Ravenloft Darklords

Post/Author/DateTimePost
#1

green_giant_02

Jul 05, 2004 0:09:23
Here are three darklords that were requested. I'm not an expert on RL though I do have the RLCS 3.0. I've tried to figure out the changes that may have been appropriate using the monster templates. Please forgive any mistakes. Enjoy.



Arijani, Darklord of Sri Raji: Male Rakshasa Sor6/Clr9 of Kali; CR 25; Medium-size Outsider (Native); HD 16d8+64 plus 6d4+24; hp 178; Init +5; Spd 40 ft.; AC 24 (touch 15, flat-footed 19); Base Atk +16; Grp +18; Atk +18 melee (1d4+2, claw); Full Atk +18 melee (1d4+2, 2 claws) and +13 (1d6+1, bite); Face/Reach 5 ft./5 ft.; SA Rebuke undead; SQ Rakshasa traits, aura of evil; AL CE; SV Fort +17, Ref +14, Will +22; Str 15, Dex 20, Con 18, Int 12, Wis 22, Cha 23
Skills and Feats: Bluff +22, Concentration +24 (+28 when casting defensively), Diplomacy +15, Disguise +19 (+21 acting), Heal +11, Hide +11, Intimidate +15, Knowledge (arcana) +7, Knowledge (religion) +10, Knowledge (the planes) +6, Listen +13, Move Silently +14, Perform (oratory) +13, Sense Motive +13, Speak Language (infernal, rajian), Spellcraft +23, Spot +13; Arcane Defense (illusion), Combat Casting, Craft Wondrous Item, Extend Spell, Greater Spell Focus (illusion), Persuasive, Spell Focus (illusion), Stealthy
Special Qualities: Rakshasa traits: darkvision 60 ft., +9 natural armor, +4 racial bonus to Bluff and Disguise, detect thoughts (DC 19), change shape (can only assume forms that are frightening [Fear DC 25], horrible [Horror DC 20], or distrustful), damage reduction 15/honorable and piercing, spell resistance 42. Aura of evil (aura equals cleric level), rebuke undead as 9th-level cleric (+2 to rebuke checks) 9/day.
Sorcerer Spells Known (6/8/8/7/7/7/5; base DC = 16 + spell level; DC 18 + spell level with illusion spells; caster level 13th): 0 – acid splash, daze, detect magic, flare, ghost sound, light, mage hand, prestidigitation, read magic; 1st – color spray, magic missile, shield, silent image, unseen servant; 2nd – blur, darkness, fog cloud, invisibility, Tasha’s hideous laughter; 3rd – haste, major image, suggestion, summon monster III; 4th – fear, rainbow pattern, scrying, shadow conjuration; 5th – baleful polymorph, dream, persistent image; 6th – permanent image, programmed image.
Cleric Spells Prepared (6/6+1/6+1/4+1/3+1/2+1; base DC = 16 + spell level; DC 18 + spell level with illusion spells; caster level 9th): 0 – cure minor wounds, detect poison, guidance, purify food and drink, resistance, virtue; 1st – bane, cause fear, command, cure light wounds x2, protection from good*, shield of faith; 2nd – aid, enthrall x2, hold person x3, invisibility*; 3rd – blindness/deafness, create food and water, dispel magic, magic circle against good*, prayer; 4th – cure critical wounds x2, spell immunity, unholy blight*; 5th – false vision*, flame strike, righteous might.
*Domain spell. Deity: Kali. Domains: Evil (cast evil spells at +1 caster level), Trickery (Bluff, Diguise, and Hide as class skills).
Possessions: Unknown
Height: 7’, Weight: 325 lbs., Hair: Unknown, Eyes: Unknown.


Anhktepot, Darklord of Har’Akir: Male Human Greater Mummy [Ancient Dead Rank 5] Clr15 of Ra; CR 20; Medium-size Undead; HD 15d12; hp 103; Init +1; Spd 40 ft.; AC 25 (touch 11, flat-footed 24); Base Atk +11; Grp +26; Atk +26 melee (1d6+15 plus mummy rot, slam); Full Atk +26 melee (1d6+15 plus mummy rot, slam); Face/Reach 5 ft./5 ft.; SA Rebuke undead, control undead, despair, improved grab, mummy rot; SQ Aura of evil, DR 20/-, greater mummy immunities, immune to electricity and fire, acid resistance 20, rejuvenation, salient powers, SR 25, turn resistance, undead traits; AL LE; SV Fort +9, Ref +6, Will +20; Str 30, Dex 13, Con -, Int 22, Wis 33, Cha 24
Skills and Feats: Concentration +25 (+29 when casting defensively), Diplomacy +17, Heal +16, Hide +9, Knowledge (arcana) +11, Knowledge (history-Har’Akir) +16, Knowledge (religion) +24, Knowledge (the planes) +11, Listen +19, Move Silently +9, Profession (administrator) +21, Search +14, Sense Motive +19, Speak Language (akiri, auran, celestial), Spellcraft +26, Spot +19; Combat Casting, Craft Wondrous Item, Quicken Spell, Sacred Spell, Scribe Scroll, Spell Focus (necromancy), Weapon Focus (khopesh)
Special Qualities: Damage reduction 20/-, control undead, despair (DC 24), improved grab, greater mummy immunities (immunity to cold, polymorph [though he can use polymorph effects on himself], and mind-affecting attacks), mummy rot (DC 24), immune to electricity and fire, acid resistance 20, rejuvenation, salient powers (animal command [hawks], curse of vengeance, delay disease, passage), spell resistance 25, turn resistance +8, undead traits. Aura of evil (aura equals cleric level), rebuke undead as 19th level cleric (+2 to turning checks) 10/day. Ritual of Life.
Cleric Spells Prepared (6/8+1/8+1/8+1/6+1/6+1/5+1/4+1/2+1; base DC = 21 + spell level; DC 22 + spell level with necromancy spells; caster level 15th).
*Domain spell. Deity: Ra. Domains: Evil (cast good spells at +1 caster level), Sun (1/day, greater turning).
Possessions: Unknown
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.

Ritual of Life: Performed before dawn, this ritual takes ten minutes to complete allowing Anhktepot to once again join the living by draining the life force of another individual, willing or unwilling. Once completed, Anhktepot becomes a living human being (Constitution score 14; hp 101) losing all undead traits and greater mummy abilities. He also loses his spellcasting and rebuke undead abilities. This loss continues until sunset when he returns to his undead state.



Kas the Destroyer, Darklord of Tovag: Male Human Ancient Vampire Ftr7/Blk10; CR 20; Medium-size Undead; HD 17d12; hp 116; Init +10; Spd 40 ft.; AC 38 (touch 11, flat-footed 37); Base Atk +17; Grp +25; Atk +29 melee (1d8+13/17-20, +3 unholy longsword) or +25 melee (1d6+12 plus energy drain, slam); Full Atk +27/+22/+17/+12 melee (1d8+13/17-20, +3 unholy longsword) and +24 melee (1d8+5, +5 bashing heavy steel shield) or +25 melee (1d6+12 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Smite good, rebuke undead, sneak attack, blood drain, children of the night, create spawn, dominate, energy drain; SQ Aura of evil, detect good, poison use, dark blessing, aura of despair, fiendish servant, alternate form, DR 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, salient powers, spider climb, turn resistance, undead traits, vampire weakness; AL CE; SV Fort +19, Ref +20, Will +15; Str 26, Dex 22, Con -, Int 21, Wis 17, Cha 25
Skills and Feats: Bluff +15, Climb +12, Concentration +16, Handle Animal +15, Hide +18, Intimidate +24, Jump +12, Knowledge (religion) +10, Listen +13, Move Silently +8, Profession (commander) +13, Ride (horse) +20, Search +13, Sense Motive +11, Speak Language (common), Spot +13, Swim +6; Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (longsword), Improved Iniative, Improved Shield Bash, Improved Sunder, Lightning Reflexes, Mounted Combat, Power Attack, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Qualities: Blood drain, children of the night, create spawn, dominate (DC 25), energy drain (DC 25 to remove negative level), alternate form, DR 15/silver and magic, darkvision 60 ft., fast healing 6, gaseous form, resistance to cold 10 and electricity 10, salient powers (command undead, improved domination), spider climb, turn resistance +6, undead traits, vampire weakness (sun, wooden stakes from Oerth). Aura of evil (aura equals blackguard level), detect good at will, poison use, dark blessing (Cha bonus to saving throws), smite good 3/day (+7 to attack, +10 to damage), rebuke undead as 12th level cleric (+2 to rebuke checks) 10/day, aura of despair (enemies within 10 ft. take a –2 penalty on all saving throws), sneak attack +3d6, fiendish servant.
Blackguard Spells Prepared (3/3/3/1; base DC = 13 + spell level).
Possessions: +3 unholy longsword, +5 shadow full plate, +5 bashing heavy steel shield.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
#2

zombiegleemax

Jul 05, 2004 16:51:17
really nice

Do you know where I can get information on har'akir and other domain from the amber waste?
#3

zombiegleemax

Jul 05, 2004 18:27:13
Great job!
#4

Darrius_Adler

Jul 05, 2004 21:16:49
Originally posted by mephistopheless
really nice

Do you know where I can get information on har'akir and other domain from the amber waste?

Additional info on Anhktepot and Har'Akir appears in Darklords. Also Har'Akir is the focus of the Touch of Death adventure. Sebula and its darklord Tiyet appear in Darklords as well. Pharazia and its darklord Diamabel are in the Islands of Terror book. These are 2e books and out of print.
#5

zombiegleemax

Jul 06, 2004 4:18:56
Sebua was also the setting for one of the adventures in "Children of the Night: Vampires." (But I think that whatever new details we added there were repeated in the new RL3.5 PHB. Except for the exact nature of "Scabby," his curse, and his relationship to the Wild Children who never seem to grow old.)
#6

green_giant_02

Mar 02, 2005 23:10:19
Here is another darklord. Enjoy.


Duke Gundar, Darklord of Gundarak: Male Human Eminent Vampire Ftr13; CR 17; Medium Undead (Augmented Humanoid); HD 13d12; hp 90; Init +11; Spd 50 ft.; AC 34 (touch 19, flat-footed 28); Base Atk +13; Grp +24; Atk +29 melee (1d8+17/17-20, +3 alchemical silver saber) or +24 melee (1d6+11 plus energy drain, slam); Full Atk +29/+24/+19 melee (1d8+17/17-20, +3 alchemical silver saber) or +24 melee (1d6+11 plus energy drain, 2 slams); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain; SQ Alternate form, DR 20/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, resistance to cold 10 and electricity 10, salient powers, spider climb, turn resistance +11, undead traits, vampire weakness; AL CE; SV Fort +11, Ref +16, Will +10; Str 32, Dex 25, Con -, Int 23, Wis 17, Cha 23
Skills and Feats: Bluff +14, Climb +21, Diplomacy +13, Handle Animal +16, Hide +15, Intimidate +16, Jump +21, Knowledge (nobility and royalty) +11, Listen +13, Move Silently +15, Ride (horse) +19, Search +14, Sense Motive +13, Speak Language (common), Spot +13, Swim +21; Alertness{B}, Cleave, Combat Reflexes{B}, Dodge{B}, Greater Weapon Focus (saber), Greater Weapon Specialization (saber), Improved Critical (saber), Improved Energy Drain, Improved Iniative{B}, Improved Sunder, Lightning Reflexes{B}, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Weapon Focus (saber), Weapon Specialization (saber)
Special Qualities: Alternate form (bat, dire bat, wolf, dire wolf), blood drain, children of the night (rat swarms, bat swarms, or pack of wolves), create spawn, DR 20/silver and magic, darkvision 60 ft., dominate (DC 22), energy drain (DC 22 to remove negative level), fast healing 8, gaseous form, resistance to cold 10 and electricity 10, salient powers (blood lust, command undead, scent), spider climb, turn resistance +11, undead traits, vampire weakness (garlic, holy symbol, mirror, running water, sunlight, wooden stake).
Possessions: +3 mithral shirt, +3 alchemical silver saber, belt of giant strength +4, boots of speed, cloak of turn resistance, ring of defense +3. 990 gp
Height: Unknown, Weight: Unknown, Hair: Dark, Eyes: Unknown
Sources: Ravenloft (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), and Dragon #303.
#7

Mortepierre

Mar 03, 2005 3:44:41
*Domain spell. Deity: Ra. Domains: Evil (cast good spells at +1 caster level), Sun (1/day, greater turning)

That would be: 'cast evil spells at +1 caster level' ;)
#8

zombiegleemax

Mar 03, 2005 4:22:20
On the whole quite good.

