Celebrim
Legend
Part the Eleventh, Quipttiquib, Lord of Serendipity
Quipttiquib, Lord of Serendipity
Unique Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 34d8 + 442 (714 hp)
Initiative: +9
Speed: 80’
AC: 48 (-2 size, +5 Dex, +6 deflection, +5 luck, +24 natural armor) touch 24, flatfooted 43
Base Attack/Grapple: +27/+53
Attack: Claw +45 melee (2d8+6)
Full Attack: bite +47 melee (4d6+13), 2 claw +45 melee (2d8+6)
Space/Reach: 10’/10’ ft.
Special Attacks: Aura of serendipity, breath weapon, control fate, flickering tongue, spell-like abilities, summon slaad, swallow whole
Special Qualities: Change shape, damage reduction 30/epic and lawful, dark vision (120’), fast healing 15, favorable fate, immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 33
Saves: Fort +37, Ref +29, Will +31
Abilities: Str 37, Dex 20, Con 37, Int 20, Wis 24, Chr 23
Skills: Bluff +34, Concentration +49, Diplomacy +42, Hide +29, Intimidate +38, Jump +30, Knowledge (Arcana) +37, Knowledge (History) +33, Knowledge (Nobility & Heraldry) +21, Listen +44, Move Silently +41, Search +39, Sense Motive +43, Spellcraft +41, Spot +39, Survival +23
Feats: Blind-fight, canny opportunist, combat reflexes, dodge, epic prowess, expert tactician, exploit adjustment, improved combat reflexes, improved initiative, large and in charge, mobility, multi-attack, power attack, powerful charge
Environment: Limbo
Organization: Solitary
Challenge Rating: 26
Treasure: Triple normal
Alignment: Chaotic neutral
Quipttiquib normally appears as giant slaad with an orange hide, an enormously outsized head, and a pair of bandy legs. He considers it his role in the universe to see to it that the way things ought to happen is not in fact the way that they occur. He is the author of many a strange misfortune. If the ruler is destined to conquer the world, then he dies of food poisoning on the eve of his inevitable triumph. If the battle is certain, then it rains, the captain’s horse throws a shoe, the champions visor falls down and will not be lifted, or the master swordsmen steps unexpectedly on an uncommonly round pebble and what was sure to happen instead does not.
Although it cannot be called a true alliance, Quipttiquib has uncommonly good relations with Haskismet and the two are perhaps the only Slaad Lords that regularly and willing spend any time in another’s company. Each seems to believe that they own the other. Since Quipttiquib refers to Haskismet as ‘my cat’, some mortals may be able to relate to the nature of the relationship. Like many of the Slaad Lords, Quipttiquib has as very poor opinion of Ssendam, and the feeling is unequivocally mutual as probably no other Slaad Lord – not even Loarsraol – so enrages the Mad King.
Quipttiquib seems to possess a certain sympathy for beings that feel they have been trapped by an inalterable destiny, or at least a certain distaste for the continuing existence of such things, and there is a small chance that any such being which cries out aloud to him for aid will be heard and will receive aid if it is with Quipttiquib’s power. Those that accept this aid however must agree to accept whatever new “destiny” Quipttiquib chooses for them.
Combat
Quipttiquib is among the most formidable and terrible of the Slaad Lords in combat, and he does not shy away from a good fight. He will flee only if the most dire necessity demands it, for he enjoys savoring new flavors.
Spell-Like Abilities: At will – alter self, animate objects, blink, bestow curse (heightened, DC 25), bestow moment of prescience (as moment of prescience, but range touch and target creature touched), break enchantment, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, detect magic, dispel law (DC 23), entropic shield, find the path, fly, fog cloud, geas, greater dispelling, greater magic fang, invisibility, magic circle against law, mass suggestion (DC 22), misdirection, nondetection, see invisibility, telekinesis (DC 21), word of chaos (DC 27); 3/day foresight, limited wish, polymorph any object (DC 24), sympathy (DC 24). Caster level 25th. The save DC’s are Charisma based.
