The Sades - epic campaign characters and their allies and foes

Dark Dragon

Explorer
The Sades is a group of epic-level adventurers which are mainly active in and around Tethyr since 1358 DR. Only Alvin and Sigbert are founding members still alive. The PCs were build following AD&D rules, using a 82-point-buy method.
The Sades is an abbrevation of the initials of the party founders: Sigbert, Alvin, Dahari (dead, he was a cleric/wizard/fighter, *sigh* good ol' AD&D) and El Naccio (dead, halfling rogue? darn, it was YEARS ago...).

Player characters (in alphabetical order)


Alvin Doublethorne of Kelemvor

Lawful male native outsider (former half-elf)

Ftr 4 / Clr 15 / Divine Disciple 5 of Kelemvor

Age 34, black hair, brown eyes, size 1.70 m, 180 lbs.

Str 26 (20), Dex 12 (8), Con 23 (19), Int 14, Wis 32 (26), Cha 12 (10)

Initiative: +5
Saves: Fort +29, Ref +14, Will +32
Speed: 20 ft.
Alignment: LN
Hit Points: 278 (4d10 + 20d8 + 144)
BAB/Grapple: +18/+26

Full Attack: +33/+28/+23/+18 (Manus Mortis: +6 ghost touch undead bane unbreakable silver bastard sword, 1d10+15 (one-handed) or 1d10+19 slashing damage (two-handed, 19-20, x2); +2d6+2 vs. undead) AND if activated +21/+16/+11/+6 (+3 dancing ghost touch silver scythe, 2d4+3 slashing or piercing damage (20, x4))

Armor Class: 38 (+5 death ward called black adamantine full plate, +5 animated heavy steel shield, +1 deflection (ring of friend shield), +1 Dex, +5 natural armor bonus, ioun stone of AC +1), touch 13, flat-footed 37

Feats: Cleave, Craft Magic Arms & Armor, Craft Wondrous Items, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Improved Spell Capacity, Initiate of Kelemvor (B), Power Attack, Practiced Spellcaster, Quicken Spell, Scribe Scroll, Weapon Focus (Bastard Sword), Weapon Specialisation (Bastard Sword)

Skills (trained only): Concentration +32, Craft (Armor) +6, Craft (Weapons) +6, Diplomacy +9, Heal +23, Knowledge (Religion) +21, Knowledge (Nature) +3, Knowledge (The Planes) +7, Listen +14, Profession (Navigator) +12, Profession (Herbalist) +16, Ride +5, Speak Language (Abyssal, Common, Damaran, Elven, Infernal), Spellcraft +19, Spot +19, Survival +12, Swim -2

Special Abilities: Darkvision 60 ft., Death Touch (1/day), Death Ward (automatically protects against 1 death effect/day), Divine Emissary (Telepathy 60 ft., LN outsider), Freedom of Movement (20 rounds/day), Imbue with Spells, Outsider Traits, Protective Ward (1/day), Sacred Defense +2, Turn Undead

Spells per day: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+1/2, save DC = 21 + spell level (CL 24)
Domains: Protection, Reposal, Travel

Additional Equipment: Eyes of the eagle, periapt of wisdom +6, black cloak of resistance +5, bracers of health +4, adamantine locked gauntlets of dexterity +4, belt of giant strength +6, boots of speed, ring of counterspells, ring of feather fall, ring of protection +3, +1 cold iron morning star, +2 dagger, sacred scabbard, ioun stone (Cha +2), wand of align weapon, wand of restoration, bag of holding II, pearl of power II, pearl of the sirenes, chime of opening, ring of the chameleon, ring of jumping, MW composite longbow (mighty +7), phylactery of faithfulness, various potions & scrolls

Background
Alvin grew up and lived in Zentil Keep. His human father Derek was an ordinary temple guard at the House of Bones. His mother died shortly after Alvin was born, so his father told him. Alvin quickly learned discipline and obedience and how to get along with rough guards. He had barely a choice about his future: when he was old enough, he also became a guard of Myrkul’s temple in Zentil Keep. Physically strong and tough, reliable and intuitive, he was offered a position as a personal body guard of the temple’s high cleric. The old cleric quickly discovered Alvin’s faithfulness and wisdom and urged him to become a priest of Myrkul. The cleric hoped to gain more control over the ambitious young half-elf. Alvin hesitated but was finally convinced.
A cruel ritual awaited the adept: the clergy tried to create a powerful undead in Myrkul’s name and it was up to Alvin to kill seven victims (humans and elves) during the course of the ritual. First Alvin refused but the high priest again persuaded the adept. So Alvin killed all seven victims with a dagger. But even years later, he awoke from sleep by nightmarish screams of the victims or the image of a slowly dying beautiful female elf.

Years later, Alvin has become a respected member within Myrkul’s church in Zentil Keep. He has learned much about the city’s secrets. But finally, he learned something about his own past.
During a warm summer night, Alvin’s old father was visited by some friends of the guard. They drunk a lot and talked about past times. Late in the night, only Derek’s oldest friend was there. They both were drunk and began arguing about something. In anger, the friend accused Derek of “raping that elven girl, that became pregnant afterwards. You took that slave with you in trying to keep it a secret. And when she gave birth, you simply killed her, so that she would not talk about it to anybody. Why didn’t you kill the child, too? Didn’t you find a different way to get some offspring, only because no woman showed interest in you?”
Alvin has worked in the temple until it was late, and arrived at his father’s home just when the two men were arguing. When he heart the words, Alvin knew it was the truth. He was completely shocked – his father has raped and murdered his mother. His own life – a lie?
Even an evil city like Zentil Keep has its rules. Raging in anger, Alvin didn’t notice that he drew his weapon. His father has ruined his childhood and constantly lied to him...When his anger faded, Alvin first noticed the fresh blood on his weapon, then he saw his dead father and the dead friend lying in the blood-splattered room. What has he done. He has killed his own father. Sure, his father was dishonourable and a criminal, but he was his father!
In the same night, Alvin fled from Zentil Keep.

Some time later, he became part of a team that helped the Dalelanders to fight off monsters and undead. Among the people who tried to thwart the evil plans of the attackers was the paladin Sigbert von Öxfeld. He was quite unsure about that dark looking cleric of Myrkul and kept a close eye on all of Alvin's actions. But over time, Alvin earned the paladin's respect. Alvin made sure that all dead opponents were properly buried and showed a less dark aspect of Myrkul's church.
During the Time of Troubles, Myrkul was slain and Cyric took the portfolio of Death. The Sades took part in the Battle of Shadowdale and met Adon, Cyric, Kelemvor and Midnight. As Alvin realized that Cyric has finally become a more destructive and deceptive god than Myrkul, he refused to follow the sometimes chaotic orders of the new church. Even when he was killed during a campaign and raised from the dead in a temple of Cyric (during the ritual, the clerics killed a slave. Alvin was told of this later.), he never prayed to Cyric. Eventually, Cyric lost the portfolio of Death to Kelemvor who decided to put some things into order again. Kelemvor respected Alvin's way of treating the dead and his refusal of Cyric being the new Lord of the Dead and offered him the powers of a cleric of Kelemvor. After knowing the rules of the new church, Alvin accepted and quickly became one of the most powerful members of Kelemvor's church.

Description:
Alvin is the oldest member of the Sades. He is physically strong and tough, but not an inspiring leader of a team. He prefers to wear black clothing and his black adamantine full plate. The numerous fights have left several scars in his face. Alvin fears no fight and is quick to adapt to a new situation or enemy. Over the years, he and Sigbert became a good team for the front line, and their rings of friendship in conjunction with healing spells helped them more than once to hold their ground against demons, dragons and other powerful foes. His preferred weapon is Manus Mortis, a +6 silver bastard sword with various powers and the ability to detect undead (when these creatures are near, the sword glows with a pale white light). The sword was enhanced by Kelemvor himself. Killed foes receive a proper burial after a fight unless the situation does not allow it. Alvin has invented some new spells to help him in his duties. As a high cleric of Kelemvor, he tries to destroy undead whenever they are encountered.
When Alvin finally was chosen as one of Kelemvor's emissaries, his face changed into silvery masklike appearance and his right palm shows the holy symbol of Kelemvor's church.

______________________________

Kaichiri of Mielikki

Male Centaur (former human)

Drd 24

Size L, weight 1400 lbs, black hair, brown skin, dark brown fur, eyes brown, age 19

Str 16, Dex 21 (19), Con 25 (21), Int 12, Wis 32 (26), Cha 16
Speed: 50 ft.
Saves: Fort +26, Ref +18, Will +30
Initiative: +9
Hit Points: 285 (24d8+168)
Alignment: NG
BAB/Grapple: +17/+24

Full Attack: +25/+20/+15 (Eye of the Storm: +6 holy, sizeable, opposable, unbreakable adamantine large spear; 2d6+10 piercing damage (20, x3), +2d6 extra damage vs. evil creatures) AND +14/+14 (hooves, 1d6+1) OR +22/+17/+12 (+3 opposable, undead bane large ebony club of disruption; 1d8+6 bludgeoning damage (20, x2), +2d6+2 extra damage vs. undead & Will save DC 14 or hit undead is destroyed) AND +14/+14 (hooves, 1d6+1)

Armor Class: 37 (bandolier of armor +8 (provides also a +5 resistance bonus to saves); large animated death ward darkwood shield +5; ring of protection +4; ioun stone of AC +1; natural +3; size -1; Dex +5), touch 19, flat-footed 32

Feats: Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Fast Wild Shape, Improved Initiative, Improved Spell Capacity, Initiate of Nature (B), Natural Spell, Silent Spell, Spell Penetration, Tenacious Magic (Shapechange), Track

Skills (trained only): Concentration +24, Diplomacy +11, Handle Animal +11, Heal +18, Knowledge (Nature) +29, Knowledge (Religion) +9, Move Silently +6, Profession (Herbalist) +16, Sense Motive +12, Speak Language (Common, Draconic, Druidic, Elven, Lahuean (Krynnian language), Sylvan), Spellcraft +21, Survival +17, Swim +8, Tumble +6

Special Abilities: Command Animals & Plants, Darkvision (60 ft.), Nature Sense, Woodland Stride, Resist Nature's Lure, Wild Empathy, Wild Shape (7/day, sizes T to H, (dire) animals, plant creatures, elementals), Venom Immunity, A Thousand Faces, Timeless Body, Immortal

Spells per day: 6/8/8/8/7/7/6/6/5/5/2, save DC = 21 + spell level.

Weapon & Armor Proficiency: Druidic weapons, light & medium armor not made of metal, non-metal shields

Additional Equipment: Circlet of Persuasion, large +1 composite longbow (mighty +3), Kaichiri's Amulet (+6 Wis, +4 Con), ring of counterspells, large +2 adamantine spell storing dagger (normally charged with a Poison spell), bag of holding I, 2 wilding clasps, ring of the ram, pearl of power II, ioun stone (Dex +2), bead of force, large +1 scimitar of wounding, various scrolls & potions

Background
Kaichiri was born as a human in the small village of Paranita in the jungles of Lahue, Krynn. When he was about six years old, he decided, out of pure curiosity, to explore the jungle around the village. When he didn't return, his parents feared that he was killed by some agressive animal or died after eating poisonous fruits. His father gathered some tribesmen to search the boy but after some days they returned to the village without success. It was the village's shaman who finally found Kaichiri peacefully sleeping in the entrance of a panther's cave, eight days after the boy had left his parents. Kaichiri was unharmed, and so the shaman assumed that some nature spirits must have protected him during his time in the jungle. Following the tribe's tradition, the boy received his adult name shortly after his sixth birthday. Kaichiri means Wandering Panther in the tribe's language.
The shaman tought Kaichiri how to get along in the wilderness, to understand the powers of nature and how to use them to protect natural life. Although happy to learn more, Kaichiri often wandered in his thoughts through the jungle, seeing the world as if observing it from an animal's eyes. When he became older, the shaman tattooed Kaichiri with several mythical signs. These should protect and help when Kaichiri was set out to be tested by Nature itself...

During this time, when Kaichiri explored the jungle alone, he met some members of the Sades. The then young party was on a mission to help two young dragons against a spreading disease. Although he was cautious about these strangers who tried to find their way through the wilderness, Kaichiri offered his assistance. When it became clear that the party was trying to help the weak and at least showed some respect towards nature, Kaichiri decided to accompany the group on their mission (he considered this as a part of his test).
Over the years, the group explored different planes, but mainly traveled the world Toril, where most members of the party were born. As an always curious traveler, Kaichiri joined the party. Finally, he settled down near the northern coast of the Chultan peninsula in Faerûn to protect the area and its inhabitants from hunting yuan-ti, slave traders, pirates and unnatural monsters.
Once, Kaichiri was killed during his times as an adventuring druid. He was raised from the dead by druids of Mielikki's church, after his comrades brought his body to a temple of Mielikki. To honor the godess, Kaichiri became a member of the church and finally one of the arch druids of south-western Faerûn.
After years of living in relative peace in Chult (Kaichiri's only foe was a juvenile green dragon, but after a hard fight, the dragon and the druid made a treaty to respect each other and talk about problems rather than fight about them), the Sades called for Kaichiri's aid again. Some sinister cultists were murdering people in northern Tethyr, and the party hit the road again to eliminate the strange cult. But it came out that the cultists were using the elemental powers to gain in strength. Quickly it was clear that the party was facing an evil power beyond everything encountered before. Although each member of the group was clearly aware that certain death was upon them, they proceeded to attack the cult's new Temple of Elemental Evil. Shortly before the final attack, the Sades informed all known important people about the power of this new evil church. The Sades perished in a deadly battle with their evil foes before any good assistance could join in...
But the call for help was not unheard, and the friends of the party rallied under a new banner. Finally, the temple and the cult was destroyed. The members of the Sades were raised from the dead to honor their sacrifice when they tried to stop the cultists. Kaichiri's body was destroyed during a fight, so the druids decided to reincarnate Kaichiri. He then returned as a centaur and joined his friends again on various missions.