As a fan of "lower level" RL action I'd make Arijani a Cleric 3/Mystic Theruge 6. That helps lower his CR (nominally) to 19 and puts him tantalizingly close to the range where foolish high level PCs (such as portaid in Web of Illusion) might attempt to bring him down if armed with Ravenna's Bane. I say foolish because bearding Arijani in his lair is just three hairs easier than tackling Strahd in his castle.

-Eric Gorman
#9

malus_black

Mar 03, 2005 9:45:02
Duke Gundar, Darklord of Gundarak: Male Human Eminent Vampire Ftr13;

Wasn't Gundar a Nosferatu?
#10

ivid

Mar 03, 2005 12:11:34
Very nice!

If I ever do *Touch of Death* again, this will serve me marvellously!



R
#11

sabbattack

Mar 03, 2005 12:20:20
Can I pleeeeeeeeeeeeease make a request?

Can someone present a 3.0/3.5 conversion of Anton Misroi?? I don't know if it's copyright-protected but I would be in eternal debt to anyone who might do this.
#12

green_giant_02

Mar 30, 2005 19:21:50
Here are two more Darklords. Enjoy.


Baron Urik von Kharkov, Darklord of Valachan: Male Human Mature Nosferatu Vampire Rgr1/Rog4/Ari7; CR 13; Medium Undead (Augmented Humanoid); HD 12d12; hp 83; Init +12; Spd 40 ft.; AC 24 (touch 18, flat-footed 16); Base Atk +9; Grp +16; Atk +19 melee (1d8+13/17-20, +3 keen longsword) or +16 melee (1d6+7, slam); Full Atk +19/+14 (1d8+13/17-20, +3 keen longsword) or +16 melee (1d6+7, slam); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, favored enemy (humanoid [human]), sneak attack +2d6; SQ Alternate form, DR 15/silver and magic, darkvision 60 ft., evasion, fast healing 5, gaseous form, resistance to cold 10 and electricity 10, salient power, spider climb, trap sense +1, trapfinding, turn resistance +4, uncanny dodge, undead traits, vampire weakness, wild empathy +8; AL LE; SV Fort +5, Ref +18, Will +8; Str 24, Dex 26, Con -, Int 19, Wis 14, Cha 20
Skills and Feats: Balance +19, Bluff +12, Climb +11, Diplomacy +16, Disguise +10 (+12 acting), Gather Information +12, Handle Animal +10, Hide +21, Intimidate +20, Jump +20, Knowledge (local) +9, Knowledge (nobility and royalty) +9, Listen +9, Move Silently +21, Ride (horse) +15, Search +8, Sense Motive +7, Speak Language (vaasi, darkonese, gnome, mordentish, sithican), Spot +9, Survival +16, Swim +11, Tumble +17; Alertness{B}, Combat Expertise, Combat Reflexes{B}, Dodge{B}, Improved Iniative{B}, Lightning Reflexes{B}, Mobility, Persuasive, Spring Attack, Stealthy, Track{B}, Whirlwind Attack
Special Qualities: Alternate form (panther [use leopard stats]), children of the night (cat swarms or pack of panthers), dominate (DC 21), salient power (blood lust), telepathic domination (anyone bitten by Baron Urik can be dominated if within the domain of Valachan, the DC is the same as the dominate ability), vampire weakness (garlic, holy symbol, mirror, running water, sunlight, wooden stake). Wild empathy +7, favored enemy (humanoid [human] +2). Sneak attack +2d6, trapfinding, evasion, trap sense +1, uncanny dodge.
Possessions: +3 keen longsword. As ruler and darklord of Valachan, Baron Urik von Kharkov has access to incredible resources.
Height: 6+’, Weight: Unknown, Hair: Black, Eyes: Yellow
Sources: Domains of Dread (2E), Ravenloft Monstrous Compendium III (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).



Captain Alain Monette, Darklord of L’ile de la Tempete: Male Human Werebat Rog5/Ftr2/Dread Pirate 1; CR 11; Medium Humanoid (Human, Shapechanger); AL CE; three alternate forms.

Human Form: HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +3; Spd 30 ft.; AC 20 (touch 16, flat-footed 16); Base Atk +6; Grp +8; Atk +12 melee (1d6+3/18-20, +1 rapier) or +12 melee (1d4+3/19-20, +1 main-gauche); Full Atk +10/+5 melee (1d6+3/18-20, +1 rapier) and +10 melee (1d4+2/19-20, +1 main-gauche); Face/Reach 5 ft./5 ft.; SA Sneak attack +3d6; SQ Alternate form, bat empathy, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +12, Ref +15, Will +10; Str 15, Dex 18, Con 14, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +11, Bluff +6, Climb +9 (+11 with rope), Control Shape +3, Hide +15, Intimidate +8, Jump +11, Listen +12, Move Silently +15, Profession (sailor) +15, Search +7, Sleight of Hand +11, Speak Language (grabenite, sithican, vaasi), Spot +12, Swim +9, Tumble +11, Use Rope +9; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, bat empathy, low-light vision, scent. Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Hybrid Form: Large Humanoid (Human, Shapechanger); HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +9; Spd 30 ft.; AC 25 (touch 18, flat-footed 16); Base Atk +6; Grp +12; Atk +14 melee (1d6+5, claw); Full Atk +14 melee (1d6+5, 2 claws) and +9 melee (1d8+2, bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy, sneak attack +3d6; SQ Alternate form, bat empathy, blindsense 40 ft., DR 10/silver and piercing, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +13, Ref +19, Will +8; Str 21, Dex 28, Con 20, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +16, Bluff +6, Climb +12 (+14 with rope), Control Shape +3, Hide +20, Intimidate +8, Jump +14, Listen +16, Move Silently +20, Profession (sailor) +15, Search +7, Sleight of Hand +16, Speak Language (grabenite, sithican, vaasi), Spot +16, Swim +12, Tumble +16, Use Rope +14; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver and piercing, bat empathy, blindsense 40 ft., low-light vision, scent, +4 racial bonus on Listen and Spot checks (bonus lost if blindsense is negated). Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Bat Form: Large Humanoid (Human, Shapechanger); HD 5d6+10 plus 2d10+4 plus 1d8+2 plus 4d8+12; hp 81; Init +9; Spd 20 ft., fly 40 ft. (good); AC 25 (touch 18, flat-footed 16); Base Atk +6; Grp +12; Atk +14 melee (1d8+5, bite); Full Atk +14 melee (1d8+5, bite); Face/Reach 10 ft./5 ft.; SA Curse of lycanthropy, sneak attack +3d6; SQ Alternate form, bat empathy, blindsense 40 ft., DR 10/silver and piercing, low-light vision, scent, trapfinding, evasion, trap sense +1, uncanny dodge, seamanship +1; AL CE; SV Fort +13, Ref +19, Will +8; Str 21, Dex 28, Con 20, Int 15, Wis 12, Cha 12
Skills and Feats: Appraise +10, Balance +16, Bluff +6, Climb +12 (+14 with rope), Control Shape +3, Hide +20, Intimidate +8, Jump +14, Listen +16, Move Silently +20, Profession (sailor) +15, Search +7, Sleight of Hand +16, Speak Language (grabenite, sithican, vaasi), Spot +16, Swim +12, Tumble +16, Use Rope +14; Alertness{B}, Dodge, Iron Will{B}, Mobility, Quick Draw, Skill Focus (Profession [sailor]), Spring Attack, Stealthy{B}, Two-Weapon Fighting{B}, Weapon Finesse
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver and piercing, bat empathy, blindsense 40 ft., low-light vision, scent, +4 racial bonus on Listen and Spot checks (bonus lost if blindsense is negated). Sneak attack +3d6, trapfinding, evasion, trap sense +1, uncanny dodge. Seamanship +1.

Possessions: Masterwork leather armor, +1 rapier, +1 main-gauche, cloak of resistance +2, gloves of dexterity +2, potion of cure light wounds x2, ring of protection +2.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Sources: Darklords (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Lost Empires of Faerun (3.5E), and Complete Adventurer (3.5E).
#13

green_giant_02

Apr 06, 2005 19:10:29
Here are some more Darklords. Enjoy.


Draga Salt-Biter, Darklord of Saragoss: Male Human Wereshark Clr7/Waveservant 3 of Umberlee; CR 14; Medium Humanoid (Aquatic, Human, Shapechanger); AL NE; three alternate forms.

Human Form: HD 10d8+30 plus 7d8+14; hp 116; Init +6; Spd 30 ft., swim 30 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +12; Grp +17; Face/Reach 5 ft./5 ft.; SA Rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, low-light vision, scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +18, Ref +10, Will +16; Str 20, Dex 15, Con 16, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +8, Control Shape +12, Intimidate +7, Jump +8, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +12; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, blindsense 30 ft. (underwater only), shark empathy, low-light vision, scent. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 12 (touch 10, flat-footed 10); Grp +19; SV Fort +20, Will +18; Str 24, Con 20. Skills: Concentration +10, Jump +10, Swim +14. The rage lasts for 8 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Hybrid Form: Large Humanoid (Aquatic, Human, Shapechanger); HD 10d8+30 plus 7d8+14; hp 116; Init +8; Spd swim 60 ft.; AC 19 (touch 13, flat-footed 15); Base Atk +12; Grp +20; Atk +19 melee (1d6+8, claw); Full Atk +19 melee (1d6+8, 2 claws) and +14 melee (1d8+4, bite); Face/Reach 10 ft./10 ft.; SA Curse of lycanthropy, rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, DR 10/petrified wood or silver, low-light vision, keen scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +19, Ref +12, Will +16; Str 26, Dex 19, Con 18, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +9, Control Shape +12, Intimidate +7, Jump +11, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +21; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/petrified wood or silver, blindsense 30 ft. (underwater only), shark empathy, low-light vision, keen scent, +8 racial bonus on Swim checks. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 17 (touch 11, flat-footed 13); Grp +22; Atk +21 melee (1d6+10, claw); Full Atk +21 melee (1d6+10, 2 claws) and +16 melee (1d8+5, bite); SV Fort +21, Will +18; Str 30, Con 22. Skills: Concentration +11, Jump +13, Swim +25. The rage lasts for 9 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Shark Form: Large Humanoid (Aquatic, Human, Shapechanger); HD 10d8+30 plus 7d8+14; hp 116; Init +8; Spd swim 60 ft.; AC 19 (touch 13, flat-footed 15); Base Atk +12; Grp +20; Atk +19 melee (1d8+8, bite); Full Atk +19 melee (1d8+8, bite); Face/Reach 10 ft./5 ft.; SA Curse of lycanthropy, rebuke undead 6/day, aquatic servants 6/day, sahuagin rage 1/day; SQ Alternate form, blindsense 30 ft. (underwater only), shark empathy, DR 10/petrified wood or silver, low-light vision, keen scent, aura of evil, ocean spells, water breathing, drowned legion, freedom of movement (underwater only); AL NE; SV Fort +19, Ref +12, Will +16; Str 26, Dex 19, Con 18, Int 13, Wis 22, Cha 17
Skills and Feats: Concentration +9, Control Shape +12, Intimidate +7, Jump +11, Knowledge (nature) +6, Knowledge (religion) +6, Listen +15, Profession (sailor) +15, Speak Language (chondathan, aquan), Spot +15, Survival +10 (+12 aboveground), Swim +21; Alertness{B}, Endurance, Great Fortitude{B}, Improved Iniative{B}, Iron Will{B}, Martial Weapon Proficiency (trident), Quicken Change, Surrogate Spellcasting, Weapon Focus (trident)
Special Qualities: Alternate form, curse of lycanthropy (DC 18), damage reduction 10/petrified wood or silver, blindsense 30 ft. (underwater only), shark empathy, low-light vision, keen scent, +8 racial bonus on Swim checks. Aura of evil (aura equals cleric level), rebuke undead as 7th level cleric (+2 to rebuke checks) 6/day. Ocean spells, water breathing, drowned legion (+4 to turning damage vs. undead in water), freedom of movement (underwater only), aquatic servants (rebuke or command aquatic creatures) 6/day, sahuagin rage 1/day.
Sahuagin Rage: During his rage, Draga Salt-Biter has the following statistics instead of those given above: hp 144; AC 17 (touch 11, flat-footed 13); Grp +22; Atk +21 melee (1d8+10, bite); Full Atk +21 melee (1d8+10, bite); SV Fort +21, Will +18; Str 30, Con 22. Skills: Concentration +11, Jump +13, Swim +25. The rage lasts for 9 rounds, after which Draga Salt-Biter is fatigued.
Cleric Spells Prepared (6/6+1/6+1/4+1/4+1/3+1; base DC = 16 + spell level; caster level 10th).
*Domain spell. Deity: Umberlee. Domains: Ocean (water breathing 70 rounds), Storm (resistance to electricity 5).

