She's learned to stop worrying and love the wickedness; it's Granny Strangelove!
Spoiler: Granny Strangelove
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Granny Strangelove, a.k.a Madame Strangelove
NE Advanced (10HD) Night Hag Hexblade 4/Fiend of Corruption 6
Spoiler: Madame Strangelove
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Spoiler: Granny Strangelove
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Build
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CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
9 Night Hag (8 HD) +8 +6 +6 +6 Bluff 11, Diplomacy 11, Disguise 11, Intimidate 11, Knowledge(Arcana) (5), Knowledge(The Planes) (5), Listen 11, Sense Motive 11, Spellcraft 5, Spot 11, Never Outnumbered, Social Recovery, Assume Quirk, Second Impression Power Attack, Persuasive, Improved Natural Attack(Bite) Disease, Dream Haunting, Spell Like Abilities: At will - Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Magic Missile, Ray of Enfeeblement, Sleep. Caster level 8th. At will - Etherealness (with Heartstone), Caster level 16th. The save DCs are Charisma based., Change Shape(Su): A night hag can assume the form of any Small or Medium humanoid, +11 Natural Armor, Bite attack (2d6), Damage Reduction 10/Cold Iron and Magic, Spell Resistance 25, Immunity to Fire, Cold, Sleep, Charm, and Fear.
9 Advanced Night Hag (9 HD) +9 +6 +6 +6 Bluff 12, Diplomacy 12, Disguise 12, Intimidate 12, Listen 12, Sense Motive 12, Spellcraft 8, Spot 12 Brew Potion
10 Advanced Night Hag (10 HD) +10 +7 +7 +7 Bluff 13, Diplomacy 13, Disguise 13, Intimidate 13, Listen 13, Sense Motive 13, Spellcraft 11, Spot 13
11 Hexblade 1 (11 HD) +11 +7 +7 +9 Diplomacy 14, Intimidate 14, Knowledge(Arcana) 6, Spellcraft 12 Hexblade's Curse 1/day, Spells
12 Hexblade 2 (12 HD) +12 +7 +7 +10 Diplomacy 15, Intimidate 15, Knowledge(Arcana) 7, Spellcraft 13 Skill Focus(Intimidate) Arcane Resistance
13 Hexblade 3 (13 HD) +13 +8 +8 +10 Diplomacy 16, Intimidate 16, Knowledge(Arcana) 8, Spellcraft 14 Mettle
14 Hexblade 4 (14 HD) +14 +8 +8 +11 Diplomacy 17, Intimidate 17, Knowledge(Arcana) 9, Spellcraft 15 Dark Companion
15 Fiend of Corruption 1 (15 HD) +14 +10 +10 +13 Bluff 14, Diplomacy 18, Disguise 14, Sense Motive 14 Imperious Command Alternate Form, Fiend's Favor
16 Fiend of Corruption 2 (16 HD) +15 +11 +11 +14 Bluff 15, Diplomacy 19, Disguise 15, Sense Motive 15 Suggestion, Mind Shielding
17 Fiend of Corruption 3 (17 HD) +16 +11 +11 +14 Diplomacy 20, Intimidate (18.5), Mark of Justice
18 Fiend of Corruption 4 (18 HD) +17 +12 +12 +15 Diplomacy 21, Intimidate (20) Skill Focus(Diplomacy) Fiendish Graft, Major Creation
19 Fiend of Corruption 5 (19 HD) +17 +12 +12 +15 Diplomacy 22, Intimidate (21.5) Geas, Temptation
20 Fiend of Corruption 6 (20 HD) +18 +13 +13 +16 Diplomacy 23, Intimidate (23) Grant Wish, Soul Bargain


Abilitie Scores
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Final Ability Scores:

Str - 10 (18)
Dex - 12 (14)
Con - 13 (21)
Int - 14 (14)
Wis - 8 (12)
Cha - 15 (22)

