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    Barbarian in the Playground
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    Mar 2013

    Default Re: Villainous Competition X: Henchman are Villains too

    Mozz'rat the Imp Hunter
    CE Quasit Rogue 8/Assassin 10

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    2 (3HD) Quasit +3 +3 +3 +3 Bluff 6, Disguise 4, Hide 6, Knowledge(The Planes) 5, Listen 6, Move Silently 6, Spellcraft 3, Spot 6, Tumble 3cc Weapon Finesse, Darkstalker Poison (Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex), 2 Claws (1d3), 1 Bite (1d4), 20ft/Fly 50ft(perfect), +8 size bonus to Hide, Alternate Form (Monstrous Centipede and Wolf), DR 5/cold iron or good, darkvision 60ft., fast healing 2, immunity to poison, resistance to fire 10, Detect Good, Detect Magic, Invisibility(self only) at will, Cause Fear(30ft radius from the quasit, DC 11) 1/day, Commune 1/week.
    3 (4HD) Penetrating Strike Rogue 1 +3 +3 +5 +3 Bluff 7, Hide 7, Listen 7, Move Silently 7, Spot 7, Tumble 7 Sneak Attack +1d6, trapfinding
    4 (5HD) Penetrating Strike Rogue 2 +4 +3 +6 +3 Bluff 8, Hide 8, Listen 8, Move Silently 8, Spot 8, Tumble 8, Use Magic Device 3 Evasion
    5 (6HD) Penetrating Strike Rogue 3 +5 +4 +6 +4 Bluff 9, Hide 9, Listen 9, Move Silently 9, Spot 9, Tumble 9, Use Magic Device 6 Weapon Focus(Light Crossbow) Sneak Attack +2d6, Penetrating Strike
    6 (7HD) Assassin 1 +5 +4 +8 +4 Hide 10, Listen 10, Move Silently 10, Spot 10, Tumble 10 Sneak Attack +1d6, Death Attack, Poison Use, Spells
    7 (8HD) Assassin 2 +6 +4 +9 +4 Hide 11, Listen 11, Move Silently 11, Spot 11, Tumble 11 +1 Save against poison, Uncanny Dodge
    8 (9HD) Assassin 3 +7 +5 +9 +5 Hide 12, Listen 12, Move Silently 12, Spot 12, Tumble 12 Crossbow Sniper Sneak Attack +2d6
    9 (10HD) Assassin 4 +8 +5 +10 +5 Hide 13, Listen 13, Move Silently 13, Spot 13, Tumble 13 +2 Save against poison
    10 (11HD) Assassin 5 +8 +5 +10 +5 Hide 14, Listen 14, Move Silently 14, Spot 14, Tumble 14 Improved Uncanny Dodge, Sneak Attack +3d6
    11 (12HD) Assassin 6 +9 +6 +11 +6 Hide 15, Listen 15, Move Silently 15, Spot 15, Tumble 15, Use Magic Device 7 Point Blank Shot +3 Save against poison
    12 (13HD) Assassin 7 +10 +6 +11 +6 Hide 16, Listen 16, Move Silently 16, Spot 16, Tumble 16, Use Magic Device 8 Sneak Attack +4d6
    13 (14HD) Assassin 8 +11 +6 +12 +6 Hide 17, Listen 17, Move Silently 17, Spot 17, Tumble 17, Use Magic Device 9 +4 Save against poison, Hide in Plain Sight
    14 (15HD) Assassin 9 +11 +7 +12 +7 Hide 18, Listen 18, Move Silently 18, Spot 18, Tumble 18, Use Magic Device 10 Woodland Archer Sneak Attack +5d6
    15 (16HD) Assassin 10 +12 +7 +13 +7 Hide 19, Listen 19, Move Silently 19, Spot 19, Tumble 19, Use Magic Device 11 +5 Save against poison
    16 (17HD) Rogue 4 +13 +7 +14 +7 Hide 20, Listen 20, Move Silently 20, Spot 20, Tumble 20, Use Magic Device 16 Uncanny Dodge
    17 (18HD) Rogue 5 +13 +7 +14 +7 Hide 21, Listen 21, Move Silently 21, Spot 21, Tumble 21, Use Magic Device 21 Craven Sneak Attack + 3d6
    18 (19HD) Rogue 6 +14 +8 +15 +8 Bluff 13, Hide 22, Listen 22, Move Silently 22, Spot 22, Tumble 22, Use Magic Device 22
    19 (20HD) Rogue 7 +15 +8 +15 +8 Bluff 17, Hide 23, Listen 23, Move Silently 23, Spot 23, Tumble 23, Use Magic Device 23 Sneak Attack +4d6
    20 (21HD) Rogue 8 +16 +8 +16 +8 Bluff 21, Hide 23, Listen 23, Move Silently 23, Spot 23, Tumble 23, Use Magic Device 23 Dead Eye Improved Uncanny Dodge