Possessions: Ring of air breathing.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Grey
Note: Domain powers – Draga can use an epic version of animate dead that animates all beings slain within the last 24 hours in Saragoss. He can also control weather at will. Domain weakness – Draga can no longer breathe air and must rely on his ring of air breathing that only functions for 2 hours, although the duration does not have to be used all at once and can be broken up into smaller increments as small as 1 round.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Lost Empires of Faerun (3.5E), Faiths and Pantheons (3E), and Savage Species (3E).



Diamabel, Darklord of Pharazia: Male Human Ftr11/Divine Champion 5; CR ?; Medium Outsider (Augmented Humanoid, Native, Shapechanger); AL CE; two alternate forms.

Day Form: HD 16d10+30; hp 122; Init +9; Spd 30 ft., fly 60 ft. (average).; AC 28 (touch 15, flat-footed 23); Base Atk +16; Grp +21; Atk +25 melee (2d4+12/15-20, Spiritburner); Full Atk +25/+20/+15/+10 melee (2d4+12/15-20, Spiritburner) and +16 melee (1d4+2 plus stun, 2 wing buffets); Face/Reach 5 ft./5 ft.; SA Aura of fear, divine wrath 1/day, smite infidel 1/day, wing buffet; SQ Alternate form, DR 15/good and magic, darkvision 60 ft., lay on hands, regeneration 5, sacred defense +2, SR 12; AL CE; SV Fort +14, Ref +11, Will +7; Str 21, Dex 20, Con 17, Int 15, Wis 13, Cha 19
Skills and Feats: Climb +12, Diplomacy +13, Handle Animal +9, Intimidate +13, Jump +12, Knowledge (nobility and royalty) +7, Knowledge (religion) +10, Listen +3, Ride (horse) +17, Sense Motive +6, Speak Language (pharazian, abyssal, celestial), Spot +3, Swim +12; Cleave, Combat Expertise, Dodge, Improved Critical (great scimitar [falchion]), Improved Iniative, Iron Will, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (great scimitar [falchion]), Weapon Specialization (great scimitar [falchion]), Whirlwind Attack
Special Qualities: Alternate form, aura of fear (at will, creatures in a 60-foot radius must succeed on a DC 22 Will save or be affected as though by a fear spell from a 16th-level sorcerer. A creature that successfully saves cannot be affected again by the same aura for 24 hours), regeneration 5 (takes normal damage from good-aligned magic weapons and from spells or effects with the good descriptor), wing buffet (DC 19 Will save or be stunned for 1 round). Lay on hands (heal 20 hp), sacred defense +2, smite infidel (+4 on attack, +5 on damage), divine wrath (DR 5/-, +3 profane bonus on attack, damage and saves for 4 rounds).
Height: 7’, Weight: Unknown, Hair: Silvery-white, Eyes: Blue

Night Form: Medium Undead (Augmented Humanoid, Native, Shapechanger); HD 16d12; hp 122; Init +9 (+11 with attuned mount); Spd 30 ft., fly 50 ft. (poor); AC 32 (touch 19, flat-footed 27); Base Atk +16; Grp +21; Atk +25 melee (2d4+12/15-20, Spiritburner) or +21 melee (1d8+5 plus rotting touch, claw); Full Atk +25/+20/+15/+10 melee (2d4+12/15-20, Spiritburner) and +16 melee (1d4+2 plus stun plus rotting touch, 2 wing buffets) or +21 melee (1d6+5 plus rotting touch, 2 claws) and +16 melee (1d4+2 plus stun plus rotting touch, 2 wing buffets); Face/Reach 5 ft./5 ft.; SA Aura of fear, divine wrath 1/day, rotting aura, rotting touch, smite infidel 1/day, wing buffet; SQ Alternate form, DR 15/good and magic, lay on hands, regeneration 5, sacred defense +2, SR 12, undead traits, unholy grace; AL CE; SV Fort +15, Ref +15, Will +11; Str 21, Dex 20, Con -, Int 15, Wis 13, Cha 19
Skills and Feats: Climb +12, Diplomacy +13, Handle Animal +9, Intimidate +13, Jump +12, Knowledge (nobility and royalty) +7, Knowledge (religion) +10, Listen +3, Ride (horse) +17, Sense Motive +6, Speak Language (pharazian, abyssal, celestial), Spot +3, Swim +12; Cleave, Combat Expertise, Dodge, Improved Critical (great scimitar [falchion]), Improved Iniative, Iron Will, Leadership, Lightning Reflexes, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (great scimitar [falchion]), Weapon Specialization (great scimitar [falchion]), Whirlwind Attack
Special Qualities: Alternate form, aura of fear (at will, creatures in a 60-foot radius must succeed on a DC 22 Will save or be affected as though by a fear spell from a 16th-level sorcerer. A creature that successfully saves cannot be affected again by the same aura for 24 hours), regeneration 5 (takes normal damage from good-aligned magic weapons and from spells or effects with the good descriptor), rotting aura (when not flying, any corporeal being on the ground within 15 ft. must make a DC 22 Reflex save each round or take 5d6 rotting damage [half on a successful save], then a DC 22 Will save or be nauseated for 1 round, Diamabel heals 5 points of damage for every creature that takes damage each round), rotting touch (if a single foe that is hit by more than one natural attack in a round takes an extra 1d6+6 rotting damage and Diamabel is healed 5 points of damage), unholy grace (+4 to saves and deflection bonus to AC), wing buffet (DC 19 Will save or be stunned for 1 round). Lay on hands (heal 20 hp), sacred defense +2, smite infidel (+4 on attack, +5 on damage), divine wrath (DR 5/-, +3 profane bonus on attack, damage and saves for 4 rounds).
Height: 7’, Weight: Unknown, Hair: Unknown, Eyes: Unknown

Possessions: Spiritburner (+3 flame tongue great scimitar [falchion]).
Note: Diamabel starting scores were Str 15, Dex 16, Con 15, Int 15, Wis 13, Cha 15 with sixteen levels he gains 4 ability scores increases (2 to Str, 2 to Dex). His transformation has given him Str +4, Dex +2, Con +2, Cha +4. He has a natural armor bonus of +13. I used the angel of decay from Libris Mortis to simulate some of his nighttime capabilities.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3.5E), and Dragon Magazine #325.



King Crocodile, Darklord of the Wildlands: Male Dire Crocodile; CR ?; Huge Magical Beast; HD 12d8+60; hp 156; Init +8; Spd 50 ft., swim 100 ft.; AC 26 (touch 12, flat-footed 22); Base Atk +9; Grp +27; Atk +17 melee (3d8+15/19-20, bite) or +17 melee (1d12+15, tail slap); Full Atk +17 melee (3d8+15/19-20, bite) or +17 melee (1d12+15, tail slap); Face/Reach 15 ft./10 ft.; SA Aura of wounding, improved grab, pounce, rage, trample 2d8+15, trip; SQ Blindsense 20 ft., DR 10/-, hold breath, low-light vision, scent, sprint, SR 12; AL CE; SV Fort +13, Ref +12, Will +10; Str 30, Dex 19, Con 21, Int 17, Wis 14, Cha 13
Skills and Feats: Hide +21, Listen +27, Move Silently +29, Speak Language (any human tongue), Spot +27, Swim +38; Alertness, Endurance, Improved Critical (bite){B}, Improved Iniative, Improved Natural Attack (bite), Stealthy
Special Qualities: Aura of wounding (any nonevil living creature in a 20-foot radius lose 2 hp per round), +8 racial bonus on Hide, Listen, Move Silently, Spot, and Swim checks, trample (Reflex half DC 25).
Possessions: None
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Note: King Crocodile is affected by the sleeping sickness. At the moment there is no ability damage but in time it may affect some of his scores. All of his special attacks and special defenses except for aura of wounding, DR 10/-, and SR 10 are based on those from animals.
Sources: Islands of Terror (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).


Captain Pieter van Riese, Darklord of the Sea of Sorrows: Male Human Ghost [5th Magnitude] Exp9/Ari5; CR 18; Medium Undead (Augmented Humanoid, Incorporeal); HD 14d12; hp 96; Init +8; Spd fly 30 ft. (perfect); AC 22 (touch 22, flat-footed 18) or 14 (touch 14, flat-footed 10); Base Atk +9; Grp +13; Atk +13 melee (1d6 plus energy drain, incorporeal touch) or +13 melee (1d6+4 plus energy drain, incorporeal touch against ethereal foes); Full Atk +13/+8 melee (1d6 plus energy drain, incorporeal touch) or +13/+8 (1d6+4 plus energy drain, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, energy drain, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, salient abilities, SR 26, +4 turn resistance, undead traits; AL NE; SV Fort +6, Ref +8, Will +9; Str 18, Dex 18, Con -, Int 14, Wis 9, Cha 26
Skills and Feats: Appraise +11, Balance +15, Climb +13 (+15 with rope), Craft (shipmaking) +11, Diplomacy +15, Hide +12, Intimidate +20, Jump +13, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +11, Listen +12, Profession (sailor) +15, Search +19, Sense Motive +4, Speak Language (mordentish, lamordian, darkonese), Spot +12, Swim +18, Use Rope +9; Daunting Presence, Ghostly Grasp, Great Fortitude, Improved Iniative, Quicken Manifestation, Stormheart
Special Qualities: Energy drain (two levels, DC 25 to remove), salient abilities (commanding appearance [DC 25], command undead, entrancing appearance [DC 25], mind games, phantom shift).
Possessions: the Relentless.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown.
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), Player's Guide to Faerun (3.5E), Monstrous Compendium: Monsters of Faerun (3E), and Arms and Equipment Guide (3E).

The Relentless: Masterwork sailing vessel [brigantine]; Colossal vehicle; Profession (sailor) +4; Spd wind x 25 ft. (nautical average); Overall AC –3; Section hp 55 (hardness 5); Section AC 3; Rigging 85 hp (hardness 0), AC 1; Ram 12d6; Face 80 ft. by 20 ft.; Height 10 ft. (draft 10 ft.); Crew 20; Cargo 150 tons (Spd wind x 20 ft. if 75 tons or more); Cost 25,300 gp
Equipment: Launch vehicle, masterwork controls.



Gregor Zolnik, Darklord of Vorostokov: Male Vos Human Rgr5/Berserk 3; CR 8; Medium Humanoid (Human); AL CE; three alternate forms.

Human Form: HD 5d8+10 plus 3d12+6; hp 61; Init +2; Spd 40 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +15 melee (1d10+9/19-20, Ilyana); Full Atk +15/+10 melee (1d10+9/19-20, Ilyana); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +9, Ref +7, Will +1; Str 18, Dex 14, Con 15, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +9, Handle Animal +7, Hide +7, Intimidate +7, Jump +9, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +9; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day
Battle Fury: During his fury, Gregor Zolnik has the following statistics instead of those given above: hp 85; AC 12 (touch 10, flat-footed 10); Grp +14; Atk +18 melee (1d10+13/19-20, Ilyana); Full Atk +18/+13 melee (1d10+13/19-20, Ilyana); SV Fort +12, Will +4; Str 24, Con 21. Skills: Climb +12, Jump +12, Swim +12. The rage lasts for 8 rounds, after which Gregor Zolnik is fatigued.

