PDA

View Full Version : Villains Compendium



Bluydee
2014-07-25, 10:26 AM
We've all experienced, or rather seen it. The DM, unable to think of anything after the party decides that instead of fighting the BBEG in the tomb of evil, they'll go wander off in the desert, just rolls the random encounter table rather than think of anything. This is where this thread comes in. This thread will be a collection of ready-to-play character sheets for enemies, quick adventure hooks, or even full encounters.

This is the sample sheet to put in.

Name: (Of either the encounter, hook, or villain.) (optional)
Game: (post if it's either pathfinder, 3.5, or can be used for both)
CR: (The CR for the encounter or villain. Adventure hooks don't need this)
Rules: (Any variant rules being used)
Description: (Short, concise, and adequately tells you what it is about.)
Statistics: (The mechanics of the encounter or villain. If encounter, write the positions of enemies and obstacles. For villains, put either a link to the character, a statistic block, or anything else that can convey the character. You can even just post where to find a monster to use.)
Explanation: (Explaining the mechanics. Say how to play the encounter or villain.)
Fluff: (The hook for the encounter, villain, or just a stand alone hook anyone can use. Put some extra ideas for using the hook.)
Sources: (All book sources used)

Example:
Name: Grushal the Mighty
Game: 3.5, some Pathfinder.
CR: 9, (may increase if encountered with followers)
Rules: E6, Gestalt
Description: A powerful, giant orc with a large number of followers to back him up.
Statistics:
Grushal the Mighty (http://www.myth-weavers.com/sheetview.php?sheetid=968935)
M CE Giant Advanced Fire Souled Orc Barbarian 5/Orc Warlord 1//Fighter 1/Legendary Leader 5, Level 6, Init +3, HP 105/105, Speed 40
AC 33, Touch 12, Flat-footed 30, Fort +19, Ref +7, Will +10, Base Attack Bonus +6/+1
+5, Furious, Adamantine +5 Furious Adamantine Greataxe +24/+19 (3d6+21, 20/x2)
+5, Masterwork, Mithral +5 MW Mithral Fullplate (+14 Armor, +3 Dex, -1 Size, +7 Natural)
Abilities Str 38, Dex 16, Con 30, Int 12, Wis 10, Cha 15
Condition None
Explanation: Grushal is big, and strong. Have a wizard follower cast shield and enlarge person on him, then let him attack the party, boasting a large 46 strength when raging and enlarged and power attack away his BaB for a bonus 18 damage. Average damage comes out to 192, and this is only by himself, not factoring in if you use his army to its full potential. While raging, he can intimidate as a free action, and with imperious command it makes anyone straight to cowering.
Fluff: The local kingdom says trouble is brewing in the desert, with reports of a large number of orc tribes gathering to siege the nearby cities. The kingdom sends you guys in to find out what is happening and cripple the planned attack before it happens. It just so happens that the army is led by a giant, superior orc with overwhelming passion. Stop him, and his army, before they conquer the lands.
Sources: Races of Faerun, SRD, Unearthed Arcana, PFSRD, ToB, Heroes of Battle, Dragon

Bonzai
2014-07-25, 10:41 AM
Cool. I did something like this on the WoTC Forgotten Realms boards. I'll repost them here.


Ssetherra, The viper’s kiss


The woman crouched low on the roof top, peering over the edge. She had lain in wait there for hours, hidden in the night’s darkness. Years of training had taught her how to avoid having her muscles cramp, and she remained there unwavering. She was poised to strike… very much like a coiled serpent. That thought brought a small smile to her lips. Finally, her quarry came in to sight. A fat and bloated merchant, who huffed and wheezed with the effort of walking down the street. His eyes were constantly darting to the shadows, obviously nervous despite the dozen guards surrounding him. As well he should be. He had crossed a priest of Sseth, and for that he would die.

She waited until the band had passed directly below her, then she struck! With quick fluid motions born from years of training, her hand dipped behind her sash and drew out the shurikens hidden there. With amazing ease, she sent them sailing into the night with a mere flick of her wrist. There was a slight whistle as they sailed through the air, followed by some wet thuds and curses. All ten had reached their target, and she allowed herself another satisfied smile. The shurikens themselves would do little damage, but the lotus poison on them should prove quite deadly. The poison was difficult, and costly to create, and it was good that none had gone to waste.

The poison did its work, and 10 of the guards fell to street. Her shurikens, magically enchanted to return to her, appeared back in her hand. Then she rose, and leaped over the side of the building. The remaining two guards saw her, and shouted. She had been trained on how to fall, and managed to push off the side of the building and go into a diving roll. She rolled right by the surprised guards, and sprung to her feet in front of the fat merchant. His eyes went wide, and he gave a squeal of terror. Without a word she hit him hard in the solar plexus. Twisting hard at the end and grinding the knuckle of her index finger into the nerve ending there, she watched in satisfaction as the merchant became temporarily paralyzed.

Wasting no time, she turned to the two guards who were now charging in to attack. The guards swung wildly, fear and anger making them reckless. Years of training had honed her combat reflexes and she dodged the attacks with ease. She then countered with a series of blows of her own, crushing the windpipe of one with her fist. The other she caught off balance and tripped him onto his back. Before he could recover, she brought the heel of her palm down, shattering his nose, and sending shards of bone into his brain. She gracefully rose, turned back to the unmoving merchant, and gave him cold, wicked, smile. In a chilling voice she said, “The justice of Sseth is upon you soft skin”.

LE Extaminaar Monk 7/Master Thrower 3/Fang of Seth 5

Ssetherra, The viper’s kiss.
LE Extaminaar Monk 7/Master Thrower 3/Fang of Seth 5
HP: 165
Init: +4
Speed: 50ft
Space/Reach: 5ft
AC: 20 t:18 F:16
Bab: 11/6/1
Attack: Unarmed 12/7/2 2d6+1, Shuriken 16/11/6 1d2+3
Abilities: Str:12 Dex:18 Con:17 Int:10 Wis:14 Cha:8
Saves: Fort 10 Ref 16 Will 9
Skills: Hide 15, Slight of hand 5, Spot 9, Move Silently 15, Tumble 13
Feats: Point Blank Shot, Precise Shot, Weapon Focus (shuriken), Deft Hands, Alertness, Flick of the wrist, Improved Unarmed Strike, Quick Draw, Snatch Arrows, Stunning Fist, Combat Reflexes, Improved Trip
Possessions: Boots of Speed, Monks Belt, 10 +1 Returning Shurikens, Amulet of Natural armor +1, Ring of protection +1, Black Lotus Extract (DC 20: 3d6/3d6 Con) Features: Evasion, Still Mind, Slow Fall 30, Flurry of Blows, Poison Resistance +3, +2 racial on escape artist checks, Low Light vision, +2 Racial vs Poison, +4 Racial to swim checks, Spider Climb, Serpent Shape, 2d6 Sneak Attack, Enhanced Range Attacks: +1 to attack rolls with ranged weapons.
Ki Strike: Unarmed Strikes are treated as magic attacks
Wholeness of Body: Can heal up to 14 points of damage per day.
Stunning fist: 10/day, DC 19 Fort save or be Stunned one round.
Purity of Body: Immunity to non magical diseases.
AC Bonus: Wis (+2) +2
Spell Like abilities: At will-Speak with animals (Snakes), 3/day-Charm animal (snakes).
Palm Throw: Throw two small thrown weapons with one attack roll. Don't apply strength to the attack.
Deadeye Shot: Crit modifier for a thrown weapon increases by 1.