    Ability Scores

    Final Ability Scores:

    Str - 10 (8)
    Dex - 11 (19)
    Con - 10
    Int - 11 (14)
    Wis - 11 (13)
    Cha - 10

    Levels 4, 8, and 12 go to Int, Levels 16 and 20 go to Dex

    Spells per Day/Spells Known

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

    Spells Known:
    1st Level: Black Bag, Death Grimace, Shock and Awe, Sniper's Shot
    2nd Level: Alter Self, Fell the Greatest Foe, Fire Shuriken, Undetecable Alignment
    3rd Level: False Life, Magic Circle Against Good, Nondetection, Wraithstrike
    4th Level: Clairaudience/Clairvoyance, Dimension Door, Glibness, Sniper's Eye

    CR 2
    Mozz'rat is a lowly Quasit. He serves his superiors in the Blood War as a messenger and scout. He's unlikely to be encountered alone as a scout, and will likely be in a group with 1-2 other Quasits. He's certainly the best coward among his peers, however, and will put that talent to use by sneaking away or fleeing if it looks like his scouting party will encounter trouble the can't handle. That said, he loves to inflict pain and suffering, and will happily dish out a crossbow bolt in the back whenever possible.

    While a large swath of Demons serve in the Blood War under J'zzalshrak, the Errant General, Mozz'rat is a pathetic worm beneath her notice. His best hope at this CR is to prove himself the worthy servant of one of her lesser commanders.

    Possible Encounters:
    Demonic Envoy (EL 2) - A Succubus spymaster is looking to secure regular weapon shipments for the war effort from an unscrupulous merchant in Sigil. She is short on available resources and can only afford to send a small envoy. She sent Mozz'rat alone to negotiate terms. The merchant, having found out that the Succubus is short handed, is now price gouging on the needed weaponry. Desperate to not displease his mistress, Mozz'rat has resorted to trying to hire the party as "a show of force" to frighten the merchant into going back to the original deal.

    Interrupted Skirmish (EL 3-4) - The party comes across a small group of Quasit scouts(3) and Imp messengers(3) in mid-battle. The PC's can wait for one side to finish the other before engaging the survivors, aid one side in overcoming the other, fight everyone at once, or leave while they are still unnoticed. One of the Quasits is Mozz'rat, and he more so than his companions relishes tearing into the Imps. If the fight goes poorly however, he's the first one to flee.

    CR 5
    Mozz'rat has proven himself to be a resourceful scout, excellent sneak, and able to lay a surprisingly deadly ambush. He is now trusted with more valuable tasks. He is frequently tasked with hunting down enemy messenger Imps, which has earned him his 'Imp Hunter' nickname. While he loves nothing more than killing or torturing an Imp, he's also an efficient guerilla fighter. He's a great hit-and-run attacker, and can harry a group of enemy scouts for days on end. He always tries to start a fight Invisible, and then takes full advantage of that to get a sneak attack off with his crossbow before hiding and turning Invisible again. He's a surprisingly good sniper as well. He has a +20 Hide check before magic items at this point, which means his hide check after sniping is an even d20 roll. He'll snipe a target using poisoned bolts until he's finally spotted, then he'll turn invisible and flee to a safe distance before repeating it again. If moderately injured or worse, he'll retreat for the day and heal up before returning to continue his hit and run tactics if needed.