Description:
Kaichiri is not as strong as a typical centaur. His skin is light brown, the fur of the horse body is dark brown. Although he is a well respected member of the church of Mielikki, he still bears some tattoos from his time when he lived on Krynn. The long black head hair is never bound together. Kaichiri is very fond of smoking tobacco or rarely cannabis (in a pipe or as a cigar). Because of his immunity to poison he has not become addicted to drugs. He simply likes the taste.
Kaichiri prefers to talk rather than fight. The only exception are undead and people who kill for sport. Undead are attacked with spells until they withdraw or are destroyed. Murderers are normally captured alive, stripped of all possessions and then either set lose amidst the wilderness or polymorphed into small animals or trees.
As a druid, Kaichiri favors the use of his wild shape powers and also makes extensive use of the Shapechange spell (which he normally casts as an extended version). He avoids taking the form of fire creatures and uses fire based spells only when absolutely necessary. He invented some new spells, some offer protection, others are more agressive. Only one of these spells was never used. This one spell would turn Kaichiri in a raging combat monster that recklessly fights against all foes, no matter how many and how strong these are. It is very likely that Kaichiri wouldn't survive this exhausting spell once it comes into action, so he saves its use as a last revenge against much stronger opponents...
Besides of using natural weapons, Kaichiri fights with a +6 spear. The spear (he called it Eye of the Storm, it is a gift of Mielikki) can alter the weather once per week (using Kaichiri's CL) and has some additional powers. It's shaft is made of oak wood, the tip is made of adamantine and has an inset of four amber stones. It can't be destroyed except when broken within an Antimagic Field or targeted by Mordenkainen's Disjunction.
During a campaign, Kaichiri was granted immortality by a powerful artefact. This means that he does not age and can't be aged by magic means. He still can die by force (spells, weapon damage and so on).
Kaichiri never wears armor (he simply feels uncomfortable then) or expensive jewelries, noble clothing or the like. Although being familiar with money, he is not greedy. Most money is used during the creation of magic items, spells or given to people in need, the church of Mielikki or a trusted friend who is short on cash.

Kaichiri's animal companion is a tiger. The animal guards Kaichiri's home in northern Chult. An awakened huge cedar is the second guardian of the druid's grove.

Calor

magical beast, augmented tiger
HD 18d8+54+18 (153 hp)
Initiative +5
Speed: 40 ft. (8 squares)
Armor Class: 30 (-1 size, +5 Dex, +15 natural, +1 dodge), touch 15, flat-footed 24
Base Attack/Grapple: +13/+26
Full Attack: Claws +21/+21 melee (1d8+9, 19-20 x2) AND bite +19 melee (2d6+4)
Size: L, reach 5 ft.
AL N
Special Attacks: Improved Grab, Pounce, Rake +19/+19 melee (1d8+4)
Special Qualities: Low-light vision, scent, improved evasion, share spells, link, devotion, multiattack, tricks (13)
Saves: Fort +14, Ref +16, Will +9 (+13 vs. enchantments)
Abilities: Str 29, Dex 21, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +9, Hide +6*, Listen +9, Move Silently +12, Spot +9, Swim +14
Feats: Alertness, Improved Natural Attack (Bite), Improved Natural Attack (Claw), Dodge, Iron Will, Improved Toughness, Improved Critical (Claw)

____________________________________

Kerrin / Elluin Andúnedâr

Male wood elf (humanoid)

Wiz 15 / Mage of the Arcane Order 9

Age 127, black hair, grey eyes, 1.75 m, 180 lbs.
Patron Deity: Rillifane Rallathil

Str 10 (8), Dex 24 (18), Con 24 (18), Int 32 (26), Wis 19 (17), Cha 11 (9)

Initiative: +11
Saves: Fort +21, Ref +21, Will +25, +27 vs. enchantments
Speed: 30 ft.
Alignment: NG
Hit Points: 219 (24d4 + 168)
BAB/Grapple: +11/+11

Full Attack: +17/+12 (+6 sizeable brilliant energy Quarterstaff of Wizardry, 1d6+6, x2) OR +19/+14 (+1 composite shortbow, 1d6+1, x3, range 60 ft.)

Armor Class: 40 (+8 bracers of Death Ward, +6 mithral buckler +5, +3 deflection (Kerrin’s Robe of Protection, confers also a +5 resistance bonus to saves), +7 Dex, +5 natural armor bonus (vestment), +1 ioun stone of AC), touch 21, flat-footed 33

Feats: Cooperative Spell, Craft Wondrous Item, Epic Spell Penetration, Eschew Materials (B), Extend Spell, Greater Spell Penetration, Improved Initiative, Improved Spell Capacity, Maximize Spell, Quicken Spell, Scribe Scroll, Signature Spell (Teleport), Silent Spell, Spell Mastery (Dispel Magic, Fireball, Invisibility, Magic Missile, Teleport), Spell Penetration, Twin Spell

Special Abilities: Elf traits, See Invisibility (due to Permanency), familiar benefits, spell pool, immortal

Weapon Proficiencies: club, dagger, heavy crossbow, light crossbow, longbow, longsword, rapier, shortbow
Spells per day: 4/7/7/7/6/6/6/6/5/5/2, save DC is 21 + spell level. Kerrin has access via spell pool to all wizard spells described in the PHB and some of the most powerful spells described in the Magic of Faerûn, Complete Arcane and Player’s Guide to Faerûn books.

Skills (trained only): Appraise +13, Concentration +35, Decipher Script +14, Diplomacy +2, Knowledge (Arcana) +42, Knowledge (Architecture) +19, Knowledge (Astronomy) +16, Knowledge (Dungeoneering) +15, Knowledge (Geography) +16, Knowledge (History) +16, Knowledge (Nature) +19, Knowledge (Nobility) +16, Knowledge (the Planes) +19, Knowledge (Religion) +19, Listen +11, Move Silently +11, Search +20, Speak Language (Abyssal, Aquan, Auran, Celestial, Chondathan, Common, Draconic, Dwarven, Elven, Gnome, Ignan, Infernal, Sylvan, Terran, Undercommon), Spellcraft +44, Spot +18, Swim +3, Tumble +15

Equipment: Ioun Stone of AC +1, Immovable Rod, Lesser Harper Pin, Mage Hand, Boccob’s Blessed Book, Ioun Stone of Fresh Air, Headband of Intellect +6, Gloves of the Mage (+6 Dex, +6 Con), Kerrin’s Robe of Protection (+3 deflection, +5 resistance), Ring of Mind Shielding, Ring of Shooting Stars, Brooch of Shielding, 2x Pearl of Power I, Pearl of Power II, Pearl of Power VII, Vestment of Natural Armor +5, Ioun Stone of Str +2, Boots of Spiderclimbing, Ring of Wizardry I, Ring of Major Fire Resistance, Ring of Chameleon Power, Lens of Detection, Stone of Good Luck, Belt of Many Pockets, Cloak of Elvenkind, Ioun Stone of Spellstoring, Hand of Glory, Ioun Stone of Cha +2, Ring of Counterspelling, Pearl of Wis +2, +8 Bracers of Armor & Death Ward, Lesser Rod of Empowerment, Rod of Maximization, Composite Shortbow +1, Adamantine Rapier +1, Silver Dagger +1, Staff of Wizardry, Pearl of the Sirines, Staff of Fire, Wand of Arcane Lock (CL 3), Wand of Levitate (CL 5), Wand of Slow (CL 5), Wand of Mage Armor (CL 5), Wand of Invisibility (CL 7), Wand of Change Self (CL 6), Wand of Burning Hands (CL 5), Wand of Darkness (CL 3), Wand of Fireball (CL 8), various potions, scrolls and books

Background:
Kerrin was born and grew up in the Wealdath (or Forest of Tethyr) as a member of the Elmanesse elf tribe. He saw little of the world outside the forest and was educated as most elves in the arts of magic, archery and swordplay. Kerrin easily learned the basic spells and when he was old enough, he went along with other elves to the city of Zazesspur to learn something about the life of the humans. Most of his comrades disliked the then corrupt city, but Kerrin saw it as an opportunity to gain more knowledge. So he was sent more often outside the forest to sell items made by the elves and buy important stuff. One day, he met the Sades in a tavern called the North Star in Zazesspur. The group was looking for a capable wizard and Kerrin took the chance and offered his assistance. Over time, he mastered the art of magic and traveled many countries of Faerûn. But the ties to his home were strong, and so he returned to the Wealdath to become a member of a small elven academy of wizardry. Many of his elven friends are still living in the forest of Tethyr, and Kerrin often returns to his village to visit them.

Description
Kerrin is a quite silent man, considering his words carefully before speaking. His actions are also carefully planned and he doesn’t like it to be pushed to do something. He is not exceptionally strong but swift to react and tough. His reclusive manner makes him a quite difficult person to speak to. As an elf, he keeps a distance to orks and strange humans (who didn’t treat the elfs of the Wealdath very well in the past), and moreso to drow. He readily shares his knowledge and some magic items with those who seem wise enough not to misuse it. Kerrin helps his friends without question, using his immense arsenal of spells and items to achieve a declared goal. Kerrin uses often offensive spells to bring down foes as quickly as possible. He makes no difference between weak and strong foes in a fight but tries to use his powers in the most efficient way. Kerrin readily helps those in need and is polite to those who treat him with respect.
Kerrin’s familiar is a raven called Arax. It is sometimes send out to scout an area, or to observe a person or a building. It carries a Ring of Protection +3.

Arax (magical beast)
HD: 24 (73 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 24 (+2 size, +2 Dex, +7 natural, +3 deflection), touch 17, flat-footed 22
Base Attack/Grapple: +11/–2
Full Attack: Claws +15 melee (1d2–5)
Size: T
AL N
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, SR 29, scry on familiar
Saves: Fort +6, Ref +8, Will +15
Abilities: Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6
Skills: Listen +11, Speak Language (Common), Spot +18
Feats: Weapon Finesse

___________________________________

Sigbert von Öxfeld of Helm

Male human (Dalelands)

Pal 15 / Clr 9 of Helm

Sigbert von Öxfeld of Helm

Age 29, blond hair, grey eyes, 1.90 m, 200 lbs.

Str 26 (20), Dex 16 (10), Con 20 (16), Int 10, Wis 26 (20), Cha 24 (18)

Initiative: +7
Saves: Fort +32, Ref +23, Will +31
Speed: 30 ft.
Alignment: LG
Hit Points: 268 (15d10 + 9d8 + 120)
BAB/Grapple: +20/+28

Full Attack: +38/+33/+28/+23 (Holy Avenger: +6 holy unbreakable cold iron longsword, 1d8+16 slashing damage (two-handed, 17-20, x2); +2d6 vs. evil creatures) or +24/+19/+14/+9 (+1 flaming composite longbow, mighty +4; 1d8+5 piercing +1d6 fire damage)

Armor Class: 37 (+5 mithral full plate of heavy fortification, +5 animated heavy steel shield of lesser fire resistance (10), +4 deflection, +3 Dex), touch 17, flat-footed 34

Feats: Blind-Fight, Cleave, Close-Quarters Fighting, Epic Weapon Focus (Longsword), Extend Spell, Great Cleave, Holy Strike, Improved Critical (Longsword), Improved Initiative, Initiate of Helm (B), Power Attack, Weapon Focus (Longsword)

Skills (trained only): Concentration +22, Diplomacy +18, Gather Information +9, Handle Animal +11, Heal +11, Intimidate +9, Knowledge (Religion) +1, Profession (Cook) +11, Ride +10, Sense Motive +9, Speak Language (Common, Chondathan)

Spells per day: 6/6+1/6+1/5+1/3+1/2+1 (Cleric, CL 9)
4/3/3/2 (Paladin, CL 7), save DCs = 17 + spell level.
Domains: Planning, Strength

Special Abilities: Amor Proficiency (any), Aura of Courage, Divine Grace, Divine Health, Feat of Strength (1/day: +9 enh. to Str for 1 round), Immortal, Immune to critical hits (see armor), Lay on hands (105 points/day), Martial Weapon Proficiency, Remove Disease (4/week), Shield Proficiency (Light & heavy shields), Simple Weapon Proficiency, Smite Evil (7/day: +7 to attack, +15 to damage), Special Mount, SR 20 (Holy Avenger), Telepathy (24 min/day, range 1500 ft.), Turn Undead (12/day: check 1d20+7, damage 2d6+29)

Additional Equipment: +2 spellstoring dagger, headband of wisdom +6, vestment of charisma +6, white cloak of resistance +5, MW potion belt, gloves of dexterity +6, boots of elvenkind, amulet of constitution +4, ring of friendshield, bracers of strength +6, ring of featherfalling, gauntlet of rust, vestment of golembane, bag of holding III, ring of invisibility, ring of mind shielding, 2x immovable rods, everburning torch, bead of prayer strands (1/day: bless), wand summon monster III, cloak of the manta ray, ring of improved climbing, ebony fly, various potions

Background:
Sigbert grew up in a small village in the Dalelands and had a peaceful childhood. When he was 13, he and his father went to Arabel. While his father was following his business, Sigbert was exploring the city alone. Eventually he met another young boy, called Jorgen, who lived in Arabel. Jorgen was enthusiastic about the easy life in the city, if one is only a bit skillful. He persuaded Sigbert to participate in a little theft. It was Sigbert’s job to distract a cloth merchand while Jorgen would try to get the merchand’s cash box. So Sigbert asked the merchand about some cloth, and Jorgen sneaked up and got the box. But someone has observed the boy and yelled an alarm. To soon some guards and other merchands showed up and snatched Jorgen. Sigbert stood there shocked. When he was asked about the incident, he denied any acquaintance with Jorgen because of fearing the consequences. Jorgen plead Sigbert for help, but still he refused to tell the truth. So Jorgen was convicted as a thief and a beadle chopped off the boy’s right hand with a butcher’s hatchet. In panic and still hearing the screams and curses, Sigbert fled back to his father’s house.
He felt never able to tell anybody this story and still feels guilty about being unable to undo what has happened. But finally the incident in Arabel was the reason why Sigbert became a faithful member of Helm’s church. He took the oath of never lying again for gaining an advantage.

