REQUEST: Three Villain Builds...

The_Warlock

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So, my 12 year long campaign is coming to a close, and that means that the PCs will finally face off against the three champions of the Dark God.

A Vampire Priest
A Death Knight Warrior
A Greater Mummy Mage

Problem is, while I've had baseline stuff for them in various incarnations over the years, I don't have anything remotely close to the necessary stat blocks for them for a final confrontation.

SO, I'm wondering if the devious minds here at EN World could help, and come up with 3 devastatingly cruel enemies that mesh their skills/feats well with their undead natures, as I'm suffering from limited time to create such beasts, and I am only one mind against 7 PCs who are well optimized at what they do.

The only real stipulations for the villains:

Don't worry about CR, just give me a level 20 build that meshes well with the undead template that'll be applied;

The Dark God is one of hopelessness, entropy, cold, shadow, corruption and futility and his champions would express such themes;

The Vampire likes using touch attacks (obviously), backed up by spells, so HAS to be able to weather a staggering physical assault;

The Death Knight should not focus on ranged attacks, but damage, massive damage, and tactics/special attacks;

The Greater Mummy enjoys state changes, and partial effects with spells. Type of arcane caster is irrelevant so long as 9th level spells are in the mix;

They all have mounts, and should have a modicum of proficiency (think of them as the Three Riders of My Apocalypse);

Any source is fair game, as long as you can cite it. I have a vast collection of WotC and third party print and PDF books in my library, including many of the "alternate" PHB type of things - so if you can tell me where something comes from, I have a good chance of being able to find it, or ask another GM I know who has some of the weirder ones;

You don't have to worry about items, but suggestions are welcome!

So that's the challenge. Any help would be seriously appreciated!
 

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I tried statting up one of your Horsemen, if you like him I can stat up the rest (although you'd need to link me the death knight and greater mummy templates). I'm aiming for CR 22 class/template combination wise, but also giving them Elite Array (but +2 across the board on stats) and maximized hp so they're a good bit tougher for their CR. The Vampire Priest is the Dex/Wis focused one and he has a few tricks up his sleeve. Also, being undead these guys will all be fragile so I ended up giving them Unholy Toughness (they gain a bonus to hp equal to their level x Cha modifier). Also, all ideal high level villains have rings of protection/cloaks of resistance normally but that gets a bit boring, so lets say due to their Blessed status with the Dark God, they all receive a constant Unholy Aura for free.

Combat tactics wise, he's going to be giddy playing around with Reach Spell x2 (he can make Touch spells as Ranged Touches with a 60' range), giving him good offensive and healing capacity. Speed is the name of the game, so he has a Rod of Quicken to allow him to cast Quickened Slay Living (right before entering melee) or Quickened Harm spells (mostly for healing purposes) and whenever the going gets tough for all of them he's got 2 Quickened Mass Inflict Critical Wounds as a spell-like ability (so it can't be countered and he can use it while grappled and such). Note that because of Faith Healing, any negative energy spell that heals his allies will automatically be maximized for the healing portion. He can do decently in melee combat, especially if he's got a touch spell loaded before he moves in.

The Vampire Priest is a tough cookie, and might possibly be the last to go down if he plays it right. He probably won't be as devastating as the other two, but he'll probably be the most annoying.

Vampire Priest, Former Halfling Cleric 15/Heirophant 5, CR 22
Small Undead
HD: 20d12+80 (320 hp), Initiative +13
Speed: 20'
AC: 38 (+1 Size, +8 Armor, +9 Dex, +6 Natural, +4 Deflection)
SR: 32 (due to spell, Spell Resistance)
Saves: Fort +19, Ref +21, Will +27
Precast Spells: Divine Favor, Greater Magic Fang, Spell Resistance

Normal Attack: Slam +23/+18/+13 (1d4+2, and 2 Negative levels)
Buffed Attack*: +34/+29/+24 (1d4+13 and 2 Negative levels)
*Divine Favor, Greater Magic Fang
Ranged Touch Attack (for spells): +23

