Villans, generic and otherwise

Cyclops

First Post
The title says it all. This is that place where we can help out that harried DM who needs a villan, and maybe a motivation as well.
Generic, butkicking, minions, fall guys, thugs, you name it, this is the place to post em.

There was a great post on a previous board all about goblins with class-character classes. I loved that post! I can't remember who the genius was who posted it, but in honor of that great visionary, my first post is of a goblin sorcerer.
 

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Uthgart Elfbane

Male Goblin Rogue2 /Sorcerer 8, HD 2D6 + 7D4 +18, HP: 65, Init +3, Spd 30, AC: 17 (14)
Attack +5, +8 ranged, AL: CE, Saves Fort 6, Ref 10, Will 7 (+2 bonus figured in)

STR 12, DEX 16, CON 14, INT 14, WIS 8, CHA 20
SKILLS (stat bonuses NOT figured in)
Appraise 5, Craft (leather) 5, Open Lock 5, Disable Device 5, Hide 5, Move Silent 5, Gather Information 5,
Disguise 5, Spellcraft 7, Concentration 7, Knowledge Arcana 7, Scry 7

FEATS 4
Spellcasting Prodigy, Spell Focus: Evocation, Daylight Adaptation, and Create Wondrous Item

LANGUAGES:
Goblin, Common, Gnome, Orcish

SPELLS: DC 16 + spell level, or 18 + spell level: Evocation
6,7,7,6,4
0/Detect Magic, 0/Read Magic, 0/Prestidigitation, 0/Daze, 0/Mage Hand, 0/Mend, 0/Ray of Frost, 0/Open/Close, 1/Shield, 1/Magic Missile, 1/Identify, 1/**Kaupaer’s Skittish Nerves (+5 to Init checks 1 minute per level), 1/Comprehend languages, 2/Invisible, 2/*Sniloc’s Snowball Swarm, 2/Blindness/Deafness, 3/Fireball, Summon Monster III, 4/Poly Self

MAGIC ITEMS
Shortsword +1 Shocking Atk +6, D 1-6 +2 +1D6
Sling of Flaming +1, Atk +9, D 1D4 +1 +1D6

Commander’s Ring (taken from a fallen Purple Dragon Commander in the Goblin Wars)
+2 to resistance, +2 to ac (deflection), and Feather Fall, Knock, Wall of Force, and Daylight each three times a day!
Purple Dragons Ring: detects poison at will, can be worn on same hand as Commander’s Ring

2 Pearls of Power (3rd!)
Potions: Cure Moderate x3
Amulet of Natural Armor +2
Scrolls (at 6th level)
Fly, Invisibility, and Gaseous Form

Equipment
Mastercraft Thieves Tools, Backpack, bedroll, Rations 3 days (dried meat-you don’t wanna know of what),
Scroll tube, belt pouch with components, wineskin, waterskin, flint and steel, small tent, rope, grappling hook, bottle of fine elven wine.
War Pony, and all tack, plus saddle bags.
A stolen spell book: with Change Self, Colorspray, Silent Image, Magic Missile, Shield, Protection from Evil, Invisibility, Mirror Image, Minor Image, Protection from Arrows, *Aganazar’s Scorcher
(Uthgart uses the book in his disguise as a 4th level gnomish wizard)

37 gold, 15 silver, 6 copper, 4 gems w/100 sewn into belt, small pouch with 6 100gps pearls