5 bumps from levels all go into Charisma

Night Hag Racial Stats:
+8 Str
+2 Dex
+8 Con
+4 Wis
+2 Cha


Spells per Day/Spells Known
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Spells per Day/Spells Known
CR 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th - - - - - - - - - -
6th - - - - - - - - - -
7th - - - - - - - - - -
8th - - - - - - - - - -
9th - - - - - - - - - -
10th - - - - - - - - - -
11th - - - - - - - - - -
12th - - - - - - - - - -
13th - - - - - - - - - -
14th - 0 - - - - - - - -
15th - 0 - - - - - - - -
16th - 0 - - - - - - - -
17th - 0 - - - - - - - -
18th - 0 - - - - - - - -
19th - 0 - - - - - - - -
20th - 0 - - - - - - - -

Spells Known:
Charm Person, Protection From Good


CR 10
Spoiler
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Nestled in and among the Red Light District is the Strangelove Brothel. The three story building has seen better days, but it's in good repair - an indicator that business is good perhaps? It's appearance is a little ostentatious bordering on gaudy, but that seems to be intentional in order to help it stand out amongst a street of similar establishements. Rumor has it that no matter how pure, perverse, or just plain odd your desire is, Madame Strangelove can help you sate it. She employs a number of very skilled individuals from a variety of sentient races. But that isn't what's brought you here today, more's the pity. You saw the job posting in the square, and are here to see just what sort of problem Madame Strangelove has that requires a group of adventurers like yourselves...

Madame Strangelove runs a fine establishment dedicated to the Multiverse's oldest profession. She runs a brisk business, but she is not just the simple brothel owner she goes to great pains to appear to be. She is in fact an ancient Night Hag, Granny Strangelove, who has found that this new business allows her to turn a profit, feed, and collect souls all in one place. She happily haunts and feasts upon the dreams of a chosen few Evil or Chaotic patrons each week, generally taking care to avoid killing them while they are on the premesis (though she has no compunctions about draining them dry over the course of days if they remain in the city).

The players first encounter her through her request for help. The noble family of one of her most recent meals has gotten it into their heads that their deceased relative caught some sort of magical disease in her establishment. The family is quite influential in the city, and could cause a bit of a problem for Madame Strangelove. She's calling for a neutral party to help settle the dispute, and help her throw the family off of her trail. She dares not raise her hand against the family directly, as they have the resources to make things difficult for her. She also is having issues with a rival brothel down the street, and cannot afford to divide her attention in so many directions. She hopes to influence the party into helping her in either eliminating the noble family, finding a suitable explanation for the young man's death that doesn't tie back to her, or redirecting their ire to her business rival.


CR 20 Sweet Spot
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The Strangelove Brothel is a welcome sight to your weary eyes. You've done many favors for the Madame over the last year, and she's always rewarded you handsomely in whatever mannner you chose. Some of the stuffed shirt types may not like the business she runs, but she's always been able to rely on you to help her out of a jam when some self-righteous, holier-than-thou nutjob tries to crusade against her or her profession. You get a sense that she cares deeply for her employees, and for you as well. How anyone could think ill of Madame Strangelove is beyond you...

Madame Strangelove has evolved her methods, and has now added a few new "services" to her list of rewards for the players. She now runs a brisk, but very discreet, soul trade. Her Fiend of Corruption abilities allow her to hand out grafts (usually by referring the requestor to an "associate" - Strangelove in disguise of course), boons to an ability score (Fiend's Favor), or flat out offering pretty much anything you could want in exchange for your soul. She still delights in corrupting patrons to an evil life, especially because that gives her plenty of individuals to feed on (she can only Haunt the Dreams of Evil or Chaotic characters). She now has so many options to feed on that she rarely needs to kill anyone. That she saves for those who agree to sell her their soul. Then she'll quietly feed on them until they die, or hire out her pet adventurers to "bring that evil man to justice". She may, at this point, attempt to sway a party member to slide into an evil alignment and sell her their soul. While it's unlikley that they'll agree, she does have a variety of tools to help influence them. If all else fails, and the party uncover who and what she is, old Granny Strangelove isn't going to give up her livelihood without a fight. And wouldn't you know it, she has numerous employees, patrons, and even prominent members of the city who are fanatically loyal to her that she'll be happy to sacrifice in an effort to stop the party.