SA: Death Touch (15d6), Dominate (DC 26), Energy Drain, Smite 1/day (+4 Attack, +15 Damage)
SQ: DR 10/Silver and Magic, Fast Healing 5, Resistance (Cold, Electricity) 10, Turn Resistance +4, Unholy Aura, Unholy Toughness
Spell-like Abilities: 2/day-Quickened Mass Inflict Critical Wounds
Heirophant Abilities: Divine Reach (x2), Faith Healing, Master of Energy, Spell-like Ability

Str 14, Dex 22 (28), Con --, Int 16, Wis 24 (30), Cha 19

Skills: Listen +32, Ride +41* (see Equipment), Sense Motive +30, Spot +32

Feats: Ability Focus (Dominate), Great Fortitude, Mounted Combat, Quicken Spell, Quicken Spell-like Ability, Spell Penetration, Weapon Finesse.
Vampire Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes

Combat Equipment:
Equipment: Bracers of Armor +8, Gloves of Dexterity +6, Mantle of Riding (+20 Enhancement to Ride checks), Rod of Quickening, Periapt of Wisdom +6, Pearl of Power (6th) x3.

Spells (CL 20, +22 vs. SR, Per Day: 9/9/8/7/7/6/4/2, DC 20+Spell Level)
Domains: Destruction, Entropy
8th-Earthquake, Mass Inflict Critical Wounds
7th-Blasphemy, Destruction, Disintegrate*, Mass Inflict Serious Wounds (x2)
6th-Greater Dispel Magic (x2), Harm* (x4)
5th-Slay Living* (x4), Spell Resistance+, True Seeing (x2)
4th-Dimensional Anchor (x2), Inflict Critical Wounds (x3)
(* indicates Domain Spell, + indicates already cast by combat)
 
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Oh, and some mounts. I broke the rules on the lich template a little, but these guys are special ;-) Also, if their mounts die, at least they'll eventually get them back. Though they are Huge by default, I figure the Dark God would size them to fit their rider (keeping the same stats for simplicity, though). Note the nasty lich DR (15/magic and bludgeoning)

Cauchemar Nightmare Lich (Elite Array), CR 14
Huge Undead (Evil, Extraplanar)
HD: 15d12+45 (225 hp), Init: +8
Speed: 40', Fly 90' (Good)
AC: 36 (-2 Size, +4 Dex, +16 Natural, +8 Armor), Grapple +35
Attack: Hoof +30 (2d6+16 and Wounding, +1d6 Fire)
Attack: Lich Touch +25 (1d8+5 negative energy and Paralysis)
Full Attack: 2 Hooves +30 (2d6+16, +1d6 Fire) and Bite +20 (2d6+7)
SA: Flaming Hooves, Paralyzing Touch (DC 19), Smoke
SQ: Astral Projection, DR 15/Magic and Bludgeoning, Etherealness, Fear Aura, Immunities (Cold, Electricity, Polymorph, Mind-Affecting), Turn Resistance +4, Unholy Toughness.
Saves: Fort +16, Ref +13, Will +12
Str 35, Dex 18, Con 24, Int 18, Wis 17, Cha 16
Feats: Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Equipment: +4 Horseshoes of Wounding, +4 Chainmail Barding

Version 2
Cauchemar Nightmare Lich, Sorcerer 6, CR 16
Huge Undead (Evil, Extraplanar)
HD: 21d12+84 (336 hp), Init: +8
Speed: 40', Fly 90' (Good)
AC: 36 (-2 Size, +4 Dex, +16 Natural, +8 Armor), Grapple +38
Attack: Hoof +33 (2d6+16 and Wounding, +1d6 Fire)
Attack: Lich Touch +28 (1d8+5 negative energy and Paralysis)
Full Attack: 2 Hooves +33 (2d6+16, +1d6 Fire) and Bite +20 (2d6+7)
SA: Flaming Hooves, Paralyzing Touch (DC 24), Smoke
SQ: Astral Projection, DR 15/Magic and Bludgeoning, Etherealness, Fear Aura (DC 24), Immunities (Cold, Electricity, Polymorph, Mind-Affecting), Turn Resistance +4, Unholy Toughness.
Saves: Fort +18, Ref +15, Will +19
Str 35, Dex 18, Con 24, Int 18, Wis 16, Cha 18
Feats: Alertness, Cleave, Eschew Materials, Improved Initiative, Iron Will, Power Attack, Run, Track.
Equipment: +4 Horseshoes of Wounding, +4 Chainmail Barding.
Spells (CL 6th, Per Day 7/6/4, DC 14+Spell Level):
1st-Expeditious Retreat, Feather Fall, Magic Missile, Protection from Good
2nd-Resist Energy, See Invisibility
3rd-Haste
 