**Magic of Faerun
* Forgotten Realms
 

Uthgart was not the typical goblin. He never felt part of the tribe. He grew up in the mountains outside Cormyr. He trained first, as a rogue, picking locks on doors to let in a raiding party, and then locking the same door after all inside were dead. Uthgart seemed to be a natural leader, his charisma, and inventive murders brought much admiration.
The tribal leaders were not so pleased with this innovative young goblin, and when his sorcerous abilities began to manifest, he was banished. It wasn’t long before Uthgart took up with another tribe, this time as an apprentice to the tribal adept. Uthgart was not happy, and slew his master in a bid for power. Unfortunately Uthgart could not replace the adepts “healing” powers, and once again he was banished.
The Goblin Wars with Cormyr were to be an education for young Uthgart. He was able to hook up with goblin, orc, and hobgoblin sorcerers. He learned a lot of magic, and advanced rapidly in power. Uthgart was not above traveling invisibly into human encampments to see the War Mages cast their famous spells. It was on one such occasion that the camp was over run by orcs, and Uthgart was able to loot a pair of magic rings…
Abandoning the war, Uthgart traveled north to the Dalelands, and from there to the Silver Marches. The magic of Silverymoon lures him like a moth to the flame. To date, he has not yet had the courage to enter the city. But he has explored Sundabar, and Everlund in the guise of a gnome. He has worked with Orcs and hobgoblins on raids in the area, but always abandons the group if things look bad.
In Uthgart’s mind, he has precious little magic. He covets any and all magic. He will gladly kill, and torture to get it. And he will think nothing of sacrificing others of his kind to obtain whatever he desires.
Uthgart maintains secret cashes of treasure and magic in several areas of the marches. Each area is free of thieving goblins. They are not much, just potions of healing and some gold. But he has big plans for them.
Currently, Uthgart is in Sundabar, trying to pass himself off as a gnomish wizard of low levels. He stole a spell book off a 4th level illusionist, and will appear to study it, as if memorizing spells. His goal is to infiltrate a party of adventurers, and kill them while they sleep. He takes the name of Myron “Tumbletoes” Flintlock. When it’s his turn on watch, he will summon a fiendish ape to distract the party, and hide, casting Snowball Swarms, Blindness, and more Summoned creatures. Only if things go bad, will he cast fireballs. He doesn’t want to loose even one paper scroll!
His Polymorph Self spell can be cast 4 times a day. 3 times a day, he’ll cast it to maintain his disguise. The forth use is always saved for a quick getaway (generally as a raven or an owl).
Uthgart has grown fond of humanoid luxuries. He LOVES elven wines. For the last two years, he has wintered in human cities. This has led to Uthgart’s master goal. He wants to rule a human city! To that end, he has made contact with a band of wandering Doppelgangers, and been in contact with human mercenaries. He is also casting about for a mage to cast Polymorph Other upon his person for a permanent disguise. But he is too paranoid to do so without a sure way of killing that mage afterwards.
 

HALFLING ELITE SLINGERS. (twenty of the little guys)

The sling used by Uthgart inspired these guys. i.e. he must have picked up such a sling from one of the Elite!

Brimstone Company.

Slingers small halfling lightfoot fighter 4,Rogue 1 AL: NG
S14, D18, C14, I12, W10, Ch12
Fort: 7, Ref: 8, Will: 2
Atk: 6 melee, 8 ranged (see weapons below)
AC16/12 (leather, Dex) Init +4, Spd: 30, Hit Points: 36

Skills and Feats: Weapon Focus: Sling, Weapon Specialization: Sling, Point Blank Shot, Precise Shot,
Rapid Shot (Back Stab +1D6)
Hide +5 (+13), Move Silently +5 (+11), Ride 7 (11), Climb 5 (9), Handle Animal (war pony) 2 (3).
Listen +3 (5), Jump +4 (+8)………..(All bonuses figured in)

Languages Halfling, Common, and one more (varies the unit tries to get as many as they can, mostly goblinoid/enemy tongues)

Equipment:
Slings of Flaming +1 Atk +10, Damage 1D4 +3 +1D6 (+ another 1D6 for sneak attack)
Short sword masterwork, Atk +7 Damage 1D6 +2
Leather armor, belt pouch with 20 bullets, belt pouch with caltrops, waterskin, 1 days rations in belt pouch

War pony, all tack, saddle, and saddlebags. 3 days rations in bags, more bullets: 40, one extra sack of caltrops,
Wineskin, waterskin, bedroll, small tent, 50’ rope, dagger, shortspear, flint and steel

CAPTAIN HULLYBROOK……………AL:NG………………………………….
Small male halfling Fighter5, Rogue 2, Hit points 53
S14, D20, C16, I14, W12, Ch14
Fort: 8, Ref: 10, Will: 3
AC19/14 (Leather +2, Dex) Init +9, Speed 30.
Atk +8 melee, +11 ranged (see weapons below)
Skills and Feats: Weapon Focus: Sling, Weapon Specialize: Sling, Point Blank Shot, Precise Shot,
Rapid Shot, Improved Initiative
Hide +5 (+13), Move Silent +5 (+11), Ride 7 (12), Climb 5 (9), Handle Animal 5 (7),
Listen 6 (8), Jump 5 (10), Wilderness Lore 5 (6)