The Wicked Witch Components
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  • Bestowing a curse - Granny Strangelove uses her Hexblade's Curse to fulfill this requirement.
  • Traditional Witchy Companion - Her Dark Compaion (a shadowy panther) fulfills this requirement.
  • Brew Potion - She uses this to create potions of Protection From Good so that she can utilize her very limited spells per day casting Charm Person.
  • Broom of Flying - as a medium creature who doesn't weigh too much and doesn't have innate flight, the broom is her favorite method of rapid transit.
  • Evil Aligned - She's neutral evil with the [Evil] subtype, can't really get more evil than that.




References
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Monster Manual - Night Hag, Improved Natural Attack
Drow of the Underdark - Imperious Command
Complete Warrior - Hexblade
Complete Scoundrel - Skill Tricks
Fiend Folio - Fiend of Corruption


What happens after those naughty children murder a poor unsuspecting witch? This homunculus will show you. Griz!
Spoiler: Griz
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Griz
Neutral Evil
Homunculus (6HD) Incarnate Construct Archivist 3/Mystic Wanderer 6/Master Alchemist 10

Spoiler: The Story of Grizwelda
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The Story of Grizwelda

Once upon a time, there was a wonderful witch named Grizwelda. She offered her help to those who needed it, unspelling cursed witches, freeing bound demons and devils, offering aid and comfort to those hunted and marked for death. She was often referred to by those of such need as Gramma 'Zwel.

One dark day, two human spawn stalked into Gramma 'Zwel's quiet wood, looking to spread their violence and mayhem. Being the wily children they were, the two left bread crumbs littered about the ground to mark where they'd already searched. Griswelda sent ravens behind them to eat at the crumbs and confuse their hunting, but, never-the-less, the two eventually discovered her house.

Griswelda hid, of course, knowing that the best way to avoid calamity from humans was to wait until they grew bored and wandered off. But these children would not be so easily swayed from their torturous task. Not finding Griswelda, they instead set upon her house, tearing it apart piece by piece and devouring each handful with an eager maliciousness never before imagined.

Poor Griswelda knew not what to do. She couldn't sit idle while her home was eaten! Mustering her courage, she approached the vile children and greeted them with a wary smile. Hopefully, she could simply feed them enough to sate their energies and then send them on their way.

But, alas, the children had other plans. Before Griswelda could even add yeast to flour to bake them something lovely, the wretched humans shoved her into the fires of her own oven. Squealing out shrieks of glee at the top of their lungs, the horrid children ran off, sprinting back to their kin to brag about the victory of their hunting.


Spoiler: Stats
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12 Str -2 -0 10
08 Con -- NR NR
10 Dex +4 -0 14
15 Int +0 -0 15
13 Wis +2 -0 15
14 Cha -4 -0 10

NR = New Roll (4d6, drop lowest)

