Quoth the raven; and the other raven... and that raven over there...

Quote Originally Posted by The Unkindness of Hextor
The Unkindness of Hextor
Spoiler: Stub
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Hivemind Murder of Crows of Legend Cloistered Cleric 1 / Sorcerer 2 / Mystic Theurge 10 / Contemplative 2


Murder of Crows by Drakarn91

Spoiler: Stats
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Stat Base Racial Hivemind Legendary Final Modifier
STR 8 -10 +0 +10 8 -1
DEX 12 +4 +0 +6 22 +6
CON 10 +0 +0 +10 20 +5
INT 14 -8 +4 +2 12 +1
WIS 15 +4 +0 +2 21 +5
CHA 13 -4 +11 +4 24 +7

Spoiler: Racial HD with Templates Statblock
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Tiny Outsider(Swarm)
CR - 5
HD - 4d8 + 20
Initiative - +10
Speed - 40ft, Fly 70ft(Good)
AC - 24 (+2 Size, +6 Dex, +1 Insight, +5 Natural, +1 Untyped(Haste))
BAB - +3
Attack - Swarm(1d6)
Full Attack - Swarm(1d6)
Space/Reach - 10ft, 0ft
Special Attacks - Blinding (DC 22), Distraction(DC 21)
Special Qualities - Half Damage from slashing and piercing, Low Light Vision, Dark Vision 60ft, Swarm Traits,
Spells as a Level 2 Sorcerer, Spells as a level 5 Cleric, Vile Strike, Special Qualities (Enhanced Attributes, Haste),
Frightful Presence(DC 24), Breath Weapon(DC 21), Raging Blood
Saves - +12, +14, +9
Class Skills - +2 Spot, +3 Knowledge(Religion), +3 Knowledge(Arcana)
Feats - Improved Flight, Quicken Spell, Eschew Materials, Improved Initiative, Multiattack

Spoiler: Build Table
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CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
5 Racial HD(4) +3 +7 +7 +4 +6 Spot, +1 Knowledge(Religion), +1 Knowledge(Arcana), +2 Concentration Quicken Spell, Improved Flight, Eschew Materials, Improved Initiative, Multiattack Half Damage from slashing and piercing, Low Light Vision, Dark Vision 60ft, Swarm Traits,
Spells as a Level 2 Sorcerer, Spells as a level 5 Cleric, Vile Strike, Special Qualities (Enhanced Attributes, Haste),
Frightful Presence(DC 24), Breath Weapon(DC 21), Raging Blood, +1 Wisdom
6 Cloistered Cleric 1 +3 +9 +7 +6 +6 Spot, +4 Knowledge(Religion), +4 Knowledge(Arcana), +3 Concentration Spell Focus(Enchantment)(Bonus) Domains(Knowledge, Domination, Tyranny), Rebuke Undead(11/day), Lore
7 Sorcerer 1 +3 +9 +7 +6 +6 Spot, +5 Knowledge(Religion), +5 Knowledge(Arcana), +4 Concentration Divine Metamagic - Quicken Spell Metamagic Specialist
8 Sorcerer 2 +4 +9 +7 +7 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +5 Concentration
9 Mystic Theurge 1 +4 +9 +7 +9 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +8 Concentration +1 Wisdom
10 Mystic Theurge 2 +5 +9 +7 +10 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +11 Concentration Retributive Spell
11 Mystic Theurge 3 +5 +10 +8 +10 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +13 Concentration, +1 SpellCraft
12 Mystic Theurge 4 +6 +10 +8 +11 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +14 Concentration, +3 SpellCraft
13 Mystic Theurge 5 +6 +10 +8 +11 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +15 Concentration, +5 SpellCraft Persist Spell +1 Wisdom
14 Mystic Theurge 6 +7 +11 +9 +12 +6 Spot, +6 Knowledge(Religion), +6 Knowledge(Arcana), +16 Concentration, +5 SpellCraft
15 Mystic Theurge 7 +7 +11 +9 +12 +6 Spot, +7 Knowledge(Religion), +6 Knowledge(Arcana), +17 Concentration, +6 SpellCraft
16 Mystic Theurge 8 +8 +11 +9 +13 +6 Spot, +9 Knowledge(Religion), +6 Knowledge(Arcana), +18 Concentration, +6 SpellCraft Divine Metamagic - Persist Spell
17 Mystic Theurge 9 +8 +12 +10 +13 +6 Spot, +11 Knowledge(Religion), +6 Knowledge(Arcana), +19 Concentration, +6 SpellCraft +1 Wisdom
18 Mystic Theurge 10 +9 +12 +10 +14 +6 Spot, +13 Knowledge(Religion), +6 Knowledge(Arcana), +20 Concentration, +6 SpellCraft
19 Contemplative 1 +9 +12 +10 +16 +6 Spot, +13 Knowledge(Religion), +6 Knowledge(Arcana), +21 Concentration, +8 SpellCraft Extra Turning Bonus Domain - Evil, Divine Health
19 Contemplative 2 +10 +12 +10 +17 +6 Spot, +13 Knowledge(Religion), +6 Knowledge(Arcana), +22 Concentration, +10 SpellCraft Slippery Mind