Languages: Halfling, common, Dwarvish, Goblin

Equipment
Sling Flaming +1, Atk +13, Damage 1D4 + 3 + 1D6 (+ another 1D6 for Sneak attack)
Masterwork short sword, Atk +10, Damage 1D6 +2
Leather Armor +2
3 potions of Cure Serious Wounds
Otherwise, he has the same equipment as his men


FRIAR FAIRWEATHER……………………AL:LG……………………………………
Small halfling female cleric of Yondalla 5th level, Hit points: 46
S11, D16, C14, I14, W16, Ch16
Fort 7, Ref 5, Will 8
AC: 18/15 (studded leather, small shield, dex) Init +3, Speed 30
Att +3, Ranged +6 (see weapons below)
Skills and Feats: Combat Casting, Scribe Scroll
Concentration 8(10), Knowledge Religion 8(10), Heal 8 (11), Ride 4 (7), Hide 1 (6), Move Silent 1 (6)
Languages: Halfling, Common, Gnomish, Elven

Spells 5, 5,4,3 save DC is 13 + spell level
DOMAINS: Halfling, Family
0/Detect Magic, 0/Read Magic, 0/Light, 0/Resistance, 0/Guidance
1/#Bless, 1/Divine Favor, 1/ Shield of Faith, 1/Magic Weapon, 1/Sanctuary
2/#Cats Grace, Cats Grace, Hold Person, Spiritual Weapon
3/#Helping Hand, Prayer, Searing Light
# is domain spell

Granted Abilities:
1) The Friar can add her Charisma Modifier (3) to Climb, Jump, Hide, and Move Silently checks. She can use this for 10 minutes a day.
2) She can protect 3 creatures (including herself) with a +4 dodge bonus to AC. This lasts for 5 minutes, usable once a day.

Equipment:
Light Mace +1, Atk +4, Damage 1D6+1
Sling Flaming +1, Atk +7, Damage 1D4+1+1D6
Studded Leather Armor
Potions: Holy Water, Cure Moderate x3
Scrolls: (at 5th level) Lesser Restoration x2, Cure Mod x2, Cure Disease, Find Traps,
Otherwise equip the same as the elite slinger
 

FRERIDOC FELONIUS, The fearsome, fiendish, foe of all who walk the prime. The Purveyor of Fiery Doom. The Enigmatic Enemy of all that burn. The consumer of mortals. The simple servant of Kossuth, the flaming one.

Small Outsider Fire Mephit, Least Cleric 4 of Kossuth, the Lord of Fire
HD 3D8 +4D8, Init +5, Speed 30, Fly 50 (average), AC: 16
Atk: 2 claws +7 melee, Damage 1D3 claws plus 2 points for fire
SA: Breath Weapon, Spell like abilities, Summon mephit
SQ: Fire subtype, Fast healing 2, Damage reduction 5/+1
Fort +7, Ref +7, Will +7
S10, D13, C10, I14, W16, Ch15

Skills and Feats: Bluff +5, Hide +11, Listen +6, Move Silent +7, Spot +6
Concentrate 9, Knowledge Religion +7, Intimidate +6
Improved Initiative, *Thug (+2 init, +2 intimidate), Lightning Reflexes
CR 7

Spells 5,5,4 Spell DC 13 + spell level, Domains Fire, Renewal
0/Detect Magic, Guidance x2, Resistance, Detect Poison
1/# Burning Hands x2, Cure Light Wounds, Doom, Sanctuary
2/#Lesser Restoration, Cure Moderate, Spiritual Weapon, Hold Person, Silence

Granted Abilities
Renewal: If Felonius goes below 0 hit points, he regains 1D8 +3 hit points. Unless he goes to –10 hits.
Then he is truly dead.
Fire: Turn or destroy water creatures. Rebuke or Command fire creatures as undead-5 times a day.
Breath weapon: 15’ cone, 1D8, Ref for half, DC: 12
Fire subtype: Immune to fire, 2x damage from cold except with a successful save.
Spell like abilities: 1/hour: Magic Missile 2D4+2, 1/day Heat metal per 6th level Sorcerer
Fast Healing, only if touching a flame: torch size or larger