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Meh, figured I'd do the mummy as well. What level are your players and will they be fighting all 3 at once? 3 CR 22's-ish creatures would be pretty devastating to a group of 4 level 20's.

The Mummy Mage's spell selection is just kind of arbitrary, feel free to replace my choices with whatever is more suitable. This guy's got a very tough exterior between DR 15/Adamantine, natural SR 39 and 700 hp so he won't be afraid of wading in the middle of combat even if he is a spellcaster. If someone does manage to punch through his SR though, he's got a glass jaw for Saving throws. He probably will begin combat obscured by some sort of shroud, leaving a few iron bandages (Iron Body) and eyes from his Robe of Eyes visible for a hopefully creepy image. When the time is right, he'll peel off the shroud to take full advantage of his nasty Despair ability. If people aren't prepared for this or have very good saves, this could lead to a quick TPK...

Mummy Mage, Former Drow Sorcerer 20, CR 22
Medium Undead
HD: 28d12+364 (700 hp), Initiative: -2
Speed: 20'
AC: 30 (+8 Armor, -2 Dex, +10 Natural, +4 Deflection)
SR: 39
Saves: Fort +8, Ref +9, Will +22
Precast Spells: Iron Body

Normal Attack: Slam +32/+27 (1d6+24)
Buffed Attack 1* (PA 3): +33/+28 (1d6+30, +4d4)
Buffed Attack 2** (PA 10) +31/+26 (1d6+44, +9d4)
*4th level Spell sacrificed for Arcane Strike
**9th level Spell sacrificed for Arcane Strike

SA: Arcane Strike*, Despair (DC 31), Mummy Rot (DC 27)
SQ: DR 5/-, DR (15/Adamantine), Fire Vulnerability, Unholy Aura, Unholy Toughness.
*Can sacrifice a spell slot to gain x bonus to attacks and +xd4 damage (where x = spell level sacrificed)

Str 30 (36), Dex 12 (6), Con --, Int 13, Wis 18, Cha 28 (34)

Skills: Bluff +40, Knowledge (Arcana) +29, Spellcraft +29

Feats: Ability Focus (Despair), Arcane Strike (Complete Warrior), Greater Ability Focus (Despair), Great Fortitude, Power Attack, Practiced Spellcaster, Toughness

Combat Equipment: Amulet of Mighty Blows +5
Equipment: Bracers of Armor +8, Cloak of Charisma +6, Mantle of Riding (+20 Enhancement to Ride checks), Ring of Wizardry 4, Robe of Eyes.

Spells (CL 24, Per Day: 9/9/9/14/8/8/8/7/7, DC 22+Spell Level)
9th (7 per day)-Crushing Hand, Meteor Swarm, Weird
8th (7 per day)-Horrid Wilting, Iron Body, Polymorph Any Object
7th (8 per day)-Ethereal Jaunt, Insanity, Limited Wish
6th (8 per day)-Disintegrate, Transformation
5th (8 per day)-
4th (14 per day)-
 
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Hot diggity!

Thank you very much, sir. These are fantastic. I'll have to shoehorn a couple historical bits in, but that'll be easy, signature items and some lore, etc.