Description
Sigbert is strong and tough but neither exceptional skillful nor smart. He fullfills the orders of Helm’s church without question and can easily inspire others to follow him into difficult missions. During the Time of Troubles, the paladin saved the other members of the Sades more than once by healing their wounds and assist them with spells (Helm was the only god not banned from the pantheon). Sigbert has become famous in Tethyr because of his courage and generosity. During the final battle in Tethyr (the siege of Myratma), Sigbert gave his life to protect the later queen Zaranda against a marauding white slaad. When he was raised from the dead by the high-priest of Helm’s temple in Zazesspur, Sigbert decided to follow the path as one of Helm’s clerics.
Sigbert would never flee from combat unless he knows that his friends are in security. During various campaigns, the paladin more and more trusted in Alvin Doublethorne despite he was a cleric of a dark god at that time. Now the two men are linked together by a pair of rings of friendship that saved their lifes more than once. He would fight evil creatures without mercy and under any condition even if this would mean certain death. Sigbert faced Balagos (an epic red dragon) once alone and would certainly have started a fight, but the dragon was in a very good mood and only interested in some informations and a little talk.
His favored weapon is a Holy Avenger, given by good dragons as a gift for a difficult mission. The longsword was enhanced by Helm himself when the Sades were successful in rescuing Waukeen. Sigbert always keeps his equipment (and himself) in perfect order. He never has a beard. His armor is a polished full plate made of mithral, the cloak is made of white linen and shows the sign of Helm’s church.
Like Kaichiri and Kerrin, Sigbert is immortal and so he would not die of old age. His ability to communicate telepathically was given to him by a deck of many things. From the same deck, he gained a small castle (named later The Sades Inn, it is lokated ca. 30 miles north of Zazesspur and became the HQ of the party).


___________________________

Immortal (Su): This power was granted to the Sades as a reward for rescuing a goddess from imprisonment. The character does not age and cannot be magically aged. Alvin did not accept this power because he dislikes the concept of eternal life.
 
Last edited:

log in or register to remove this ad

Allies of the Sades

Gweldor (Vendur)

male irda/high ogre (humanoid), age 43

Wiz 19 / Acm 5

Str 15, Dex 22 (16), Con 22 (16), Int 30 (24), Wis 18 (16), Cha 18 (16)

Ref +24, Fort +22, Will +27

Initiative +10

AC: 35 (Bracers (+8 armor bonus), +5 mithral buckler (+6 shield bonus), +6 Dex, Cloak of Protection (+3 deflection bonus), Staff of Power (+2 luck bonus)), touch 21, flat-footed 29
BAB/Grapple: +11/+13
HD: 24d4+144 (182 hp)

Full Attack: +19/+14 (Staff of Power +6, 1d6+8 bludgeoning damage)

Special Abilities: Mastery of Elements, Mastery of Shaping, Mastery of Counterspelling, Spell-like Abilities (2/day – Greater Dispelling, Spell Turning); Tongues, Arcane Sight (both due to Permanency, CL 16), 3/day – change shape (Su, humanoid forms only), familiar benefits

Skills (trained only): Craft (Alchemy) +19, Appraise +12, Concentration +34, Knowledge (Arcana) +38, Knowledge (Religion) +18, Knowledge (Nature) +17, Knowledge (the Planes) +26, Listen +7, Move Silently +9, Profession (architect) +6, Search +16, Sense Motive +7, Spellcraft +38, Spot +14, Swim +4, Tumble +12, Knowledge (Tethyr) +12, Knowledge (History) +12, Speak Language (Common, Draconic, Dwarven, Elven, Gnome, Irda)

Feats: Improved Initiative, Spell Penetration, Greater Spell Penetration, Epic Spell Penetration, Improved Counterspell, Reactive Counterspell, Eschew Materials, Skill Focus (Spellcraft), Spell Focus (Abjuration), Spell Focus (Evocation), Scribe Scroll, Craft Wondrous Item, Quicken Spell, Silent Spell

Weapon Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff

Equipment: 3x Pearl of Power I, 2x Pearl of Power II, Pearl of Power III, Pearl of Power IV, Pearl of Power V, Pearl of Power VI, Ring of Counterspelling, Hand of Glory, Ring of Fire Resistance (Major), Ring of Resistance +5, Headband of Intellect +6, Vestment of Health +6, Bracers of Armor +8, Stone of Good Luck, Staff of Fire, Wand of Light, Slippers of Spiderclimbing, Gloves of Dexterity +6, Belt of Many Pockets, Pearl of Wisdom, Ring of Evasion, Bag of Tricks (grey), Ioun Stone of Charisma +2, Ioun Stone of Sustenance, +2 Spellstoring Dagger, +5 Mithral Buckler, War Wizard Robe, Rod of Widening, various scrolls and potions

Background:
Gweldor is traveling with the Sades since 1369 DR when most of the party members were raised from the dead after the fall of the Second Temple of Elemental Evil. In three campaigns, the wizard showed his power especially in the art of counterspelling and the use of defensive spells. Although the Sades have accepted Gweldor and eventually found out his true nature as an irda, he hasn’t told them much about his past.
Gweldor was born in Krynn and named Vendur. His parents were refugees seeking a way to their lost irda land. He showed great interest in magic and when he had finished his studies, he traveled Krynn to increase his knowledge and find a way back to the irda homeland. Over the years he had numerous friends seeking adventures and fighting for a good cause. Some of these friends came from Faerûn, others were from Krynn. Vendur hid his true nature by using his change shape ability because he feared of being repulsed or causing too much trouble when traveling as a high ogre.
During one campaign he and his friends saved a small kingdom from being ruled by a tyrant and rescued the kingdom’s young queen Amani. Vendur (who was traveling as a young man under the name Sandrar) fell in love with the queen and eventually the two got married. But after some years of peace and harmony, Vendur became restless again. Amani accepted her husband’s search for knowledge and Vendur gave the promise to return as often as possible.
Gweldor has seen a lot of Faerûn and met powerful people like Elminster, King Azoun IV of Cormyr, Lord Mourngrim and Storm Silverhand.
Before he was introduced to the Sades by Elminster, he took the shape of an old man and gave himself the name Gweldor.

Description
Gweldor uses a lot his change shape power and the shapechange spell to scout and get the newest informations. Although being a very powerful wizard, he is extremely cautious when the situation is unclear. This and his vast knowlegde of spells saved his life (Vendur never got killed). He is gentle, peaceful and avoids killing foes if possible. Gweldor avoids melee combat at all costs and would rather teleport into safety than fight against a stronger foe. But so far, he hasn’t left a friend alone in a difficult situation.
Gweldor collects magic items and even had two artefacts in his possion (the crown Asturia the Beautyful and the Blade of Fiery Power, these were later stolen by the Twisted Rune).
When not disguised, Vendur has a deep blue skin and long black hair. He is tall and slender. He is a vegetarian and likes drinking teas, wine or water.

Gweldor’s familiar is a weasel called Bemuul. It is quite shy, thus Gweldor rarely sends it on scout missions. But he feeds it sometimes in a not so noisy tavern with raw meat. Otherwise, the weasel sleeps a lot in its familiar pocket. Bemuul carries a Ring of Protection +2.

Bemuul (magical beast)
HD: 24 (55 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 26 (+2 size, +2 Dex, +10 natural, +2 deflection), touch 16, flat-footed 24
Base Attack/Grapple: +11/–1
Full Attack: Bite +15 melee (1d3–4)
Size: T
AL N
Special Attacks: Attach
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with animals of its kind, SR 29, scry on familiar
Saves: Fort +9, Ref +11, Will +17
Abilities: Str 3, Dex 15, Con 10, Int 15, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +11
Feats: Agile, Weapon Finesse (B)

_________________________________________

Silberstern (Ilil Elfenbaum)

Huge silver dragon (cold), Sor 3, age 245 years

Hit Dice: 25d12 +168 + 3d4 +15 (309 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 150 ft. (average)
Armor Class: 41 (-2 size, +24 natural, +5 bracers, +4 deflection), touch 12, flat-footed 41
Space/Reach: 15 ft./ 10 ft. (15 ft. with bite)

Base Attack/Grapple: +26/ +43
Attack: +33 (bite, 2d8+9)
Full Attack: +33 (bite, 2d8+9) and +31/+31 (2 claws, 2d6+4 each) and +31/+31 (2 wings, 1d8+4 each) and +31 (tail slap, 2d6+13); or crush (2d8+13, Ref 29 for ½ )
Special Attacks: Breath weapons (cone of cold 50 ft., 14d8, Ref 29 for ½ , or cone of paralyzing gas 50 ft., Fort 29 or paralysis for 1d6+7 rounds), frightful presence (Will DC 31 neg.), spells

Special Qualities: SR 24, DR 10/magic, immune to cold, acid, paralysis, sleep, vulnerability to fire, alternate form, cloudwalking, darkvision 120 ft., blindsense 60 ft., immortal
Saves: Fort +25, Ref +20, Will +27
Abilities: Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 26

Skills: Knowledge (Arcana) +24, Concentration +30, Knowlegde (Nature) +14, Listen +24, Spot +24, Sense Motive +24, Spellcraft +26, Bluff +15, Diplomacy +19, Jump +19, Knowledge (History) +18, Knowledge (Dalelands) +15, Knowledge (Planes) +12, Search +20, Gather Information +10

Feats: Improved Initiative, Improved Flight, Multiattack, Snatch, Flyby Attack, Silent Spell, Power Attack, Wingover, Eschew Materials (B), Blind-Fight
Alignment: Lawful good
Challenge Rating: 21

Spells known, CL 12, save DC 18 + level:
0. (6) Create Water, Light, Guidance, Touch of Fatigue, Mending, Disrupt Undead, Prestidigitation, Mage Hand, Open/Close
1. (8) Shield, Magic Missile, Mage Armor, Divine Favor, Alarm
2. (8) Invisibility, Silence, Cure Moderate Wounds, Locate Object, Scorching Ray
3. (8) Protection from Energy, Searing Light, Magic Circle against Evil, Haste
4. (7) Death Ward, Fire Shield, Neutralize Poison
5. (6) Teleport, Baleful Polymorph
6. (4) Greater Dispelling

Equipment:
Ring of Resistance +5, Bracers of Armor +5 deathward, Ring of protection +4, Amulet of charisma +6, Silver Light Mace +2 of disruption (Will DC 14)

Background:
Silberstern is one of the first allies the Sades gained, and one of the most reliable and helpful sort. Untypical for a dragon, she shared a part of her treasure with the Sades, trusting especially in Sigbert that her actions will see equal trust and reward. She hatched near Evereska and lived in relative solitude, only protected by her parents. But curious as she was, she explored the world of the humans when she was old enough to care for herself. She found her own place at a mountain at the south-western border of the Anauroch. Later she was involved in the fights around Dragonspear Castle, because a human friend of her served among the troops of the hero Dragonspear who tried to fight off attacking orks, goblins and giants led by two powerful wizards. But finally the castle fell and was later infested by demonic creatures. The fate of Silberstern’s friend, a paladin called Fennir of Helm, was unknown. The dragon was tracked down and attacked in her cave by one of the wizards and his servants. Barely she escaped with her life and found a new home in the Desertsmouth Mountains close to the Spiderhaunt Wood. There she tried finding out more about Fennir and as often as possible, she searched him. So she learned more about humans, the kingdoms and politics. But she also became a friend of the unicorn Pe’alia, who lived in the most western part of the Spiderhaunt Wood. In 1358 DR, during the Time of Troubles, the unicorn led the Sades to the dragon’s cave. Pe’alia knew that Silberstern was badly wounded during a fight with two wyverns and she hoped that the group (who was trying to find and take out a secret Zentarim stronghold led by the necromancer Eregul) could help the dragon despite the spreading chaos. The dragon was quite impressed by the adventurers’ courage, but when the group told her that Fennir was long dead (the party has gained some knowledge about the last fight before the fall of Dragonspear Castle and knew that Fennir died fighting), she would have nearly killed her visitors. But she controlled her anger, although knowing that she never could avenge her friend. Alvin used his only scroll with a Heal spell to heal the dragon’s broken wing and in return Silberstern helped the party to find the Zentarim stronghold and fight the undead army Eregul has created. The party knows that without the dragon’s help the mission would certainly have taken the life of some members and thus shared the treasure equally with Silberstern. During the fight against the lich Eregul and his allies, the party used a powerful artefact, that finally destroyed the undead and bestowed eternal life on those who were nearby upon its activation. Among the items in Eregul’s treasure was also an egg of a silver dragon. The necromancer hoped to raise a silver dragon and turn it to the dark side. The plan was thwarted, and Silberstern took care of the egg. Finally, a silver dragon hatched and was named Sternenschweif. Silberstern is now quite busy in protecting the young dragon, but as it can now care for itself for some days, she would aid her friends without hesitation.