Combat/Tactics: Ssetherra favors to attack from ambush. From there she strikes out, using her shurikens. These she usually coats with lotus extract. Using her boots of speed, flurry, and her palm throw ability, she is able to make a full attack and throw all 10 of her shurikens in a single round. If poison fails, she will close in and fight in melee, using unarmed strikes.

Friends/Allies: While she has few friends, Ssetherra is an active member of the Fangs of Sseth. As such, she is accorded some small measure of respect in the yaun ti community, and the clergy of Sseth in particular (well…. as much respect as a half breed can aspire to). When in need, she can call on her order for aid and support, provided it is warranted, and her quest important enough to bother her betters.

Foes/Enemies: She is sworn to dispose of all enemies of Sseth, and by association, the clergy of Sseth. As a secondary priority, she vigorously protects Yaun-ti interests in Hlondeth and those of house Extaminos.

Appearance: Ssetherra is tall, and lithe, almost inhumanly thin. Though slender, she is graceful, and her muscles are honed from a life time of training. She has a long, narrow face, with high cheekbones. Her eyes are an unusually emerald color. Her hair is a deep red, a sign of Sseth’s favor. Normally it is long and wavy, but she tends to keep it in tightly braided cornrows, to keep it out of her way. She can pass for human at a glance, but there are small patches of brown spots along her neck and back, like the scaled patterns of a snake. She usually keeps these hidden, favoring loose fitting, baggy clothing to cover them, yet offer her full freedom of movement.

Personality: Ssetherra strives to be unemotional, cool, and calculating. She knows that she is considered inferior to her Yaun-ti brethren, and in return views humanity as little more than slaves at best, fodder at worst. She demands perfection from her self, striving to prove herself better than the tainted human blood that flows within her. When on assignment, she is ruthlessly efficient. No mercy, no hesitation, and no doubt. She fully believes that she is carrying out Sseth’s will, and is almost fanatical in her devotion.

History: Born as part of the 2nd generation of extaminaar, she was sent at an early age to Hlondeth’s greatest temple of Sseth. With her human like characteristics, the temple intended to use her as an operative in human society. While obviously unworthy to be trained in the clergy, due to her tainted heritage, the temple did have a monastic order that she was allowed to enter. She was soon indoctrinated in the teachings of Sseth, and his followers. There she flourished. By her early teens, she had impressed her superiors with her unwavering devotion, and her martial skill.

Her master soon determined that she was ready to be initiated into the Fangs of Sseth. This was an incredible honor for her, as she would be the first extaminaar to enter the order. She resolved to prove her self, and set an example for her race. The master put her through a series of grueling and sometimes deadly tests. When he was finished, he praised her as being, “Cold, quick, and deadly… Just like a Viper’s kiss”. The name stuck, and she was admitted into the order.

Since then, she has been an assassin, spy, and enforcer for the temple of Sseth. Able to go where many Yaun-ti cannot and pass for a human, she has exceeded expectations and become invaluable to them. Like wise, she has risen high in the ranks of the Fangs of Sseth, and is one of their best operatives.

Motivations and Goals: As one of the 2nd generation Extaminaar, she is out to prove them worthy of being Sseth’s children. As such she as distanced herself from the parts of her that are human, and has embraced everything that she considers to be Yaun-ti. Her utmost secret desire is to prove her worth to Sseth, and gain his favor so that perhaps one day he will transform her into a full blooded Yaun-ti. She keeps this desire a secret, for she knows her betters would punish her severely for such presumption. In the meantime, she strives to earn their recognition and respect by carrying out Sseth’s will.

Bonzai
2014-07-25, 12:55 PM
Jameth Ramathul, The Jake of shadows.

Brom the Money Changer was nervous. For years he had been a successful businessman in Teflamm, but tonight he was fleeing for his life. For years he had endured the Shadowmasters skimming off his profits. It was part of doing business in this city, and for years he had accepted it. Finally however, his greed and ego had caused him to hide some of his earnings from them. He should have known that he wouldn’t have gotten away with it, they were too well informed! Then, an hour earlier he got the tip off. The Jake of Shadows was coming to make an example of him. Still, there was some hope that he might make it out of this. He acted quickly, taking as much of his money as he could. He summoned a dozen reliable body guards to come with him. The best to be found. Without bothering to pack, he immediately set out. If he could only make it to the docks, and to a certain ships captain, he would be out of the city with the tide. It was a big world out there, perhaps the Jake of Shadows wouldn’t find him then.

His hopes lifted as the docks came into sight. Only a narrow stretch of road remained before he was in the clear. And then a figure stepped out of the shadows in front of him. He was dressed all in black, with a pair of gleaming short swords held at his sides to reveal his intent. His face seemed to congeal the shadows, and no trace of his identity could be detected through their darkness. “My Gods”, Brom thought, “it’s him”! His cry of alarm cut off as the shadows seemed to flicker around him, and the man was gone. Was he real? His fears were confirmed a moment latter as something unseen started tearing into his guards. The air was misted red, and invisible blades tore into his men, incredibly fast, first in one direction, and then another. Within seconds, half his men were down, cut down with barely a warning. The man then appeared over two of the corpses, his blades dripping with gore. Brom let out a shriek of fear, and ran as fast as his corpulent frame could carry him towards the docks. His remaining guards charged him, but the man was unnaturally fast and agile, dodging and parrying their blows with dizzying speed. Brom continued to run, but risked a look back. The last of his men were down, and the man was turning to face him. There was a flicker of shadow, and the man was gone. Brom started to turn his head, but then gasped as twin fires of ice exploded in his gut and he came to a halt. His head slowly continued to try to turn forward and he saw that the man had some how appeared in front of him. Looking down he saw both the man’s swords plunged hilt deep into him. He tried to scream, but the blood had welled to his throat and it came out as a gurgle. The man jerked out his blades, and Brom fell to his knees. The last thing he saw as the man raised his blades high and sent them hurtling down toward his throat, was the swirling mass of shadows covering the man’s face.

NE Human Shadow walker Rogue 1/Fighter 2/Swordsage 4/Teflamar Shadowlord 4/ Sword Sage 5

