Ravenloft Invaders...

Magus Darkholme

First Post
In my campaigns, all the setting (Grayhawk, Dragonlance, Forgotten Realms, Ravenloft) are connected through the shadow plane and a few rare portal.
Now, these NPCs were originally from the Land of Mists, but have been transported (purposely or accidental) to the Realms. Now they plane on carving out a small domain in different local in Faerun.

The first one was originally from a home made domain near The Amber Wastes. He ruled the domain mercilessly as a Darklord. He was later killed by his ambitious son who wanted the throne as his own. The Dark Powers granted his son the throne and the power he desperately craved by making him the new Darklord.
But, somehow he returned from the grave, and planed to take back his kingdom from his traitorous heir.
During the battle to retake his crown, his son's advisor, a powerful vistani sorceress, released a powerful magic and he was swallowed by the mists.
When the mists cleared, he found himself in the middle of the great desert, Anauroch. He now plans creating his own kingdom in the great desert, which he plans to rule 'till the end of the world.

Horus Amun-Sephaf: Male Human (ancient dead); Wiz18/Acm3/Epic3; CR 29; Medium-size undead; HD18d12, 2d12; hp 130; Init +8; Spd 60ft./climb 20ft/fly 20ft (clumsy); AC 32; Atk, +21/+15 melee (1d8+10/19-20*2 rod of the viper), +20/+14 melee (1d6+9+disease/*3 slam); SA, disease, animate objects, fear; SQ, undead traits, archmage abilities, damage reduction 20/+3, rejuvenation, acid vulnerability (double damage), fire and cold immunity, electrical resistance 20, resistance to blows, turn resistance +8, curse of vengeance, command undead, weightlessness, alternate form; SR 37; AL LE; SV Fort +8, Ref +12, Will +22; Str 28, Dex 18, Con --, Int 21, Wis 25, Cha 26.

Skills and Feats: climb+17, hide+11, listen+15, move silently+13, spot+19, sense motive+11, diplomacy, +9, spellcraft+23, concentration+15, knowledge (arcane)+17, knowledge (religion)+14, knowledge (local)+18, alchemy+13, intimidate+19, ride (horse)+9, bluff+13, scry+21/ alertness, toughness, spell penetration, craft wondrous item, greater spell penetration, combat casting, combat reflexes, silent spell, quicken spell, still spell.

Special Qualities: Disease (Su): Sephaf can inflict those hit by his slam attack with Demon Fever (see DM’s Guide). Save DC = 23. Fear (Su): Those viewing Sephaf must make a will save (DC 27), or be paralyzed with fear for 5d4 rounds. Rejuvenation (Su): Sephaf can draw on the positive energy plane to heal 2 hit points of damage a minute. He must lie inert for 1 hour before rejuvenation can occur. Resistance to Blows (Ex): Physical attacks only do half-damage to Sephaf; this is applied before damage reduction. Alternate Form (Su): Sephaf can change his physical appearance at will as if he were effected by the alter self spell. The change lasts as long as Sephaf wills it to. Animate Objects (Su): Sephaf can cast the animate objects spell once a day, as cast by a 20th level sorcerer, except the duration is 5 hours. Curse of Vengeance (Su): Sephaf is able to curse his opponents, but with greater ease than normal. Sephaf receives a +9 bonus to his charisma check when cursing (for info on cursing see the Ravenloft Campaign Setting). Command Undead: Sephaf can rebuke or command undead as if he was a 20th level cleric. Weightlessness (Ex): Sephaf has the odd ability to control his body weight. His speed increase by +20, and he can climb at a speed of 20ft as well. He leaves no tracks, not even in snow, mud or sand, and his movement is not hampered by such surfaces. He can pass over a bog or quicksand as if it were a solid surface, as well as over water and any other liquid. Sephaf may levitate himself as per the spell at will, and he can fly at a speed of 20ft with clumsy maneuverability. Archmage abilities: Mastery of Elements, Mastery of Shaping, Spell Power +1. Epic Level Benefits: Bonus spell level *3.

Spells Prepared: (4/6/6/10//9/4/4/5/3/4/1/1/1) Being a powerful wizard, Amun-Sephaf has access to all the spells from the Player’s Handbook as well as any other source the DM deems appropriate. He always has a quickened time stop prepared, along with a silent and stilled delayed blast fireball.

Possessions: robe of the evil arch-magi, rod of the viper, ring of spell turning, ring of shooting stars, amulet of mind shielding (as the ring), bracers of freedom of movement (as the ring), belt of persuasion (as the circlet), pharaoh’s crown (solid gold crown, encrusted with priceless gems, with a chaos diamond in it’s center), wand of summon monster 7 (17charges), wand of fireball 8th level (13charges), ioun stones: dark purple triangle (as ring of wizardry 3), dark purple octagon (as ring of wizardry 4), pale green prism (+1 bonus on all attack rolls, saves and checks), pale lavender ellipsoid (absorbs 20 spells up to 4th level), dusty rose sphere (+3 bonus to AC), light orange rhomboid (etherealness 1hour per day).
 

