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Susuzluk Hissi, the Parched God
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<blockquote data-quote="Mark Chance" data-source="post: 850017" data-attributes="member: 2795"><p><strong>SUSUZLUK HISSI</strong> (sue-suhz-luke hiz-zigh)</p><p>The Parched God</p><p><strong>Demigod</strong></p><p><strong>Symbol:</strong> An empty goblet</p><p><strong>Home Plane:</strong> Material Plane</p><p><strong>Alignment:</strong> Lawful evil</p><p><strong>Portfolio:</strong> Drought, death, insanity, greed, conquest</p><p><strong>Worshipers:</strong> Conquerors, the undead, those driven by avarice or psychopathy</p><p><strong>Cleric Alignments:</strong> LE, NE</p><p><strong>Domains:</strong> Death, Destruction, Evil, Fire</p><p><strong>Favored Weapon:</strong> Heavy mace</p><p></p><p>Susuzluk Hissi, deity of droughts, is a fell creature, appearing as a dessicated corpse dressed in the finest of robes and wearing exquisitely wrought gold jewelry. His eyes burn with the maniacal intensity of the desert sun at midday.</p><p></p><p><strong>Dogma</strong></p><p></p><p>In ages past, Susuzluk Hissi had a larger following than he does today, but now his cult has dwindled greatly in size. Susuzluk Hissi seeks to destroy all water, transforming all lands into hellish deserts populated with faithful undead servants. Those who do not die from thirst are to be enslaved, toiling until death to erect grand mausoleums to the Parched God.</p><p></p><p>Those few despicable creatures who serve Susuzluk Hissi do so more out of madness and fear than anything else. His cults are apocalyptic, and his adherents believe it is better to appease the Parched God so as to avoid both death and enslavement, the two outcomes of his ascendance.</p><p></p><p><strong>Clergy and Temples</strong></p><p></p><p>Susuzluk Hissi's clerics do not make their presence known nor wear distinctive garb. They live lonely lives in fear of discovery, consorting only with a few of the Parched God's devotees at most. Their time is spent in fevered planning to bring about destruction and to acquire power. Many of the Parched God's clerics are solitary madmen dwelling in desert caves, screaming at the shadows and rending their flesh, preying on any living creature that draws too close.</p><p></p><p>Susuzluk Hissi does not have temples. His small cult groups meet in secret, forsaken places. These unholy sites are guarded by the undead. No one visits the abode of the Parched God's followers on anything unless on a mission of destruction or to offer himself up to Susuzluk Hissi as a willing sacrifice to hasten the Eternal Drought.</p><p></p><p><strong>SUSUZLUK HISSI</strong></p><p><strong>Cleric 20/Wizard 20</strong></p><p><strong>Medium-size Outsider (Lawful, Evil)</strong></p><p><strong>Divine Rank:</strong> 1</p><p><strong>Hit Dice:</strong> 20d8+180 (Outsider) plus 20d8+180 (Clr) plus 20d4+180 (Wiz) (940 hp)</p><p><strong>Initiative:</strong> +14 (+10 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 60 ft.</p><p><strong>AC:</strong> 34 (+1 divine, +14 natural, +9 deflection)</p><p><strong>Attacks:</strong> <em>+5 flaming unholy heavy mace</em> +58/+53/+48/+43 melee, or spell +52 melee touch or +55 ranged touch</p><p><strong>Damage:</strong> <em>+5 flaming unholy heavy mace</em> 1d8+12/19-20</p><p><strong>Face/Reach:</strong> 5 ft. by 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Rebuke undead (12/day), spells, domain powers, spell-like abilities, salient divine abilities</p><p><strong>Special Qualities:</strong> divine immunities, immortality, spontaneous casting of divine spells, divine aura (10 ft., DC 20), understand, speak, and read all languages and speak directly to any being within 1 mile, remote communication, godly realm (<em>Cruel Thirst</em>), <em>teleport without error</em> at will, familiar (lizards), fast healing 3, DR 36/+4, fire resistance 21, SR 