Jameth Ramathul, The Jake of shadows.
NE Human Shadow walker Rogue 1/Fighter 2/Swordsage 4/Teflamar Shadowlord 4/ Sword Sage 5
HP: 170
Init: +
Speed: 30ft
Space/Reach: 5ft
AC: 23 t: 16 F: 17
Bab: 11/6/1
Attack: Short Swords x2: 17/17/14/14/9 1d6+8
Abilities: Str: 10, Dex: 20 (22), Con: 17 , Int: 10 Wis: 10, Cha: 10
Saves: Fort 9, Ref 19, Will 6
Skills: Search 19, Move silently 19, Hide 19, Tumble 18, Spot 5, Listen 7, Open Lock 5, Use Magic Device 5, Gather information 4, Balance 4, Climb 2, Swim 2, Disable device 1
Skill Trick: Acrobatic Backstab
Feats: Dodge, Mobility, Spring Attack, Weapon Finesse, Two Weapon Fighting, Blind Fight, Shadow Blade, Improved Two Weapon Fighting
Possessions: 2 +2 Keen Short Sword, Deathstrike Bracer (+2 dex), Rogue’s Vest, +5 leather armor, Boots of speed.
Features: Light blindness, Dark vision 60ft, +4 racial on hide checks, Sneak attack 1d6, Trap finding, Evasion, Discipline Focus: Defensive Stance (+2 to saves while in a shadowhand stance).
Spell like abilities: Shadow Mask 3/day, Dimensional Door 2/day, Darkness 3/day, Shadow Spray 3/day, Shadow Walk 1/day, Displacement 2/day, Evard’s Black Tentacles.
Shadow Sight: can see through normal and magical darkness without hindrance.
Shadow Jump: D-door up to 20ft per shadow lord class level per day. Can be broken up into increments of 10.
Shadow Blur: While not in daylight or bright light, gains a 20% miss chance.
Shadow Walk: can use shadow walk as a caster equal to his Shadow lord level.
Shadow pounce: can make a full attack any time he uses an ability with the teleport descriptor.
Spells Per day
2 1st: blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask, shadow spray.
1 2nd: air walk, black light, displacement, haste, greater invisibility, non-detection, vampiric touch
AC Bonus: +wis to AC
Discipline Focus: Weapon Focus (Short Sword),
Insightful Strike: +wis to damage (Shadow Hand)
Quick to act: +2 to initiative.
Sense Magic: 10 minutes study, DC 10+CL check
Possessions: 2x +2 Keen Short Swords, Boots of speed, +3 studded Leather, Ring of Protection +1
Maneuvers: 14 known, 7 readied, 4 stances
Maneuvers Readied
Shadow Jaunt: D-door up to 50ft as a standard action.
2. Cloak of Deception (Boost): Gain greater invisibility till end of turn.
3. Shadow Stride: D-Door up to 50ft as a move action.
4. Stalker in the night (Strike): You can move, make a single attack, and remain hidden.
5.Elder Mt. Hammer (Strike): Deal an additional 6d6 and over come dr and hardiness.
6. Shadow Garrote (Strike): Ranged touch attack (60ft), deal 5d6 damage and must make a DC 13 fort save or be flat footed till next turn
7. Shadow Blink: D-Door up to 50ft as a swift action.
Stances
1. Island of Blades: You and your allies gain flanking as long as you are both adjacent to your opponent.
2. Assasin's Stance: Gain 2d6 Sneak attack
3. Dance of the spider: Gain spider climb wile in stance.
4. Hearing the Air: +5 to listen checks, and Blindsense 30ft.



Combat/Tactics: Jameth begins each encounter by activating his boots of speed, using his cloak of deception boost, and using his Shadow Blink, shadow jaunt and shadow stride maneuvers. This triggers his shadow pounce ability, allowing him to make a full attack after each one, gaining an extra attack each full attack from the haste effect and hopefully dealing sneak attack damage as well. He will then try to follow up with an acrobatic backstab and using his strikes.

Friends/Allies: As one of the Shadow Lords, he is a high ranking member within the Shadowmasters organization. This affords him tremendous contacts and resources, particularly in Thesk.

Foes/Enemies: While few know his true identity, he shares the same enemies as the rest of the Shadowmasters. In addition, many within the organization would relish the opportunity to enhance their reputation by taking him down.

Appearance: Jameth is middle aged, tall, and wiry. He keeps his hair cut short to a bristly stubble, and his body is covered in scars. Prominently is one that lines a good portion of his left cheek and chin. As a shadow walker, he tends to have tendrils of shadow undulating over his body, making him harder to see in dark areas. As the “Jake of Shadows”, he favors clothes dyed black, including his leather armor. He wears a crude mask, essentially a piece of cloth with eye slits cut out, which drapes over his face with two cords that tie behind his head. He further hides his appearance with a shadow mask spell. He usually prefers to fight with a pair of short swords, as they are easier to conceal and are fairly light in weight.

Personality: Jameth’s upbringing in the streets of Teflamm has left him hard, and without pity. Life in the shadowmasters honed him to a ruthless edge. Anything less and he wouldn’t have survived, and above all else he is a survivor. Pragmatic and ruthless, he won’t hesitate from doing what needs to be done. He has no friends, and no family, he has purposefully divested himself from these perceived weaknesses. He has done all he can to keep his identity a secret, and encourages the tall tales about his exploits to further lead people away from the truth. His one loyalty is to the Shadowmasters, and it is his life. It is that loyalty that makes him so valuable to the Shadow Lords.

History: Born into poverty in Teflamm, he had to fend for himself at an early age. Like many young men in Thesk, the Shadowmasters proved a tempting opportunity to advance himself. He joined the organization, and received their basic training. While his natural agility and speed served him well as a thief, they served him even better with a blade. Soon he found himself drawn to the enforcement side of the organization, helping to track down and punish those who betrayed the guild. Eventually, his natural talent and skill with the sword attracted the attention of the Shadmaster’s blade master. He began to teach him the organization’s most sacred blade techniques, known as the shadow hand discipline, and sponsored him to undergo the ritual that transformed him into a Shadow-walker. Under the blade master’s tutelage, and with his new found abilities, Jameth surpassed his teacher in skill. He became one of the organization’s most dangerous operatives, and eventually became one of the Shadow Lords.

As a Shadowlord, he became something of a boogyman in the organization. Stories began to circulate about the men and woman that were butchered in grizzly fashion, examples made of those who crossed the Shadowmasters. Appearing and disappearing like a ghost, he was given the street name, “The Jake of Shadows”. Throughout Thesk, when people crossed the Shadowmasters and suffered a grisly end, they were said to have “danced with the Jake of Shadows”. Synonymous with death and merciless retribution, he enforces the organizations will through fear.

Motivations and Goals: As a Shadow Lord, he seeks to further the goals of the organization. His unique niche in the organization, is the policing of its own members. However he is known to make examples of outsiders who cross the guild from time to time as well. He seeks to further create fear and rumor of his Jake of Shadows persona to help keep it’s members in line. In many ways, his legend keeps such a large organization running smoothly.

Bonzai
2014-07-25, 01:30 PM
Essin Celebrindal, The Black Feather

The raven watched the procession intently. A dozen bodyguards surrounded his victim. Not that it would matter. The filthy human vermin… He mentally bid the raven to get closer and focus on his victim. He was a large, corpulent specimen, ugly even by human standards. The man’s eyes darted nervously back and forth, he was frightened. Good! Let the swine cower. His time had come. With practiced ease, the arrow knocked into place, it’s head coated in a particularly nasty poison. There! That would be his target, the third chin down, right where the artery should be. The procession approached the place he had chosen. Just enough time to cast the proper spells. Now! His fingers released the string and the arrow went racing toward it’s target.

The Raven saw the arrow fly through the wall and through a surprised bodyguard to land right on target. The fat human began to flail and gurgle as the lodged in his throat. The poison quickly took effect and the human’s spasms ceased. His panicked body guards searched franticly for their unseen attacker, and the city watch was soon on the scene. They never paid a second glance at the blind Elven beggar, nor the raven on the nearby roof.

