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<blockquote data-quote="the Jester" data-source="post: 1234087" data-attributes="member: 1210"><p><strong>Ferranifer</strong></p><p></p><p><strong>FERRANIFER</strong></p><p>Vampire (former human) Necromancer 20</p><p></p><p>(Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).)</p><p></p><p><strong>Hit Dice:</strong> 20d12 (162 hp)</p><p><strong>Initiative:</strong> +10</p><p><strong>Speed:</strong> 30’</p><p><strong>Armor Class:</strong> 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30</p><p><strong>Base Attack/Grapple:</strong> +10/+13</p><p><strong>Attack:</strong> Slam (1d6+3 plus energy drain)</p><p><strong>Full Attack:</strong> Slam +x/x (1d6+3 plus energy drain)</p><p><strong>Space/Reach:</strong> 5’/5’</p><p><strong>Special Attacks:</strong> Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells</p><p><strong>Special Qualities:</strong> Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses</p><p><strong>Saves:</strong> Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders from unheavened.)</p><p><strong>Abilities:</strong> Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18</p><p><strong>Skills:</strong> Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks involving scrolls)</p><p><strong>Feats:</strong> Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell</p><p><strong>Challenge Rating:</strong> 22</p><p><strong>Gear:</strong> Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.)</p><p><strong>Alignment:</strong> Chaotic Evil</p><p></p><p><strong>Permanent Spell Effects-</strong> arcane sight, tongues, read magic, see invisibility.</p><p></p><p><strong>Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.</strong></p><p></p><p><strong>Note:</strong> Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring.</p><p></p><p><strong>Typical Spells Prepared:</strong></p><p></p><p>0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2); </p><p></p><p><strong>1st level (DC 20/22 necromancy)-</strong> bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant; </p><p></p><p><strong>2nd level (DC 21/23 necromancy)-</strong> darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2);</p><p></p><p><strong>3rd level (DC 22/24 necromancy)-</strong> clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered);</p><p></p><p><strong>4th level (DC 23/25 necromancy)-</strong> animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#;</p><p></p><p><strong>5th level (DC 24/26 necromancy)-</strong> cloudkill, dismissal, fireball </p><p>(empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**;</p><p></p><p><strong>6th level (DC 25/27 necromancy)-</strong> blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**;</p><p></p><p><strong>7th level (DC 26/28 necromancy)-</strong> banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2);</p><p></p><p><strong>8th level (DC 27/29 necromancy)-</strong> bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**;</p><p></p><p><strong>9th level (DC 28/30 necromancy)-</strong> blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*.</p><p></p><p>*Necromancy spell.</p><p>**Already cast.</p><p>#From the Book of Vile Darkness.</p><p></p><p><strong>Ferranifer’s Brooch:</strong> This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again.</p><p></p><p><strong>Blackfire</strong></p><p>Necromancy [Evil]</p><p>Level: Sor/wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100’ + 10’/level)</p><p>Target: One living creature</p><p>Duration: 4 round</p><p>Saving Throw: Fort negates</p><p>Spell Resistance: Yes</p><p> </p><p>This spell causes the victim’s very soul to catch fire, burning with a visible black flame of negative energy. An affected victim takes an initial 1d4 points of Constitution drain. Each round she may make another Fortitude save to avoid taking a further 1d4 points of Constitution drain. A victim slain in this fashion cannot be recovered short of a true resurrection spell. Blackfire may be dispelled or suppressed normally, and may also be extinguished with an energetic damaging spell such as fireball or lightning bolt of at least 8 dice in strength (though this will, of course, damage the victim as well). The black flames cannot be smothered by normal means. A cleric who channels positive energy sufficient to turn an undead equal to the blackfire’s caster level will also be able to put it out (but failure puts the cleric at risk of catching fire). A death ward spell on the victim will also put the flame out.</p><p></p><p>Any creature within 5’ of the black flames must make a Fortitude save of its own or catch fire, just as if initially affected by the spell. </p><p></p><p>Material component: Ash of victims that died in a normal fire mixed with ashes of a vampire that died in the sunlight.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1234087, member: 1210"] [b]Ferranifer[/b] [b]FERRANIFER[/b] Vampire (former human) Necromancer 20 (Stats include spells already cast, including shield, mind blank, contingency/stoneskin, unheavened, detect scrying, ultimate concentration, globe of invulnerability, and energy immunity (extended).) [b]Hit Dice:[/b] 20d12 (162 hp) [b]Initiative:[/b] +10 [b]Speed:[/b] 30’ [b]Armor Class:[/b] 36 (+4 deflection, +6 armor, +6 dex, +6 natural, +4 shield), touch 20, flat-footed 30 [b]Base Attack/Grapple:[/b] +10/+13 [b]Attack:[/b] Slam (1d6+3 plus energy drain) [b]Full Attack:[/b] Slam +x/x (1d6+3 plus energy drain) [b]Space/Reach:[/b] 5’/5’ [b]Special Attacks:[/b] Blood drain, children of the night, create spawn, dominate (DC 24), energy drain (DC 24), spells [b]Special Qualities:[/b] Alternate form, arcane sight, contingency (stoneskin activates when damaged by a weapon), DR 10/silver and magic, darkvision 60’, detect magic, detect