Description
As a huge dragon, Silberstern is quite impressive. All her scales glitter like polished silver in the sun. Her eyes are deep blue and she speaks in a voice resembling distant thunder. She is fearless in battle but not reckless. She tries to make optimal use of her spells and abilities, using stealth and surprising attacks to gain an advantage. Because she became immortal, she decided to train her use of magic, but she has also time to spend for Sternenschweif.
When wandering in human lands, she assumes the form of a beautiful female moon elf with long white-blond hair, blue eyes and a soft, calm voice. Then she calls herself Ilil Elfenbaum.
Her calm attitude quickly fades away when she is confronted by evil monsters and people who behave arrogant or even worse, like tyrants. She openly opposes evil deeds and would not allow evil things to happen if she can prevent it (either by diplomacy or by force).

________________________

House Rule: Silberstern's levels of sor stack with her draconic CL.
 
Last edited:

The Flying Flame...

The Sades got involved in the politics and the reunification wars in Tethyr. The power of the party attracted the curiosity of Balagos, the Flying Flame. Since the Sades have built their HQ in the western part of the Starspire Mountains close the road from Zazesspur to Mossstone, the self-proclaimed king of the dragons kept a close eye on the deeds and behavings of the party.
The group learned soon enough that a very powerful red dragon has claimed the territory as its own. But the party was not interested in another foe, especially one who would be able to kill the adventurers without problems...So they avoided any contact with Balagos for several years, mainly by staying out of Amn and Tethyr for a longer time...
The dragon finally felt the touch of time and that its days were coming to an end. However, his spies and his own magic told him something about the immortality of the Sades. First, Balagos tried to prolong his lifespan by casting a wish. This worked, but granted him only a few extra years (Balagos didn't define imortality properly, and since his name was very well known, he already had become 'immortal' among the humans...).
So he tried to find out more about the Sades and how they achieved immortality. In 1369 DR, he finally met the Sades. Typical for a powerful red dragon, he made quickly clear who's the boss in town. The party didn't try to fight back, even when the dragon demanded several thousand gp as an annual 'tax'...The group was quite angry about the arrogant dragon, but the members knew that a fight would mean certain death. Later meetings with Balagos were not really friendly, especially Sigbert was on the verge to attack the dragon. However, Balagos was a bit amused about the fearless, proud paladin. But he knew that it wouldn't be easy to push the group to find a way to grant the dragon immortality...

In the meantime, the Twisted Rune has finished her preparations to strike at Tethyr. One of her agents, the lich Dlatha Feanar of Beshaba, has gathered an army of undead in the dungeons beneath the ruins of Castle Tethir. The Sades were barely able to fight the undead, the Twisted Rune, and the wizards of House Aldhanek (who have become another enemy of the group during the reunification wars). In that desperate situation, they contacted the Flying Flame. The idea was to ask the old dragon about crucial informations, not more.

Balagos arrived at the meeting, knowing that the time has come to bind the group to his will...
The party gave him only a few new informations, but surprising even to Sigbert, the dragon offered in exchange far more help than the group had expected. In later meetings, the adventurers learned why the dragon is that generous. This puts the group in a delicate situation: Alvin had an uneasy feeling about helping the dragon in gaining immortality, Sigbert found it almost impossible to rely on an evil 'ally'. On the other hand, without the dragon's help, Tethyr would certainly fall to the plots of the Twisted Rune...
Balagos knew that the Sades had little choice and that their honor would bind them to keep their promise to help him in every way...
Later, Silberstern joined the group to help her trusted friends against the undead. When she met Balagos, the air was filled with extreme tension. But as she had promised to help the Sades, she didn't start a fight. However, her hate towards the dragon tyrant was almost visible. She tried to persuade her friends not to help Balagos, but it was too late.

The attacks of the Twisted Rune and its army didn't allow searching a way to immortality for Balagos. Sigbert told the dragon that the gods may reward their most faithful servants with special gifts and powers, and immortality may be one.
Balagos considered becoming a dracolich instead, but after he and the Sades battled Charvekannathor the Crimson Death (an old red dragon and agent of the Twisted Rune) and Sapphiraktar the Blue (a blue ancient dracolich and member of the inner circle of the Twisted Rune) in his house in Calimport, the Flying Flame learned that an undead dragon is quite weak....

The Sades were forced to battle an atropal, a creature freed by House Aldhanek from the ruins of Shoonach. The first battle was a desaster, without proper preparation and Balagos as an ally, the party had to retreat.
The atropal then, after binding the undead army of the Twisted Rune to its will, marched towards Zazesspur. The group had it to stop before it arrives at the city. Balagos arrived in time, despite looking very tired, and joined the group for a last stand. Silberstern knew (and told her friends) that the Flying Flame will not live for more than a few days. Balagos told the group almost the same a bit later.
The second battle against the atropal saw better preparation. But nevertheless, it was a hard and bloody battle. Balagos fought reclessly and drew the enemy's attention away from Silberstern and Sigbert who were the atropal's first targets. The Flying Flame was almost killed but the dragon was able to give his allies the time and spell support to bring the atropal finally down.

When the creature was overcome, the avatars of Helm and Kelemvor appeared. They offered the party a generous reward as soon as the rest of the undead in Tethyr are destroyed. Helm asked Balagos if he'd take the job as Tethyr's Guardian in exchange for immortality. However, the dragon had to put his life essence into the hands of the Sades and Silberstern... The Flying Flame agreed, but it wasn't easily done.
Now he has to protect the kingdom against other evil dragons. The Sades and Silberstern now have the power to weaken or even kill Balagos with a thought, should he ever fail in his duties...
The old dragon now got hs wishes fulfilled and for now, he'll do as he was told. But he knows that the Sades are adventurers, putting their lifes at risk very often. One day, he'd be free again...


Balagos the Flying Flame

Male epic great wyrm Red Dragon

CR 28+
Colossal dragon (fire)
HD: 43d12+430 +129 (hp 881)
Initiative: +7
Speed: 40 ft., fly 200 ft. (clumsy)

AC: 60 (+8 armor, +3 Dex, +5 deflection, -8 size, +42 natural), touch 10, flat-footed 57
Full Attack: +53 melee (4d8+18, bite) and +51 melee (6d6+9, 2 claws), and +51 melee (2d8+9, 2 wings) and +51 melee (4d6+26, tail slap), or +53 melee (4d8+26, crush, Ref DC 45 or pinned), or +53 melee (4d6+26, tail sweep, Ref DC 45 for ½ damage)
Grapple: +78
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon (70 ft. cone of fire, 26d10, Ref DC 45 for ½ damage), Frightful presence (Will DC 42 neg.), Lingering Breath, Spell-like abilities
Special Qualities: Blindsense 60 ft., DR 15/epic, Dragon traits, Fire subtype, Keen senses, SR 34, Cold resistance 30, Immortal

Alignment: CE - CN
Saves: Fort +39 (34), Ref +28 (23), Will +36 (31)
Abilities: Str 47, Dex 16 (10), Con 39 (33), Int 26, Wis 27, Cha 32 (26)

Skills: Appraise +28, Bluff +51, Climb +38, Concentration +54, Diplomacy +47, Escape Artist +33, Hide -13, Intimidate +35, Jump +58, Knowledge (Arcana) +40, Knowledge (Geography) +28, Knowledge (History) +18, Knowledge (Nature) +30, Knowledge (Religion) +19, Listen +48, Move Silently +10, Search +48, Sense Motive +40, Spellcraft +48, Spot +48, Swim +32, Survival +23

Feats: Cleave, Energy Substitution (Fire to Electricity), Flyby Attack, Hover, Improved Initiative, Improved Natural Attack (Claw), Improved Spell Capacity (10th), Lingering Breath, Multiattack, Power Attack, Silent Spell, Snatch, Track, Wakefulness, Widen Spell, Wingover

Dragon Traits: Immune to sleep and paralysis effects.

Fire Subtype: Immune to fire damage, takes 50% more damage from cold damage.

Spell-like abilities: 12/day-locate object, 3/day-suggestion, 1/day-discern location, find the path; save DC 21 + spell level, cast as a 12th-level sorcerer.

Sorcerer Spells Known: (6/8/8/8/8/8/7/7/7/7/2; base DC = 21 + spell level, caster level 21):
0-arcane mark, detect magic, light, mage hand, mending, open/close, prestidigitation, read magic, resistance
1st-alarm, burning hands, ray of enfeeblement, mage armor, shield
2nd-bull’s strength, cat’s grace, eagle’s splendor, melf’s acid arrow, see invisibility
3rd-dispel magic, fireball, haste, slow
4th-fire shield, improved invisibility, stoneskin, dimensional anchor
5th-choking claw, awaken from afar, passwall, prying eyes
6th-contingency, antimagic field, true seeing
7th-delayed blast fireball, spell turning, greater teleport
8th-incendiary cloud, dimensional lock, mind blank
9th-foresight, meteor swarm, implosion

Used Equipment: Amulet of Charisma +6 & Cold Resistance (greater), Bracers of AC +8 & Death Ward, Ring of Protection & Resistance +5, Ring of Constitution & Dexterity +6

Lingering Breath (Su): Each use of your breath weapon lingers until the creature’s next turn, and those entering or staying within the area of effect on the second round may take damage. Damage done in the second round is reduced by half (in Balagos’ case, that are 13d10 fire damage in the second round, Ref DC 45 for half damage).

__________________________

I used Balagos' stats from WotC's web supplement as a base and then advanced him according to the rules of the ELH. I made a few changes to the spell list, adding Balagos' own spells (Choking Claw, Awaken from Afar) to the list.
 
Last edited:

Draconic foes

A couple of dragons were unlucky enough to have the Sades as an enemy. Some of them were too arrogant to avoid a fight when necessary, others where happy to sacrifice their existence in a battle...One of the latter was/is the dracolich Sapphiraktar, a member of the Twisted Rune.

Sapphiraktar the Blue

Dracolich, gargantuan undead (former ancient blue dragon)

CR: 24
HD: 33d12 (215 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 200 ft. (poor), burrow 20 ft.
AC: 51 (+34 natural, +5 deflection, -4 size, +6 armor), touch 11, flat-footed 51

BAB: +33, Grapple +57
Attack: +41 (bite 6d6+12 +1d6 cold)
Full Attack: +41 (bite 6d6+12 + 1d6 cold) AND +39/+39 (claws 4d6+6 + 1d6 cold) AND +39/+39 (wings 2d6+6 + 1d6 cold) AND +39 (tail slap 2d8+18 +1d6 cold)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath Weapon, Paralyzing Touch, Paralyzing Gaze, Spells, Frightful Presence, Tail Sweep

Special Qualities: Undead traits, DR 15/magic & bludgeoning, Immune to Cold & Electricity & Polymorph, SR 30, Darkvision 120 ft., Sound Immitation, Spell-like Abilities, True Seeing (Gem)
Alignment: Chaotic evil
Saves: Fort +25, Ref +23, Will +28
Abilities: Str 35, Dex 10, Con -, Int 20, Wis 21, Cha 28 (22)

Skills: Bluff +45, Concentration +36, Diplomacy +12, Hide +32, Intimidate +27, Knowledge (Arcana) +23, Knowledge (Tethyr) +8, Knowledge (History) +10, Knowledge (Geography) +10, Listen +41, Search +41, Sense Motive +41, Spellcraft +41, Spot +41, Survival +10, Use Magic Device +24
Feats: Blind-fight, Combat Expertise, Improved Disarm (+53 on opposed attack roll), Improved Initiative, Power Attack, Cleave, Silent Spell, Improved Natural Attack (bite), Improved Natural Attack (claw), Snatch, Flyby Attack, Multiattack

Equipment: Ring of Resistance +5, Ring of Protection +5, Bracers of Armor +6 & fire resistance 20, Headband of Cha +6, Hand of Glory, Ring of Counterspells (Greater Dispelling), Gem of Seeing (in the left eye socket, 30 min True Seeing/day)

Breath Weapon (Su): Line of electricity, 120 ft., 20d8 damage, Ref DC 26 for half damage.
Paralyzing Gaze (Su): Creatures within 40 ft. of the dracolich are paralyzed for 2d6 rounds if they fail a Fort save DC 35. Once a save is successful, the creature is immune for 24 hours against that dracolich’s gaze attack.
Paralyzing Touch (Su): A creature hit by any of the dracolich’s physical attacks is paralyzed for 2d6 rounds if the victim fails on a Fort save DC 35.
Frightful Presence (Ex): Creatures within 300 ft. radius are shaken if they fail on a Will save DC 35.
Sound Immitation (Ex): The dragon can mimic any voice or sound it has heard. Listeners must succeed on a Will save DC 35 to detect the ruse.
Spell-like Abilities (Sp): 3/day – Control Undead, Create/Destroy Water, Ventriloquism, 1/day – Hallucinatory Terrain, Veil (all CL 13).
Tail Sweep (Ex): Half-circle 30 ft., deals 2d6+18 +1d6 cold damage, Ref DC 26 for half damage (works only against small creatures).
Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, critical hits, non-lethal damage, ability damage, energy drain, death from massive damage, and effects requiring a Fort save (unless it affects objects).