HD Bonuses:
4,8,12,16,20: Int
24: Wis


Spoiler: Build Table
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Challenge Rating Class Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1 Incarnate Construct Homunculus (Advanced to 6HD) 6d8 +4 +5 +2 +2 Craft (Alchemy) 4; Decipher Script 3; Hide 3; Perform 3; Profession (baker) 4; "Speak" Language (Sign Language); Spellcraft 3 1st: Iron Will; 3rd: Skill Focus (alchemy); 6th: Shadow Weave Magic --
2 Archivist 1 6d8 + 1d6 +4 +7 +2 +4 Craft (Alchemy) 4; Decipher Script 3; Diplomacy 7; Hide 3; Perform 3; Profession (baker) 4; "Speak" Language (Sign Language); Spellcraft 3 B: Scribe Scroll Dark Knowledge (tactics) 3/day
3 Archivist 2 6d8 + 2d6 +5 +8 +2 +5 Craft (Alchemy) 4; Decipher Script 3; Diplomacy 8; Hide 3; Knowledge (nature) 1; Knowledge (religion) 2; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 3 -- Lore Mastery
4 Archivist 3 6d8 + 3d6 +5 +8 +3 +5 Craft (Alchemy) 4; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (nature) 3; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 3 9th: Mother Cyst Dark Knowledge 4/day
5 Mystic Wanderer 1 6d8 + 3d6 + 1d8 +5 +8 +5 +7 Craft (Alchemy) 9; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (nature) 3; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 3 -- Glory of the Divine; Sleep
6 Mystic Wanderer 2 6d8 + 3d6 + 2d8 +6/1 +8 +6 +8 Craft (Alchemy) 10; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (nature) 3; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 7 -- Familiar; Lore of Nature
7 Mystic Wanderer 3 6d8 + 3d6 + 3d8 +6/1 +9 +6 +8 Craft (Alchemy) 12; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 1; Knowledge (nature) 3; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 10 12th: Craft Wondrous Item Gem Magic; Resist Charm
8 Mystic Wanderer 4 6d8 + 3d6 + 4d8 +7/2 +9 +7 +9 Craft (Alchemy) 16; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 1; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 4; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 10 B: Brew Potion --
9 Mystic Wanderer 5 6d8 + 3d6 + 5d8 +7/2 +9 +7 +9 Craft (Alchemy) 17; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 5; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 10 -- Suggestion
10 Mystic Wanderer 6 6d8 + 3d6 + 6d8 +8/3 +10 +8 +10 Craft (Alchemy) 18; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 10; Profession (herbalist) 3; "Speak" Language (Sign Language); Spellcraft 10 15th: Magical Artisan (potions) Greater Potion I
11 Master Achemist 1 6d8 + 3d6 + 6d8 + 1d4 +8/3 +10 +8 +12 Craft (Alchemy) 19; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 13; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 10 -- Brew 2/day
12 Master Alchemist 2 6d8 + 3d6 + 6d8 + 2d4 +9/4 +10 +8 +13 Craft (Alchemy) 20; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 18; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 10 -- Brew Potion (4th)
13 Master Alchemist 3 6d8 + 3d6 + 6d8 + 3d4 +9/4 +11 +9 +13 Craft (Alchemy) 21; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 21; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 12 18th: Heighten Spell Brew Potion (5th)
14 Master Alchemist 4 6d8 + 3d6 + 6d8 + 4d4 +10/5 +11 +9 +14 Craft (Alchemy) 22; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 22; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 16 -- Brew Potion (6th)
15 Master Alchemist 5 6d8 + 3d6 + 6d8 + 5d4 +10/5 +11 +9 +14 Craft (Alchemy) 23; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 23; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 21 -- Brew 3/day
16 Master Alchemist 6 6d8 + 3d6 + 6d8 + 6d4 +11/6/1 +12 +10 +15 Concentration 2; Craft (Alchemy) 24; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 24; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 24 21: Insidious Magic Improved Identification
17 Master Alchemist 7 6d8 + 3d6 + 6d8 + 7d4 +11/6/1 +12 +10 +15 Concentration 6; Craft (Alchemy) 25; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 25; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 25 -- Brew Potion (7th)
18 Master Alchemist 8 6d8 + 3d6 + 6d8 + 8d4 +12/7/2 +12 +10 +16 Concentration 10; Craft (Alchemy) 26; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 26; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 26 -- Brew Potion (8th)
19 Master Alchemist 9 6d8 + 3d6 + 6d8 + 9d4 +12/7/2 +13 +11 +16 Concentration 14; Craft (Alchemy) 27; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 27; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 27 24th: Tenacious Magic Brew 4/day
20 Master Alchemist 10 6d8 + 3d6 + 6d8 + 10d4 +13/8/3 +13 +11 +17 Concentration 18; Craft (Alchemy) 28; Decipher Script 5; Diplomacy 8; Hide 3; Knowledge (arcana) 5; Knowledge (nature) 5; Knowledge (religion) 2; Knowledge (nobility and royalty) 3; Perform 3; Profession (baker) 28; Profession (herbalist) 5; "Speak" Language (Sign Language); Spellcraft 28 -- Brew Potion (9th)