Spoiler: Spells
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Spoiler: Cleric Casting
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Spells per Day
CR Caster Lvl 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
5 5th 5 5+1 4+1 2+1 - - - - - -
6 6th 5 5+1 5+1 3+1 - - - - - -
9 7th 6 6+1 5+1 3+1 2+1 - - - - -
10 8th 6 6+1 5+1 4+1 3+1 - - - - -
11 9th 6 6+1 6+1 4+1 3+1 2+1 - - - -
12 10th 6 6+1 6+1 4+1 4+1 3+1 - - - -
13 11th 6 7+1 6+1 5+1 4+1 3+1 2+1 - - -
14 12th 6 7+1 6+1 5+1 4+1 4+1 3+1 - - -
15 13th 6 7+1 7+1 6+1 5+1 4+1 3+1 2+1 - -
16 14th 6 7+1 7+1 6+1 5+1 4+1 4+1 3+1 - -
17 15th 6 7+1 7+1 7+1 5+1 5+1 4+1 3+1 1+1 -
18 16th 6 7+1 7+1 7+1 5+1 5+1 4+1 4+1 2+1 -
19 17th 6 7+1 7+1 7+1 6+1 5+1 5+1 4+1 2+1 1+1
20 18th 6 7+1 7+1 7+1 6+1 5+1 5+1 4+1 3+1 2+1

Spoiler: Sorcerer Casting
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Spells per Day
CR Caster Lvl 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
5 2nd 6 6 - - - - - - - -
7 3rd 6 7 - - - - - - - -
8 4th 6 8 5 - - - - - - -
9 5th 6 8 6 - - - - - - -
10 6th 6 8 7 4 - - - - - -
11 7th 6 8 8 5 - - - - - -
12 8th 6 8 8 6 4 - - - - -
13 9th 6 8 8 7 5 - - - - -
14 10th 6 8 8 8 6 4 - - - -
15 11th 6 8 8 8 7 5 - - - -
16 12th 6 8 8 8 7 6 4 - - -
17 13th 6 8 8 8 7 7 5 - - -
18 14th 6 8 8 8 7 7 6 4 - -

Sorcerer Spells Known
0 - 9
1 - 5
2 - 5
3 - 4
4 - 4
5 - 3
6 - 2
7 - 1


Spoiler: Level Writeups
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Spoiler: CR 5 - Sent from Above
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There are some cites where the church is a true force for law, committed to giving the citizens order in their lives and keeping criminals from destabilizing society. In recent years the Church of Hextor in this city has fallen into disarray, they are no longer respected by the populace, and all disciple among the faithful is gone. Hextor has created the Unkindness to restore order to his church and among his faithful.
At this level the Unkindness serves as an effective guardian for the church itself, roosting in the rafters or the belltower. It has not yet begun to truly enforce the iron will of Hextor on the people of the church. At this point, the church should not be the focus of the campaign, just a interesting location or side quest. The Unkindness is just a strange guardian for the building, and will not chase people beyond the property.