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Here's number two, a vampire war lord from Barovia. He was nearly killed in a dispute with Strahd, and was placed in the dungeons of Castle Ravenloft were he was tortured nightly by Strahd and his minions. He later escaped, and managedto flee Barovia, though he vowed to return and eliminate Strahd once and for all. During his travels, he stumbled upon an ancient underground city filled with filled with magical items. He also found an old archway, and when he stepped through it, he was transported to the Tortured Lands in Faerun.

Lord Szitzef: Male Human (vampire); Ftr14/Sor6/Blg5; CR 30; Medium-size undead; HD 14d12, 6d12; hp 130; Init +8; Spd 60ft; AC 30; Atk, +35/+22/+17 melee (1d10+14 [+2d6 vs. good]/19-20*3 +2 unholy bastard sword), +32 melee (1d6+10+negative level slam); SA, sneak attack +1d6, domination, energy drain, blood drain, children of the night, create spawn, animate dead; SQ, undead traits, command undead, damage reduction 30/+3, turn resistance +8, fast healing 10, cold/fire/electricity resistance 20, scent, unnatural aura, detect good, poison use, dark blessing, smite good, aura of despair, fiendish servant; AL NE; SV Fort +23, Ref +25, Will +25; Str 30, Dex 26, Con --, Int 22, Wis 24, Cha 26.

Skills and Feats: hide+18, bluff+19, listen+16, spot+18, move silently+20, search+16, sense motive+18, knowledge (warfare)+20, knowledge (arcane)+14, knowledge (religion)+16, knowledge (local)+14, diplomacy+12, tumble+8, escape artist+8, spellcraft+12, concentration+8/ alertness, dodge, combat reflexes, improved initiative, lightning reflexes, weapon focus (bastard sword), weapon specialization (bastard sword), expertise, ambidexterity, quicken spell, silent spell, craft magic arms and armor, power attack, cleave, great cleave, combat casting, mobility, spring attack, spell penetration, spell focus (necromancy).

Special Qualities: Domination (Su): Using a standard action, Szitzef can dominate a person, as the spell cast by a 12th level sorcerer, by making eye contact with them. This ability has a range of 30ft. Energy Drain (Su): Living creature’s hit by Lord Szitzef’s slam attack suffer 2 negative levels, no save. Blood Drain (Ex): Szitzef can suck the blood from a victim by making a grapple check. If he pins the foe, he drains blood, inflicting 1d4 points of permanent constitution drain each round. Children of the Night (Su): Once a day, Szitzef can call upon 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for 1 hour. Create Spawn (Su): A humanoid or monstrous humanoid that is killed by Szitzef’s energy drain attack rises as a vampire spawn 1d4 days after burial. Likewise, if Szitzef drains a victim’s constitution score to 0 or less those with 4 or less HD rise in 1d4 days as vampire spawn, while those with 5 or more HD rise as vampires. In either case, they are under his control. Animate Dead (Su): Szitzef can cast an animate dead spell once per day as a 12th level sorcerer. Command Undead (Su): Szitzef can rebuke or command undead as a 16th level cleric. Scent (Ex): Szitzef has the scent ability from the Monster Manual. Unnatural Aura of Despair (Su): Szitzef exudes an aura of evil and death that frightens animals. Untrained animals flee if possible or may attack if cornered, while trained ones are skittish and unresponsive. All handle animal checks made in Lord Szitzef’s presence suffer a -10 penalty, and the animal’s reaction to him usually arouse suspicion. Beasts, magical beasts, vermin and animals under Szitzef’s control are unaffected. Also, this aura causes all enemies within 10ft of him to suffer a –2 penalty on all saving throws. Sneak Attack (Ex): Any time that Szitzef’s target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks the target, his attack deals extra damage. Should he score a critical hit with a sneak attack, this extra damage is not multiplied. Detect Good: At will, Szitzef can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good. Dark Blessing (Su): Szitzef applies his charisma modifier to all his saving throws. Smite Good: Once per day, Szitzef can attempt to smite good on a melee attack. He adds a +8 to his attack roll and a +5 to damage.

Spells Known: Sorcerer - (6/8/7/5) 0 Level – resistance, daze, dancing lights, ghost sound, mage hand, detect magic, read magic. 1st Level – magic missile, identify, ray of enfeeblement, true strike. 2nd Level – web, knock. 3rd Level – fireball.
Save DC = 18 + spell level.
Blackgaurd – (3/3/2) 1st Level – cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster 1*. 2nd Level – bull’s strength, cure moderate wounds, inflict moderate wounds, darkness, death knell, shatter, summon monster 2*. 3rd Level – contagion, cure serious wounds, inflict serious wounds, deeper darkness, protection from elements, summon monster 3*.
Save DC = 17 + spell level.
* Evil creatures only.

Possessions: +2 unholy bastard sword, +4 breastplate, ring of evasion, ring of force shield, amulet of mind shielding (as ring), sash of proof against detection and location, headband of intellect +2.
 

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