Spoiler: Spell Table
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CR 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 - - - - - - - - - -
2 3 2+1 - - - - - - - -
3 4 3+1 - - - - - - - -
4 4 3+1 2+1 - - - - - - -
5 4 4+1 3+1 - - - - - - -
6 4 4+1 3+1 2 - - - - - -
7 4 4+1 4+1 3 - - - - - -
8 4 5+1 4+1 3 2 - - - - -
9 4 5+1 4+1 4 3 - - - - -
10 4 5+1 5+1 4 3 2 - - - -
11 4 5+1 5+1 4 4 3 - - - -
12 4 5+1 5+1 5 4 3 2 - - -
13 4 5+1 5+1 5 4 4 3 - - -
14 4 5+1 5+1 5 5 4 3 2 - -
15 4 5+1 5+1 5 5 4 4 3 - -
16 4 5+1 5+1 5 5 5 4 3 2 -
17 4 5+1 5+1 5 5 5 4 4 3 -
18 4 5+1 5+1 5 5 5 5 4 3 2
19 4 5+1 5+1 5+1 5 5 5 4 4 3
20 4 5+1 5+1 5+1 5 5 5 5 4 4


Spoiler: The Concept of Griz
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Griz was created by Grizwelda to be a homunculus that helped out around her cottage. He did the cooking and the cleaning, helped with some research, and petered about doing basic, homunculus-y things. As reward for his dedicated service, Grizwelda eventually bestowed upon him life of his very own. Granted this incarnation of humanity, Griz chose to stay with Grizwelda, living in a quiet cottage in the middle of nowhere, delving into the secret depths of magic.

Then came that fateful day when two human children wandered into the woods. And Griz was left alone. He vowed then and there that he would exact a long, slow revenge on those children, and their children, and their children's children, too.

Griz continues to live in that wood, in Grizwelda's old cottage. With divinations and research, he seeks knowledge on the family tree of Hanzel and Gretel. When such a decendant is found, he sends them a letter:
Congratulations! You have been chosen as the winner of the Tasty Bakery Cakes Contest. As grand prize winner, you will receive a yummy cake each month, free of charge, for one full year. Enjoy, with our compliments!

By CR 10, Griz has the skill to be a baker-with-attitude. His ranks in Profession (baker) lets him run his own bakery from the little cottage. With the Necrotic Cyst and Necrotic Domination spells (and later Necrotic Tumor) (Libris Mortis p.68-69), Griz is able to create minions/puppets for a staff of employees to deliver his goods and bring him supplies. They can even be sent door-to-door to advertise.


With both the Brew Potion and Create Wonderous Items feats, Griz can make cakes that are potion-like items (as per the rules in Complete Arcane p.137). With the feat Magical Artisan, Griz makes potions at a cheaper cost (which is paid for anyway, by his bakery business). And he can circumvent some (or all) of the XP cost through his puppet employees via the sidebar found here (http://archive.wizards.com/default.a...d/we/20060526a).

His cake-of-the-month contest winners, thus, receive his "special" cakes. He starts them off, often, with a Bestow Curse cake to lower their saves, then follows with his specialty, Cupcakes of the Necrotic Cyst (Libris Mortis p.68). Once the Cyst is presumed to have been implanted, Griz tries out a Necrotic Scrying spell (LM p.69) to see if it has, in fact, taken hold. If not, more Necrotic Cyst cakes follow. Once such a tumor is implanted, Griz can extract revenge in all sorts of ways and manners!