33</p><p><strong>Saves:</strong> Fort +44, Ref +39, Will +46</p><p><strong>Abilities:</strong> Str 25 (+7), Dex 30 (+10), Con 28 (+9), Int 33 (+11), Wis 33 (+11), Cha 29 (+9)</p><p><strong>Skills:</strong> Alchemy +34, Appraise +35, Balance +40, Bluff +37, Climb +37, Concentration +52, Craft (goldsmith) +34, Craft (shipmaking) +34, Diplomacy +32, Disguise +32, Escape Artist +40, Gather Information +37, Heal +34, Hide +40, Intimidate +37, Intuit Direction +20, Jump +30, Knowledge (arcana) +54, Knowledge (religion) +54, Listen +43, Move Silently +36, Profession (navigator) +54, Scry +54, Search +34, Sense Motive +39, Spellcraft +54, Spot +36, Swim +30, Wilderness Lore +28</p><p><strong>Feats:</strong> Alertness, Craft Magic Arms and Armor, Combat Reflexes, Forge Ring, Improved Critical (heavy mace), Improved Initiative, Leadership, Quicken Spell, Scribe Scroll, Spell Mastery, Still Spell, Weapon Focus (heavy mace)</p><p><strong>Epic Feats:</strong> Additional Magic Item Space (ring), Augmented Alchemy, Automatic Quicken Spell, Automatic Still Spell, Blinding Speed, Epic Leadership, Fast Healing, Improved Combat Casting, Multispell, Planar Turning, Spectral Strike, Spell Opportunity, Undead Mastery</p><p></p><p><strong>Divine Immunities:</strong> Polymorph, petrification, energy drain, ability drain, ability damage, mind-affect effects, electricity, cold, acid, disease, poison, stunning, <em>sleep</em>, paralysis, death effects, death from massive damage.</p><p></p><p><strong>Salient Divine Abilities:</strong> Arcane Mastery, Frightful Presence.</p><p></p><p><strong>Domain Powers:</strong> Cast evil spells at +1 caster level; 1/day - Death touch (1d6+20, if total at least equals creature's current hit points, it dies), smite (+4 attack roll, +20 damage), turn or destroy water creatures, rebuke or command fire creatures.</p><p></p><p><strong>Spell-like Abilities:</strong> Uses these abilities as an 11th-level caster. Saving throw DC is 19 + spell level. At will - <em>animate dead, blasphemy, burning hands, cause fear, circle of doom, contagion, create greater undead, create undead, death knell, death ward, desecrate, destruction, disintegrate, dispel good, earthquake, elemental swarm </em>(cast as fire spell only), <em>fire seeds, fire shield, fire storm, harm, implosion, incendiary cloud, inflict critical wounds, inflict light wounds, magic circle against good, produce flame, protection from good, resist elements </em>(cold or fire only), <em>shatter, slay living, summon monster IX </em>(cast as evil spell only), <em>unholy aura, unholy blight, wail of the banshee, wall of fire</em>.</p><p></p><p><strong>Cleric Spells per Day:</strong> 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level.</p><p></p><p><strong>Wizard Spells per Day:</strong> 4/7/7/7/6/6/6/6/5/5; base DC = 21 + spell level.</p><p></p><p><strong>Possessions:</strong> Carries a <em>+5 flaming unholy heavy mace</em> called <em>Earthscorcher</em>. Always carried a golden goblet called <em>Deepdraught</em>, an artifact that casts <em>horrid wilting</em> at will as a 20th-level caster (save DC 22). Any mortal creature that touches <em>Deepdraught</em> is automatically subject to <em>horrid wilting</em> each round the creature tries to maintain possession. His godly realm is <em>Cruel Thirst</em>, a mighty flying warship of enormous size crewed by powerful undead monsters.</p><p></p><p><strong>Other Divine Powers</strong></p><p></p><p><strong>Senses:</strong> Darkvision and other senses (1 mile radius). As a standard action, can perceive anything within 1 mile of his worshipers, unholy sites, objects, any place where someone speaks his name or title for up to 1 hour after speaking, or any location where a sentient creature is dying of dehydration. Can remote sense 2 locations at once.</p><p></p><p><strong>Portfolio Sense:</strong> Can automatically sense events that presently affect 1000 or more people if those events involve drought, conquest, avarice, or insanity.