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Ravenloft Invaders...
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<blockquote data-quote="Magus Darkholme" data-source="post: 190973" data-attributes="member: 3120"><p>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. </p><p></p><p><strong>Lord Szitzef:</strong> 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.</p><p></p><p><strong><em>Skills and Feats:</em></strong> 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).</p><p></p><p><strong><em>Special Qualities:</em></strong> 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. </p><p></p><p><strong><em>Spells Known:</em></strong> 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.</p><p>Save DC = 18 + spell level.</p><p><em>Blackgaurd</em> – (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*. </p><p>Save DC = 17 + spell level.</p><p>* Evil creatures only.</p><p></p><p><strong><em>Possessions:</em></strong> +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.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 190973, member: 3120"] 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. [b]Lord Szitzef:[/b] 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. [b][i]Skills and Feats:[/i][/b] 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). [b][i]Special Qualities:[/i][/b] 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. [b][i]Spells Known:[/i][/b] 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. [i]Blackgaurd[/i] – (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. [b][i]Possessions:[/i][/b] +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. [/QUOTE]
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