Spells:0 (6) Read Magic, Detect Magic, Mending, Prestidigitation, Mage Hand, Touch of Fatigue, Ghost Sound, Message, Open/Close
1 (9) Magic Missile, Shield, Charm Person, Ray of Enfeeblement, Grease
2 (8) Invisibility, Silence, Inflict Moderate Wounds, Web, Alter Self
3 (8) Suggestion, Haste, Tongues, Gaseous Form
4 (8) Sending, Evard’s Black Tentacles, Charm Monster, Solid Fog
5 (8) Teleport, Wall of Force, Magic Jar
6 (5) Globe of Invulnerability, Geas
Save DC = 19 + spell level, CL 13.

Sapphiraktar's background is given in Lords of Darkness. The dragon has built-up an extensive network of agents, spies and other sources of information. His selection of spells represents his interest in spy games and information gathering.
Until 1369 DR, one of his many noble houses was in Calimport. Several undead were his servants. He lived as a wizard under the name Adib al'Azur, his ability to use Alter Self and Veil gave him the possibility to walk around unnoticed. When in dragon form, Sapphiraktar put a gem of seeing in one of his empty eye sockets, giving him an odd appearance with a red and a blue eye socket.

His network would be his major threat...He was able to put a Geas on the wizard Districus of Myratma who sometimes sells items to the Sades. The party was informed by a friend about the strange behaviour of the wizard. He was then tracked down to Calimport where he met Adib al'Azur. The party eventually used a True Seeing and found out the true nature of the dragon. The Sades observed the dragon's house for a while and thus learned a bit of the dragon's network and plans.
Finally, the group decided to strike and destroy one member of the Twisted Rune.
Alvin and Sigbert, magically disguised as rich merchands, asked for a meeting with Adib. Meanwhile, Gweldor, Kaichiri and Kerrin entered the building secretly polymorphed as lizards. In the great hall, they awaited the dragon. The dragon used his gem of seeing, peered through a small hole in the wall and recognized that the Sades have arrived. Also he noticed that Balagos hid invisible and in gaseous form in the hall, a fact that Sades didn't know.
He contacted his agent Charvekannathor, a powerful red dragon from the eastern part of Tethyr. They planned to kill both the party and Balagos...However, Sapphiraktar had made preparations should he be defeated. The Twisted Rune was creating a powerful item, the Rod of the Great Shadow Wyrm. Among the missing parts was the essence of a mighty dragon. Sapphiraktar was willing to sacrifice himself to become the living essence of the rod and merging his knowledge and mind with the power of a great wyrm shadow dragon, thus rising in power and removing his lichdom...The Rune had already cast the rituals necessary and was only waiting for Sapphiraktar's death.
Sapphiraktar and Charvekannathor attacked the group in the great hall of the building. But even good preparation and the help of undead servants couldn't cope with Balagos' fiery breath and the magic power of the Sades. Two Sunbursts and other spells destroyed the dracolich and his guards within moments. For Charvekannathor was no hope to escape: A Dimensional Anchor blocked teleportation and there was no room to fly. So he quickly surrendered.
Sapphiraktar's essence was bound to to Rod of the Great Shadow Wyrm. However, his former allied betrayed him: He was far from being free-willed, the holder of the rod easily commands the Shadow Dragon...

_____________________________________

Sapphiraktar's ally is the dragon Charvekannathor, the stats are given below.

Charvekannathor, the Crimson Death

Male wyrm Red Dragon

CR 24
Gargantuan dragon (fire)

HD: 37d12+370 (hp 610)
Initiative: +7
Speed: 40 ft., fly 200 ft. (clumsy)
AC: 55 (-4 size, +36 natural, +3 Dex, +6 armor, +4 deflection), touch 13, flat-footed 52
Full Attack: +48 melee (6d6+15, bite) and +46/+46 melee (2d8+7, 2 claws), and +46/+46 melee (2d6+7, 2 wings) and +46 melee (2d8+22, tail slap), or +48 melee (4d6+22, crush, Ref DC 38 or pinned), or +48 melee (2d6+22, tail sweep, Ref DC 38 for ½ damage)

Base Attack/Grapple: +37/+64
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (60 ft. cone of fire, 22d10, Ref DC 38 for ½ damage), Frightful presence (Will DC 38 neg.), Spell-like abilities

Special Qualities: Blindsense 60 ft., DR 20/magic, Dragon traits, Fire subtype, Keen senses, SR 30
Alignment: CE
Saves: Fort +30, Ref +23, Will +27
Abilities: Str 41, Dex 16 (10), Con 31, Int 24, Wis 25, Cha 30 (24)

Skills: Appraise +27, Bluff +50, Climb +20, Concentration +50, Diplomacy +50, Intimidate +50, Jump +55, Knowledge (Arcana) +47, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (nature) +37, Listen +47, Search +47, Sense Motive +47, Spellcraft +47, Spot +47, Survival +22

Feats: Awesome Blow, Cleave, Flyby Attack, Hover, Improved Bull Rush, Improved Initiative, Improved Natural Attack (bite), Multiattack, Power Attack, Silent Spell, Snatch, Track, Wingover

Dragon Traits: Immune to sleep and paralysis effects.

Fire Subtype: Immune to fire damage, takes 50% more damage from cold damage.

Spell-like abilities: 12/day-locate object, 3/day-suggestion, 1/day- find the path; save DC 20 + spell level, cast as a 12th-level sorcerer.

Sorcerer Spells Known: (6/9/9/8/8/8/8/7/5); base DC = 20 + spell level, caster level 17):
0-arcane mark, detect magic, light, mage hand, mending, open/close, prestidigitation, read magic, resistance
1st-alarm, burning hands, ray of enfeeblement, mage armor, shield
2nd-bull’s strength, cat’s grace, eagle’s splendor, silence, glitterdust
3rd-dispel magic, lightning bolt, haste, slow
4th-fire shield, improved invisibility, stoneskin, dimensional anchor
5th-hold monster, feeblemind, wall of force, prying eyes
6th-contingency, antimagic field, true seeing
7th-delayed blast fireball, spell turning, greater teleport
8th-dimensional lock, mind blank

Used Equipment: Amulet of Charisma +6, Bracers of AC +6, Ring of Protection +4, Ring of Dexterity +6

Charvekannathor was lured into the fangs of the Twisted Rune by Sapphiraktar. The dracolich promised help and assistance should Balagos ever dare to attack Charvek. In addition, a regular 'flow' of magic items and coins kept the red dragon close to the Rune. But as the iron rule of Balagos does not seem to come to an end, Charvek finally lost his patience. He asked Sapphiraktar to lure Balagos into a fight, so that they could finish off the Flying Flame together. The dracolich agreed, knowing that unrelated to the outcome of the battle, he would win anyway...
But for Charvek, it was a very bad day. Not only that Sapphiraktar was utterly annihilated by the Sades, Balagos forced him to accept the rule of the dragon tyrant once more... Stripped of his magic items and humilated by some petty adventurers and Balagos, he was allowed to return to his cave in the Sunrise Mountains. It will take some time until his anger has calmed down. But at the moment, Charvek is unable to let Balagos or the Sades pay for their arrogance. And his only link to the Twisted Rune was Sapphiraktar...

__________________________________

On their way to rescue Waukeen, the Sades traveled in the Abyss. There, the dragon Ssesharrim was a nasty, but nevertheless 'important' foe of the party.

Ssesharrim the Deceiver

Gargantuan Outsider [Fire] (Half-fiend old red dragon)
CR: 23
Hit Dice: 28d12+224 (406 hp)
Initiative: +6
Speed: 40 ft, fly 200 ft (clumsy)
Armor Class: 45 (+7 armor, +2 Dex, +4 deflection, -4 size, +26 natural) touch 12, flat-footed 43

Base Attack: +28
Grapple: +54
Attack: Bite +38 melee (4d6+14) or crush or tail sweep
Full Attack: Bite +38 melee (4d6+14) and 2 claws +33 melee (4d6+7) and 2 wings +33 melee (2d6+7) and tail slap +33 melee (2d8+21)
Space/Reach: 20 ft/15 ft (20 ft with bite)
Special Attacks: Breath weapon, frightful presence, spells, smite good (+20 damage), spell-like abilities

Special Qualities: Blindsense 60 ft, DR 10/magic, darkvision 120 ft, immunities, cold vulnerability, low-light vision, SR 35, resistances
Saves: Fort +29, Ref +25, Will +26
Abilities: Str 39, Dex 14, Con 27, Int 24, Wis 21, Cha 28 (22)

Skills: Bluff +39, Jump +44, Appraise +27, Move Silently +17, Spot +35, Listen +35, Concentration +28, Spellcraft +27, Knowledge (Arcana) +17, Knowledge (Planes) +22, Search +15
Feats: Flyby Attack, Snatch, Hover, Wingover, Power Attack, Improved Initiative, Lightning Reflexes, Cleave, Improved Natural Attack (claw), Awesome Blow
Alignment: Chaotic Evil
Level Adjustment: ---

Breath Weapon (Su): 60 ft cone of fire (16d10, Reflex DC 32 half).
Smite Good (Su): +20 damage to melee attack against a good foe, 1/day.
Immunities (Ex): Immune to fire, poison, paralysis, sleep.
Resistances (Ex): Acid, cold, electricity resistance 10.
Frightful Presence (Ex): 240 ft radius, affects creatures of 28 HD or less, Will DC 36 negates.
Special Abilities (Sp): Locate object - 8/day, suggestion - 3/day; caster level 11, DC=22+spell level.
Spell-like Abilities (Sp): Darkness – 3/day, desecrate, unholy blight, poison – 3/day, contagion, blasphemy, unholy aura – 3/day, unhallow, horrid wilting, summon monster IX (fiends only), destruction; caster level 28, DC=22+spell level.
Crush (Ex): 20 ft by 20 ft area, Medium or smaller opponents take 4d6+21 damage, and must succeed on a DC 32 Reflex save or be pinned.
Tail Sweep (Ex): 30 ft radius half-circle, Small or smaller creatures take 2d6+21 bludgeoning damage, Reflex DC 32 half.

Spells: Spells known: 9/5/5/4/3/2; spells/day: 6/11/9/9/9/7, DC=22+spell level. Caster level 11.
Level 0: Detect Magic, Read Magic, Prestidigitation, Acid Splash, Mage Hand, Flare, Disrupt Undead, Virtue, Guidance
Level 1: Shield, Magic Missile, Protection from Good, Disguise Self, Identify
Level 2: Resist Energy, Silence, Invisibility, See Invisibility, Cure Moderate Wounds
Level 3: Dispel Magic, Haste, Vampiric Touch, Lightning Bolt
Level 4: Greater Invisibility, Dimensional Anchor, Fire Shield
Level 5: Teleport, Cone of Cold

Equipment: Ring of Protection +4, Ring of Resistance +5, Amulet of Charisma +6, Bracers of Armor +7


Ssesharrim had a quite successful life in Azzagrat (Lord Grazz't's realm in the Abyss). Only the demon lord and the shadow dragon Ushmerassi were his foes. However, the lord needed the dragon from time to time as a source for fresh dragon blood. This was like some sort of protection, so Ssesharrim didn't really complained about the visits of his master. Ushmerassi, a great wyrm shadow dragon, was more difficult to handle. Avoiding the more powerful dragon was the best option, so Ssesharrim moved his hoard often to different caves. He also allied with a small group of jariliths.
The red dragon attacked frequently some traders and adventuring parties, using the jariliths as a shock force and then attacking while invisible. He often disguised as a blue or white dragon to trick his foes into wasting energy into the 'wrong' protective spells.
The Sades were deceived as well when Ssesharrim attacked them by surprise. It was a bloody fight that almost saw the death of Gweldor and Kerrin. The dragon was smart enough to avoid Sigbert whose Holy Avenger was a serious threat.
But luck was on the side of the party and Ssesharrim was forced to retreat. Most of his jariliths were dead.