Aura of Serendipity (Su): Quipttiquib has near complete control over the power of luck in his immediate vicinity. At his whim any luck bonus effecting any creature or object within 300’ of Quipttiquib is subject to reversal, so that modifiers become penalties and penalties become modifiers. For example, an item within 300’ which provides a +3 luck bonus to its bearer may if Quipttiquib so desires provide a -3 luck penalty instead. This power is continuous and requires no action or concentration on Quipttiquib’s part. Fate warps in Quipttiquib’s favor even if he is unconscious or inattentive. Only creatures with the salient divine ability Power of Luck are immune to this effect.
Breath Weapon (Su): Quipttiquib may spew forth anything he has previously swallowed – a very broad range to be sure - in a blast of whimsy. Treat this effect as that of a greater rod of wonder, except that the area of effect of any effect so generated is always a 160’ cone, and any saving throw allowed by the effect is versus DC 33. Once Quipttiquib uses his breath weapon, he may not employ it again for 1d4 rounds.
Change Shape (Su): Quipttiquib can assume any humanoid form as a standard action. In humanoid form, Quipttiquib cannot use his natural weapons. Quipttiquib may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even true seeing does not reveal Quipttiquib’s natural form, only that Quipttiquib is a disguised shapechanger.
Control Fate (Su): By touch, Quipttiquib may bestow a good or bad fortune on any creature, so that it suffers either a -5 luck penalty to all attacks, saves, and checks or a +5 luck bonus on all attacks, saves, and checks for a 24 hour period. A DC 33 Will save is required to avoid this effect. Beings with the salient divine ability Power of Luck are immune. Once the luck is bestowed, only a wish, miracle, or similarly effective magic can counteract the effects.
Favorable Fate (Su): Quipttiquib receives a +5 luck bonus to AC, attacks, and saving throws.
Flickering Tongue (Ex): As a standard action, Quipttiquib may flick out his long sticky tongue and attempt to grapple any beings within 30’. This is a +45 melee touch attack. The tongue does no damage, but any being of Large size or smaller so struck must win an opposed grapple check (Quippttiquib’s grapple bonus -8) or be drawn into Quippttiquib’s mouth to take automatic maximum bite damage.
Summon Slaad (Sp): Three times per day, Quipttiquib may attempt to summon 1d6 grey slaad with 100% chance of success, or the Slaad Lord Haskismet with 20% chance of success. This ability is equivalent to a 10th level spell.
Swallow Whole (Ex/Su): Quipttiquib is capable of swallowing almost anything that will fit into his enormous maw, including many things one would not think of as swallowable. As a standard action, Quipttiquib may swallow any creature of large size or smaller he has grappled in his mouth by winning an opposed grapple check. Quipttiquib may swallow creatures he has previously grappled as a free action if he takes -20 on the grapple check. Swallowed creatures suffer one of two fates. If Quipttiquib desires, he may attempt to store them away in some alien extradimensional space known only to him. Treat this as the spell imprisonment (Will save DC 33). Those that pass their saving throw or which Quipttiquib does not consider deserving of this fate pass into his gullet, where they take 4d6 crushing damage + 10d4 acid damage + 10d4 anarchic damage each round until utterly consumed. Even those that escape from this fate by some means continue to suffer 10d4 acid damage and 10d4 anarchic damage for consecutive 3 rounds afterward.
As a full round action, Quipttiquib may by spewing them up free any 1d4 beings he has previously imprisoned.
Finally, whenever a spell fails to penetrate Quipttiquib’s spell resistance, he may swallow it. If he does this, he may choose to cast the spell on the following round as a standard action. If he does not choose to cast it the following round, it becomes mixed with the enumerable things he as swallowed over the centuries and is no longer readily accessible. See Quipttiquib’s breath weapon for the results of a more general spewing.
