Sahak of the nine colors! Spells and stuff.

yeah, I noticed, thanks.

And off course, plenty of Torture Chambers and such, remember, need to have a place where my Fatiguing table can stand :)

What does the Arboreatum do exactly?
 

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Ahhh, off course.. the last, missing bit of the Evil Overlord puzzle, the inevitable Orchids.

So, planning on using the SBG as a primary source when making the Citadel, or should it be more done in a Dungeon style (as to make more DM friendly, in case anyone decides to drop in on Sahak).
 

Still need items?

Immolation, Weapon of
This rather ludicrous enchantment causes a 10d6 fireball, as the spell, to explode from the weapon, centered at the target of the weapon. All within 30 feet of the target must make a Reflex save (DC 16) for half damage. Those hit by the weapon, and the wielder of the weapon, get no save. Ranged weapons cannot be given this enchantment. Many fools armed with these weapons give themselves, and their companions, a quick and fiery death.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, fireball, permanency; Market Price: +3 bonus.

Sahak prefers to give these weapons to witless minions, then stand back.

Hope that helps any,
Demiurge out.
 

Hmmm, well, it would be rather expensive to give these to a minion merely to cause a fireball effect. One thing it does though make me think... perhaps he should have a history of equipping his Gargoyles with Delayed Blast Fireballs... Would have the same effect (Patriot Missiles!). Perhaps if he had a kind of minion that had immunity to fire. That would truly rock.
 

The sword would be very nice if Sahak cast Elemental Immunity on one of his minions before sending him into the fray. Off course, if Sahak happened to have forgotten Elemental Immunity in his daily memorisations, then he would just tell the minion that he had cast it on him and make him run forward anyway (with a Resistance or something equally weak on him)
 

Demiurge: Damn that's evil... Evil, evil, evil, evil... I like it!

Clay_More: I think it would be best if we did it SBG style, and then adapted it to dungeon style.

By the way, anyone interrested in a slightly used royal crypt? only 100,000 Gp, and includes three (slightly used) traps. ;)
 

Okay, here it is....


Malificient Gargoyle
Small Construct
Hit Dice: 3d10 (16 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. fly 90 ft.(average)
AC: 18 (+4 Dex, +4 Natural)
Attacks: 2 claws +3 melee, bite -2 melee; or Light Crossbow +6
Damage: Claw 1d4+2, bite 1d6+1; or Light Crossbow 1d6
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Master’s Choice, Spell-like abilities, Conjoined Capture.
Special Qualities: Construct.
Saves: Fort +1, Ref +5, Will -2
Abilities: Str 13, Dex 18, Con -, Int 6, Wis 5, Cha 4
Skills: Spot +4, Listen +4, Move Silently +4
Feats: Improved Initiative, Improved Grapple

Malificient Gargoyles are the small, vile creations of Sahak of Nine Colors. They are created in the same manner as normal Gargoyles, though with a few modifications. Sahak found that normal Gargoyles lacked the evil ingenuity he sought in his minions and thus discovered a way to place the brains of goblins and kobolds in his creations. This gave them the required intelligence to do his nefarious commands.
Malificient Gargoyles look like normal Gargoyles in many ways. They have grey, stony skin that protects them like armor. Their claws are long, iron implants that can cause horrible injuries to the helpless foes of the vile Gargoyles. The most dominating thing about the Malificient Gargoyles is though their head. The bottom of the head looks like that of a normal Gargoyle, but the top seems to have been cut away. Where there normally would be a stony forehead, a small brain is to be seen instead. Covered in a glass sphere, the brain seems to alive, almost pulsating.

Combat
Malificient Gargoyles use all available tactics and manoeuvres. The only thing they avoid is a fair fight. They will attempt to use their ranged weapons in conjunction with their spell-like abilities to confuse and bewilder their foes. When the Malificient Gargoyles become agitated, they begin chattering and squeaking in a rather unnerving manner. Most who have faces the Gargoyles find them some of the most annoying enemies.
Master’s Choice (Ex): All Malificient Gargoyles have one of the following abilities, chosen by their master at the time of their creation.
-Overseer: The Gargoyle has Weapon Proficiency (Whip) and Weapon Focus (Whip). They also have 4 ranks in any Craft skill chosen at their creation. These Malificient Gargoyles do not employ their Craft skill to create objects though. Instead, they use it to control the work of others. Overseer’s will constantly guard Sahak’s workforce, whipping those that fail to work hard enough.
-Torturer: The Gargoyle has 4 ranks in Knowledge (Anatomy) and 4 ranks in Heal. It will not use this to actually heal anyone. Instead, it is trained in torture and is used by Sahak when he requires information from captives. Amongst the Malificient Gargoyles, the torturers are the most vicious and rabid.
-Guardian: The Gargoyle has Weapon Proficiency (Light Crossbow), Weapon Focus (Light Crossbow) and Point Blank Shot. These are the most common Malificient Gargoyles, responsible for protecting the Tower of Nine Colors. They will attempt to stay out of range of their enemies, bombarding them with crossbow bolts.
-Suicidal: The Suicidal Gargoyles are equipped with a small fire seed inside them. The Suicidal Gargoyle can choose to detonate this small fire seed, causing an explosive burst to cause 5d6 points of damage to all within 20 ft. of the Gargoyle. The Suicidal Gargoyles will often hide inside a swarm of Guardian Gargoyles, suddenly darting out of the swarm towards their intended targets.
Spell-Like Abilities (Sp): The following spell-like abilities are usable three times per day: Ray of Frost, Daze.
Once per day the Malificient Gargoyle can also use the following spell-like abilities: Magic Missile, Sleep
All spell-like abilities act as if cast by a 2 nd. Level sorcerer.
Conjoined Capture (Sp): Three Malificient Gargoyles can co-operate to cast a Hold Person spell once pr. day. Once a Gargoyle has co-operated in casting the spell once, it cannot co-operate in any more Conjoined Capture for that day. The Malificient Gargoyles use this ability to capture run-away slaves and unsuspecting villagers. The spell functions as if cast by a 4 th. level sorcerer.
Construct: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage and death from massive damage.
 


Eldren (angry): 'I dont know how you can stand them. They are as well-behaved as orcish children, they never stop their constant chattering and bickering... and last night, one of them actually bit me while I was sleeping'
Sahak (smiling): 'Yes, arent they great?'
 

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