Freridoc was a servant in an important temple of Kossuth. Well, OK, he was a slave. He hated slavery. Adventurers destroyed that temple, and Freridoc was free-but with no way home. Yet there was a certain pleasure in a world with so much that burns!
So he wandered, burning cities and forests. But adventurers always showed up to hunt him down. Freridoc needed an edge-something to help him survive. So he returned to his old temple, and dug around. He was looking for magic items. What he found was a holy book.
Freridoc became a cleric. With a patron away over there on the plane of fire, Freridoc was free, AND protected! Freridoc was led to cultists, arsonists, and safe houses across Faerun. He always has a home in Thayan Enclaves where Kossuth is venerated. He preaches sermons about the plane of fire with such profound detail (he IS a native, after all), that he is respected and sought after by humans. Humans SERVE Freridoc Felonius now! He likes his clerical status.
His current plans involve nothing less than burning down the great cities and forests of Faerun. He is in the north with cultists of Kossuth. They are manufacturing flammable oils with the goal of consuming the elven forest of Cormanthor! Freridoc heard there are wooden villages still high in the trees…. Fires are much more fun when there is screaming within.
 

These are my first bad guys that I made and there not nice.

Indo Vimokina
Male Monstrous humanoid
1 Ftr/4 Clr/5 Sphere Minion/10 Ocular Adept
HD 1d10 + 4d8 + 5d6 + 10d6 + 80 (HP = 222)

Str 16, Dex 18, Con 18, Int 15, Wis 26, Cha 25
Fort save 18, Ref save 9, will save 23
Alignment LE, Speed 30ft, Size M(6ft)
AC 22, Flat-Footed AC 18, Touch AC 14
Init = +8

Most Common Attack
+5 Keen, Spell storing, Wounding, Acidic Burst Greataxe
AttackBonus +23/+18/+13 Damage 1d12+3+1d6(Acid) Critical 19-20/X3

Feats
Alertness, Endurance, Weapon Focus (Greataxe), Weapon Focus (Ray), Extra Turning, Power attack, Divine Vigor, Divine Might, Improved Iniative.

Skills: Climp +7, Handle Animal +11, Jump +7, Swim +3, Concentration +27, Knowleg (arcana) +23, Spellcraft +19, Spot +27.

Posseshens: +5 keen spell storing wounding acidic burst Greataxe, +5 spell Resistance(13) Sonic Resistance Leather scale, Vest of false life, Guardian Braclet (good human).

Cleric Spells (5,5+1,4+1) (domains Hatred, Tyranny) (DC 18+Spell level)
0-Inflict minor wounds x5; 1-Inflict lightwounds x5, Doom; 2-inflict moderate wounds x4, Enthrall.

Ocular Adept Spells (6,6+1,6+1,5+1,5+1,3+1) (DC 18+spell level)
0-Inflict minor wounds x6; 1-Inflict light woundsx6, Doom; 2-Inflict moderate wounds x6, Enthrall; 3-Bestow curse x2, Inflict serios wounds x3, Bestow curse; 4-Inflict critical wounds x4, Spell Immunity, Fear; 5-Slay Living x2, Circle of Doom, Rightous Might.

Domain Powers
Hatred Domain= Once per day, as a free action, choose one opponent. Against that opponent you gain a +2 profane bonus on attack rolls saving throws, and armor class. This supernatural ability lasts for 1 minute.
Tyranny Domain= Add +2 to the saving throw DC of any compusion spell you cast.

Eye Stalks(Su): Each ray cast as a 10th level sorcer. Save DC is 22. Rang of 50 ft.
Eye Stalk I(Su): 3x day
Inflict Light Wounds: This works just like the spell, causing 1d8+5 points of damage(Will half).
Eye Stalk II(Su): 2x day
Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist.
Eye Stalk III(Su): 1x day
Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 2d6+6 points of damage if his saving throw succeeds.
All-Around Vision(Ex): This grants the sphere minion a +2 circum stance bonus to Spot and Search checks. In addition, the sphere minion cannot be flanked.
Levitate(Su): A sphere minion gains the ability to levitate-the better to serve his beholder masters. The sphere minion can levitate at will, as per the spell cast by a sorcer of the sphere minions class level.