Hybrid Form: HD 5d8+10 plus 3d12+6; hp 69; Init +2; Spd 40 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +16 melee (1d10+10/19-20, Ilyana); Full Atk +16/+11 melee (1d10+10/19-20, Ilyana); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +10, Ref +7, Will +1; Str 20, Dex 14, Con 17, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +10, Handle Animal +7, Hide +7, Intimidate +7, Jump +10, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +10; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day

Wolf Form: HD 5d8+10 plus 3d12+6; hp 61; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-footed 12); Base Atk +7; Grp +11; Atk +8 melee (1d6+1, bite); Full Atk +8 melee (1d6+1, bite); Face/Reach 5 ft./5 ft.; SA Favored enemy (humanoid [human], animal), battle fury 1/day, trip; SQ Wild empathy +9, animal companion, DR 1/-, beast shape (wolf) 1/day; AL CE; SV Fort +9, Ref +7, Will +1; Str 13, Dex 15, Con 15, Int 12, Wis 8, Cha 15
Skills and Feats: Climb +6, Handle Animal +7, Hide +7, Intimidate +7, Jump +6, Knowledge (geography) +6, Knowledge (nature) +8, Listen +4, Move Silently +7, Ride (horse) +9, Search +6, Speak Language (vos, goblin), Spot +4, Survival +10 (+12 to avoid getting lost, aboveground, and follow tracks), Swim +6; Animal Affinity (snakes and wolves){B}, Bloodline (Azrai, minor, 11), Cleave, Endurance{B}, Power Attack, Track{B}, Two-Weapon Fighting{B}, Weapon Focus (bastard sword)
Special Qualities: Wild empathy +9, favored enemy (humanoid [human] +4, animal +2), animal companion (wolf). Battle fury 1/day, fast movement, DR 1/-, beast shape (wolf) 1/day. Trip.

Possessions: Wolf pelt (as masterwork leather armor), Ilyana.
Height: Unknown, Weight: Unknown, Hair: Black, Eyes: Unknown
Note: Gregor can only assume beast shape if he has a wolf pelt to don. I used the Berserk prestige class from Deities and Demigods to substitute the abilities of the Loup du Noir. It seems to be a good fit.
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Libris Mortis (3E), Deities and Demigods (3E), and Dragon #315.

Ilyana: This +3 bastard sword, whose name means “Reaver” in Vos, allows the user to heal (self only) once a day.
Moderate conjuration; CL 11th; Craft Magic Arms and Armor, heal; Price 44,735 gp


Tsien Chiang, Darlord of I’Cath: Female Shou Human Wu Jen 20; CR 20 (?); Medium Humanoid (Human); HD 20d4+40; hp 91; Init +3; Spd 30 ft.; AC 23 (touch 15, flat-footed 20); Base Atk +10; Grp +10; Face/Reach 5 ft./5 ft.; SQ Watchful spirit, elemental mastery (wood), shapechange (treant), spell secrets, taboos; AL NE; SV Fort +8, Ref +9, Will +17; Str 11, Dex 17, Con 15, Int 26, Wis 21, Cha 18
Skills and Feats: Bluff +11, Concentration +25 (+29 when casting defensively), Craft (alchemy) +18, Craft (poisonmaking) +13, Intimidate +13, Knowledge (arcana) +31, Knowledge (architecture and engineering) +13, Knowledge (dungeoneering) +13, Knowledge (geography) +13, Knowledge (history-Shou Lung) +18, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility and royalty) +18, Knowledge (religion) +18, Knowledge (spirits) +23, Profession (scribe) +10, Speak Language (shou, buso, draconic, dwarven, giant, hengeyokai, kappa, spirit tongue, yuan-ti), Spellcraft +33; Combat Casting, Corrupt Spell, Craft Wondrous Item, Empower Spell, Eschew Materials, Persuasive, Quicken Spell, Scribe Scroll, Spell Focus (necromancy)
Special Qualities: Watchful spirit, elemental mastery (wood), spell secrets x5, taboos x6. Shapechange (treant only) at will.
Wu Jen Spells Prepared (4/6/6/6/6/5/5/5/5/4; base DC = 18 + spell level; DC 19 + spell level with necromancy spells; caster level 20th).
Possessions: As Darklord of I’Cath and a powerful wu jen, Tsien Chiang has access to an incredible amount of resources.
Height: Unknown, Weight: Unknown, Hair: Unknown, Eyes: Unknown
Note: Tsien Chang has all the benefits associated with venerable age.
Sources: Domains of Dread (2E), Islands of Terror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Complete Arcane (3.5E).
#14

zombiegleemax

Apr 07, 2005 3:12:00
Thank you very much for these Green Giant!!!!
#15

ivid

Apr 07, 2005 6:27:59
And thank you for Zolnik!

Want to post it at the FoS, too?
#16

burningspear

May 09, 2005 15:46:01
we are in a campaign, now for 1,5 years, ingame and realtime wise aprox...
the party is based in Nova Vaasa, with a little village created by the pc group 2/3 rd from kantora towards bergovista.
there is a major invasion at hand by an army from a new domain, wich we dont know where it is or why, but we have met the 3 rulers of that country as they have visited the party in hopes to get the pc's to work for them and get them the artifacts they need.
they need the artifacts because the is going to be a demonic invasion and they think the only way to stop it is to put an army together led by a undead champion...
the pc's are not in agreeance if this is really the only way....and have to find a way to stop the invasion but also to keep the 3 undead leaders from afterwards ontrolling all of ravenloft...
we have yet to meet any ruler yet....(but this could happen in the form of meeting prince Othmar, because 1 pc is the "mayor"of the little town we created and has plans to create a little elite army for the protection of the village and the comming war and such)
(but i am not sure if the prince is the DL)
i (fighter1/ witch9) am thinking of asking help from other rulers and such to help them stay in power instead of masses of clones running rampant and trying to control the world....in the name of 3 ass.... :D

do any of u have an idea of how to go to work with this as a pc?,
1 of the other pc's has 1 of the artifacts but its use has made him a bit like a undead, and if he continues to use it he will become a full undead of some sorts...
and we pc's dont want that to happen ...

our party at this moment consists of:
1 human (from a half vistani and a Mulan hazlani)female fighter1/ witch
(resisdent from Tepest),
1 male chessentan cleric2(Mystra), rouge1, wizard(abjurer)8
1 cleric10 of a dm made god, and a cleric10 of the flame of ....from Ebberon,
and some additional stuff via leadership and such...
#17

humanbing

May 10, 2005 19:44:27
How do you figure challenge ratings for the Darklords? Are they a direct calculation of how dangerous they are in physical combat? I noticed that Azalin's CR is slightly lower than Strahd von Zarovich's CR, which makes sense if you're talking about toe-to-toe combat. But Azalin's influence covers a far greater sphere, especially through his control of the Karget, etc.

In this case, Arijani's CR seems a little high, although if we're talking about something that can cast divine magic as well as arcane magic, and comes with the extreme proficiency in illusion magic that Arijani has, then that could well make him a very dangerous foe.

So does the CR take into account background powers and potentials? or does it just focus on how tough the actual combat was?
#18

john_w._mangrum

May 11, 2005 0:32:27
So does the CR take into account background powers and potentials? or does it just focus on how tough the actual combat was?

It's purely a measure of individual combat prowess.
#19

humanbing

May 11, 2005 8:49:45
Thanks.

I do remember going through all the black box and red box Ravenloft darklords' ability scores, and seeing who had the highest totals.

If I recall correctly, Arijani's six ability scores had the highest total, by quite a margin. Ankhtepot came a distant second.

Of course, such a comparison would mean little now that 3rd edition has undead without a Constitution score.
#20

lordsathien

May 20, 2005 23:01:17
How about doing one of my faves: Lemott Sediam Juste?
#21

zombiegleemax

May 27, 2005 3:20:06
Would you mind statting up Bluebeard for me?

He's always been one of my favourite darklords, and I feel that he's been screwed over royally in 3.0 and 3.5 Edition.
#22

ivid

May 27, 2005 4:29:06
And could you state up the Staunton Bluff DL too, please?

I am doing the saem thing already, but since I am low-rules usually, I fear that I'll do some errors...
#23

green_giant_02

May 29, 2005 20:31:22
I don't have the Darklords accessory which presumably contains Bluebeard's stats to convert so I'm afraid I can't post him. However I do have the Islands of Terror accessory which contains the domains of Scaena and Staunton Bluff and the stats of its Darklords which I can convert. It will take me some time however so please be patient.
#24

ivid

May 30, 2005 3:46:33
I don't have the Darklords accessory which presumably contains Bluebeard's stats to convert so I'm afraid I can't post him. However I do have the Islands of Terror accessory which contains the domains of Scaena and Staunton Bluff and the stats of its Darklords which I can convert. It will take me some time however so please be patient.

:D I am very happy that you do it, no matter how long it takes... Though as the campaign is starting this winter, it might beuseful if you completed it some time before so we can exchange our concepts. :whatsthis
#25

green_giant_02

May 31, 2005 16:37:19
Here are two requested Darklords. Enjoy.


Sir Torrence Bleysmith, Darklord of Staunton Bluffs: Male Human Ghost [4th Magnitude] Ari5/Ftr2/Wiz3; CR 13; Medium Undead (Augmented Humanoid, Incorporeal); HD 10d12; hp 68; Init +3; Spd fly 30 ft. (perfect); AC 20 (touch 20, flat-footed 17) or 13 (touch 13, flat-footed 10); Base Atk +6; Grp +8; Atk +9 melee (1d6, incorporeal touch) or +8 melee (1d6+2, incorporeal touch against ethereal foes); Full Atk +9/+4 melee (1d6, incorporeal touch) or +8/+3 (1d6+2, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, salient abilities, turn immunity, undead traits; AL LE; SV Fort +5, Ref +5, Will +11; Str 14, Dex 17, Con -, Int 19, Wis 19, Cha 24
Skills and Feats: Bluff +20, Climb +7, Diplomacy +24, Disguise +10 (+12 acting), Forgery +7, Gather Information +11, Handle Animal +12, Intimidate +15, Jump +7, Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility and royalty) +14, Listen +9, Ride (horse) +10, Sense Motive +12, Speak Language (mourette, avergne), Spellcraft +12, Spot +9; Able Learner, Combat Expertise, Dodge, Improved Feint, Persuasive, Scribe Scroll{B}, Weapon Finesse, Weapon Focus (rapier)
Special Qualities: Salient abilities (command undead as 10th-level cleric [only those who have been betrayed by him], corrupting touch, manifestation [unable to manifest during the day except during thunderstorms or when his body is threatened], telekinesis [DC 22]).
Wizard Spells Prepared (4/3/2; base DC = 14 + spell level; caster level 3rd). [Unable to cast any spells due to being a ghost and lack of a spellbook].
Possessions: None.
Description: Sir Torrence Bleysmith appears as a tall, long-haired man dressed in a noble’s finery. He wears a long, brocaded coat over a ruffled shirt, black leather breeches, and tall leather boots with spurs. All of which is dull and and faded because of its supernatural character. His finely-shaped features have grief and rage etched into them and his deep eye sockets are entirely empty, although they glow with an eerie, spectral fire when his temper is aroused. His physique, impressive in life, is no less so in the afterlife. A noose hangs around his broken neck; the end of the short rope frayed and worn as if it took some time for it to snap. The hemp noose has torn and abraded the already deformed neck of Bleysmith, apparently ready to saw completely through his neck. His left arm is twisted, looking as if some force had smashed it with a large blunt, object. It hangs uselessly at his side, floating in the ethereal currents. It only adds to the aura of wrath that surrounds Bleysmith, lending him an air of helpless fury.
Sources: Islands of Terror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Races of Destiny (3.5E).
Note: Sir Torrence Bleysmith can be injured as normal as well as by inflicting damage to his skeletal remains. Both forms of attacks do not permanently destroy him. Only by claiming the western half of Staunton Bluffs in the name of the Bleysmiths, and then laying his remains to rest with holy water sprinkled on his bones, followed by a bless or similar spell, and finally a remove curse can Bleysmith be ultimately destroyed.