When Sades met Ushmerassi later, the shadow dragon told the party about the newest hiding place of Ssesharrim. The shadow dragon liked the little hide-and-seek game of his foe but showed no interest in provoking Lord Grazz't.
The party needed Ssesharrim's blood for a special planar key that would open Waukeen's prison. So the adventurers prepared themselves for another fight with the red dragon. This time they surprised Ssesharrim and knocked him out quickly (it was mainly Alvin's and Sigbert's task to deal with the dragon because his high SR blocked most offensive spells).
After the party filled a vial with a bit of the dragon's blood, they plundered the hoard. Because the dragon was still unconcious, the group didn't finish him off (something especially Sigbert would regard as dishonorable).
When Ssesharrim awoke later, he found his hoard gone and his allies slaughtered. The Sades have left the Abyss and are, for now, out of reach...
 
Last edited:

Demonic foes

During their visit in Azzagrat, the Sades had to deal with several demonic creatures.

Lady Maretta, a succubus and ruler of the trade town Samora (and servant of Lord Grazz't), was one of the more powerful demons. The party avoided direct confrontation. For a short time, the group worked for the Lady of the Counting House. Her background is given in For Duty and Deity.

Maretta, Lady of the Counting House

Medium Outsider (Chaotic, Extraplanar, Evil)
Ftr 1, Rog 10, Sor 12
Hit Dice: 1d10+6+10d6+60+12d4+72+6d8+36 (309 hp)

Initiative: +10
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 44 (+6 Dex, +14 natural, +5 deflection, +1 dodge, +8 armor), touch 22, flat-footed 44

Base Attack/Grapple: +24/+26
Attack: Claw +26 melee (1d6+2) or +31 morning star +5 (1d8+7+1 Con+1d6 acid, 19-20, x2)
Full Attack: 2 claws +26 melee (1d6+2) or morning star +5: +31/+26/+21/+16 melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon demon, sneak attack +5d6, spells

Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 41, telepathy 100 ft., tongues, improved uncanny dodge, improved evasion, trap sense +3
Saves: Fort +21, Ref +23, Will +20
Abilities: Str 14, Dex (22) 16, Con 22 (16), Int 16, Wis 20 (14), Cha 36 (30)

Skills: Bluff +41, Concentration +35, Diplomacy +35, Disguise +42* (+44 acting), Escape Artist +35, Hide +30, Intimidate +31, Knowledge (arcana) +22, Listen +22, Move Silently +30, Search +25, Spot +22, Survival +5 (+7 following tracks), Use Rope +6 (+8 with bindings)
Feats: Dodge, Mobility, Persuasive, Improved Initiative, Silent Spell, Eschew Materials, Improved Toughness, Still Spell, Flyby Attack, Spell Penetration, Diehard

Challenge Rating: 25
Alignment: Chaotic evil

A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 26 Will save to negate the effect of the suggestion. The DC is 26 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities: Caster level 29th. The save DCs are Charisma-based.
At will - charm monster (DC 27), detect good, detect thoughts (DC 25), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 26), greater teleport (self plus 50 pounds of objects only).
Summon Demon (Sp): Once per day Maretta can summon any one demon. As she is an aide of Lord Grazz't, no demon would hesitate to answer her call. This ability is the equivalent of a 26rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 35th). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.
Ability increase: Dex 14 (8), Con 14 (12), Str 14 (16), Cha 27 (20), Cha 28 (24), Dex 15 (28), magically improved: Dex +1 (16), Cha +2 (30)

Items: Vestment of Cha +6 and natural armor +5, Gloves of Storing and Dex +6, Collier of Con +6, RoP +5, Ring of Counterspells, CoR +5, Headband of Wis +6, +5 keen, wounding, corrosive, defending morning star, dagger +3 of venom, spellstoring, bracelets of armor +8

Spells (CL 12, save DC 23 + spell level):
0. (6): Prestidigitation, Flare, Resistance, Acid Splash, Detect Magic, Read Magic, Mage Hand, Launch Bolt, Resistance
1. (10): Shield, Magic Missile, Protection from Good, Obscuring Mist, Protection from Evil
2. (9): Invisibility, Scorching Ray, See Invisibility, Mirror Image, Darkness
3. (9): Lightning Bolt, Dispel Magic, Protection from Energy, Ray of Exhaustion
4. (9): Evard’s Black Tentacles, Improved Invisibility, Enervation
5. (8): Cloudkill, Baleful Polymorph
1. (6): Acid Fog

The Lady needed the party to kill an 'unwanted' slave trader, a rogueish marilith. Important was that the job must be done quickly and silent. Should the party fail, no demon would mourn, should the group win but with too much 'noise', the Lady could still order their execution.
However, the Sades were successful, so the Lady ordered them into a new job: Someone has stolen her two unicorns that should be part of a demonic feast. The group found the unicorns still alive in a demonic butcher's secret chamber. But instead of bringing them to the Lady, Kerrin and Kaichiri send them via Gate back to Faerûn... The treasure of the butcher (a few magic items) was also hidden by the party.
Maretta found out that the Sades betrayed her. She arranged a big arena fight, the party should fight against a Sirrush and then a demonic Corpsetearer-Linnorm. But instead of fighting, the Sades used all means to escape the unfair fight. Luckily they managed it but were from that time on tracked by Maretta's Kelvezus...
A later direct fight between Alvin, Sigbert and Maretta was inconclusive. No side was able to kill the other one. However, Maretta was not able to call upon strong assistance.
As the Lady was in charge of guarding Waukeen's prison, Lord Grazz't was not pleased when he got the news about Waukeen's escape....

________________________________________

The following creature was Ssesharrim's ally and leader of a gang of four jariliths. The base creature was advanced and then a bit modified to give it a bit more punch...

Advanced Jarilith

Huge Outsider [chaotic, evil]
CR 22
HD: 26d8+270 (377 hp)
Init: +12
Spd: 60 ft.
AC: 39 (+8 Dex, +17 natural, -2 size, +1 dodge, +5 natural enhancement), touch 16, flatfooted 30

BAB: +26, Grapple +50
Attack: +40 (bite, 3d6+16)
Full Attack: +40 (bite, 3d6+16, 18-20, x3) and +39/+39 (2 claws, 3d8+8, 18-20, x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Frightful Presence, Improved Grab, Pounce, Rake +38/+38 (3d8+8, 18-20, x3), Spell-like Abilities

Special Qualities: Augmented Critical, Darkvision 60 ft., DR 15/cold iron and good, Outsider Traits, Scent, SR 41, summon tanar’ri, Tanar’ri Traits
Alignment: CE
Saves: Fort +25, Ref +23, Will +16
Abilities: Str 43, Dex 27, Con 31, Int 11, Wis 12, Cha 14

Feats: Multiattack, Power Attack, Improved Bull Rush, Weapon Focus (claw), Cleave, Improved Initiative, Dodge, Mobility, Spring Attack
Skills: Balance +28, Climb +46, Concentration +30, Hide +38, Jump +46, Listen +21, Move Silently +38, Search + 3, Spot +21

Spell-like Abilities: At will - Clairaudience/clairvoyance, darkness, detect good, detect thoughts, doom, fear, see invisibility, ; 3x/day: Haste, shout, rage; 1x/day: Dimension door. Caster Level 29, DC 12 + spell level.

Tanar’ri Traits: Telepathy 100 ft.; immune to electricity and poison; acid, cold, and fire resistance 20.

Equipment: Amulet of natural armor +5.

_______________________________________

Lord Grazz't had some very powerful demons among his troops. They served as elite troops wherever they were needed. The Sades had to fight a couple of them. It was always a tough fight...

Balrog

Advanced Balor (Huge Outsider)

CR: 25
HD: 30d8+360 (500 hp)
Initiative: +10
Speed: 40 ft. (8 squares), fly 90 ft. (good)
AC: 36 (+6 Dex, +22 natural, -2 size), touch 14, flatfooted 30; 40 with unholy aura

BAB: +30, Grapple +50
Attack: +3 vorpal keen huge longsword melee +47 (3d6+19, 17-20, x2)
Full Attack: +3 vorpal huge longsword melee +47/+42/+37/+32 (3d6+19, 17-20, x2) and +2 flaming burst huge whip +45/+40 (1d6+9 +1d6 fire +entangle)
Space/Reach: 15 ft./15 ft. (25 with +2 flaming burst whip)
Special Attacks: Death throes, entangle, spell-like abilities, summon tanar’ri, vorpal sword

Special Qualities: DR 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, SR 33, telepathy 100 ft., true seeing
Alignment: Chaotic evil
Saves: Fort +29, Ref +23, Will +24; +4 on saves by unholy aura
Abilities: Str 43, Dex 23, Con 35, Int 24, Wis 24, Cha 26

Skills: Bluff +41, Concentration +43, Diplomacy +35, Disguise +8, Hide +36, Intimidate +43, Knowledge (arcana) +30, Knowledge (the planes) +40, Listen +48, Move Silently +40, Search +40, Sense Motive +40, Spellcraft +40, Spot +48, Survival +37, Use Magic Devive +41
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-like Ability (greater dispel magic), Two-Weapon Fighting, Weapon Focus (longsword), Improved Bull-Rush, Awesome Blow, Improved Critical (longsword), Combat Expertise

Entangle (Ex): On a hit with the whip, the balrog and the target make opposed Str checks, if the balrog wins, it drags the target against its flaming body (6d6 fire damage).

Spell-like Abilities: At will – blasphemy, dominate monster (Will 27), greater dispel magic, teleport, insanity (Will 25 or permanently confused), power word: stun, telekinesis (Will 23), unholy aura (Fort 26 or 1d6 Str damage; 1/day – fire storm (20d6 fire damage, Ref 26 for ½), implosion (Fort 27). Caster level 30, DCs are Cha-based.

Summon Tanar’ri (Sp): 1/day: Summon 4d10 dretches, 1d4 hezrous, or 1 nalfeshnee, glabrezu, marilith or balor.

Death Throes (Ex): When killed, a balrog explodes, dealing 100 points of damage to anything within 100 ft. (Ref 37 for ½).

_____________________________________

After the Sades have escaped Maretta's trap, the party was tracked by her assassination squad. Despite a good tactic, the Sades were once again victorious after a bloody battle. One assassin could escape, however, and bring word about the fight.

Kelvezu-Assassin

Medium outsider (chaotic, evil, extraplanar, tanar’ri)
Rog 1, Asn 8

Hit Dice: 12d8+36 + 1d6+3 + 8d6+24 +21 (170 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 39 (+12 Dex, +15 natural, +2 deflection), touch 24, flat-footed 39
Space/Reach: 5 ft./ 5 ft.

Base Attack/Grapple: +18/ +24
Attack: +3 rapier of greater wounding +33 melee
Full Attack: +3 rapier of greater wounding +31/+26/+21/+16 melee (1d6+8 +2 Con, 18-20, x2) AND +2 dagger of wounding +30/+25 melee (1d4+4 +1 Con, 19-20, x2) OR
+1 far shot sonic burst heavy repeating crossbow +31/+26/+21/+16 (1d10+1d6/1d10, 19-20, x2, 180 ft.)
Special Attacks: Poison, sneak attack +13d6, spell-like abilities, death attack

Special Qualities: Improved uncanny dodge (can’t be flanked), DR 15/cold iron and good, SR 35, tanar’ri traits, evasion, enhanced detection, spells, hide in plain sight, summon tanar’ri
Saves: Fort +17, Ref +31, Will +16
Abilities: Str 21, Dex 34 (32), Con 18 (16), Int 22 (18), Wis 16, Cha 16

Skills: Bluff +30, Concentration +22, Diplomacy +13, Disguise +15, Hide +44, Intimidate +12, Knowledge (the planes) +32, Listen +30, Move Silently +44, Search +24, Sense Motive +30, Sleight of Hand +22, Spellcraft +22, Spot +30
Feats: Combat Expertise, Improved Feint, Improved Initiative, Improved Two-Weapon Fighting, Two-Weapon Fighting, Silent Spell, Weapon Finesse, Quick Draw

Alignment: Chaotic Evil
Challenge Rating: 26 (needs playtesting!)

Spell-like Abilities: At will – deeper darkness, desecrate, detect good, detect law, greater dispelling, improved invisibility (self only), read magic, suggestion, teleport without error (self only + 50 lbs. of objects), tongues (self only), unhallow; 1/day – summon tanar’ri (1 kelvezu, 25% chance of success), CL 27, save DCs 14 + spell level.

Spells (CL 8): 1. (5): Disguise self, ghost sound, obscuring mist, true strike
2. (5): Alter self, illusory script, pass without trace, undetectable alignment
3. (5): False life, magic circle against good, misdirection, nondetection
4. (4): Heart ripper, locate creature, sniper’s eye

Enhanced Detection (Su): Darkvision 60 ft., continual detect magic and see invisibility.