NE Elf Ranger 2/ Binder 1/ Rogue 2/ Assassin 4/ Arcane Archer 6

Essin Celebrindal, The Black Feather.
NE Elf Ranger 2/ Binder 1/ Rogue 2/ Assassin 4/ Arcane Archer 6
HP: 138
Init: +6
Speed: 30ft
Space/Reach: 5ft
AC: 21 t: 16 F: 15
Bab: 12/7/2
Attack: 17/17/15 1d8+5+1d6 electric
Abilities: Str:14 Dex:18 (22) Con:15 Int:14 Wis:10 Cha:8
Saves: Fort 11 Ref 21 Will 5
Skills: Hide 15, Move Silently 15, Listen 16, Knowledge Nature 5, Jump 5, Climb 5, Disguise 4, Search 5, Open Lock 6, Disable device 6, Survival 5, intimidate 4.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (long bow), Rapid Shot, improved Binding, Many shot, dodge, mobility.
Flaw: The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
Possessions: +2 Shocking Human Bane Compound Longbow, +3 Leather Armor, Gloves of dexterity +4, Cloak of Resistance +1, 2 potions of Cure Moderate, 40 arrows.
Features: Immune to sleep, +2 vs enchantments, low light vision, +2 racial to spot, listen, and search. Wild Empathy, Track, Favored enemy (humans), Trap finding, Sneak Attack 3d6, Evasion, Death Attack, Poison Use, +2 vs poison saves, Uncanny dodge.
Enhance Arrow (+3): non-magical arrows gain a +3 bonus.
Imbue Arrow: Can imbue arrow with an AoE spell.
Seeker Arrow: 1/day, Arrow ignores concealment and cover, and moves around obstacles to hit the target.
Phase Arrow: 1/day, Arrow ignores concealment and cover, and goes through obstacles to hit the target.
Vestiges (Malphas): Poison use. Sudden Strike (1d6).
Invisibility: full round action, lasts one round per binder level.
Birds eye viewing: Summons a raven or a dove. It obeys your commands, and you see and hear everything it does.
Spells: 1st lvl (3 per day): True Strike, Sniper’s shot, Critical Strike, Feather Fall.
2nd lvl (1 per day): Spider climb, undetectable alignment, alter self.

Combat/Tactics: Essin prefers to strike while hidden. He uses his Raven to target his opponents, and will use his sneak attack from range (plop three more levels of assassin on him, and he will have the Sniper’s eye spell and will be able to death attack as well from a distance of 60ft). He will use poison, and make full use of his spells and abilities to make a single arrow deal the most damage possible. With his seeking and phase arrow abilities, he can fire behind walls, around cover, and stay completely concealed. He uses this to great affect when planning his hits, allowing him to make the best use of his escape routs.

Friends/Allies: Essin has no true friends, but considers the Eldreth Veluuthra to be comrades in arms. He has the organizations nominal support, and is a valued asset.

Foes/Enemies: Essin considers all of Humanity to be his sworn enemy. Secondly, any non-humanoid who consorts and aids human kind also draws his ire. While none of them know his true identity, the harpers and various local law enforcement officials would be very interested in stopping him. Hillsfar in particular has a substantial reward out for his capture, alive or dead.

Appearance: Essin is a gaunt sun elf, with long chestnut colored hair. His most obvious feature are his eyes… or lack of them. They were gouged out years ago, leaving nothing but scarred, hollowed out sockets. He never bothers to cover them up, and proudly displays them as a mark of what he has endured. Being blind, he cares little for his appearance. Wearing stained and tattered clothing, he is often mistaken for a beggar, which suits him fine.

Personality: Essin is solemn and taciturn. The only emotions he ever displays are his anger and bitterness towards the human race. They are the only thing that sustains him, and gives him purpose. He could care less about his appearance, but is meticulous in the care of his bow and armor. To him, killing humans is his business, a business that he takes very, very, seriously.

History: Essin grew up in the forests of Cormanthor, and was taught the ways of the ranger from an early age. He roamed far and wide protecting the woods, and occasionally saving the occasional foolish adventurer heading to or from Myth Drannor. One day, while ranging farther North than usual, he encountered a beautiful elf maid being attacked by a group of Red Plumes from Hillsfar. He rescued her, and sent her attackers fleeing. The elf maid’s name was Belissara, and she was an escaped slave from Hillsfar. From the moment he laid eyes on her, Essin had fallen head over heels in love. They dwelled in the forest for a time, Essin attempting to nurse her back to health. Then one morning, he returned to the camp, to find Belissara ringed by Red Plumes. He tried to save here, but was forced to surrender when they threatened her life. It turns out, that Belissara had led the humans right to the camp, and had betrayed him. Essin was bound and beaten. When his captors didn’t like the defiance in his eyes, they gouged them out.

He was never sure how long he was their captive. The days seemed to blend in to one another. Eventually though, he was rescued by members of Eldreth Veluuthra. They cared for him as best they could, but there was nothing they could do for his eyes, or his shattered soul. Years of captivity had left him on the edge of insanity, and he became fixated on the ancient elven legend of Malphas. Malphas, the Turnfeather, had supposedly given everything for his love and in turn was betrayed by her. Essin sympathized with his plight, and would often speak aloud to him. To his great surprise, one day Malphas answered. Some vestige of Malphas yet remained in the world, and Essin’s calling had bound them to one another. Through this binding, Essin gained power. Chief among these was the ability to summon a raven or dove under his control. He could see and hear all that they could. In this way, his sight was somewhat returned.

With his sight returned he found new purpose, he has devoted himself to Eldreth Veluuthra’s cause. Under their tutelage, he has become a notorious assassin. His signature, a tribute to Malphas, it to fletch his arrows with two white feathers, and one black one. This has earned him the nick name, The Black Feather.

Motivations and Goals: Essin is motivated by revenge, and he takes great pleasure in killing humans whenever possible. Hillsfar in particular has earned his ire, and he will gladly seize any opportunity to pay them back for what they have done. However, he knows the value of subtlety, and realizes that he won’t be able to wipe them out himself. So he bides his time, taking his opportunities as they present themselves, and aiding his brothers and sisters in Eldreth Veluuthra.

Bonzai
2014-07-25, 01:40 PM
Devron Taim, The Dirge

The guard paused to wipe the sweat from his brow. It was almost time. His hand gripped the handle of his short sword, knuckles turning white. Was it too late to turn back? No, he thought to himself, he was going through with it. The promised distraction arrived on time. A familiar beggar had fallen in front of the small procession. Most of the body of guards had surged up front, to shoo off the beggar, and look for a potential ambush. Now was the time! Calmly he drew his short sword, and casually walked up to his employer. The beggar’s shouts of protest turned to cries of pain as the guards began to beat him. More guards moved to assist them. Seeing his chance, he quickly clamped his hand around his employer’s mouth and plunged his sword deep into his back. He quickly yanked it out, and ducked down an ally and several side streets, as his companions brought up cries of alarm.

Making his way back to the inn, he thought back on last night, and the circumstance that brought him to this. He had worked late again. His employer, that bastard, had seen fit to keep his guards late as he caroused with some lovely wench that his coin must have bought. Certainly, a man with that many chins couldn’t have gotten a girl like that any other way. The long hours, and his current lack of coin to procure a wench himself further soured his mood. He went to his favorite inn, content to drown his sorrows in cheap ale. Then he saw her… she was beautiful. She must have been new, for he had never seen her work there before. When she brought him his drink, she was all smiles and her eyes seemed to linger far too long upon him. Emboldened, he started chatting with her, with a generous amount of playful pats and suggestive comments thrown in. There was a bard playing tonight, a good one. The atmosphere in the inn that night was magic, and the hours seemed to fly away.

It came time to close, and the woman huskily ushered him into a dark back room. A sudden light appeared from an uncovered lantern, revealing a beggar sitting at a table. He quickly bid the woman to leave, and began to talk. By the gods he was persuasive. He seemed to know every indignity suffered, and every slight his employer made against him. The bulging bag of gold also proved very enticing. When the beggar revealed his plan, it all seemed so easy, so reasonable.

