearing before is a Death Lord. He is dressed in dark green fullplate armor of fiendish appearance. His helmet covers everything except his face and his massive horns. Upon closer inspection, you see that the sides of his face, and neck, have small scales forming. Other than that, he is handsome, though in a fiendish way, as his eyes glow green and 2 massive horns curve up from above his brow line. You also see, draping from the back of his helmet, long straight white hair. Also on his back, you see a dark, almost black, crimson cape. In one hand he grips a large black sword that has glowing green runes along the blade. In the other, he holds a green shield with screaming faces upon it. This is Saint Kargoth, The Betrayer.[/I] (flavor coming) [b]Combat:[/b] St. Kargoth loves to summon his demons and undead. If they are destroyed he gets serious and summons his loyal Death Templars. Once he and his unholy knights are on the battlefield, he will lead them all into melee combat with his enemies. He rarely uses his Spell-Like Abilities unless he has to. [b]Abode of the Accursed (Su):[/b] Within his lair, St. Kargoth gains a +10 profane bonus to his Armor Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a desecrate spell cast by a 50th level caster. [b]Abyssal Blast (Su):[/b] St. Kargoth can fire a blast dealing 30d6 + 11 points of damage. Reflex save DC46 halves the damage. The blast explodes in a 20 ft. radius anywhere within a range of 2,400 ft. Half the damage is fire damage, but the other half results directly from unholy power and is therefore not subject to being reduced by resistance OR immunity to fire-based attacks. He can use this powerful attack every 1d10 rounds. The DC is Cha-based. [b]Abyssal Knight:[/b] St. Kargoth lives in the Abyss and has become somewhat of a demon himself. He gains a BAB equal to his class levels. He also has gained a pair of horns, which he uses to gore his foes. [b]Burning Touch (Su):[/b] St. Kargoth 's touch attack now deals half negative energy damage and half fire damage. When St. Kargoth successfully hits a target with his touch attack, the target becomes engulfed in unholy fire that lasts 3 rounds. While so afflicted, the victim automatically takes damage as though from the death knight's touch attack each round. Will save DC 46 for half damage each round. The DC is Cha-based. [b]Dark Blessing (Ex):[/b] St. Kargoth applies his Charisma modifier as a bonus on all saving throws. Since he already has this ability from the blackguard class, he instead gains a +1 profane bonus per rank (3) on all saving throws. [b]Dark Flames:[/b] St. Kargoth’s flames are green and unholy. Any fire damage dealt by him ignores fire resistance and immunity. [b]Dark Grip (Ex):[/b] St. Kargoth is forever bound to his dark sword. He can wield it with 1 hand and receive no penalties. If he chooses to grip it with both hands, he must first drop his shield (losing all bonuses from it). When he grips his sword with both hands he can add 2 times his Strength bonus, instead of 1.5 times his Strength bonus. [b]Death Knight Immunities (Ex):[/b] St. Kargoth has immunity to cold, electricity, fire, polymorphing (though he can use polymorph effects on himself), and mind-affecting attacks. [b]Death Throes:[/b] If both St. Kargoth and his abode are destroyed, he explodes into great explosion of unholy green flames. The explosion has a range of 100 ft. of where he dies, and deals 35d8 points of fire and unholy damage. Reflex save DC46 halves the damage. If his abode is not destroyed, St. Kargoth instead reconstitutes (see below) at a later date. The DC is Cha-based. [b]Despair (Su):[/b] At the mere sight of St. Kargoth, viewers must succeed on a Will save DC 46 or be paralyzed with fear for 3d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same St. Kargoth 's despair ability for 24 hours. The DC is Cha-based. [b]First of the Death Knights:[/b] As the first of the Death Knights, St. Kargoth has no limit on how many Death Knight salient abilities he can have, as long as he meets the requirements. [b]Gaze of Betrayal (Su):[/b] Those look at St. Kargoth, must succeed