Poison (Ex): Weapons, injury, Fort DC 24 (1d6 Con/1d6 Con).

Death Attack: Successful sneak attack: Fort DC 24 or victim is paralyzed or dead. Needs 3 rounds of preparation.

Tanar’ri Traits (Ex): Immune to electricity and poison, resistance to acid, cold and fire 10, telepathy 100 ft.

Possessions: +3 cold iron rapier of greater wounding, +2 adamantine dagger of wounding, +1 locking garotte, cloak of resistance +3, ring of protection +2, gloves of dexterity +4, bracers of health +2, 3 potions of cure serious wounds, headband of intellect +4

_________________________________

The following two mariliths didn't really care for the laws in Samora and so tried to build their own slave-trading 'corporation'. Lady Maretta was well aware about Zadora's slave and item smuggling, but she didn't know anything about Zadora's bodyguard, Myrmida.
The Lady asked the Sades to remove Zadora quietly from her 'office'.
So it was done. But the Sades were quite surprised about Myrmida and a bunch of armanites that were not detected via scrying (and thus showed the risks of SBT... ;) ). It was a deadly battle, no demon survived, but Kerrin got also killed. Alvin used a (costly) True Ressurection to bring Kerrin back to the living.

Zadora

Marilith Rogue 5
Large outsider (Chaotic, evil, extraplanar, Tanar’ri)
Hit Dice: 16d8+144 + 5d6+45 (278 hp)
Initiative: +11
Speed: 40 ft. (8 squares)
Armor Class: 41 (-1 size, +7 Dex, +16 natural, +4 deflection, +2 natural enhancement, +3 armor), touch 20, flat-footed 34

Space/Reach: 10 ft./ 10 ft.
Base Attack/Grapple: +17/ +30
Attack: +2 wounding keen unholy large longsword +29 melee (2d6+13+2d6 -1 Con, 17-20, x2) or slam +26 melee (1d8+11) or tail slap +26 melee (4d6+11)
Full Attack: Primary longsword +29/+24/+19/+14 melee (2d6+13+2d6 -1 Con, 17-20, x2) and 5 +2 longswords +29 melee (2d6+7, 19-20, x2) and tail slap +23 melee (4d4+5); or 6 slams +25 melee (1d8+11) and tail slap +23 melee (4d6+5)
Special Attacks: Constrict (4d6+16, Fort DC 31 or unconcious +2d4 rounds), improved grab, spell-like abilities, summon tanar’ri (nalfeshnee, 50 %), sneak attack +3d6

Special Qualities: DR 10/cold iron and good, SR 30, tanar’ri (immune to poison, electricity, acid, cold, fire resistance 10), True Seeing, Evasion, Uncanny Dodge
Saves: Fort +25, Ref +26(23), Will +22(20)
Abilities: Str 32(30), Dex 25(19), Con 29, Int 18, Wis 22(18), Cha 24

Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +10, Hide +31, Intimidate +28, Listen +31, Move Silently +30, Search +23, Spellcraft + 23 (+25 scrolls), Spot +31, Survival +4, Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (Longsword), Improved Intiative, Improved Disarm (+4 +4 = +8 on check, p.155)
Alignment: Chaotic evil
Challenge Rating: 22

Spell-Like Abilities: At will – Align weapon, blade barrier (Reflex DC 23 neg.), magic weapon, project image (Will DC 23 neg. if interacted), polymorph, see invisibility, telekinesis (Will DC 22 neg.), greater teleport, unholy aura (protects against mental influence; Fort DC 25 or 1d6 Str damage for melee attacker), CL 16

Equipment: Ring of Protection +4, Cloak of Resistance +5, Ring of the Chameleon, 5 longswords +2, +2 wounding keen unholy longsword, gloves of Dex +6, headband of Wis +4, Scroll of Heal, 2x Potion of Invisibility, Scroll of Greater Invisibility, Potion of Bull’s Strength, Belt of Strength +2, MW Potion Belt, Amulet of Natural Armor +2, Bracers of Armor +3, 2x Potion of CCW (CL 7)


Myrmida

Marilith Rogue 2

Large outsider (Chaotic, evil, extraplanar, Tanar’ri)
Hit Dice: 16d8+144 + 2d6+18 (244 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 39 (-1 size, +7 Dex, +16 natural, +3 deflection, +1 natural enhancement, +3 armor), touch 20, flat-footed 34

Space/Reach: 10 ft./ 10 ft.
Base Attack/Grapple: +15/ +28
Attack: +4 wounding large longsword +29 melee (2d6+15 -1 Con, 19-20, x2) or slam +24 melee (1d8+11) or tail slap +24 melee (4d6+11)
Full Attack: Primary longsword +29/+24/+19/+14 melee (2d6+15 -1 Con, 19-20, x2) and 5 +2 longswords +27 melee (2d6+7, 19-20, x2) and tail slap +21 melee (4d4+5); or 6 slams +23 melee (1d8+11) and tail slap +21 melee (4d6+5)
Special Attacks: Constrict (4d6+16, Fort DC 31 or unconcious +2d4 rounds), improved grab, spell-like abilities, summon tanar’ri (nalfeshnee, 50 %), sneak attack +1d6

Special Qualities: DR 10/cold iron and good, SR 27, tanar’ri (immune to poison, electricity, acid, cold, fire resistance 10), True Seeing, Evasion, Uncanny Dodge
Saves: Fort +23, Ref +23 (21), Will +20 (18)
Abilities: Str 32(30), Dex 22(18), Con 29, Int 18, Wis 22(18), Cha 24

Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +10, Hide +31, Intimidate +28, Listen +31, Move Silently +30, Search +23, Spellcraft + 23 (+25 scrolls), Spot +31, Survival +4, Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (Longsword), Improved Disarm (+4 +4 = +8 on check, p.155)
Alignment: Chaotic evil
Challenge Rating: 19

Spell-Like Abilities: At will – Align weapon, blade barrier (Reflex DC 23 neg.), magic weapon, project image (Will DC 23 neg. if interacted), polymorph, see invisibility, telekinesis (Will DC 22 neg.), greater teleport, unholy aura (protects against mental influence; Fort DC 25 or 1d6 Str damage for melee attacker), CL 16

Equipment: Ring of Protection +3, Cloak of Resistance +4, 5 longswords +2, +2 wounding longsword, gloves of Dex +4, headband of Wis +4, Scroll of Heal, 3x Potion of Invisibility, Scroll of Greater Invisibility, Potion of Bull’s Strength, Belt of Strength +2, MW Potion Belt, Amulet of Natural Armor +1, Bracers of Armor +3, 2x Potion of CCW (CL 7)

________________________________

In addition to sending her Kelvezus, Lady Maretta also sent some Retrievers to get the Sades. These advanced monsters were no real match because Kerrin summoned an Earth Monolith. The elemental crushed the retrievers before they could do any significant damage...

Advanced Retriever

Gargantuan Construct
CR: 16
HD: 30d10+60 (225 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
AC: 23 (+3 Dex, +14 natural, -4 size), touch 9, flatfooted 20

BAB: +22, Grapple +58
Attack: Claw +32 melee (3d6+14) and eye ray +25 ranged touch
Full Attack: 4 claws +32 melee (3d6+14) and bite +27 melee (2d6+7) and eye ray +25 ranged touch
Space/Reach: 20 ft./15 ft.
Special Attacks: Eye rays, find target, improved grab

Special Qualities: Contruct traits, darkvision 60 ft., fast healing 5, low-light vision
Alignment: CE
Saves: Fort +10, Ref +13, Will +10
Abilities: Str 39, Dex 17, Con -, Int -, Wis 11, Cha 1

Eye Rays (Su): Range 100 ft., each ray is usable every 4 rounds.
Fire: 12d6 fire damage, Ref 28 half
Cold: 12d6 cold damage, Ref 28 half
Electricity: 12d6 electricity damage, Ref 28 half
Petrification: Fort 28 or turned to stone

Improved Grab (Ex): Successful bite attack: start grapple as a free action.

Construct Traits: Immune to all mind-affecting effects, stunning, poison, sleep, paralysis, disease, death effects, necromancy effects, critical hits, ability damage, ability drain, exhaustion, fatigue, energy drain.
 
Last edited:

Waukeen's prison guard

After the Sades had managed to find Waukeen's prison, they had to deal with the guards. The only way out was guarded by Lord Grazz't's daughter, Thraxxia.
The demon lord ordered her to prevent any escape of Waukeen, but more important, to keep her alive...When the Sades tried to escape with Waukeen, Thraxxia wasn't able to use all her powers because she feared that Waukeen might be killed.
Nevertheless, it was a long and hard fight before Thraxxia was brought down. Although angry about her failure, Grazz't ressurected his daughter...Now she plots her revenge to let the Sades pay. And Lady Maretta happily joined her...

Thraxxia

Infernal, Large Outsider (Chaotic, Evil)

Hit Dice: 40d8+360+20 (700 hp)
Initiative: +12 (+8 Dex, +4 Improved Initiative)
Speed: 80 ft., fly 240 ft. (perfect)
AC: 51 (+8 Dex, -1 size, +34 natural)

Attack: Claw +56 melee (4d6+16)
Full Attack: 2 claws +56/+56 melee (4d6+16) and bite +51 melee (4d8+8 + spell suck) and 2 wings +50/+50 melee (2d6+8) and tail slam +50 melee (4d8+8)
Face/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend

Special Qualities: Abomination traits, fast healing 15, regeneration 15, SR 38, DR 15/good and epic
Skills: Balance +11, Concentration +52, Diplomacy +13, Escape Artist +50, Hide +46, Jump +21, Knowledge (arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50
Feats: Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Sunder, Weapon Focus (claw), Weapon Focus (bite)
Epic Feats: Blinding Speed (x2), Tenacious Magic (Improved Invisibility), Tenacious Magic (Blur), Epic Toughness, Great Dexterity

Saves: Fort +31, Ref +30, Will +30
Abilities: Str 43, Dex 26, Con 28, Int 22, Wis 26, Cha 29
Challenge Rating: 26

Improved Grab (Ex): If an infernal hits with a claw a large or smaller creature, it deals normal damage and can start a grapple as a free action. Each successful grapple check in the following rounds deals claw damage.

Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest level prepared spells or one of the spell slots for this day that it has not used. The victim choses the prepared spells to lose. If the victim has no spell slots, the bite instead deals 2 points of temporary Int damage.

Spell-Like Abilities: At will – Animate dead, blasphemy, blur, charm person, create undead, deeper darkness, desecrate, detect good, detect law, detect magic, fear, fireball, greater dispelling, hold person, improved invisibility, magic circle against good, major image, nondetection, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self +1000 pounds), true seeing, unholy aura, unholy blight, unhallow, wall of fire; 1/day – fire storm, hellball, implosion, meteor swarm. Caster level 26th; save DC 19 + level.

Summon Fiend (Sp): An infernal can summon four balors per day. They serve for one hour. Caster level 40.

Abomination Traits: Immune to polymorphing, petrification, energy drain, ability drain, ability damage, death from massive damage, mind-affecting effects. Fire/cold resistance 20. Blindsight 500 ft., telepathy 1000 ft.

Regeneration (Ex): Good and/or lawful weapons deal normal damage to an infernal.
 

The following creature was freed from its prison in the ruined city of Shoonach (Tethyr) by the wizards of House Aldhanek of Myratma. The wizards hoped to use the creature against their enemies. But all their power was too weak to control the atropal. The monster slew the wizards and transformed them into undead. Then it subdued the wards of Shoonach long enough to escape. It learned from the Aldhanek wizards that the ruins of Castle Tethir are full of undead. So it tried to bind these undead to its will to cause more destruction...

After the atropal had driven the Sades away (temporarily) it encountered the undead army of Dlatha Faenar. Without problems it took command of the troops and then marched towards Zazesspur.

On the plains south of the city, the Sades and their allies (Silberstern, Gweldor, the Rashemi wizard Ano Larad, captain Alubar Traf of Amn, and Balagos the Flying Flame) made another stand to stop the atropal.
After three sunbursts had wiped away most of the undead around the atropal, Sigbert and his mount Silberstern, Alvin, Balagos and Kaichiri (shapechanged into a dire tiger and fully buffed with various spells) charged...
Kaichiri successfully grappled and pinned the atropal but was not able to deal lots of damage. Balagos cast a Dimensional Lock to prevent a magical escape, then he attacked the surviving bodyguards (Nightwalker, Deathbringer, Nightwings, Deathshrieker,...). Alvin and Sigbert were better prepared for the foe than Kaichiri and finally the atropal was brought down. However, Kaichiri was almost killed twice, thanks to Alvin's healing spells, he survived the atropal's disintegrate powers.
The wizards handled enemy spell casters who tried to dispel buffing magic.

The atropal used more its destructive powers and was neither able to dispel the dimensional lock nor one of Kaichiri's essential buff spells (which, in parts, he had cast twice to avoid dispelling).