Lemot Sediam Juste, Darklord of Scaena: Male Human Ill4/Brd4; CR 6; Medium Humanoid (Human); HD 4d4-4 plus 4d6-4; hp 17; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +5; Grp +3; Atk +7 melee (1d6-2/18-20, masterwork rapier); Full Atk +7 melee (1d6-2/18-20, masterwork rapier); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +4, bardic music (countersong, fascinate, inspire courage +1, inspire competence), familiar; AL CE; SV Fort +1, Ref +7, Will +10; Str 7, Dex 15, Con 8, Int 20, Wis 15, Cha 17
Skills and Feats: Appraise +8, Bluff +10, Concentration +9, Craft (playwright) +15, Decipher Script +10, Disguise +10 (+12 acting), Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Listen +7, Perform (act) +14, Sense Motive +7, Sleight of Hand +9, Speak Language (common), Spellcraft +14; Imroved Iniative, Scribe Scroll{B}, Skill Focus (Perform [act]), Spell Focus (illusion), Weapon Finesse
Special Qualities: Familiar as 4th-level wizard. Bardic knowledge +11, bardic music (countersong, fascinate, inspire courage +1, inspire competence).
Wizard Spells Prepared (5/5/4; base DC = 15 + spell level; DC 16 + spell level with illusion spells; caster level 4th).
Bard Spells Known (3/3/1; base DC = 13 + spell level; DC 14 + spell level with illusion spells; caster level 4th): 0-dancing lights, ghost sound, mage hand, mending, open/close, prestidigitation; 1st-disguise self, erase, ventriloquism; 2nd-enthrall, suggestion.
Possessions: Masterwork rapier, spellbook, disguise kit.
Description: Lemot Sediam Juste is approximately six and a half feet tall. His weight is certainly not proportional with his height, for his frame appears nearly skeletal. His skin holds an unhealthy, sickly pallor, which easily flushes with hectic color when he excites himself. While acting, he hides his long, thin, greasy, black hair under a wig or hat. His eyes are deep black pools, mesmerizing whose who approach too closely. Usually, ink spatters his clothing, for manic writing does not allow the extra time for cleanliness. His personality however radiates a certain degree of magnetism though moderately grating.
Sources: Islands of Terror (2E), PHB 3.5, DMG 3.5, and Ravenloft Campaign Setting (3E).
Note: Lemot Sediam Juste’s plays come to life upon the stage and any person who finds himself upon it finds himself trapped and playing a role in that play. This is treated as a limited wish spell but Lemot can only create illusions with a Will save DC of 18 (DC = 10 + ½ Juste’s character level + Cha modifier + 1 Spell Focus [illusion]). A character must make a successful Will save to escape the stage with a failure resulting in the character trapped for one day by the amount he or she failed her save. The save DC increases by one for every day trapped upon the stage. A character can help others make their saves with a +4 bonus if he or she makes their save and successfully communicates this fact to others. Lemot can maintain three scenes upon the stage without any problem. If there are more characters than this and they decide to split up, Lemot can attempt to add more scenes but the Will save to disbelief is reduced by 4. If a character fails three Will saves, he or she becomes a permanent part of the play, doomed to act out the role of a minor character in Juste’s plays with the possibility of being erased from existence if Juste wills it. At that point only a character’s friends may be able to save him or her.

Lemot can only be permanently destroyed by killing him and then burning his theater down.
#26

ivid

Jun 01, 2005 1:43:07
Thank you a lot!



I know this is a lot of work!
Thank you for spending so much time in the service of others!

*This was indeed a short while! My conversion hasn't even begun.*

As I already announced it somewhere else, feel welcome to join the online PbP game *One Night in Staunton Bluffs* that will start this winter over at the FoS anytime.

#27

zombiegleemax

Jun 19, 2005 7:43:58
Could you do a conversion of The Nightmare Man? Thanks in advance.
#28

zombiegleemax

Jul 06, 2005 5:49:20
Hello.

I could not help but notice information about Ravenloft darklords being posted and wondered if anyone had a complete "current" sketch of Azalin as he would be used in the latest version of the game? All I have is from the 2nd edition.
#29

zombiegleemax

Jul 06, 2005 6:27:49
Azalin's stats appear in both the 'Secrets of the Dread Realms' book and the Ravenloft Gazetteer II.
#30

thanael

Jul 06, 2005 8:51:37
He's an 18th level straight wizard in both of these resources IIRC.
#31

rotipher

Jul 06, 2005 14:51:05
Could you do a conversion of The Nightmare Man? Thanks in advance.

I tried to convert the NM for my own purposes once, but I got bogged down right from the start ... because I couldn't even decide which 3E category of monster he'd fit best into! He looks like a humanoid, dresses like an undead and acts like a dream-stalking boogeyman (fey). For that matter, the Court as a whole contains beings who resemble one another more than any other D&D creature, yet on the face of it they range from undead (Ghost Dancer) all the way to magical beast (Rainbow Serpent)! Either we can lump them all together into "fey" or "outsider", as a default, or we can split them between categories and wind up with wildly-divergent stats for beings which, initially, differed far more in their tactics than their abilities. :-(

Until we know *WHAT* the Nightmare Man and his Court are -- i.e. a history for the Nightmare Lands is finally revealed -- I don't think it's even _possible_ to stat them out. If you've given the NM a background IYC, it's doable, since you'll know which category he belongs in in *your* games ... but be ready to see his homebrew statistics-block overturned, if an official origin for this darklord is ever released.
#32

malus_black

Jul 06, 2005 15:37:51
Seeing as dream spawn are Elementals (Dream), that might be a fitting choice for the members of the Court.
#33

zombiegleemax

Jul 07, 2005 5:58:25
Thank you for the information. I have another question. Can any one tell me, or direct me to a place online where I can review the current "salient" powers that a person can choose from when creating a lich charater? In the past such powers included ones like animate dead, grasp of death, doom gaze, vortex of evil (which for the life of me I can't remember what that did), etc. Any help would be appreciated.

Thanks loads!!!
#34

zombiegleemax

Jul 07, 2005 6:01:09
Can the "current" stats for Azalin be viewed online?
#35

zombiegleemax

Jul 07, 2005 6:10:22
Hello Green Giant.

Can you provide the most current specs on Azalin? I would greatly appreciate anything you have. I am also looking for a run down on the most current "salient powers" and what they do that a person can choose from when creating a lich character.

If you can provide this, you're awesome.
#36

Mortepierre

Jul 07, 2005 6:23:06
Can the "current" stats for Azalin be viewed online?

Given the Gazetteer series is not 'public', I am afraid that would be a direct violation of the copyright.

Same thing for salient powers and all other stuff that have been printed in the 3E RL accessories.
#37

zombiegleemax

Jul 07, 2005 8:42:02
Given the Gazetteer series is not 'public', I am afraid that would be a direct violation of the copyright.

Same thing for salient powers and all other stuff that have been printed in the 3E RL accessories.

I understand. I'm not looking to violate copyrighted information. I saw information posted from another member detailing other darklords and thought it was not a major concern. Perhaps the information was of an older edition than 3rd. But then again even 2nd ed would not be 'public' information, would it?

I recently read information posted on the net that listed the current salient powers and the descriptions, but cannot recall the site I was at.
#38

Mortepierre

Jul 07, 2005 12:27:40
I understand. I'm not looking to violate copyrighted information. I saw information posted from another member detailing other darklords and thought it was not a major concern. Perhaps the information was of an older edition than 3rd. But then again even 2nd ed would not be 'public' information, would it?

Oh, I didn't want to imply that it was what you were trying to do. I only wished to issue a friendly warning.

Forum members are free to post their own version of whatever Dark Lord they want (as Green Giant has done).. as long as it's different enough for the currently available material. After all, if Dicefreaks can post their own version of the Lords of Hell, it stands to reason others can do the same for other settings, eh? ;)
#39

zombiegleemax

Jul 07, 2005 12:56:46
Oh, I didn't want to imply that it was what you were trying to do. I only wished to issue a friendly warning.

Fair enough ;) ... I considered as much from the start. I was more interested in obtaining a list of the salient powers and a brief description of each for my character(s) I'm trying to work up. I have a list of the old ones, but obviously they won't fit 3 or 3.5 versions.

I had hoped this was a do-able thing since you can find a lich template online in this site. They give you the basics, but not the "flesh out" enhancing items like salient powers. You'd think that would just be part of the process and general information.
#40

zombiegleemax

Jul 19, 2005 6:15:21
I have a few questions about the up to date Azalin, and judging by the posts here they cant be answered via listing his stats, Sooo.. if anyone could answer a couple quests for me, pls contact me at this email address.

shawshanksk@hotmail

thanks! btw, thanks for the listings GreenGiant!! :D
#41

vrykolas2k

Jul 26, 2005 20:44:33
I heard Soth was no longer Lord of Sithicus... is this true? That would seem... odd to me. To put it very mildly. I also heard WW did some other screwed up things with the setting.
#42

zombiegleemax

Jul 27, 2005 6:57:31
Soth no longer being Darklord of Sithicus isn't WW's fault; Tracy and Hickman wanted him out and retroactively declared he'd never been there, IIRC.

WW is, however, not allowed to reference the D&D settings various darklords came from, so Hazlik is not specified as a Red Wizard of Thay, for example.
#43

zombiegleemax

Jul 29, 2005 21:48:15
I'm running Root of Evil and modified it so the players could encounter all of the darklords on the way to the final confrontation at Castle Ravenloft. I have Gazetteers I-IV and SotDR, which means I need CR and character levels or HD and templates for:

Morgoroth of Avonleigh
Illithid God Brain of Bluetspur
Yagno Petrovna of G'Henna
Elena Faith-hold of Nidala
Maligno of Odiare
Sodo of Paridon
Shinpi Haki of Rokushima Taiyoo
Ladislav Mircea of Sanguinia
Tiyet of Sebua
Ebonbane of Shadowborn Manor
Anton Misroi of Souragne
The Hive Queen of Timor

I've ordered Gazetteer V, but could you pass along Gwydion's CR so I can develop treasure and XP in advance too.
#44

Mortepierre

Aug 01, 2005 2:52:53
Soth no longer being Darklord of Sithicus isn't WW's fault; Tracy and Hickman wanted him out and retroactively declared he'd never been there, IIRC.

Not to mention they killed him to make sure nobody could 'steal' their beloved bad guy again

IMHO that was the stupidest thing ever. If they were going to dump him down the drain anyway, the least they could have done would have been to let him stay in RL where he had his place in the Hall of Infamy.
#45

Mortepierre

Aug 01, 2005 2:53:58
I'm running Root of Evil and modified it so the players could encounter all of the darklords on the way to the final confrontation at Castle Ravenloft.

You're kidding, right?
#46

ivid

Aug 01, 2005 7:04:35
Not to mention they killed him to make sure nobody could 'steal' their beloved bad guy again

IMHO that was the stupidest thing ever. If they were going to dump him down the drain anyway, the least they could have done would have been to let him stay in RL where he had his place in the Hall of Infamy.

The new Sithican environment has certain dread appeal to me as well, but I can't understand why they spoiled the Soth story in that ridicular way. For an author, IMHO, to say *it never happened*, is the sign that creativity has reached the very bottom.

Now, not to switch too much out of topic, but I think their resurrection of DL was done the same way. Quite a shame, if you ask me.

Still, RL Gaz IV is one of my favourites because of the Sithicus article, and I plan to do a after-Soth campaign there sometimes.

#47

Mortepierre

Aug 02, 2005 1:15:33
For an author, IMHO, to say *it never happened*, is the sign that creativity has reached the very bottom.

It rather reminds me of something like "It's MY toy and you can't have it!".. which isn't much better
#48

ivid

Aug 02, 2005 4:10:01
It rather reminds me of something like "It's MY toy and you can't have it!".. which isn't much better

The policy of Mr Weiss and Mr Hickman concerning the newest developments in DL is very strange to me... I mean, one could have restarted the setting, but it seems to me that they did it... well, too quick and without too much reflection...

Today, the only things that keep me to Dragonlance are Taladas and the great works Cam Banks released. But really, what brought me to DL were the nice Chronicles storyline and the unique characters. What has been done with 5th age is that everything I really enjoyed there was destroyed, Soth being only one in a mass...

Awful, but true.
#49

green_giant_02

Aug 04, 2005 20:15:10
Here is a requested Darklord. Enjoy.