At last he made it to the inn, and cautiously made his way into the back room. Soon he was joined by the beggar, who plopped the bag of coins on the table. The beggar told him, “Well done”, and began to merrily hum a tune. The tune was hauntingly familiar, he was sure that he had heard it before, but just couldn’t place it. Warily, he poured out the contents of the bag onto the table and began to count. Was the gold slightly slimy to the touch, or was that just his sweaty hands? It was probably just nerves. Was it hot in here? His brow had broken out in a sweat. Finally he was satisfied that he had not been cheated, and began scooping the gold back into the pouch… and then he collapsed to the floor. The room started to spin. Poison! It had to be. The last thing he saw before death claimed him was the man’s features changing into those of the bard from the night before, still humming that haunting tune.

CE Human Bard 11/ Zhentarim Spy 2

Devron Taim, The Dirge.
CE Bard 11/ Zhentarim Spy 2
HP: 108
Init: +6
Speed: 30ft
Space/Reach: 5ft
AC: 16 t: 12 F: 14
Bab: 8/3
Attack: 11/6 1d6+3
Abilities: Str:13 Dex:14 Con:16 Int:10 Wis:10 Cha:18
Saves: Fort: 6, Ref: 12, Will: 10
Skills: Perform 15, Spellcraft 15, Slight of hand 15, Hide 15, Move Silently 15, tumble 5, spot 5, listen 5, Bluff 5, Disguise 5, Forgery 5, Gather information 5
Feats: Decietful, Lyrical Spell, Subsonics, Arcane Strike, Spell Focus (Enchantment), Improved Initiative.
Possessions: Ring of Chameleon Power, Mythral Shirt, Cloak of Charisma +2, +2 Rapier.
Features: Bardic knowledge, Sneak Attack 1d6, Undetectable Alignment, Cover Identity.
Bardic Music: Counter song, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness.
0 lvl spells/ 3 per day: Prestidigitation, Message, Detect Magic, Mage Hand, Ghost Sound, Summon Instrument.
1st lvl spells/ 4 per day: Charm Person, Comprehend Languages, Feather Fall, Expeditious Retreat.
2nd lvl spells/ 4 per day: Silence, Invisibility, Sound Burst, Tongues.
3rd lvl spells/3 per day: Charm Monster, Dispel Magic, See Invisibility, Gaseous Form.
4th lvl spells/1 per day: Dominate person

Combat/Tactics: Devron seldom likes to enter combat directly. Instead he prefers to allow others to do his killing for him. His spells and bardic abilities allow him to control the minds of others, at which he is a master. He is also a master of disguise, with his ring of the chameleon allowing him to appear as whomever he likes. No one knows his true identity, and he takes great pains to ensure that no one will. As such, he never shows his true face on the job. If forced into a direct confrontation, he will attempt to dominate one of his attackers. If it fails he will use his rapier and arcane strike ability to melee his foes.

Friends/Allies: As a Zhent agent, he has the nominal support of the organization. As a respected Bard, doors are open to him that otherwise might not be.

Foes/Enemies: No one outside his immediate Zhent superiors know his true identity. As such he has no real enemies. However, if his involvement in the various deeds he has carried out come to light, any number of good aligned organizations, victims, or local law enforcement would be hot on his trail.

Appearance: He has long blond hair, and piercing blue eyes. He is extremely handsome, and takes great pains to keep up his appearance. However, he is a master of disguise, so he could appear to look however he wants too.

Personality: While in public, he is polite and charming in the extreme, a real bard’s bard. In private however, his true personality comes out. Cold, ruthless, and completely amoral. He thinks nothing of using his looks, charm, or bardic abilities to get what he wants. Everyone and anyone are disposable, except for him of course. To him people are only useful as an adoring audience, or as pawns to do his bidding. He has a quick temper when things don’t go his way, and has been known to vent his frustrations in particularly cruel fashion.

History: Devron was an orphan in Lyrabar. He was taken in by a kindly priest of Ilmater, and became a ward of the church along with several other young boys. Early on, he learned that he had a wonderful gift for song. He also learned that charm and good looks can get you far in life. Despite the priest’s best efforts to raise him to be a just and virtuous man, the boy grew up devious and manipulative. When he came of age he was apprenticed to a famous bard, and it seemed that his future was secure. However, his darker nature would not allow him to be content with the life of a wandering minstrel. He was drawn to the seedier places, and he began to love the thrill of danger and intrigue.

It started small, robbing drunkards of their purses. Then things went wrong, and he committed his first murder. That was a thrill unlike any other, and he became addicted to it. Even more addicting, was the thrill he gained by manipulating others into doing his dirty work for him. Eventually, his antics brought him to the attention of the Zhents. The Zhents offered him a choice, work for them or be exposed. This suited Devron just fine, and he even found the whole thing to be exhilarating. Ever since he has been cultivating his identity as a well known and respected Bard; all the while concealing his more sinister activities. The Zhents have come to value him as an operative that can get things done, without leaving any evidence implicating them.

Motives and Goals: Devron exists simply to sow chaos. He loves the thrill he gets from manipulating others into doing his bidding. The Zhents provide a wonderful outlet for his inclinations, and even provide support and income from them. His main goal is to increase his reputation as a bard, and to gain more autonomy within the Black Network. Then he will be free to indulge upon his whims whenever he desires.

Bonzai
2014-07-25, 01:46 PM
The Patriarch

He had ridden hard to reach his target, and his horse had died of exhaustion. That was only a minor inconvenience for one such as him. With the blessings of Cyric, he had shaped the soul energy into a crown, and through it’s power, the horse rose again as a zombie. Unlike a typical zombie however, it retained all the speed and grace it had in life. Even better, it felt no fatigue, and could be pushed faster than it ever had before. After that, he made much better time.

Now his target was in sight. A fat, blubbery thing, he hardly seemed worth the effort. The dozen bodyguards should prove more interesting. They had seen him and quickly moved to engage. His spiked chain lashed out, sweeping one off his feet. It was quickly followed by a blow that crushed the fallen man’s skull. Then the rest were upon him. His armor deflected most of their blows, and his training allowed him to avoid the rest. Taking advantage of one of the guards misses, he soon sent him to join his friend on the ground, and then on to death. His chain was slick with gore by the time he was through, and his target had started to flee. Calling his mount, he soon caught up with him. His death was slow and delicious, a tribute to lord Cyric. It also served as an important lesson; no one crosses the Ebon Dawn and lives!

CE Azurian Soulborn 15

The Patriarch, CE Azurian Soulborn 15
HP:195 hp
Init: 1
AC: 23, Flat Footed: 22, Touch: 11
Reach: 10ft (spiked chain)
Speed: 20ft
BaB: 15/10/5
Attack: (spike chain) 22/17/12 2d4 +10 (trip check +22)
Str: 16 (20), Dex: 13, Con: 16, Int: 13, Wis: 10, Cha: 12
Fort: 12, Refl: 6, Will: 5
Skills: Spot: 14, Tumble: 11, Jump: 4
Feats: Exotic Weapon Proficiency (Spike Chain), Combat Expertise, Combat Reflexes, Defensive Throw, Power Attack, improved trip, Awesome Smite, Bonus: Midnight Dodge, Cobalt Expertise, Sapphire Smite.
Possessions: +4 Full plate, +2 Sweeping Spike Chain, Belt of growth +4 strength
Special Abilities: Aura, Smite 4/day, Incarnum Defense (immune to strength altering effects),
Essentia: 9, Melds: 3, Binds: 2
Incarnum Melds/Feats/Abilities
Mauling Gauntlets (Bound to the hands): 3 essentia, +8 to Str checks and attack rolls made to disarm or trip. +8 to unarmed strike damage rolls. Gain Improved unarmed Strike.
Impulse Boot (bound to feet): Uncanny Dodge, evasion.
Spellward Shirt:3 essentia, SR 17.
Cobalt Expertise: 3 Essentia, +3 to all Strength checks made to disarm or trip. +3 to AC when using Combat Expertise.
Demolishing Smite: smite+power Attack: Ignore 2xCHa bonus of opponents DR (except for DR/- and DR/Epic)
Overwhelming Smite: Smite+power Attack, Smite counts as a Trip Attempt
Seeking Smite: Smite+Power Attack, Ignore miss chance.