Quipttiquib, Lord of Serendipity
Unique Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 34d8 + 442 (714 hp)
Initiative: +9
Speed: 80’
AC: 48 (-2 size, +5 Dex, +6 deflection, +5 luck, +24 natural armor) touch 24, flatfooted 43
Base Attack/Grapple: +27/+53
Attack: Claw +45 melee (2d8+6)
Full Attack: bite +47 melee (4d6+13), 2 claw +45 melee (2d8+6)
Space/Reach: 10’/10’ ft.
Special Attacks: Aura of serendipity, breath weapon, control fate, flickering tongue, spell-like abilities, summon slaad, swallow whole
Special Qualities: Change shape, damage reduction 30/epic and lawful, dark vision (120’), fast healing 15, favorable fate, immune to ability drain, energy drain, mind effecting spells, polymorph, and petrification, immune to sonic, resistance to acid 20, cold 20, electricity 20, and fire 20, spell resistance 33
Saves: Fort +37, Ref +29, Will +31
Abilities: Str 37, Dex 20, Con 37, Int 20, Wis 24, Chr 23
Skills: Bluff +34, Concentration +49, Diplomacy +42, Hide +29, Intimidate +38, Jump +30, Knowledge (Arcana) +37, Knowledge (History) +33, Knowledge (Nobility & Heraldry) +21, Listen +44, Move Silently +41, Search +39, Sense Motive +43, Spellcraft +41, Spot +39, Survival +23
Feats: Blind-fight, canny opportunist, combat reflexes, dodge, epic prowess, expert tactician, exploit adjustment, improved combat reflexes, improved initiative, large and in charge, mobility, multi-attack, power attack, powerful charge
Environment: Limbo
Organization: Solitary
Challenge Rating: 26
Treasure: Triple normal
Alignment: Chaotic neutral
Quipttiquib normally appears as giant slaad with an orange hide, an enormously outsized head, and a pair of bandy legs. He considers it his role in the universe to see to it that the way things ought to happen is not in fact the way that they occur. He is the author of many a strange misfortune. If the ruler is destined to conquer the world, then he dies of food poisoning on the eve of his inevitable triumph. If the battle is certain, then it rains, the captain’s horse throws a shoe, the champions visor falls down and will not be lifted, or the master swordsmen steps unexpectedly on an uncommonly round pebble and what was sure to happen instead does not.
Although it cannot be called a true alliance, Quipttiquib has uncommonly good relations with Haskismet and the two are perhaps the only Slaad Lords that regularly and willing spend any time in another’s company. Each seems to believe that they own the other. Since Quipttiquib refers to Haskismet as ‘my cat’, some mortals may be able to relate to the nature of the relationship. Like many of the Slaad Lords, Quipttiquib has as very poor opinion of Ssendam, and the feeling is unequivocally mutual as probably no other Slaad Lord – not even Loarsraol – so enrages the Mad King.
Quipttiquib seems to possess a certain sympathy for beings that feel they have been trapped by an inalterable destiny, or at least a certain distaste for the continuing existence of such things, and there is a small chance that any such being which cries out aloud to him for aid will be heard and will receive aid if it is with Quipttiquib’s power. Those that accept this aid however must agree to accept whatever new “destiny” Quipttiquib chooses for them.
Combat
Quipttiquib is among the most formidable and terrible of the Slaad Lords in combat, and he does not shy away from a good fight. He will flee only if the most dire necessity demands it, for he enjoys savoring new flavors.
Spell-Like Abilities: At will – alter self, animate objects, blink, bestow curse (heightened, DC 25), bestow moment of prescience (as moment of prescience, but range touch and target creature touched), break enchantment, chaos hammer (DC 20), cloak of chaos (DC 24), control weather, detect magic, dispel law (DC 23), entropic shield, find the path, fly, fog cloud, geas, greater dispelling, greater magic fang, invisibility, magic circle against law, mass suggestion (DC 22), misdirection, nondetection, see invisibility, telekinesis (DC 21), word of chaos (DC 27); 3/day foresight, limited wish, polymorph any object (DC 24), sympathy (DC 24). Caster level 25th. The save DC’s are Charisma based.