Ladislav Mircea, Darklord of Sanguinia: Male Human Patriach Vampire Clr16 of the Devil (Asmodeus); CR 21; Medium Undead (Augmented Humanoid); HD 16d12; hp 109; Init +10; Spd 60 ft.; AC 24 (touch 16, flat-footed 18); Base Atk +12; Grp +20; Atk +20 melee (1d6+12 plus energy drain, slam); Full Atk +20 melee (1d6+12 plus energy drain, slam); Face/Reach 5 ft./5 ft.; SA Blood drain, children of the night, create spawn, dominate, energy drain, rebuke undead 11/day; SQ Alternate form, aura of evil, DR 20/silver and magic, darkvision 60 ft., fast healing 10, gaseous form, resistance to cold and electricity 10, salient weakness, spider climb, turn resistance +8, undead traits, vampire weakness; AL LE; SV Fort +10, Ref +13, Will +20; Str 26, Dex 22, Con -, Int 25, Wis 31, Cha 27
Skills and Feats: Bluff +18, Concentration +27 (+31 when casting defensively), Diplomacy +19, Heal +18, Hide +14, Intimidate +14, Knowledge (arcana) +15, Knowledge (history) +15, Knowledge (religion) +26, Listen +20, Move Silently +14, Search +15, Sense Motive +18, Speak Language (common, infernal), Spellcraft +28, Spot +20; Alertness{B}, Combat Casting, Combat Reflexes{B}, Corrupt Spell, Craft Rod, Disciple of Darkness, Dodge{B}, Improved Iniative{B}, Lightning Reflexes{B}, Persuasive, Quicken Spell, Spell Penetration
Special Qualities: Alternate form (man-bat, beast form), dominate (Will DC 26), energy drain (Fort DC 26 to remove negative level), gaseous form (crimson death), salient weakness (blood lust), vampire weakness (mirrors). Aura of evil (aura equals cleric level), rebuke undead as 16th level cleric (+2 to rebuke checks) 11/day.
Cleric Spells Prepared (6/8+1/8+1/7+1/6+1/6+1/5+1/4+1/3+1; base DC = 20 + spell level; caster level 16th).
*Domain spell. Deity: Asmodeus. Domains: Diabolic (1/day, +16 bonus on a Bluff, Diplomacy, Intimidate, or Sense Motive check), Evil (cast evil spells at +1 caster level).
Possessions: Unknown.
Description: Unknown.
Note: Ladislav has all the mental benefits but none of the physical penalties of venerable age.
Sources: Realm of Terror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Book of Vile Darkness (3.5E).
#50

gotten

Aug 07, 2005 10:44:33
For your info, the RL3e writers have revealed that Mircea is a vrykolaka (new type of vampire from DoD).

Joël
#51

zombiegleemax

Aug 08, 2005 3:15:10
Brilliant work Green Giant!!! Thank you so much for this and for the awesome Ravenloft npc's!!!
#52

awakenings

Aug 08, 2005 9:09:39
For your info, the RL3e writers have revealed that Mircea is a vrykolaka (new type of vampire from DoD).

And an alchemist. He's based in part on Poe's Masque of the Red Death.
#53

green_giant_02

Aug 09, 2005 23:03:33
For your info, the RL3e writers have revealed that Mircea is a vrykolaka (new type of vampire from DoD).

Joël

Sorry don't have that book.



And an alchemist. He's based in part on Poe's Masque of the Red Death.

Didn't know that. May have to give him some ranks in Craft (alchemy) when I get the chance.


Here are some demilords of Darkon before Azalin's return. Enjoy.


Trillen Mistwalker, Demilord of the Mistlands: Male Elf Ghost [3rd Magnitude] Exp8; CR 10; Medium Undead (Augmented Humanoid, Incorporeal); HD 8d12; hp 57; Init +5; Spd fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 14) or 11 (touch 11, flat-footed 10); Base Atk +6; Grp +5; Atk +7 melee (1d6, incorporeal touch) or +7 melee (1d6-1, incorporeal touch against ethereal foes); Full Atk +7/+2 melee (1d6, incorporeal touch) or +7/+2 (1d6-1, incorporeal touch against ethereal foes); Face/Reach 5 ft./5 ft.; SA Corrupting touch, manifestation; SQ Darkvision 60 ft., incorporeal traits, rejuvenation, salient abilities, turn immunity, undead traits; AL NE; SV Fort +2, Ref +3, Will +7; Str 9, Dex 12, Con -, Int 16, Wis 13, Cha 19
Skills and Feats: Climb +9, Handle Animal +12, Hide +9, Jump +9, Knowledge (geography) +11, Knowledge (nature) +10, Listen +19, Ride (horse) +11, Search +21, Speak Language (darkonese, elven), Spot +19, Survival +12 (+14 to avoid getting lost, above ground, and find or follow tracks), Swim +9; Improved Iniative, Track, Weapon Finesse
Special Qualities: Elven traits: +2 racial bonus on Listen, Search (entitled to a search check when passing within 5 feet of a secret or concealed door), and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against enchantments, proficient with longsword and rapier, proficient with shortbow, longbow, composite longbow, and composite shortbow. Salient abilities (corrupting touch, frightful moan [DC 18], manifestation).
Possessions: None.
Description: Unknown
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).


Glennis McFadden, Demilord of the Boglands: Female Green Hag Clr3; CR 8; Medium Monstrous Humanoid; HD 12d8+48; hp 105; Init +2; Spd 30 ft., swim 30 ft.; AC 23 (touch 12, flat-footed 21); Base Atk +11; Grp +15; Atk +15 melee (1d4+4, claw); Full Atk +15 melee (1d4+4, 2 claws); Face/Reach 5 ft./5 ft.; SA Rebuke undead 2/day, spell-like abilities, weakness, mimcry; SQ Aura of evil, darkvision 90 ft., SR 18; AL NE; SV Fort +11, Ref +9, Will +12; Str 19, Dex 14, Con 16, Int 12, Wis 17, Cha 9
Skills and Feats: Concentration +9 (+13 when casting defensively), Craft (alchemy) +6, Hide +7, Knowledge (nature) +7, Listen +12, Speak Language (common), Spellcraft +6, Spot +12, Swim +16; Alertness, Blind-Fight, Brew Potion, Combat Casting, Great Fortitude
Special Qualities: Weakness (Fort DC 15), +8 racial bonus on Swim checks. Aura of evil (aura equals cleric level), rebuke undead 2/day.
Spell-like abilities (as 9th level caster): at will – dancing lights, disguise self, ghost sound (DC 9), invisibility, pass without trace, tongues, water breathing.
Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + spell level; caster level 3rd).
*Domain spell. Deity: Unknown. Domains: Evil (cast evil spells at +1 caster level), Plant (rebuke plants 2/day).
Possessions: Unknown.
Description: Unknown.
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).


Galf Kloggin, Demilord of the Forest of Shadows: Male Halfling Rog3; CR 5; Small Humanoid (Halfling, Shapechanger); AL LE; three alternate forms.

Halfling Form: HD 3d6+6 plus 1d8+2; hp 24; Init +4; Spd 20 ft.; AC 17 (touch 15, flat-footed 13); Base Atk +2; Grp -2; Atk +8 melee (1d3-1 plus poison/19-20, masterwork dagger); Full Atk +8 melee (1d3-1 plus poison/19-20, masterwork dagger); Face/Reach 5 ft./5 ft.; SA Sneak attack +2d6; SQ Halfling traits, alternate form, rat empathy, evasion, low-light vision, salient power, scent, trap sense +1, trapfinding; AL LE; SV Fort +6, Ref +10, Will +8; Str 9, Dex 18, Con 14, Int 13, Wis 14, Cha 7
Skills and Feats: Appraise +3, Climb +6, Disable Device +6, Hide +15, Jump +8, Listen +11, Move Silently +13, Open Lock +9, Search +6, Sleight of Hand +9, Speak Language (darkonese, halfling), Spot +9, Tumble +11; Alertness, Dodge, Iron Will{B}, Stealthy, Weapon Finesse{B}
Special Qualities: Halfling traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Alternate form, rat empathy, low-light vision, salient power (progeny control), scent. Sneak attack +2d6, trapfinding, evasion, trap sense +1.

Hybrid Form: HD 3d6+6 plus 1d8+2; hp 24; Init +4; Spd 20 ft.; AC 18 (touch 15, flat-footed 14); Base Atk +2; Grp -2; Atk +11 melee (1d3-1 plus poison/19-20, masterwork dagger) or +10 melee (1d4-1 plus disease, bite); Full Atk +11 melee (1d3-1 plus poison/19-20, masterwork dagger) and +5 melee (1d4-1 plus disease, bite); Face/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease, sneak attack +2d6; SQ Halfling traits, alternate form, DR 10/silver, rat empathy, evasion, low-light vision, salient power, scent, trap sense +1, trapfinding; AL LE; SV Fort +7, Ref +13, Will +8; Str 9, Dex 24, Con 16, Int 13, Wis 14, Cha 7
Skills and Feats: Appraise +3, Climb +14, Disable Device +6, Hide +18, Jump +8, Listen +11, Move Silently +16, Open Lock +12, Search +6, Sleight of Hand +12, Speak Language (darkonese, halfling), Spot +9, Swim +15, Tumble +14; Alertness, Dodge, Iron Will{B}, Stealthy, Weapon Finesse{B]
Special Qualities: Halfling traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver, disease (filth fever; bite, Fort DC 13, incubation 1d3 days, 1d3 Dex and 1d3 Con dmg), rat empathy, low-light vision, salient power (progeny control), scent, +8 racial bonus on Climb and Swim checks, Dex modifier for Climb and Swim checks. Sneak attack +2d6, trapfinding, evasion, trap sense +1.

Dire Rat Form: HD 3d6+6 plus 1d8+2; hp 24; Init +4; Spd 40 ft., climb 20 ft.; AC 18 (touch 15, flat-footed 14); Base Atk +2; Grp -2; Atk +10 melee (1d4-1 plus disease, bite); Full Atk +10 melee (1d4-1 plus disease, bite); Face/Reach 5 ft./5 ft.; SA Curse of lycanthropy, disease, sneak attack +2d6; SQ Halfling traits, alternate form, DR 10/silver, rat empathy, evasion, low-light vision, salient power, scent, trap sense +1, trapfinding; AL LE; SV Fort +7, Ref +13, Will +8; Str 9, Dex 24, Con 16, Int 13, Wis 14, Cha 7
Skills and Feats: Appraise +3, Climb +14, Disable Device +6, Hide +18, Jump +8, Listen +11, Move Silently +16, Open Lock +12, Search +6, Sleight of Hand +12, Speak Language (darkonese, halfling), Spot +9, Swim +15, Tumble +14; Alertness, Dodge, Iron Will{B}, Stealthy, Weapon Finesse{B}
Special Qualities: Halfling traits: +1 size bonus to AC, +1 size bonus on attack rolls, +4 size bonus on Hide checks, +2 racial bonus on Climb, Jump, Listen, and Move Silently checks, +1 racial bonus to all saving throws, +2 morale bonus on all saves against fear, +1 racial attack bonus with thrown weapons and slings. Alternate form, curse of lycanthropy (DC 18), damage reduction 10/silver, disease (filth fever; bite, Fort DC 13, incubation 1d3 days, 1d3 Dex and 1d3 Con dmg), rat empathy, low-light vision, salient power (progeny control), scent, +8 racial bonus on Climb and Swim checks, Dex modifier for Climb and Swim checks. Sneak attack +2d6, trapfinding, evasion, trap sense +1.

Possessions: Masterwork dagger, 5 doses of black adder venom.
Description: Unknown
Sources: Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, and Ravenloft Campaign Setting (3E).
#54

Mortepierre

Aug 10, 2005 2:17:45
Ladislav Mircea, Darklord of Sanguinia: Male Human Patriach Vampire Clr16 of the Devil (Asmodeus)

Uh?!? I can understand the Patriarch Vampire bit but a cleric of Asmodeus? Why would he be? It's not like he has to steal power from another noble or is living (pardon the pun) in a hotbed of intrigues
#55

ivid

Aug 10, 2005 3:19:25
Here are some demilords of Darkon before Azalin's return. Enjoy.
...

Hehehe, now we know what we're talking about! Great stuff, GG!

:D
#56

zombiegleemax

Aug 10, 2005 3:21:50
Thank you very much for your help Green Giant!! Brilliant stuff again, and for what it's worth, I think you're spot on with Ladislav Mircea too.
#57

green_giant_02

Aug 10, 2005 21:13:05
Uh?!? I can understand the Patriarch Vampire bit but a cleric of Asmodeus? Why would he be? It's not like he has to steal power from another noble or is living (pardon the pun) in a hotbed of intrigues

The info I received on him said he was a cleric of the Devil. If you look at the Book of Vile Darkness under Asmodeus' cult it says: "Someone known as a devil-worshiper is almost always a follower of Asmodeus."
#58

awakenings

Aug 10, 2005 22:43:30
The version of Ladislav Mircea that was a devil worshipper was a non-canon fan writeup. At the time there was no canon to contradict, but now there is.