a Will save DC 46 or attack their allies until they or the ally dies. This can only be cured by a remove curse spell cast by a caster of at least 25th level. The DC is Cha-based. [b]Raiment of the Damned (Ex):[/b] St. Kargoth takes no armor check penalty or speed reduction for his armor and it has no maximum Dexterity bonus. [b]Reconstitution (Su):[/b] If St. Kargoth should ever be destroyed, his body (and possessions) turn into mist and dissipate. St. Kargoth will reform inside its abode within 2d6 days. The only ways to prevent St. Kargoth from returning is by completely destroying his abode. [b]Spell Reflection (Su):[/b] Spells that fail to penetrate the St. Kargoth 's spell resistance by 10 or more rebound upon the caster. [b]Turn Immunity (Ex): [/b]St. Kargoth cannot be turned. However, a holy word spell can banish him to the Abyss as if he was a demon. [b]Spell-Like Abilities:[/b] CL 50th; DC 21+ spell level Always active – [i]detect good, detect magic, see invisibility, true seeing, unholy aura[/i] at will -[i] animate dead, bear’s endurance(mass), blasphemy, bull’s strength (mass) create greater undead, eagle’s splendor (mass), enhanced fireball, firestorm, horrid wilting, greater dispel magic, nightmare, power word stun, symbol of fear, symbol of pain, teleport, wall of ice, wall of fire[/i] 5/day -[i]destruction, power word blind [/i] 3/day -[i]power word kill, meteor storm[/i] [b]Summon Death Templars of Kargoth (Sp):[/b] 1/day St. Kargoth can summon up to 13 Death Templars (if they are not with him already). [b]Summon Demons (Sp):[/b] 3/day St. Kargoth can summon up to 1 balor and 3d6 fiendish vampiric ixitxachitl (clerics of Demogorgon 15) [b]Summon Undead (Sp):[/b] 5/day St. Kargoth can summon 3d6 bodacks, 3d6 wights, and 3d6 greater wraiths. [b]Possessions: [/b]Demogorgon has provided Kargoth with powerful equipment. [b]Darkflame of Kargoth:[/b] Appears as a black greatsword with glowing green runes appearing along the length of the blade. It functions as a +8 chaotic power, fiery blast, keen, mighty cleaving, unholy power, large greatsword. Any creature struck by this blade is set on for 3 rounds as though they were affected by his Burning Touch ability. [b]Demogorgon’s Plate: [/b]Crafted by Demogorgon himself, this armor appears as a dark green fiendish fullplate. On the chest, of the armor, appears 1 fiendish head of Demogorgon with 2 glowing rubies for eyes. This armor functions as a +12 acid warding, moderate fortification, sonic warding fullplate. It also has a unique power. The two glowing ruby eyes can perform the gaze attacks of Demogorgon himself, at St. Kargoth’s command. He can activate 1 eye, per round, as a free action, and both eyes as a standard action. [i]Beguiling Gaze: [/i]The left eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a charm monster or charm person (depending on target) spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based. [i]Insanity Gaze:[/i] The right eye flashes and any creature looking at it must succeed a Will save DC 46 or act as if affected by a insanity spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based. [i]Hypnosis Gaze:[/i] Both eyes flash, and any creature looking at them must succeed a Will save DC 46 or act as if affected by hypnosis spell cast by a 50th level caster. If successful, effect is negated. The DC is Cha-based. [b]Kargoth’s Shield:[/b]This shield was crafted by Demogorgon himself. He used 10 souls of Heironeous paladins, which Kargoth had slain shortly before becoming a Death Knight. This shield appears as a dark green tower shield with screaming faces upon it. As a standard action Kargoth can activate the unique power of this shield. Once activated the souls scream for 10 rounds. These screams are unsettling and loud. For the next rounds, any creature within 60 ft. of Kargoth, must succeed on a Will save DC 46, or become panicked. They must also succeed on a Fort save DC 46, or become deafened. These effects last for 10 rounds, after being affected, even if the screams have stopped. (reserved for Kargoth’s Mount) [/QUOTE]
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