Aura of Serendipity (Su): Quipttiquib has near complete control over the power of luck in his immediate vicinity. At his whim any luck bonus effecting any creature or object within 300’ of Quipttiquib is subject to reversal, so that modifiers become penalties and penalties become modifiers. For example, an item within 300’ which provides a +3 luck bonus to its bearer may if Quipttiquib so desires provide a -3 luck penalty instead. This power is continuous and requires no action or concentration on Quipttiquib’s part. Fate warps in Quipttiquib’s favor even if he is unconscious or inattentive. Only creatures with the salient divine ability Power of Luck are immune to this effect.
Breath Weapon (Su): Quipttiquib may spew forth anything he has previously swallowed – a very broad range to be sure - in a blast of whimsy. Treat this effect as that of a greater rod of wonder, except that the area of effect of any effect so generated is always a 160’ cone, and any saving throw allowed by the effect is versus DC 33. Once Quipttiquib uses his breath weapon, he may not employ it again for 1d4 rounds.
Change Shape (Su): Quipttiquib can assume any humanoid form as a standard action. In humanoid form, Quipttiquib cannot use his natural weapons. Quipttiquib may remain in this form until he chooses to assume a new one. The change in form may not be dispelled, but the Slaad Lord will revert to his natural form if killed. Even true seeing does not reveal Quipttiquib’s natural form, only that Quipttiquib is a disguised shapechanger.
Control Fate (Su): By touch, Quipttiquib may bestow a good or bad fortune on any creature, so that it suffers either a -5 luck penalty to all attacks, saves, and checks or a +5 luck bonus on all attacks, saves, and checks for a 24 hour period. A DC 33 Will save is required to avoid this effect. Beings with the salient divine ability Power of Luck are immune. Once the luck is bestowed, only a wish, miracle, or similarly effective magic can counteract the effects.
Favorable Fate (Su): Quipttiquib receives a +5 luck bonus to AC, attacks, and saving throws.
Flickering Tongue (Ex): As a standard action, Quipttiquib may flick out his long sticky tongue and attempt to grapple any beings within 30’. This is a +45 melee touch attack. The tongue does no damage, but any being of Large size or smaller so struck must win an opposed grapple check (Quippttiquib’s grapple bonus -8) or be drawn into Quippttiquib’s mouth to take automatic maximum bite damage.
Summon Slaad (Sp): Three times per day, Quipttiquib may attempt to summon 1d6 grey slaad with 100% chance of success, or the Slaad Lord Haskismet with 20% chance of success. This ability is equivalent to a 10th level spell.
Swallow Whole (Ex/Su): Quipttiquib is capable of swallowing almost anything that will fit into his enormous maw, including many things one would not think of as swallowable. As a standard action, Quipttiquib may swallow any creature of large size or smaller he has grappled in his mouth by winning an opposed grapple check. Quipttiquib may swallow creatures he has previously grappled as a free action if he takes -20 on the grapple check. Swallowed creatures suffer one of two fates. If Quipttiquib desires, he may attempt to store them away in some alien extradimensional space known only to him. Treat this as the spell imprisonment (Will save DC 33). Those that pass their saving throw or which Quipttiquib does not consider deserving of this fate pass into his gullet, where they take 4d6 crushing damage + 10d4 acid damage + 10d4 anarchic damage each round until utterly consumed. Even those that escape from this fate by some means continue to suffer 10d4 acid damage and 10d4 anarchic damage for consecutive 3 rounds afterward.
As a full round action, Quipttiquib may by spewing them up free any 1d4 beings he has previously imprisoned.
Finally, whenever a spell fails to penetrate Quipttiquib’s spell resistance, he may swallow it. If he does this, he may choose to cast the spell on the following round as a standard action. If he does not choose to cast it the following round, it becomes mixed with the enumerable things he as swallowed over the centuries and is no longer readily accessible. See Quipttiquib’s breath weapon for the results of a more general spewing.
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