Well, I'm not particularly fearing for the PCs, I have 7 players, with characters who are level 19 and 20, but with ECL races that put about half of them at the level 21 through 23. They are well equipped, when it comes to basic items, and having followed the various prophecies have gotten themselves girded with a personalized armor and weapon each that count as a minor artifact in terms of oomph. They have thumped enemies in the past couple of levels well in excess of what the book expects through very intelligent play, including a nearly one on one victory (ie, the party cast defensive spells were already on him when he was challenged, so not purely his own powers at work) by the psychic warrior vs a CR 24 bleakborn fighter.

Not having seen any movement on thread, I started on the death knight today, so that'll cover the trio with your excellent offerings.

Once again, thanks, this will make my life much easier (and my players' much tougher).
 

Glad to be helpful :) I just edited in a second version of the Nightmare liches, adding a few sorcerer levels so they'd be able to do nifty tricks like Haste everyone, See Invisible, and use Feather Fall/Expeditious Retreat. All these buffs are easily dispel-able, but it'll bump up the amount that the players want to kill the mounts a good deal :]

Truthfully, the two villains up there are probably around CR 23 with their stats/improvements and if you add some unique gear they could easily get up to CR 24 or 25. If you feel they are still too weak, well, they don't have any inherent bonuses added in stats so giving them 2 +5's somewhere there would make them extra nasty. Also, if you've got a really fast character that even the Death Knight can't hit, consider changing out the Ability Focuses on the Mummy Mage for Combat Expertise and Improved Feint. With a +40 bluff score (not including any competence or synergy bonuses) he can catch a speedy character flat-footed very easily.

Whenever you do get done finishing up all the villains and again when your players face them, if you could post an update of how that all goes I'd be grateful. Its great that you've had such a long running campaign, I hope its ending is epic :)


Edit-Oh, I almost forgot! Ironically the last battle of my campaign featured a Death Knight as well, although more in the minion position. Since he was meant more as a minion he's only got a few tricks up his sleeve (Aura of Greater Despair, Smite, Sneak Attack, Lay on Hands), but maybe you can scrap something from this guy's stats (this was made from a fallen paladin NPC, if you wanted your guy to be more evil to begin with the stats might not help much):

The Fallen Prince - Death Knight, Ex-Paladin 10/Blackguard 10, CR 23
Medium Undead
HD: 20d12+240 (480 hp)
Init: +4
Speed: 40 ft.
AC 44 (+20 Armor, +4 Dex, +10 nat), touch 14, flat-footed 40
BAB/Grapple: +20/+34
Attack: +50 (1d10+30, 15-20/x2, +3 Con damage)
Full Attack: +50/+45/+40/+35 (1d10+30, 15-20/x2, +3 Con damage)
Space/Reach: 5 ft./5 ft.
SA: Smite good (+12 attack, +25 damage) 7/day, sneak Attack +5d6, hellfire
SQ: Aura of G. Despair, C&F immunity, DR 15/Good and Bludgeoning, Lay on Hands, SR 34
Saves: Fort +28, Ref +26, Will +34
Abilities: Str 38, Dex 18, Con --, Int 23 Wis 30, Cha 34
Skills: Blah!
Feats: Combat Expertise, Improved Critical (Longsword), Improved Disarm, Improved Spell Resistance, Iron Will, Negotiator, Self-Sufficient
CR: 23
Alignment: CE
Equipment: Instigator (+6 Keen, Triple Wounding Longsword, Fire immunity), +5 Reflective Full Plate, +5 Reflective Steel Shield, King’s Mantle (+4 all stats, +4 to saves), Amulet of Natural Armor +5, Crown of the Dark Three (Minor Artifact, +5 Effective Blackguard levels)

Aura of Greater Despair (100’, -4 on all saves)
Hellfire Full round action, 10d6 Unholy damage (No save), all non-evil within 50’
Lay on Hands 300 negative energy damage
Saint’s Insight (Gift from the Saint) +10 to Attack/Damage
 
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Thanks for the additional stats, those are great.

By all means, when the end comes, I'll definitely post the outcome and casualty report!

Yeah, the death knight for mine started out evil, not so much a fallen sort, but on all three of these stat-ups I'm seeing some great ideas for items, feats, and buffs to apply.
 

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