Combat/Tactics: The Patriarch will generally single out melee opponent as the target of his dodge, and will use Combat Expertise for at least 2 points (also netting him another +3 bonus from Cobalt expertise). If the enemy is Good or lawful he will use his smites and his awesome smite abilities. His primary focus in battle will be to trip everyone in reach, and then hammer away at them with powerful attacks.

Friends/Allies: Being in Cyric’s favor, the Patriarch can draw upon nominal support from other followers. Within the Ebon Dawn, his power is absolute.

Foes/Enemies: Most good aligned organizations would gladly put an end to him, and the nation of Impiltur in particular has a grudge towards him.

Appearance: The Patriarch is always clad head to toe in an impressive suite of full plate armor that has been tempered black. Over the armor he wears a purple tabard with a black sun with a skull (the symbol of Cyric) emblazoned upon it. Normally he wears his helm, but when he does remove it he is revealed to be a middle aged man, his hair shaved bald, with glowing blue eyes.

Personality: The Patriarch is fanatically devoted to Cyric. He was also born with a strong connection to incarnum, and through it to the souls of all the worst murderer’s and madmen that have ever been, or that ever will be. The resulting internal chaos of having all these voices whispering to him, giving him strength, has left on the edge of total madness. It is only his fanatical devotion to Cyric that gives him the mental focus needed to master them. Even still, he is prone to mentally wondering off at times, or talking aloud to some unseen voices. Despite this, he rules the Ebon Dawn with an iron fist and with brutal efficiency.

History: The boy who would one day become the Patriarch was born to simple peasant folk in Vassa. Even from birth, he had a strong connection to the incarnum, and through it, to Cyric. He left home at an early age, falling in with an unscrupulous band of adventurers, and eventually through them to a cell of Cyric worshipers. It was there that he found his calling, and became a champion of Cyric’s cause. Eventually he would take over some ancient Narfellian ruins, and created his own martial cell of followers, which he named The Ebon Dawn.

While the Ebon Dawn was building in strength, he made it keep a low profile. But when it’s strength was sufficient, he embarked on an ambitious plan. Impiltur had been hit badly by the Year of Rogue Dragons and the Rain of Fire. Even worse, Zhent activity along the Moonsea was at an all time high. This left the north of Impiltur weak, and undefended. Discovering a ritual that allowed him to create Lost (See magic of the Incarnum), he and his followers created an army. These were further bolstered by negotiating with the hobgoblin tribes of the Giantspire mountains. When they struck, the Ebon Dawn made impressive initial gains before the main Impiltarian army could be roused, and brought against him. Though out numbered, the Ebon Dawn was slowly whittling down their enemies. It was only due to his reinforcements and supplies being cut off by a band of adventurers that lead to his eventual defeat.

Now on the run, he is attempting to establish a new base of operations, and rebuilding the Ebon Dawn.

Motives and Goals: The Patriarch is motivated solely to do Cyric’s will. To better accomplish that, he must rebuild the Ebon Dawn. He views the Ebon Dawn as eventually becoming the militant arm of Cyric that will one day crush his enemies. Followers of Mystra, Kelemvor, Bane, etc..., will all be crushed under heel. One day, he hopes that his service will one day allow him to ascend to Cyric’s side as his Seraph of Strife.

Bonzai
2014-07-25, 01:49 PM
Aelios Maldraven

NE Human Archavist 7/Fiendbinder 10

Aelios Maldraven, NE Archavist 7/Fiendbinder 10
HP: 162
Init: +0
Speed: 30ft
Space/Reach: 5ft
AC: t: F:
Bab: 8/3
Attack: 9/4 1d8+1
Abilities: Str: 10, Dex: 11, Con: 18, Int: 18 Wis: 10, Cha: 8
Saves: Fort 12, Ref 5, Will 12
Skills: Concentration 20, True Speech 20, Knowledge of the planes 15, Knowledge Arcana 15, Knowledge Religion 10, Knowledge Nature 10, Knowledge Dungeoneering 10, Knowledge History 10, SpellCraft 20, Gather Information 5, Search 5, spot 5, listen 5.
Feats: Scribe Scroll, True Speech Training, Skill Focus True Speech, Archivist of Nature, Draconic Archivist, Spell penetration, Heighten spell, Maximize spell.
Possessions: Greater amulet of the Silver tongue (+10 true Speech), +4 Chain Shirt, +2 Morningstar, Headband of intellect +4, 1 Bound Marilith, 3 vrocks, 1 Hezrou.
Features: Dark Knowledge: 5/day, Make an appropriate knowledge check to identify target creature/creatures. If successful, chose from one of the following effects to effect all creatures within 60ft for one minute. If the check succeeds by more than 10, the bonus is increased to +2. If over 20, the bonus is increased to +3. Tactics: allys and you gain +1 to attack rolls on targeted creatures. Puissance: Allys and you gain +1 bonus to saves against affects from targeted creatures.
Lore Mastery (Arcana and Planes): +2 to decipher script, and to knowledge checks relating to the chosen field.
Still Mind: +2 to saves vs mind effecting.
Bind Fiend: True speech checks to command and bind; Babau DC 27, Succubus DC 29, Hellcat DC 29, Vrock DC 33, Cauchmar DC 37, Retriever DC 37, Hezrou DC 37, Barbed Devil DC 37, Ice Devil DC 41, Marilith DC 49.
Call forth Fiend: 1/day, 10 rounds. One fiend from the bind fiend list comes and serves you faithfully. DC above.
Bind Tormented Soul: DC 30 True Speech check, swift action. Dropping to negative 9 hp doesn’t disable you. At -10 or lower you can make a single move action or standard action. Lasts 3 rounds, you are fatigued for an hour afterward.
Gift of Archfiend: Standard, DC 35 truespeech check, gain DR/5 cold iron and good, darkvision 60ft, immunity to electric and poison. Resistance to acid 10, cold 10, and fire 10.
Double Command: can make two commands at once. To two different targets, or two commands to one target. Increases DC by +5.
Summon Fiends: 1d6 Vrock, 1d4 Hezrous, full round action.
Spells
O lvl spells/4 day: Create water, cure minor wounds, detect magic, detect poison, guidance, inflict minor wounds, light, mending, purify food and drink, read magic, resistance, virtue.
1st lvl spells/5 day: Entropic shield, Sanctuary, Cure light wounds, Command, Shield of faith, endure elements, Detect undead, hide from undead, Doom, charm animal, speak with animal, produce flame.
2nd lvl spells/5 day: Cure moderate, lesser restoration, Silence, zone of truth, Barkskin, Flame Sphere, Spider climb.
3rd lvl spells/5 day: Cure serious, dispel magic, remove disease, remove curse, Daylight, Water breathing.
4th lvl spells/5 day: Cure Critical, Summon monster 4, restoration, lesser planar ally, Freedom of movement, scrying.
5th lvl spells/4 day: Flame Strike, True Seeing, Commune, Mass Cure light wounds, Stone skin.
6th lvl spells/4 day: Heal, Planar Ally, Mass Bulls strength, Mass Cure Moderate, stone tell.
7th lvl spells/3 day: Repulsion, Destruction, Mass Cure Serious, Etherial Jaunt, wind walk

Combat/Tactics: Aelios will generally have commanded his Demon’s to guard him, which means that they will attack the first thing that attacks him. He prefers to let his minions do the direct fighting, while he supports them from a distance. He will also make good use of his summon Fiends ability.