    Possible Encounters:
    Trespassers Will Be Shot, Survivors Will Be Shot Again (EL 7-8) - The party are travelling through an area containing supplies guarded by a Babau commander, Mozz'rat, and a few Dretch(4). Fearing what his master will do to him if they steal the supplies, Mozz'rat will gleefully begin a hit and run attack on them in order to drive them away, force them into his compatriots, or to lead them away from the supplies. He is happy to do this for days if necessary. Once it seems clear that the party is no longer in danger of taking the supplies, Mozz'rat will flee and return to his post. If it appears that he cannot stop the party and they prove capable of possibly killing him, he does not fight to the death. He prefers to flee and leave his Babau commander to die. He's also no stranger to groveling and bootlicking when it comes to staying alive, and will be more than happy to blame the lost supplies on the now deceased Babau.

    CR 10
    Mozz'rat is earning a name for himself now. He's a much better scout and infiltrator now (Alter Self and Undetectable Alignment are incredibly useful for killing and then impersonating an enemy spy). He also likes to capture Imps and torture them for fun, when he has the time. He's a ruthless stalker, sniping with poisoned bolts from the shadows, and his Death Attack, despite being melee and having a low DC, is still quite useful when not dealing with something that can see through his invisibility and overcome his hide check. He doesn't do well in a stand up fight, but when he can sneak up and deliver sneak attacks at range, he can deal a surprising amount of damage with +5d6 sneak attack and half his dex bonus to damage from Crossbow Sniper. He's now mostly tasked with hunting down specific targets, or infiltrating enemy camps and stealing their secrets.

    Possible Encounters:
    Ambush the Assassin (EL 10) - A local noble hires the party to defend him against a demonic assassination plot. A devil provided him information about the plot, but could not say when or where the attempt would happen, only who the assassin was (Mozz'rat). Now the party must try to find the assassin and foil the assassination attempt.

    CR 15 Sweet Spot
    A gifted infiltrator and sniper, Mozz'rat is an infuriating opponent. With Woodland Archer and Hide in Plain Sight, he can happily snipe and relocate himself repeatedly in a fight. He starts fights invisible and hidden before opening with a ranged Death Attack, and then continues to take pot shots at his opponents while remaining well hidden. He's now a danger to many different types of devils, although he still delights in torturing, maiming, and killing Imps. He's earned enough rewards to have very nice customized gear, and is primarily geared for murdering Lawful creatures. Sniper's Eye lets him deliver his Death Attacks at range, and he's got a nice variety of spells that aid him in infiltration and information gathering. He also has Dimension Door, which gives him a low quality imitation of the greater teleport ability of his superiors. At this point, he probably personally serves the Errant General herself, or at least one of her inner circle.

    Possible Encounters:
    Death in the Shadows (EL 15) - The party has foiled a major demonic offensive, and in doing so have drawn the attention of the Errant General. She has dispatched Mozz'rat to kill one of them as a warning message to the others. He is much less likely to flee in this encounter, given that he serves such a powerful and prestigious master. However, as always, he won't fight to the death, and prefers to flee to either continue the fight after healing, or find a new powerful master to serve if he can't complete his task.

    CR 20
    The last few levels of Mozz'rat's career see him pick up the Craven feat and Dead Eye feat, along with +2d6 more sneak attack. All of that really helps him pack a punch. He also maintains his excellent sneaking and scouting skills. In all likelyhood, should he reach these lofty heights, it's highly likely that he'll be thrown back in the primordial soup of demonkind and "promoted" to a higher form of demon. It's also possible that, given his remarkable cowardice, he continues to serve the most powerful master he can as a spy and assassin for centuries to come.

    Encounters with Mozzie are best if he can flee and have the party bump into him repeatedly in their adventuring careers. While they'll undoubtedly hate him for his hit-and-run tactics, he's unlikely to actually successfully kill a PC until well after the point that they can afford to fix such a condition. And if you play him up as a cowardly sadist who has absolutely no shame, he may even become endearing to the PC's. There's also the possibility that you could decide to have Mozzie become the familiar of a PC wizard, if they can show that they are a powerful master (or at least more powerful than his previous master).