I'd make him a Transmuter turned Alchemical Philosopher (from VRA).
#59

zombiegleemax

Aug 11, 2005 3:06:17
Well why don't you then?
#60

green_giant_02

Aug 11, 2005 22:33:11
Here are two more Darklords. Enjoy.

Bluebeard, Darklord of Blaustein: Male Human Ftr5; CR 5; Medium Humanoid (Human); HD 5d10+5; hp 37; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +5; Grp +9; Face/Reach 5 ft./5 ft.; AL CE; SV Fort +5, Ref +4, Will +0; Str 19, Dex 17, Con 13, Int 13, Wis 9, Cha 8
Skills and Feats: Climb +9, Intimidate +10, Jump +9, Profession (sailor) +3, Speak Language (mordentish), Swim +10; Dodge, Mobility, Skill Focus (Intimidate), Spring Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Possessions: Unknown.
Description: Unknown.
Sources: Darklords (2E), PHB 3.5, DMG 3.5, and Ravenloft Campaign Setting (3E).


Baron Lyron Evensong, Darklord of Liffe: Male Human Brd9; CR 9; Medium Humanoid; HD 9d6+18; hp 52; Init +6; Spd 30 ft.; AC 12 (touch 12, flat-footed 10); Base Atk +6; Grp +9; Atk +10 melee (1d4+3/19-20 masterwork dagger) or +9 melee (1d6+3, club); Full Atk +10/+5 melee (1d4+3/19-20 masterwork dagger) or +9 melee (1d6+3, club); Face/Reach 5 ft./5 ft.; SQ Bardic knowledge +11, bardic music 13/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness); AL NE; SV Fort +5, Ref +8, Will +7; Str 16, Dex 15, Con 15, Int 14, Wis 12, Cha 19
Skills and Feats: Bluff +13, Concentration +12 (+16 when casting defensively), Craft (composition) +11, Diplomacy +15, Gather Information +11, Jump +10, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nobility and royalty) +7, Listen +10, Perform (keyboard instruments) +16, Perform (sing) +13, Sense Motive +6, Sleight of Hand +9, Speak Language (common, ergot, elven, kharolian, solamnic), Spellcraft +9, Tumble +13; Combat Casting, Disguise Spell, Dodge, Extra Music, Improved Iniative
Special Qualities: Bardic knowledge +11, bardic music 13/day (countersong, fascinate, inspire courage +2, inspire competence, suggestion, inspire greatness).
Bard Spells Known (3/4/4/3; base DC = 14 + spell level; caster level 9th): 0-detect magic, ghost sound, mending, read magic, resistance, summon instrument; 1st-charm person, hypnotism, Tasha’s hideous laughter, unseen servant; 2nd-detect thoughts, hold person, mirror image, pyrotechnics; 3rd-deep slumber, dispel magic, slow.
Possessions: Masterwork dagger, club, masterwork harpsichord
Description: Baron Lyron Evensong wears high white stockings, ornately embroided breeches, a jerkin of royal blue, a ruffled shirt, and a three-cornered, plumed hat. His hands are usually bejeweled with numerous rings.
Note: Baron Lyron Evensong becomes incorporeal when night falls but is also trapped within the study of his mansion. There he remains for 100 years while only the night passes in the outside world. If he is killed, he automatically returns to life, healed and with no loss of level or injury. Even in his incorporeal state he can still harm others (these attacks are considered to be touch attacks) or even move objects within the study. The only way to truly slay him is by destroying the harpsichord which contains his lifeforce.
Sources: Book of Crypts (2E), PHB 3.5, DMG 3.5, Ravenloft Campaign Setting (3E), Dragonlance Campaign Setting (3.5E), and Complete Adventurer (3.5E).
#61

green_giant_02

Aug 17, 2005 21:00:02
Here are two more Darklords. Enjoy.


Meredoth, Darklord of the Nocturnal Sea: Male Human Nec20; CR 20; Medium Humanoid (Human); HD 20d4+20; hp 24; Init +2; Spd 30 ft.; AC 18 (touch 12, flat-footed 16); Base Atk +10; Grp +8; Atk +9 melee (1d6-1, rod of the python) or +5 melee (1d4 Str and Con dmg, rod of withering); Full Atk +9/+4 melee (1d6-1, rod of the python) or +5/+0 melee (1d4 Str and Con dmg, rod of withering); Face/Reach 5 ft./5 ft.; SQ Undead familiar; AL CE; SV Fort +10, Ref +11, Will +19; Str 7, Dex 14, Con 12, Int 26, Wis 19, Cha 8
Skills and Feats: Concentration +24 (+28 when casting defensively), Craft (alchemy) +19, Craft (poisonmaking) +18, Craft (trapmaking) +18, Decipher Script +18, Intimidate +4, Knowledge (arcana) +31, Knowledge (geography) +13, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nobility and royalty) +13, Knowledge (religion) +18, Knowledge (the planes) +13, Profession (sailor) +14, Sense Motive +11, Speak Language (alphatian, thyatian, draconic, goblin, nithian, orc), Spellcraft +33; Black Lore of Moil, Combat Casting, Corpsecrafter, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Fell Animate, Quicken Spell, Scribe Scroll{B}, Spell Focus (necromancy), Tomb-Tainted Soul, Undead Familiar, Undead Leadership
Special Qualities: Undead familiar.
Wizard Spells Prepared (5/7/7/7/7/6/6/6/6/5; base DC = 18 + spell level; 19 + spell level with necromancy spells; caster level 20th).
Possessions: Rod of the python, rod of withering, rod of flame extinguishing, bag of holding (type IV), boots of the winterlands, bracers of armor +6, broom of flying, cloak of resistance +3, decanter of endless water, folding boat, potion of cure serious wounds x 6, potion of haste, potion of resist energy (fire) 30, ring of shooting stars, robe of powerlessness. As ruler of the Nocturnal Sea and a powerful wizard, Meredoth has access to many other equipment, both mundane and magical.
Description: Meredoth appears as wizened old mage standing just over six feet tall. He has piercing, cold blue eyes, and flowing frosty-white hair, beard and mustache. His skin is pale and milky in color and bears deep crevices and wrinkles. His long fingers end in twisted, claw-like nails, and his hands have a purplish tint, like that of a corpse. His skin is always cold to the touch, and his hands are icy cold. Meredoth typically wears black or purple woolen robes and purple moccasins. The cold climate on his island does not seem to bother him. His wardrobe is of little importance to him, as he does not need to dress to keep warm.
Note: Meredoth has all the mental benefits of a venerable human but the physical penalties of an old human. Meredoth’s darklord powers allow him to ignore the attacks of any undead of 5 HD or less.
Sources: Domains of Dread (2E), Ship of Horror (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), Complete Arcane (3.5E), Libris Mortis (3.5E), and Dragon Magazine #280.



Chardath Spulzeer, Darklord of Aggarath: Male Tethyrian Human Ari8; CR 7; Medium Humanoid (Human); HD 8d8+8; hp 47; Init +3; Spd 30 ft.; AC 12 (touch 12, flat-footed 12); Base Atk +6; Grp +9; Atk +12 melee (1d12+6/x3, Maleffluent); Full Atk +10/+5 melee (1d12+6/x3, Maleffluent); Face/Reach 5 ft./5 ft.; SA Spell-like abilities; AL CE; SV Fort +3, Ref +1, Will +4; Str 16, Dex 9, Con 12, Int 16, Wis 6, Cha 8
Skills and Feats: Bluff +7, Diplomacy +10, Handle Animal +4, Intimidate +9, Knowledge (arcana) +8, Knowledge (local) +11, Knowledge (nobility and royalty) +14, Listen +5, Ride (horse) +9, Sense Motive +6, Speak Language (common, chondathan, alzhedo, elven, giant), Spot +5, Survival +6; Cleave, Improved Iniative, Power Attack, Weapon Focus (greataxe)
Possessions: Maleffluent, ring of protection +3.
Spell-like abilities (as 20th level caster): Animate dead, chain lightning (DC 15), circle of death (DC 15), cone of cold (DC 14), contingency, detect undead, enervation, enlarge person (DC 10), finger of death (DC 16), fireball (DC 12), flaming sphere (DC 11), fly, forcecage, gaseous form, glitterdust (DC 11), guards and wards (DC 15), greater planar binding (DC 17), illusory wall (DC 13), imprisonment (DC 18), improved invisibility, lesser globe of invulnerability, levitate, lightning bolt (DC 12), magic missile, major creation, meteor swarm (DC 18), mirror image, monster summoning IV, polymorph any object (DC 17), prestidigitation, repulsion (DC 15), shadow evocation (DC 14), soul bind (DC 18), spell turning, stinking cloud (DC 12), vampiric touch, ventriloquism (DC 10), wall of ice (DC 13).
Description: Chardath bears the vague likeness of a weasel. His pointed nose, small mouth, and narrow, upturned chin all combine to create this resemblance. His small, deep-set eyes, tangled, bushy brows, and scraggly goatee merely enhance his bestial image. Chardath has long, sandy-colored hair, which cascades over his jutting ears and flows down his collar to the center of his back. His nails are long, chipped, and scarred from years of abuse. His sunken eyes permanently squint when he looks out on the world, for years of living in the dark places of the spirit will do that to a man.
Note: Chardath’s spell-like abilities as a 20th-level wizard was bestowed upon him by Gentar, the djinni he unintentionally freed. Because the spells were magically obtained, he does not need to memorize them each day, but once he casts one (even if the attempt is unsuccessful), it is lost forever.
Sources: The Forgotten Terror (2E), Castle Spulzeer (2E), PHB 3.5, DMG 3.5, Ravenloft Campaign Setting (3E), Forgotten Realms Campaign Setting (3E), Player’s Guide to Faerun (3.5E), Libris Mortis (3.5E), and Arms and Equipment Guide (3E).

Maleffluent: +2 ghost strike vorpal greataxe; AL CE; Int 17, Wis 10, Cha 17; Speech, telepathy, 120 ft. darkvision and hearing; Ego Score 23.
Lesser Powers: Bull’s strength 1/day, major image 2/day, Item has 10 ranks in Search (total modifier +13).
Greater Power: Item can detect good at will.
Personality: Who made this monstrously evil weapon is unknown. If asked, Maleffluent will say only that it is a self-created being. As a vorpal weapon, Maleffluent delights in severing heads. Only death or a remove curse can separate this weapon from the unfortunate being who picks it up. It can speak and read common, elven, and orc.
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, ghost touch weapon, keen edge, undeath to death; Price 196,480 gp
#62

awakenings

Aug 18, 2005 11:24:56
I gotta say the Bluebeard is totally off. He's at least 8th level, because that's what he was in Darklords and he's immune to negative levels (I'd personally make him 9th). He fights with a silver dagger +3, not a battleaxe; his alignment is LE, not CE; he's got supernatural charm powers that are mentioned in Darklords but unspecified--I'd say he can charm person at will; also unspecified is his ability to lure people using dreams--I'd give him dream 1/week, with perhaps a suggestion in the dream; his ability to detect lies at will is in his Darklords writeup, and there he's got 10% MR, which should translate into some measure of spell resistance; finally, you haven't covered his ability to modify memories of Blaustein natives.

On the other hand, I don't see why he has Profession (sailor) and Swim, yet no ranks in Diplomacy or Bluff, nor why he has Skill Focus (intimidate).

For the record, I respect your other writeups and the general service you are doing all of us, which is why I pointed all these out. I'll be working on my own writeup to post here ASAP.

Edit: Come to think of it, I'd probablly make Bluebeard an aristocrat rather than a fighter.
#63

green_giant_02

Aug 23, 2005 20:09:41
I gotta say the Bluebeard is totally off. He's at least 8th level, because that's what he was in Darklords and he's immune to negative levels (I'd personally make him 9th). He fights with a silver dagger +3, not a battleaxe; his alignment is LE, not CE; he's got supernatural charm powers that are mentioned in Darklords but unspecified--I'd say he can charm person at will; also unspecified is his ability to lure people using dreams--I'd give him dream 1/week, with perhaps a suggestion in the dream; his ability to detect lies at will is in his Darklords writeup, and there he's got 10% MR, which should translate into some measure of spell resistance; finally, you haven't covered his ability to modify memories of Blaustein natives.