As Griz advances in ability, he gains the option of imbedding higher level spells into his cakes. With the Heighten Spell feat, he can make his Cupcakes with a Necrotic Cyst spell of a higher level to increase the DC. When Insidious Magic comes along, the spells he puts into his cakes are that much harder to detect; and with Tenacious Magic, any dispelling they might be subject to (regardless of detection) can be overcome.


Spoiler: RAW concerns
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The Homunculus entry states:
Quote Originally Posted by Monster Manual p.154
If the creature’s master is slain, the homunculus also dies, and its body swiftly melts away into a pool of ichor.
So, why is Griz still alive when Griswelda dies?
I'm glad you asked. The Incarnate Construct template removes all Special Attacks and Special Qualities of the original construct. The line quoted above, however, is not listed as being either of these things. But, the Incarnate Construct Spell states
Quote Originally Posted by Savage Species p.67-68
The incarnated creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker.
Is it RAW that Griz should live on after Grizwelda's death? That depends on what being "independent" of his maker actually means. But one could certainly make an easy arguement that it works by RAI.

How can Griz cast spells? Can he talk?
A Homunculus can't speak. But an Incarnate Construct is granted the ability to speak one language that it's creater knows.
Quote Originally Posted by Savage Species p.120
An incarnate construct speaks one language, usually the primary language of the being that crafted it.
So, yes, Griz can talk.

Should Griz have skill ranks for his racial HD?
Constructs often don't get skills. This is because they usually have Int --. Homunculi, however, are intelligent and, thus, have skills and feats. The Incarnate Construct template states
Quote Originally Posted by Savage Species p.67-68
An incarnate construct gains no skill points for becoming a living creature, but if it gains levels, it acquires skill points normally.
This does not remove skill ranks, it simply doesn't grant any skills to those who didn't originally have them.

Ok, but what about feats?
The Incarnate Construct template says
Quote Originally Posted by SS p.67-68
An incarnate construct has no feats when it becomes a living creature, but if it gains levels, it acquires feats normally.
So, by pure RAW, Griz shouldn't have any feats for racial HD. But that's really just another example of Wizard's inept editing skills. By RAI, there's really no reason to believe that Griz should lose his feats, just that he shouldn't gain any that he didn't already have.


Spoiler: Suggested PC Introduction and Interaction
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Griz should stay behind the scenes for most of the campaign. But he has minions at his bidding (through Necrotic Cyst and Necrotic Tumor) delivering his baked goods, keeping an eye about town(s), bringing back information and supplies. He should just be pulling the strings of his puppets all along. An actual run-in with the PCs shouldn't occur until the end.

Imagine a campaign that starts with the PCs being hired by some distant cousin to investigate the apparent murder of his/her sibling. The local constabulary have ruled it a suicide, but some evidence points toward foul play. As the PCs dig into the case, they discover a familial connection to other recent deaths in the area (perhaps spanning a few different towns and cities).
It should dawn on the PCs that the distant cousin who hired them is in danger
and needs protecting. And, astute PCs should also realise that, with the familial tie, one of their own has a target painted on his/her back, as well.

Can they determine the source of the danger before it's too late? Will they realize the ancestors they all share? Did they notice the cake crumbs in the homes of each of the deceased? Can they follow that trail of crumbs back to the Tasty Bakery? Will they be able to find Griz and put a stop to his revenge-seeking once and for all?


Spoiler: Sources
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SRD -- Homunculus; Iron Will feat; Skill Focus feat; Scribe Scroll feat; Craft Wonderous Item feat; Brew Potion feat; Heighten Spell feat
Savage Species -- Incarnate Construct Template
Player's Guide to Faerun -- Shadow Weave Magic feat; Magical Artisan feat; Insidious Magic feat; Tenacious Magic feat
Heroes of Horror -- Archivst class
Libris Mortis -- Mother Cyst feat
Magic of Faerun -- Mystic Wanderer PrC; Master Alchemist PrC