    Henchmen Gearing Up!
    What sort of treasure does a henchman carry? Well, not much, to be sure. But as Mozzie grows in skill, he inevitably picks up a few trinkets here and there as spoils from his victims, or rewards from his superiors. On page 51 of the DMG under "Monsters with Class Levels", it states to use the NPC gear values for monsters with class levels which seems appropriate here, using CR in place of level on the chart. Here is some notable treasure Mozzie carries with him at each of the above breakpoints (please note that any spare NPC WBL is spent on level appropriate stealth enhancing items, standard ability score items and standard defensive items).

    CR 2 - As per the monster manual, basic Quasits generally don't have treasure. Mozzie, being the best coward, has managed to scrounge up a few goodies however. He's got a masterwork light crossbow sized for him, a silver dagger sized for him, some silver crossbow bolts, and a couple of useful defensive 1st and 2nd level potions.

    CR 5 - At this point Mozzie has likely added a Mithril Chain shirt, or had his crossbow enchanted. He still carries a few useful potions, has started to carry some useful poisons to apply to his bolts, and may have a 1st level wand with a utility spell.

    CR 10 - Due to his success, he's been well rewarded. His armor is now magical, his crossbow is not only magical, but also carries the Sizing enchantment on it so he can use it when he casts Alter Self to assume a larger form. If he knows who his targes are in advance, he'll likely pick 2-3 Bane arrows that will be useful against them.

    CR 15 - Mozz'rat's Crossbow is now Anarchic, to better damage any Lawful creatures he comes across. His assortment of Wands has grown, and likely includes a few Eternal Wands of some of the more useful buff and utility spells. A mithrilmist chain shirt is a likely candidate for armor.

    CR 20 - Mozzie's a dangerous sniper, and would do well to include the Shadow and Silent Moves enchantments to his armor. His UMD score is high enough to reliably activate most potent spellcasting items, so he'll flesh out his treasure hoard with several wands and staves.

    The Henchman

    • No more than 10 caster, manifester, or meldshaper levels - Mozz'rat has 10 Assassin levels, which give him a Caster Level of 10. As per Korahir's ruling, the caster level of Mozz'rat's racial Spell-like abilities don't violate this rule, and are capped at CL 10 for purposes of evaluation for this contest. The only effect his has is that it reduces the duration of his Commune spell-like ability from 12 rounds to 10 rounds (he still only gets 6 questions), and it limits the forms he can take with his Alternate Form ability to 10 HD or less.
    • No ability to cast spells, initiate maneuvers, or manifest powers higher than 5th level, no souldmelds bound to high level chakras - The highest level spell he can cast is his Commune spell-like ability, which is a 5th level spell.
    • UMD and UPD are the only method available to use higher level spells or powers - Mozzie's got a solid UMD score from mid-levels on up to take full advantage of this.
    • Inherited templates maximum +2 CR, base creature max 2 CR and 4 RHD - As a Quasit, Mozzie has a max base CR of 2 and 3 RHD.
    • Must serve an evil Overlord, organization or any other evil power, but must not be in any commanding position - Mozzie spends his entire career serving successively more powerful commanders in the Blood War, all of whom report to J'zzalshrak, the Errant General and one of the main demonic generals in that conflict. And he spends his entire servitude as a messenger, guard, scout or assassin, none of which gives him any sort of commanding position.
    • Evil Aligned - Not only is Mozzie evil aligned, he even has the [Evil] subtype! You can't get much more evil than that.


    Monster Manual - Quasit
    Player's Handbook - Rogue, Weapon Finesse, Weapon Focus, Point Blank Shot, Alter Self, Undetectable Alignment, False Life, Magic Circle Against Good, Nondetection, Clairaudience/Clairvoyance, Dimension Door, Glibness
    Player's Handbook II - Crossbow Sniper
    Dungeon Master's Guide - Assassin
    Lords of Madness - Darkstalker
    Dragon Compendium - Dead Eye
    Spell Compendium - Shock and Awe, Sniper's Eye, Sniper's Shot, Fell the Greatest Foe, Fire Shurkien, Wraithstrike
    Book of Vile Darkness - Black Bag, Death Grimace
    Races of the Wild - Woodland Archer
    Champions of Ruin - Craven
    Last edited by Korahir; 2016-03-05 at 04:21 AM.