Implanted Eveball (Su) As a result of the surgery, the ocular adept gains understanding of the beholder language and a +4 bonus on spot checks. All ray powers 2x day one stanerd achen to use. Range 100 feet. Save DC 22. The implanted Eyeball closes and must rest for the full round immediatly following a round in which a ray attack is used.
Charm Person: A 1st level ocular adept can emit a charm person ray.
Sleep: At 2nd level, an ocular adept can emit a ray of sleep.
Inflict Moderate Wounds: Ocular adepts of 3rd level or higher often employ this ray.
Slow: This ray is usable by ocular adepts of 4th level or higher.
Fear: A 5th-level or higher ocular adept may employ this ray. Charm Monster: At 6th level and higher, the ocular adept can use this ray.
Telekinesis: At 7th level and higher, the ocular adept can move objects or creatures with this ray.
Flesh to Stone: An ocular adept of 8th level or higher can emit this deadly ray.
Disintegrate: A 9th-level or higher ocular adept can use this ray to horrifing effect.
Finger of Death: At 10th level, the great mother grants the ocular adept the most deadly of those favors naturally possessed by her true childeren.

He is truely not nice aport of a sekt that thinks itself as a beholder tripe and duse not like trangers.

Thats all the histry of him I have how dose he look.:D
 


MALICK’S BAND

This is a collection of monstrous survivors of adventurer attacks. All have come from decimated tribes and intend to wreck vengeance against humanoids. Malick has gathered them together, and seeks out adventurers with a special relish.

Malick, Large Monstrous Humanoid Minotaur Male, Fighter 4
HD 6D8 +12 + 4D10 +8…………………………Hit Points: 79
Init +0, Speed 30, AC 23 (natural + half plate & large steel shield)
Attacks huge great axe +16 /+9 melee, Gore +8 melee
Damage: Great axe 2D8 +8, Gore 1D8 +4
SA: Charge 4D6 +8, SQ: scent, natural cunning
SAVES: Fort 12, REF8, WILL 8
S22 (20), D 10, C15, I16, W10, Ch14
SKILLS: Intimidate +5, Jump +8, Listen +8, Search +6, Spot +8
Craft Weapons+7, Craft Armor +6, Wilderness lore +4 (8),
Languages common 2, Languages Orc 2, Languages Undercommon 2
FEATS: Great Fortitude, Power Attack, Weapon Focus: Great Axe, Weapon Specialization: Great Axe
Leadership, Blind Fight.
CR: 8
Equipment: Gauntlets of Ogre Power, Ring of Protection +2, Half plate, Great Axe, Short sword (his dagger). Belt pouch (a backpack), 6 gems w/100gps, 100 gold., Rations (dried meat) for 2 days.
Keg of ale stashed in the forest.
……………………………………………………………………..


4 standard Ogres per the book.


………………………………………………………………………
Ocky and Tack Large Giant Male Ettin 3rd level Ranger
HD: 10D8 +20, plus 3D10 +6……………………….Hit Points: 86
Init +3, Speed 40, AC: 18 (natural + hide)
2 greatclubs +15/+10, or two longspears +8/+3 ranged
Damage: Greatclub 1D10+6, Great spear 1D8+6
SA: superior two weapon fighting
SQ: Darkvision 90 feet
SAVES: Fort +12, Ref +3, Will +4
S:23, D10, C15, I10, W14, Ch6
Listen +10, Search +0, Spot +10. Wilderness Lore +6
FEATS: Alertness, Improved Initiative, Power Attack, Cleave, Great Cleave,
TRACK (bonus feat for rangers)
CR: 8
FAVORED ENEMY: Humans
EQUIPMENT: homemade hide armor, belt, Large sack, dried meat (2 days rations)
Another sack w/100 silver. He hides this before combat, so he won’t make noise.
Two great clubs, two great spears.
TACTICS: Ocky and Tack will chuck spears first, and close for battle.
 



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