</p><p></p><p><strong>Automatic Actions:</strong> Can use Craft (goldsmith), Craft (shipmaking), or Knowledge (arcana) as a free action if the DC 15 or less. Can perform two such tasks per round. Gains a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks.</p><p></p><p><strong>Create Magic Items:</strong> Can create any magic item dealing with madness, the undead, or fire as long as the item's market price does not exceed 4,500 gp.</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 850017, member: 2795"] [b]SUSUZLUK HISSI[/b] (sue-suhz-luke hiz-zigh) The Parched God [b]Demigod[/b] [b]Symbol:[/b] An empty goblet [b]Home Plane:[/b] Material Plane [b]Alignment:[/b] Lawful evil [b]Portfolio:[/b] Drought, death, insanity, greed, conquest [b]Worshipers:[/b] Conquerors, the undead, those driven by avarice or psychopathy [b]Cleric Alignments:[/b] LE, NE [b]Domains:[/b] Death, Destruction, Evil, Fire [b]Favored Weapon:[/b] Heavy mace Susuzluk Hissi, deity of droughts, is a fell creature, appearing as a dessicated corpse dressed in the finest of robes and wearing exquisitely wrought gold jewelry. His eyes burn with the maniacal intensity of the desert sun at midday. [b]Dogma[/b] In ages past, Susuzluk Hissi had a larger following than he does today, but now his cult has dwindled greatly in size. Susuzluk Hissi seeks to destroy all water, transforming all lands into hellish deserts populated with faithful undead servants. Those who do not die from thirst are to be enslaved, toiling until death to erect grand mausoleums to the Parched God. Those few despicable creatures who serve Susuzluk Hissi do so more out of madness and fear than anything else. His cults are apocalyptic, and his adherents believe it is better to appease the Parched God so as to avoid both death and enslavement, the two outcomes of his ascendance. [b]Clergy and Temples[/b] Susuzluk Hissi's clerics do not make their presence known nor wear distinctive garb. They live lonely lives in fear of discovery, consorting only with a few of the Parched God's devotees at most. Their time is spent in fevered planning to bring about destruction and to acquire power. Many of the Parched God's clerics are solitary madmen dwelling in desert caves, screaming at the shadows and rending their flesh, preying on any living creature that draws too close. Susuzluk Hissi does not have temples. His small cult groups meet in secret, forsaken places. These unholy sites are guarded by the undead. No one visits the abode of the Parched God's followers on anything unless on a mission of destruction or to offer himself up to Susuzluk Hissi as a willing sacrifice to hasten the Eternal Drought. [b]SUSUZLUK HISSI[/b] [b]Cleric 20/Wizard 20[/b] [b]Medium-size Outsider (Lawful, Evil)[/b] [b]Divine Rank:[/b] 1 [b]Hit Dice:[/b] 20d8+180 (Outsider) plus 20d8+180 (Clr) plus 20d4+180 (Wiz) (940 hp) [b]Initiative:[/b] +14 (+10 Dex, +4 Improved Initiative) [b]Speed:[/b] 60 ft. [b]AC:[/b] 34 (+1 divine, +14 natural, +9 deflection) [b]Attacks:[/b] [i]+5 flaming unholy heavy mace[/i] +58/+53/+48/+43 melee, or spell +52 melee touch or +55 ranged touch [b]Damage:[/b] [i]+5 flaming unholy heavy mace[/i] 1d8+12/19-20 [b]Face/Reach:[/b] 5 ft. by 5 ft./5 ft. [b]Special Attacks:[/b] Rebuke undead (12/day), spells, domain powers, spell-like abilities, salient divine abilities [b]Special Qualities:[/b] divine immunities, immortality, spontaneous casting of divine spells, divine aura (10 ft., DC 20), understand, speak, and read all languages and speak directly to any being within 1 mile, remote communication, godly realm ([i]Cruel Thirst[/i]), [i]teleport without error[/i] at will, familiar (lizards), fast healing 3, DR 36/+4, fire resistance 21, SR 33 [b]Saves:[/b] Fort +44, Ref +39, Will +46 [b]Abilities:[/b] Str 25 (+7), Dex 30 (+10), Con 28 (+9), Int 33 (+11), Wis 33 (+11), Cha 29 (+9) [b]Skills:[/b] Alchemy +34, Appraise +35, Balance +40, Bluff +37, Climb +37, Concentration +52, Craft (goldsmith) +34, Craft (shipmaking) +34, Diplomacy +32, Disguise +32, Escape Artist +40, Gather Information +37, Heal +34, Hide +40, Intimidate +37, Intuit Direction +20, Jump +30, Knowledge (arcana) +54, Knowledge (religion) +54, Listen +43, Move Silently +36, Profession (navigator) +54, Scry +54, Search +34, Sense Motive +39, Spellcraft +54, Spot +36, Swim +30, Wilderness Lore +28 [b]Feats:[/b] Alertness, Craft Magic Arms and Armor, Combat Reflexes, Forge Ring, Improved Critical (heavy mace), Improved Initiative, Leadership, Quicken Spell, Scribe Scroll, Spell Mastery, Still Spell, Weapon Focus (heavy mace) [b]Epic Feats:[/b] Additional Magic Item Space (ring), Augmented Alchemy, Automatic Quicken Spell, Automatic Still Spell, Blinding Speed, Epic Leadership, Fast Healing, Improved Combat Casting, Multispell, Planar Turning, Spectral Strike, Spell Opportunity, Undead Mastery [b]Divine Immunities:[/b] Polymorph, petrification, energy drain, ability drain, ability damage, mind-affect effects, electricity, cold, acid, disease, poison, stunning, [i]sleep[/i], paralysis, death effects, death from massive damage. [b]Salient Divine Abilities:[/b] Arcane Mastery, Frightful Presence. [b]Domain Powers:[/b] Cast evil spells at +1 caster level; 1/day - Death touch (1d6+20, if total at least equals creature's current hit points, it dies), smite (+4 attack roll, +20 damage), turn or destroy water creatures, rebuke or command fire creatures. [b]Spell-like Abilities:[/b] Uses these abilities as an 11th-level caster. Saving throw DC is 19 + spell level. At will - [i]animate dead, blasphemy, burning hands, cause fear, circle of doom, contagion, create greater undead, create undead, death knell, death ward, desecrate, destruction, disintegrate, dispel good, earthquake, elemental swarm [/i](cast as fire spell only), [i]fire seeds, fire shield, fire storm, harm, implosion, incendiary cloud, inflict critical wounds, inflict light wounds, magic circle against good, produce flame, protection from good, resist elements [/i](cold or fire only), [i]shatter, slay living, summon monster IX [/i](cast as evil spell only), [i]unholy aura, unholy blight, wail of the banshee, wall of fire[/i]. [b]Cleric Spells per Day:[/b] 6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell level. [b]Wizard Spells per Day:[/b] 4/7/7/7/6/6/6/6/5/5; base DC = 21 + spell level. [b]Possessions:[/b] Carries a [i]+5 flaming unholy heavy mace[/i] called [i]Earthscorcher[/i]. Always carried a golden goblet called [i]Deepdraught[/i], an artifact that casts [i]horrid wilting[/i] at will as a 20th-level caster (save DC 22). Any mortal creature that touches [i]Deepdraught[/i] is automatically subject to [i]horrid wilting[/i] each round the creature tries to maintain possession. His godly realm is [i]Cruel Thirst[/i], a mighty flying warship of enormous size crewed by powerful undead monsters. [b]Other Divine Powers[/b] [b]Senses:[/b] Darkvision and other senses (1 mile radius). As a standard action, can perceive anything within 1 mile of his worshipers, unholy sites, objects, any place where someone speaks his name or title for up to 1 hour after speaking, or any location where a sentient creature is dying of dehydration. Can remote sense 2 locations at once. [b]Portfolio Sense:[/b] Can automatically sense events that presently affect 1000 or more people if those events involve drought, conquest, avarice, or insanity. [b]Automatic Actions:[/b] Can use Craft (goldsmith), Craft (shipmaking), or Knowledge (arcana) as a free action if the DC 15 or less. Can perform two such tasks per round. Gains a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks. [b]Create Magic Items:[/b] Can create any magic item dealing with madness, the undead, or fire as long as the item's market price does not exceed 4,500 gp. [/QUOTE]
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