Friends/Allies: Aelios has no real friends or allies, though he does have his demonic minions. To call them allies is a stretch, as most serve him unwillingly.

Foes/Enemies: Many of the Demons that he has bound to his service resent his control over them, and would jump at the chance for vengeance… if they weren’t scared of his power. To most others, he is little better than a tomb robber at best, and a demonologist at worst. Most clergies would be horrified at his use of their prayers and rituals to suit his own means. Fortunately for him, he has kept a low profile, searching through decrepit ruins and dungeons for lost lore.

Appearance: Aelios is a man in his late 40’s, about 5’10, and developing a slight paunch around his middle. He has steel grey hair, that has severely receded in the middle. He keeps a neatly trimmed beard and mustache. He favors serviceable and utilitarian clothes that usually see a lot of wear and tear from crawling through ruins. His hands and sleeves tend to be ink stained, as he is constantly scribbling notes into his journal. Overall he has the appearance of a monkish scholar.

Personality: Aelios is a man obsessed with his research. In his younger years, it was a fascination with religions and cultures. However as he got older, his passion for knowledge became a lust for power. He relishes the rewards that his life time of research has won him, yet still he thirsts for more. He has spent so much time away from civilization, that he no longer feels any real connections to society. All that matters is solving the next mystery, or discovering the secrets of some long lost culture. He is so consumed by his research, that he is completely oblivious to the potential consequences of his actions. It has gotten so bad, that he thinks nothing of binding demons to his will and using them as his slaves. They are simply a means to an end, and tool like any other.

History: Aelios was born in Halruaa, to a well off merchant family. As a boy, he had an unquenchable thirst for knowledge, and his family had high hopes that he would pursue a promising career in wizardry. However, he chose a slightly different road. Instead of pouring over spell books and learning arcane treatises, he studied ancient histories and lore. Religions and cultures fascinated him, and before long he was learning ancient prayers and rites. When they started to actually work, he knew he had found his calling. He set out on a life of exploration and adventure. Some times he would join adventuring bands, other times he would strike out on his own.

His moral decay started slowly. He broke into an elven tomb, in an area that outsiders were forbidden to venture to. He succeeded, and discovered some fascinating lore, but was caught by an elven patrol. He defended himself, and slew his attackers. Instead of feeling sorrow over the lives he had taken, he was exhilarated over the success of his research. After that, he took more and more risks, and soon nothing was taboo in his quest for knowledge.

Eventually he made his way North, and began to study the ancient culture of Narfel. He found it fascinating, and combed hundreds of ruins. It was in one of these that he found a magically preserved tome with the true name of several demons. It was then that his research took a whole new turn. It wasn’t long before he had summoned and bound his first demon. Now he has nearly perfected his binding skills, and has become an expert in Nar demonology.

Motives and Goals: To Aelios knowledge is the ultimate pursuit. Nothing can be purer than the quest to expand ones mind, and to rediscover things that were lost. Everything else is inconsequential.

Biffoniacus_Furiou
2014-07-25, 02:55 PM
Time to get this one (http://www.giantitp.com/forums/showthread.php?94139-Why-Did-It-Have-To-Be-Snakes!-!-3-5e#9) out again, note it was originally designed for a low-optimization party:

Sslivorix, the Serpent Prince
CR 20 demon-dragon
Sslivorix, the Serpent Prince
In the toxic swamps of the 872nd layer of the Abyss a marilith hid a clutch of eggs, fathered by a dragon which had ascended to deific power. Each of the creatures which hatched from them immediately began attempting to destroy the others to achieve dominance, leaving only three survivors who soon after parted ways. Each took a portion of the swamp to rule, and as they grew the three constantly fought with each other. The strongest of the three, Sslivorix, managed to drive his siblings away and became the ruler of the layer. Centuries later, the other two returned together and defeated him in a close battle, after which he retreated to the material plane. Rumor has it that the stronger of those two devoured the other and still rules the 872nd layer of the Abyss. The mighty Sslivorix, shamed and angered by his defeat, he still walks the material plane, venting his anger on any creature he finds. Most recently he has attracted several Yuan-Ti followers who raid humanoid settlements to bring him treasure, slaves, and sacrifices.

Sslivorix
Huge Dragon (Chaotic, Evil, Extraplanar, Shapechanger, Tanar'ri)
Hit Dice 24d12+168
Hit Points 336
Initiative +5
Speed 60 ft., Fly 160 ft. Poor, Swim 60 ft.
Armor Class 33 (-2 size, +5 dex, +20 natural), touch AC 13, flat-footed AC 27
Base Attack/Grapple +24/+42
Attack* Bite +37, 2d8+15 plus poison
Full Attack* Bite +37, 2d8+15 plus poison, and 2 claws +35, 2d6+10 plus poison, and 2 wings +35, 1d8+10, and tail slap +35 2d8+20
Space/Reach 15 ft./10 ft. (bite 15 ft.)
Special Attacks Breath Attack, Spells, Spell-Like Abilities, Poison, Improved Grab, Constrict 2d8+10, Swallow Whole, Summon Serpents, Rage, Frightful Presence
Special Qualities Alternate Form, Swarm Discorporation, Damage Reduction 10/Epic and Cold Iron and Good, Spell Resistance 30, Darkvision 120', Low-Light Vision (x4 as dragons), Blindsense 60 ft., Immunity to Electricity, Poison, Sleep, Paralysis, and Fear, Resist Acid 10, Cold 10, and Fire 10, Telepathy 100 ft.
Saves Fort +21 Ref +19 Will +19
Abilities Str 31, Dex 21, Con 24, Int 20, Wis 20, Cha 31
Skills Listen +32, Spot +32, Search +32, Hide +24, Move Silently +32, Bluff +37, Disguise +37 (+39 acting in character), Concentration +34, Spellcraft +34, Knowledge: Arcana +23, Knowledge: the Planes +23, Sense Motive +23
Feats Multisnatch (B), Quicken Spell-Like Ability: Greater Dispel Magic, Quicken Spell-Like Ability: Vampiric Touch, Maximize Spell-Like Ability: Vampiric Touch, Recover Breath x5 (Draco), Quicken Breath (Draco)
Environment
Organization Solitary or Court (Sslivorix and 2-5 Fiendish Legendary Snakes (MM2), 2-13 Yuan-Ti Purebloods, 2-5 Yuan-Ti Halfbloods, and 2-4 Yuan-Ti Abominations)
Challenge Rating 20
Treasure Triple Standard
Alignment Always Chaotic Evil
Advancement —
Level Adjustment —
*Sslivorix continually uses his Greater Magic Fang spell-like ability to give each of his natural weapons a +5 Enhancement bonus.