Atropal

Large undead (abomination; evil, extraplanar, lawful)
CR 32

HD: 66d12 (hp 792, these are maximum hp which I used)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 5 ft., fly 240 ft. (perfect)
AC: 51 (-1 size, +40 natural, +2 Dex), touch 11, flat-footed 49

Full Attack: +49 melee touch (5 Con, 19-20, x2) or +35 ranged touch (4 negative levels, 19-20, x2, eye ray) or +34 ranged touch (disintegration)
Base Attack/Grapple: +33/+53
Space/Reach: 10 ft./10 ft.
Special Attacks: Constitution drain, Energy drain (4 levels, Fort DC 59), Spell-like abilities, Summon Nightcrawler

Special Qualities: Abomination traits, Undead traits, Rebuke/Command Undead (19 times per day), Regeneration 20, SR 42, DR 15/epic and good and silver, Negative energy aura
Alignment: LE
Saves: Fort +22, Ref +26, Will +43
Abilities: Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 42

Skills: Concentration +69, Hide -2, Knowledge (Arcana) +75, Listen +8, Spellcraft +77, Spot +19
Feats: Alertness, Cleave, Combat Expertise, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-like Ability (Greater Dispelling), Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack
Epic Feats: Devastating Critical (melee touch, Fort DC 59 to survive a critical hit), Overwhelming Critical (melee touch, +1d6 bonus damage), Undead Mastery, Zone of Animation

Abomination Traits: Immune to polymorphing, petrification, and other form altering attacks, not subject to energy drain, ability drain, ability damage, death from massive damage, immune to mind-affecting effects; fire resistance 20; cold resistance 20; non-detection; blindsight 500 ft., telepathy out to 1000 ft.
Undead Traits: Immune to poison, sleep, paralysis, disease, death effects, critical hits, subdual damage; darkvision 60 ft.

Spell-like abilities: At will – animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, greater dispelling, greater teleport, finger of death, improved invisibility, plane shift, slay living, speak with dead, spectral hand, true seeing, unholy aura, 5/day – haste, Mordenkainen’s disjunction, weird; save DC 26 + spell level, CL 30.
Rebuke/Command Undead (Su): Atropals can rebuke or command undead as a cleric of the same level +6.

Neagtive Energy Aura (Su): A 30-foot-radius spread negative aura spreads from each atropal. All undead in the field (including the atropal) are treated as if heaving turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of neagtive energy protection or protection from evil (affected creatures do not lose hp due to these negative levels, though). Creatures with 10 or fewer HD perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).

Constitution Drain (Su): When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. The attack allows a Fortitude save (DC 59).

Energy Drain (Su): When the atropal hits with a ranged touch attack (a ray of utter darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 59) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one.

Disintegration (Su): When the atropal hits a creature with a ranged touch attack (a ray of green-white energy that it shoots from one of its claws to a range of 400 feet), the victim suffers a disintegrate effect. If it succeeds on a Fortitude save DC 59, it receives 5d6 points of damage. Otherwise, the damage is 40d6. In either case if the damage kills the victim, it is turned to dust. The ray ignites combustible materials and ignores the hardness of objects.

Regeneration (Ex): Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons, that includes natural weapons) and spells with the good-descriptor.

Summon Nightcrawler (Sp): Ten times per day an atropal can summon a nightcrawler (see Monster Manual). The creature stays for one hour, CL 30.

_________________________________

I modified the creature to give it more destructive power by adding the disintegration rays (have seen War of the Worlds before ;) ). It turned out that CR 32 was quite appropriate for the encounter.
 
Last edited:

More undead

The vampire Selokana was a very important agent of the Twisted Rune. Her duty was to observe the deeds of House Aldhanek in the ruined city of Shoonach, especially of the wizard Safana Aldhanek.

However, when she was on her way from a meeting with Sapphiraktar in Calimshan to Shoonach, the Sades decided to intercept and kill her, not knowing that they'd cut the Rune's only link with the Aldhaneks. The Rune was thus not able to stop the Aldhaneks from freeing the Atropal...

Selokana put up a very good fight, despite some of her powers being negated by Alvin's Antimagic Field. The spell prevented her escape but also enemy magic. It was a tough job for Alvin, Sigbert and Kaichiri to bring her down. Especially Alvin and Sigbert were heavily wounded after the fight.

Selokana of Shoonach

Medium Undead (vampire, former female human)
CR 22
Ftr 4, Rog 8, Shd 8
HD 20d12 +20 (hp 155)

Initiative: +14
Speed: 30 ft
AC: 41 (+7 armor, +4 shield, +11 dex, +6 natural, +3 deflection), touch 24, flat-footed 41
Base Attack/Grapple: +16/+24
Full Attack: +29/+24/+19/+14 keen, unholy, adamantine rapier +4 (1d6+14 +2d6; 15-20/x2) AND +25 keen, vampiric, adamantine dagger +3 (1d4+7 +1d4 (heals 1d4 hp to the wielder; 17-20/x2) OR +22 slam (1d6+4 +2 negative levels; 20/x2) OR +28/+23/+18/+13 corrosive composite longbow +2 (1d8+6 +1d6 acid; 20/x3; range increment 110 ft., mighty +4)
Alignment: NE

Special Attacks: Blood Drain, Children of the Night, Dominate (Will DC 25 neg.), Create Spawn, Energy Drain, Sneak Attack +4d6

Special Qualities: Alternate Form, DR 10/Silver and magic, Fast Healing 5, Gaseous Form, Resistance to Cold and Electricity 10, Turn Resistance +4, Spider Climb, Improved Uncanny Dodge, Evasion, Trap Sense +3, Trapfinding, Hide in Plain Sight, Shadow Jump 80 ft., Shadow Illusion (1/day), Darkvision 60 ft., Defensive Roll (1/day), Slippery Mind, Undead Traits
Saves : Fort +13, Ref +30, Will +14
Abilities: Str 26 (22), Dex 30 (24), Con -, Int 16, Wis 18 (14), Cha 20 (14)

Skills: Balance +28, Bluff +15, Climb +15, Escape Artist +33, Handle Animal +6, Hide +41, Intimidate +12, Jump +17, Listen +29, Move Silently +35, Perform (Dance) +10, Ride +12, Search +23, Sense Motive +24, Spot +29, Swim +11, Tumble +32, Use Magic Device +9
Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Mobility, Improved Initiative, Lightning Reflexes, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier), Weapon Specialization (Rapier), Improved Toughness

Special Attacks:
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.

Special Qualities:
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.

Equipment: Ring of Deflection +3, Darkwood Buckler +3, Gloves of Dexterity +6, Belt of Giant Strength +4, Periapt of Wisdom +4, Ring of Resistance +5, Cloak of Charisma +6, keen unholy adamantine rapier +4, keen vampiric adamantine dagger +3, corrosive composite longbow +2 (mighty +4), bracers of armor +7, statue of the night horse (summons a phantom steed once per day at CL 14)
 
Last edited:

Castle Tethir's guards - part I

The following undead are among the most dangerous ghosts the Sades encountered. The watchghost's powers are not easily countered and heal spells are essential to undo Con drain. The template can be found in Monsters of Faerûn.

Tethyrian Watchghost

Ghost 12th level human fighter, former elite guard
Medium Undead (Augmented Humanoid) (Incorporeal)

Hit Dice: 12d12 (78 hp)
Initiative: +6
Speed: Fly 30 ft. (perfect)

Armor Class: Manifested 15 (+2 Dex, +2 deflection, +1 dodge), touch 15
Base Attack/Grapple: +10/-
Attack: +14 incorporeal draining touch
Full Attack: +14/+9/+4 incorporeal draining touch or +14 chill ray
Space/Reach: 5 ft./5 ft.
Special Attacks: Chill ray, draining touch, corrupting gaze

Special Qualities: Darkvision 60 ft., incorporeal, rejuvenation, +4 turn resistance, undead, manifestation, SR 24
Saves: Fort + 8, Ref + 6, Will + 5
Abilities: Str 18, Dex 14, Con -, Int 10, Wis 12, Cha 14

Skills: Intimidate +10, Listen +5, Spot +5, Knowledge (nobility) +4
Feats: Blind-Fight, Cleave, Improved Initiative, Power Attack, Improved Unarmed Strike, Dodge, Mobility, Spring Attack, Weapon Focus (longsword), Weapon Specialisation (longsword), Improved Critical (longsword), Combat Reflexes, Quick Draw
Alignment: LE
Challenge Rating: 14

Chill Ray (Su): Cold light deals 2d6 Con damage, Will save DC 18 to to resist additional slow effect for 11 rounds. 12 rays/day.

Corrupting Gaze (Su): 2d10 damage and 1d4 Cha damage as a gaze attack (30 ft.). Fort DC 18 negates.

Draining Touch (Su): A successful attack drains 1d4 points of one ability and heals 5 points to the ghost.

_____________________________________

This sorcerer was the member of an adventuring party that perished in the ruins in 1359 DR. The strong presence of negative energy turned him and his pseudodragon familiar into ghosts. They attack every living being they encounter. Since they died in the torture chamber they stay most of the time there.

Former adventurer: Sorcerer

Ghost 14th level human sorcerer
Medium Undead (Augmented Humanoid) (Incorporeal)

Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: Fly 30 ft. (perfect)
Armor Class: Manifested 22 (+4 Dex, +8 deflection), touch 22
Base Attack/Grapple: +7/-
Attack: +11 chill ray
Full Attack: +11 chill ray
Space/Reach: 5 ft./5 ft.

Special Attacks: Chill ray, malevolence, corrupting gaze
Special Qualities: Darkvision 60 ft., incorporeal, rejuvenation, +4 turn resistance, undead, manifestation, SR 26
Saves: Fort +4, Ref +8, Will +11
Abilities: Str 10, Dex 18, Con -, Int 12, Wis 14, Cha 26

Skills: Concentration +15, Spellcraft +15, Knowledge (arcana) +10
Feats: Improved Initiative, Silent Spell, Spell Focus (Evocation), Eschew Materials, Extend Spell, Heighten Spell
Alignment: NE
Challenge Rating: 16

Chill Ray (Su): Cold light deals 2d6 Con damage, Will save DC 25 to to resist additional slow effect for 14 rounds. 12 rays/day.

Corrupting Gaze (Su): 2d10 damage and 1d4 Cha damage as a gaze attack (30 ft.). Fort DC 25 negates.

Malevolence (Su): Magic Jar on target, Will save DC 23 negates for 24 hours.

Spells (save DC 18 + level, 19 + level for evocation):
0.: 6: Detect Magic, Read Magic, Ray of Frost, Light, Resistance, Mage Hand, Open/Close, Disrupt Undead, Prestidigitation
1.: 8: Magic Missile, Shield, Protection from Evil, Burning Hands, Alarm
2.: 8: Resist Energy, Web, See Invisibility, Invisibility, Glitterdust
3.: 8: Fireball, Fly, Dispel Magic, Arcane Sight
4.: 8: Fire Shield, Dimension Door, Evard’s Black Tentacles, Phantasmal Killer
5.: 7: Feeblemind, Baleful Polymorph, Symbol of Pain
6.: 6: Greater Dispelling, Chain Lightning
7.: 4: Prismatic Spray

Familiar

Ghost pseudodragon
Tiny Undead (Augmented Dragon) (Incorporeal)

Hit Dice: 14d12 (45 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)
Armor Class: Manifested 16 (+2 Dex, +2 deflection, +2 size), touch 16
Base Attack/Grapple: +7/-
Attack: +9 energy draining touch
Full Attack: +9 energy draining touch
Space/Reach: 2 ½ ft./5 ft. (tail stinger)
Special Attacks: Frightful moan, corrupting gaze, aging breath, energy drain (1)

Special Qualities: Darkvision 60 ft., blindsense 60 ft., telepathy 60 ft., incorporeal, rejuvenation, +4 turn resistance, undead, manifestation, SR 26, magical radiance, immune to fire and electricity, improved evasion, share spells, scry on familiar
Saves: Fort +4, Ref +6, Will +10
Abilities: Str 6, Dex 15, Con -, Int 12, Wis 12, Cha 14

Skills: Hide +15, Spot +10, Listen +10
Feats: Weapon Finesse
Alignment: NE
Challenge Rating: 16

Frightful Moan (Su): Victim is panicked 2d4 rounds, Will save DC 19 negates for 24 hours.

Corrupting Gaze (Su): 2d10 damage and 1d4 Cha damage as a gaze attack (30 ft.). Fort DC 19 negates.

Energy Drain (Su): Successful touch attack bestows one negative level (2 on a critical hit) and gives 5 temporary hp to the ghost. Fort DC 19 removes a negative level.

Aging Breath (Su): Cone (15 ft.) of gray mist ages for d100 years, Fort DC 17 halfs. Usable three times, then needs recharging for 12 rounds.

__________________________

The dragon almost killed Alvin with his aging breath. The cleric was able to undo the effects with a Greater Restoration (DM's ruling).
 
Last edited:

Dark Dragon said:
Aging Breath (Su): Cone (15 ft.) of gray mist ages for d100 years, Fort DC 17 halfs. Usable three times, then needs recharging for 12 rounds.
That's a hugely nasty power. Even nastier because the save only halves the effect. The average roll is 50, so even if you make the save, you're aging 25 years.
 

Remove ads

Top