scrying, familiar, fast healing 5, gaseous form, globe of invulnerability, immunity to magic missiles (from shield), fire and acid (from energy immunity spell), mind blank, read magic, repulsion (DC 25), resistance to cold 10 and electricity 10, see invisibility, spider climb, tongues, turn resistance +8, ultimate concentration, undead traits, vampire weaknesses [b]Saves:[/b] Fort +10, Ref +16, Will +19 (Note: Ferranifer gets a +4 profane bonus on saves vs. the spells or spell-like abilities of Good outsiders from unheavened.) [b]Abilities:[/b] Str 16, Dex 23 (with gloves +4), Con -, Int 29 (with headband +4), Wis 17, Cha 18 [b]Skills:[/b] Balance +8, Bluff +15, Concentration +30 (with ultimate concentration), Decipher Script +20, Hide +14, Jump +5, Knowledge (architecture and engineering) +12, Knowledge (arcana, religion, the planes) +32, Listen +19, Move Silently +14, Search +17, Sense Motive +11, Spellcraft +35, Spot +19, Survival +3 (+5 on other planes), Tumble +18, Use Magic Device +14 (+18 on checks involving scrolls) [b]Feats:[/b] Alertness, Chain Spell, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Extend Spell, Greater Spell Focus (necromancy), Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Transdimensional Spell [b]Challenge Rating:[/b] 22 [b]Gear:[/b] Amulet of the void, headband of intellect +4, Ferranifer’s brooch, ring of protection +4, bracers of armor +6, cloak of resistance +4, gloves of dexterity +4, vile spell ring, wand of lightning bolt (30 charges), wand of magic missile (5 missiles, maximized) (20 charges), wand of dispel magic (25 charges), wand of slow (9 charges), wand of detect magic (27 charges), scroll (true strike, arcane eye, cruel disappointment), scroll (soul’s treasure lost, wall of eyes), potions of cat’s grace, inflict serious wounds (3d8+15) (3). (Note: several of the above items and spells are in the Book of Vile Darkness.) [b]Alignment:[/b] Chaotic Evil [b]Permanent Spell Effects-[/b] arcane sight, tongues, read magic, see invisibility. [b]Spells: 5/8/7/7/7/7/6/6/6/6; base save DC is 19 + spell level (21 + spell level for Necromancy); opposition schools- Illusion and Enchantment.[/b] [b]Note:[/b] Ferranifer’s damaging spells do one point of Vile damage per spell level due to her vile spell ring. [b]Typical Spells Prepared:[/b] 0 level (DC 19/21 necromancy)- acid splash, preserve organ#, prestidigitation, touch of fatigue (2); [b]1st level (DC 20/22 necromancy)-[/b] bite spirit*, magic missile (2), metamorphose liquids, ray of enfeeblement*, shield**, true strike, unseen servant; [b]2nd level (DC 21/23 necromancy)-[/b] darkness, Melf’s acid arrow, speak with undead*, unheavened**#, web, wither limb*# (2); [b]3rd level (DC 22/24 necromancy)-[/b] clairaudience/clairvoyance**, dispel magic, gentle repose*, lightning bolt, Melf’s acid arrow (transdimensional), Melf’s acid arrow (extended), negative energy ray* (empowered); [b]4th level (DC 23/25 necromancy)-[/b] animate dead*, detect scrying**, dimension door, grim revenge*#, ice storm, negative energy ray* (maximized), wrack*#; [b]5th level (DC 24/26 necromancy)-[/b] cloudkill, dismissal, fireball (empowered), magic jar*, magic missile (quickened), stop heart*#, ultimate concentration**; [b]6th level (DC 25/27 necromancy)-[/b] blackmantle*, circle of death*, contingency**, globe of invulnerability**, greater dispel magic, repulsion**; [b]7th level (DC 26/28 necromancy)-[/b] banishment, dimensional anchor (chained), negative energy ray* (empowered), finger of death*, greater teleport (2); [b]8th level (DC 27/29 necromancy)-[/b] bestow greater curse#, energy immunity (extended)**, greater scrying, gutwrench*#, horrid wilting*, mind blank**; [b]9th level (DC 28/30 necromancy)-[/b] blackfire* (2), energy drain*, finger of death* (heightened), incendiary cloud (transdimensional), prismatic sphere, wail of the banshee*. *Necromancy spell. **Already cast. #From the Book of Vile Darkness. [b]Ferranifer’s Brooch:[/b] This brooch pin of obsidian bears an etched fang. If an undead wears it, it increases her turn resistance by +4. If a living creature dons the pin, they must immediately make a Fortitude save, DC 20, or die (as if subjected to a finger of death spell). If the wearer survives, the brooch has no further effect unless removed and then donned again. [b]Blackfire[/b] Necromancy [Evil] Level: Sor/wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Medium (100’ + 10’/level) Target: One living creature Duration: 4 round Saving Throw: Fort negates Spell Resistance: Yes This spell causes the victim’s very soul to catch fire, burning with a visible black flame of negative energy. An affected victim takes an initial 1d4 points of Constitution drain. Each round she may make another Fortitude save to avoid taking a further 1d4 points of Constitution drain. A victim slain in this fashion cannot be recovered short of a true resurrection spell. Blackfire may be dispelled or suppressed normally, and may also be extinguished with an energetic damaging spell such as fireball or lightning bolt of at least 8 dice in strength (though this will, of course, damage the victim as well). The black flames cannot be smothered by normal means. A cleric who channels positive energy sufficient to turn an undead equal to the blackfire’s caster level will also be able to put it out (but failure puts the cleric at risk of catching fire). A death ward spell on the victim will also put the flame out. Any creature within 5’ of the black flames must make a Fortitude save of its own or catch fire, just as if initially affected by the spell. Material component: Ash of victims that died in a normal fire mixed with ashes of a vampire that died in the sunlight. [/QUOTE]
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