Sslivorix would appear as an enormous, slender snake if not for his finlike wings and short legs. His scales are a dark green with patches of brown, his wings are darker shades of brown and green, and his belly is a dark olive green. He speaks and understands any known language, and his natural weapons count as Evil, Chaotic, Magic, and Epic for purposes of overcoming damage reduction. He is capable of breathing both air and water.


Combat
Sslivorix primarily uses melee attacks to defeat his opponents, combining quickened breath attacks and spell-like abilites with full-attacks when he can. He is completely fearless,

Poison (Ex): Injury, Claws and Bite, Fort DC 29, initial and secondary damage 1d10 Con. When in a Rage the DC increases to 33.

Breath Attack (Su): Sslivorix has two types of breath attacks, a Line of Acid 100 ft. long dealing 10d10 Acid damage (Ref DC 29 half), and a 50 ft. Cone of poisonous vapors which deals 1d6 Wisdom damage (Fort DC 29 negates); anyone who takes this Wisdom damage must then make a DC 29 Will save or be Dazed for 1d6+3 rounds. He must wait 1d4 rounds after using a breath attack to do so again. When Sslivorix is in a Rage these DCs each increase to 33. He always uses it Quickened, and due to his multiple instances of Recover Breath he need only wait until the next round if he rolls 1 or 2 on 1d4, he must wait until the second round after breathing if he rolls 3, or he must wait until the third round later on a roll of 4.

Improved Grab (Ex): Any time Sslivorix hits a creature at least one size category smaller than himself with a bite or tail slap attack he can immediately attempt to start a grapple without making a touch attack or provoking an attack of opportunity. If he gets a hold, he immediately begins constricting them. He typically takes the option of holding a victim while not being considered grappled himself, in which case his grapple checks only suffer a -10 penalty instead of the standard -20 due to his Multisnatch bonus feat.

Swallow Whole (Ex): If Sslivorix grabs a creature in his mouth, he can attempt to swallow the victim whole on the next round by making a successful grapple check. Once swallowed, the victim takes 2d8+5 bludgeoning damage and 2d8 acid damage each round from Sslivorix's gullet, and is always within the area of his breath attack, in which case it automatically fails its Reflex save against his acid breath attack. A swallowed creature can attempt a Grapple or Escape Artist check to move into his mouth, in which case they're still grappled, or they may attempt to cut their way free with a light slashing or piercing weapon by dealing at least 48 damage to his gullet (AC 22). Once freed a muscular action closes the hole so another swallowed victim must cut its own way out. Sslivorix's gullet can hold one Large, two Medium, four Small, eight Tiny, or sixteen Diminutive or smaller creatures.

Frightful Presence (Ex): Whenever Sslivorix attacks, charges, enters a Rage, or flies overhead, any creature within 180 ft. with 23 or fewer Hit Dice must succeed on a DC 32 Will save or become Panicked for 4d6 rounds (4 or fewer HD) or Shaken for 4d6 rounds (5 or more HD). A creature who makes the save is immune to Sslivorix's Frightful Presence for 24 hours. This is also active if he activates Rage while in an alternate form.

Rage (Ex): Sslivorix may enter a state of rage whenever he chooses, but it also automatically triggers whenever he drops below 85 hit points or loses control of his actions by means of a mind-affecting effect. While in a Rage, he gains +8 Str and Con, +4 to his Will saves, and Fast Healing 6, while suffering a -2 AC penalty for the duration. Upon entering a rage he immediately gets to make a second save, with the bonuses for raging applied, to end any mind-affecting effects currently on him even if they normally wouldn't allow a saving throw, and any mind-affecting effects remaining are temporarily supressed for the duration of the rage, which also counts against the duration of the effect. A rage lasts 14 rounds or until his current hit points rise above 85, whichever is longer, and he may not end it voluntarily. While raging he may not use any spells or spell-like abilities and gains the benefits of the Diehard feat. Rage may be voluntarily activated once per encounter and he suffers no ill effects afterward (i.e. no fatigue).

Spell-Like Abilities (Sp): At will: Charm Animal (reptilian animals only) (DC 21), Spike Growth (DC 23), Vampiric Touch, Nondetection, Greater Magic Fang, Greater Dispel Magic, Hiss of Sleep (SC) (DC 27), Greater Teleport (self plus 50 pounds of objects only); 3/day: Blasphemy, Black Tentacles (which appear as snakes), Cloudkill (DC 24); 1/day: Evil Glare (SC) (DC 27), Dominate Monster (Dragons, Dragonblooded, and Reptilian creatures only) (DC 29), Destruction (DC 27). Caster Level 20, DC 20 + Spell Level.

Swarm Discorporation (Ex): If an attack would reduce Sslivorix's hit points to an ammount lower than 1, he can automatically attempt a Reflex save (DC equals damage dealt) to break apart into a swarm of scales, automatically negating the attack. The swarm immediately disperses and the parts attempt to escape (Diminutive creatures, immune to physical damage, each with 48 HP, AC 24, touch AC 19, SR 30, fly 80 with good maneuverability, each retains most of his special qualities and skills), and if at least one piece survives Sslivorix reforms 24 hours later at the largest grouping of these pieces with full HP and no ill effects remaining on him.

Alternate Form (Su): Sslivorix can take the form of any humanoid, dragon, monstrous humanoid, or reptilian animal of 24 or fewer Hit Dice whenever he chooses, and may stay in that form indefinitely. Changing form is a move-aciton, and he retains his Rage and Swarm Discorporation abilities and a limited use of his Frightful Presence ability regardless of what form he's in. Any form he's currently in has serpentine teeth and fangs, and if the form normally has a bite attack he retains his ability to deliver poison with each bite while in that form. When used to crate a disguise, this ability grants a +10 Circumstance bonus on Disguise checks.

Summon Serpents (Sp): Once per day Sslivorix can automatically summon 4d6 Fiendish Legendary Snakes (MM2) or one Marilith. This ability is the equivelant of a 9th level spell.

Spells: Sslivorix casts spells as a 17th level Sorcerer. Save DCs are 20 + Spell Level. Spells/day 6/9/9/8/8/8/8/7/5, spells known 9/5/5/4/4/4/3/3/2. Each day some of his spells known are randomly determined using the Arcane Scrolls tables on pages 239-241 of the DMG. Any results not appearing on the sorcerer/wizard spell list (i.e. bard spells), or a result of the same spell two or more times, is rerolled. The ammount of spells to be randomly rolled each day is 5/3/3/2/2/2/2/2/1. His remaining spells known of 4/2/2/2/2/2/1/1/1 are as follows:
0- Detect Magic, Read Magic, Ghost Sound, Mage Hand; 1st- Feather Fall, Shield; 2nd- Web, Shatter; 3rd- Greater Mage Armor (SC), Displacement; 4th- Dimensional Anchor, Enervation; 5th- Dismissal, Wall of Force; 6th- True Seeing; 7th- Greater Scrying; 8th- Greater Prying Eyes.


Tactics: Sslivorix is a cunning foe who constantly schemes new ways of enslaving or destroying mortals. A master of subterfuge, he typically gets to know his foes to learn all he can of their strengths and weaknesses before striking. He never openly attacks unless he's sure he can win, and is not above using more subtle means to weaken or defeat an opponent. His only real weaknesses would be his arrogance and sudden unexpected fits of anger, during which he's both capable and willing to destroy an entire community.