Mechanically the unkindness is a swarm that can cast a bunch of spells, cleric 5 and sorcerer 2, and all of these spells have +4 to the save DC from the monster of legend template. Additionally the frightful presence ability has a DC of 24 at this level and leaves anyone shaken for as long as they remain in the presence of the Unkindness, making your effective DCs even higher. The swarm attack also includes blindness with a similarly high save DC and no attack roll required. At this level it is probably best to let the PCs flee from an encounter with the Unkindness.

Spoiler: CR 10 - Here to Stay (Sweet Spot)
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The Unkindness has used a mixture of violence and magical domination to take over the church and bring discipline to the clergy and followers. It runs the show from its place in the rafters, using it's frightful presence to make the congregation more susceptible to various effects. At this point it has started recruiting for a police force sponsored by the church to maintain order in the neighborhood. It can also draw people to the church with it's spellcasting abilities, offering to heal and aid locals who worship Hextor.

Its got 4th level divine spells and 3rd level sorcerer spells, just fly through the players, attempting to blind them and cast spells. Plus at the beginning of each day, choose something to use with retributive metamagic, which will be cast whenever someone hits you with a melee attack. Your save DCs should still be pretty high between your high stats and the bonus from monster of legend. Don't forget to make them roll distraction saves if they start their turn in you square or try to cast spells.

Spoiler: CR 15 - There will be Order!
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The Fist of Hextor (or whatever you want to call the millitary arm of this church) has staged a coup, though perhaps not literally. Whether they control the official government or not, they are the town watch, they are the police, they are the inquistors. But the law and order they enforce has many benefits for the city folk, especially the poor. The crime rate has gone way down, there are fewer (non-sanctioned) murders, and people generally have enough to survive. The nobles would be most upset about this and may hire the PCs to more actively oppose the church (or the PCs can decide for themselves obviously). Feel free to draw inspiration from real world examples.

Casting as a cleric 13, and Sorcerer 11, not bad. Now you can use a mix of Divine Metamagic and Metamagic specialist to quicken spells to get more off each round. One trick, because you have a breath weapon from Monster of Legend, is to put dispelling breath on it, and dispel whatever buffs the PCs have put on themselves in preparation for the fight.

Spoiler: CR 20 - Hextor reigns supreme
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At this point the church, lead by the Unkindness, has a iron grip on the region.

Casting as a cleric 18, and Sorcerer 14, yeah 9th level spells! Also Divine metamagic - persist is a handy option to have. Same deal as always, keep making them save or loose against spells, swarm abilities and blindness.


Spoiler: Options
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Depending on how you read the hivemind template, your sorcerer level may increase with additional hit dice from class levels, which would be real good for this build. If this is true you only need to take one level of sorcerer instead of two and can go right into Mystic Theurge, and eventually get arcane and divine 9th level spells. I went with the more conservative reading, but in a high op game, this build would definitely gain some solid benefits from a more generous interpretation.
Also depending on how you read the blind ability on the murder of crows, this could apply to any damage they do, including spells. If you feel this is how the rule works, grab some more blasting spells, and go to town.

Spoiler: Sources
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Complete Adventurer - Improved Flight
Tome of Magic - Swarm, Murder of Crows
Player's Handbook II - Metamagic Specialist ACF
Monster Manual 2 - Monster of Legend
Book of Vile Darkness Web Enhancement - Hivemind Swarm
Complete Divine - Divine Metamagic, Domination Domain, Contemplative
Complete Mage - Retributive Spell
Complete Warrior - Tyranny Domain
SRD - Cloistered Cleric, Mystic Theurge
Deities and Demigods - Persist Spell