On the other hand, I don't see why he has Profession (sailor) and Swim, yet no ranks in Diplomacy or Bluff, nor why he has Skill Focus (intimidate).

For the record, I respect your other writeups and the general service you are doing all of us, which is why I pointed all these out. I'll be working on my own writeup to post here ASAP.

Edit: Come to think of it, I'd probablly make Bluebeard an aristocrat rather than a fighter.

Sorry but I do not have the Darklords accessory. I just work with the info I get which is why I hate statting characters from Ravenloft if I don't the sourcebook since there is a lot of information that I miss. Anyway, here are two more requested Darklords in which I did have the sourcebooks. Enjoy.


Thakok-An, Darklord of Kalidnay: Female Athasian Half-Elf Clr3/Psi(Telepath)3/Psychic Theurge 9; CR 15; Medium Humanoid; HD 3d8+3 plus 12d4+12; hp 62; Init +5; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +6; Atk +5 melee (1d6-3, masterwork bone club); Full Atk +5/+0 melee (1d6-3, masterwork bone club); Face/Reach 5 ft./5 ft.; SA Rebuke undead 4/day; SQ Athasian half-elf traits, aura of evil; AL LE; SV Fort +8, Ref +6, Will +15; Str 9, Dex 13, Con 12, Int 16, Wis 17, Cha 13
Skills and Feats: Concentration +14 (+18 when casting or manifesting defensively), Diplomacy +8, Gather Information +3, Heal +8, Knowledge (arcana) +8, Knowledge (psionics) +14, Knowledge (religion) +14, Listen +4, Psicraft +18, Search +4, Speak Language (kalid, elven, dwarven, giant), Spellcraft +18, Spot +4; Combat Casting, Combat Manifestation, Endurance, Improved Iniative, Psionic Mediation, Quicken Power, Quicken Spell
Special Qualities: Athasian half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against illusion spells; inborn power; +2 racial bonus on Diplomacy and Gather Information, elven blood. Aura of evil (aura equals cleric level), rebuke undead as 3rd level cleric (+2 to rebuke checks) 4/day.
Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1; base DC = 13 + spell level; caster level 12th).
*Domain spell. Deity: Kalid-Ma. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level).
Psionic Powers Known (power points 162; save DC 13 + power level; manifester level 12th): 1st – conceal thoughts, detect psionics, hammer, matter agitation, mindlink, psionic charm; 2nd – aversion, body equilibrium, detect hostile intent, ego whip, id insinuation; 3rd – body adjustment, danger sense, mental barrier, telekinetic force, telekinetic thrust; 4th – aura sight, intellect fortress, mindwipe, psionic dimension door, psionic dominate; 5th – mind probe, psionic true seeing, psychic crush, tower of iron will; 6th – fuse flesh, mass cloud mind, psionic contingency, psionic overland flight.
Possessions: Masterwork bone club, masterwork bone spear (symbol of office).
Description: Thakok-An is six feet tall and of average build for a female half-elf hailing from Athas. Her braided hair is long and black, accenting the twin yellow orbs of her eyes. Like many Athasians, she wears a facial cover. A piece of jeweled hide covers the upper part of her face, with two large holes for her eyes and a wide slot for her nose. Her headdress is ornate, with triple ridges running over the skull and down the back. Loose-flowing robes of brilliant white complete her garb. She carries a bone spear delicately carved with symbols and sigils, treating it as a symbol of office, although it is not.
Sources: Forbidden Lore (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, Ravenloft Campaign Setting (3E), Expanded Psionics Handbook (3.5E), Dragon #319, and Mind’s Eye 3.5e Compilation.

Dragon-King Granted Domains
Kalid-Ma (Kalidnay): Destruction, Evil, Law, Strength



Maligno, Darklord of Odiare: Male Animated Object; CR ?; Tiny Construct; HD 6d10; hp 30; Init +5; Spd 50 ft., climb 30 ft.; AC 13 (touch 13, flat-footed 12); Base Atk +4; Grp -5; Atk +6 ranged (1-2, masterwork silver needle) or +6 melee (1d3-1, masterwork folding straight razor); Full Atk +6 ranged (1-2, masterwork silver needle) or +6 melee (1d3-1, masterwork folding straight razor); Face/Reach 2 ½ ft./0 ft.; SA Animate objects, paralyzation, spell-like abilities; SQ Construct traits, darkvision 60 ft., immune to electricity and cold, low-light vision; AL CE; SV Fort +2, Ref +3, Will +2; Str 9, Dex 13, Con -, Int 16, Wis 10, Cha 15
Skills and Feats: Bluff +7, Climb +9, Disguise +7 (+9 acting), Knowledge (local) +8, Listen +6, Perform (comedy) +11, Speak Language (common), Spot +6; Death Blow, Dodge, Improved Iniative, Weapon Finesse{B}
Special Qualities: Animate objects (can animate any tiny or small object, up to 6 a round, 24 in total), paralyzation (any hit by a silver needle paralyzes, Fort DC 15 to negate), +8 racial bonus to Climb checks (can take 10 on Climb checks, even if rushed or threatened; uses Dexterity modifier for Climb checks).
Spell-like abilities (as 6th level caster): At will – mindless rage (DC 14), Otto’s irresistible dance (Will DC 20), ventriloquism (DC 13).
Possessions: 10 masterwork silver needles, masterwork folding straight razor with a four-inch-long blade (treat as small dagger).
Description: Maligno is a one-foot-tall wooden marionette, carved and painted to look like a friendly, happy little boy. He wears loose green shorts, a shite short-sleeved shirt, a long-sleeved jackect, and a cap with a single white feather stuck in it. Maligno’s voice is like that of an eight-year-old boy, pitched high and even a bit shrill. However he is a skilled voice actor and can sound honest, friendly, sorrowful, naïve, bullying, or petulant. He is not able to imitate other people’s voices. Maligno’s body and face have dozens of detailed parts. His eyebrows, lips, mouths, fingers can all move independently. This gives him great expressiveness and agility.
Note: Maligno suffers 3d6 damage and is slowed for 1d3 rounds if a warp wood spell is cast on him. A repel wood spell works as normal.
Sources: The Created (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, MM 3.5, Ravenloft Campaign Setting (3E), and Complete Adventurer (3.5E).
#64

Prof._Pacali

Aug 24, 2005 20:40:01
Um, Maligno is not an animated object, he is a carrionette, a monster that is in Denizens of Dread.
#65

green_giant_02

Aug 24, 2005 22:50:01
Um, Maligno is not an animated object, he is a carrionette, a monster that is in Denizens of Dread.

See, that's why I hate statting Ravenloft characters because I don't have the resources to give the attention they truly deserve. I don't have Denizens of Dread. The only 3e Ravenloft book I have is the Ravenloft Campaign Setting, and if WW decides to post a free download of VRGttM, that one as well.
#66

ivid

Aug 25, 2005 1:38:18
Still, you do a excellent job here, we all are grateful for, GG!
#67

zombiegleemax

Aug 25, 2005 4:28:57
I for one can certainly say that I'm very grateful for all your hard work and guessing from the amount of views of this thread I really don't think I'm the only one. Thank you very much GG!!
#68

awakenings

Aug 25, 2005 8:28:19
Yes, just to make it clear, GG, I appreciate the great service you provide here. I only pointed out the errors with Bluebeard because there were many big ones, which (from what I've seen here) is very uncharacteristic of your stat-ups.

FWIW, I'm using your Reise right now in my online RL game. I had to change a few things, as I don't have all of your books, but for the most part it was right on target.
#69

thanael

Sep 30, 2005 13:01:54
I gotta say the Bluebeard is totally off. He's at least 8th level, because that's what he was in Darklords and he's immune to negative levels (I'd personally make him 9th). He fights with a silver dagger +3, not a battleaxe; his alignment is LE, not CE; he's got supernatural charm powers that are mentioned in Darklords but unspecified--I'd say he can charm person at will; also unspecified is his ability to lure people using dreams--I'd give him dream 1/week, with perhaps a suggestion in the dream; his ability to detect lies at will is in his Darklords writeup, and there he's got 10% MR, which should translate into some measure of spell resistance; finally, you haven't covered his ability to modify memories of Blaustein natives.

On the other hand, I don't see why he has Profession (sailor) and Swim, yet no ranks in Diplomacy or Bluff, nor why he has Skill Focus (intimidate).

For the record, I respect your other writeups and the general service you are doing all of us, which is why I pointed all these out. I'll be working on my own writeup to post here ASAP.

Edit: Come to think of it, I'd probablly make Bluebeard an aristocrat rather than a fighter.

He's only a Ftr5 or6 in Darklords. (You can either believe the HD or retro-engineer from the THACO.)

I'd also make him a Caliban and raise his strength considerably (he can reach 21 normally, or you can give him more if the DPs granted him more Strength. 25 perhaps). His OR is less than for a normal Caliban though as the DPs did turn him less appalling. You're spot on with the magical powers.

As for feats I propose: Impr Unarmed, Impr Grapple, Power Attack, Impr Initiative, Death Blow, Weapon Focus(Dagger), Point blank shot. ( and later Far Shot ...or switch with Power Attack)

The last two feats are in preparing for the Invisible Blade PrC which fits him very nicely if he ever does battle a worthy foe and win. (Likely some hapless adventuress.) Arterial Strike was another one i considered but he will get this as a class feature at 2nd lvl Invisible Blade.

As for Skills: Sense Motive 6r+, BLuff 8r+ This fits with him lying to his brides and other guests and trying to sense if they are true to him. It also qualifies him for Invisible Blade PrC. :-)

All in all this makes this low level DL an unusual threat for (single female) PCs who are unaccustomed to grappling!
#70

thanael

Sep 30, 2005 13:42:25
Bluebeard, Darklord of Blaustein: Male Human Ftr5; CR 5; Medium Humanoid (Human); HD 5d10+5; hp 37; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +5; Grp +9; Face/Reach 5 ft./5 ft.; AL CE; SV Fort +5, Ref +4, Will +0; Str 19, Dex 17, Con 13, Int 13, Wis 9, Cha 8
Skills and Feats: Climb +9, Intimidate +10, Jump +9, Profession (sailor) +3, Speak Language (mordentish), Swim +10; Dodge, Mobility, Skill Focus (Intimidate), Spring Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Possessions: Unknown.
Description: Unknown.
Sources: Darklords (2E), PHB 3.5, DMG 3.5, and Ravenloft Campaign Setting (3E).

Well you did cite Darklords among the sources GreenGiant. :-)
Anyways here's my version:

Bluebeard, Darklord of Blaustein: Male Caliban Thug 6; CR 6 or more; Medium Humanoid (Caliban); HD 6d10+6; hp 39; Init +7; Spd 30 ft.; AC 14 (touch 13, flat-footed 11); Base Atk +6; Grp +11; Atk +11 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +15 melee (1d4+8, +3 silver dagger); Full Atk +11/+6 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +15/+10 melee (1d4+8, +3 silver dagger); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +6, Ref +5, Will +1; Str 21, Dex 17, Con 13, Int 13, Wis 9, Cha 8
Skills and Feats: Bluff +8, Diplomacy(cc) +5 , Gather Information +6, Intimidate +10, Knowledge (local) +7, Sense Motive(cc) +3; Improved Unarmed Attack, Improved Grapple, Power Attack, Improved Initiative, Death Blow, Weapon Focus(dagger), Point Blank Shot.
Special Qualities: immune to energy drain
Spell-like abilities (as 6th level caster): At will charm person, discern lies (on anyone), modify memories (on the inhabitants of Blaustein only and only to make them forget). He can also send a dream 1/week with an implanted suggestion to a vain, greedy or foolish woman. Usually the suggestion is to seek him out and become his wife.
Possessions: +3 silver dagger, padded armour.
Description: Bluebeard's features are masculine, but not oversized and rough as in his former life. His beard is still blue, but it has become darker, attaining a shade of navy that some, unaccustomed to a man with a blue beard, might mistake for black. He is a man of heavy stature, pampered and fat. His feature are bulbous and dissipated and he has fleshy lips. Bluebeard is not discernable as a caliban anymore. The Dark Powers have granted him a much more human look, the beard remains the only unusual sign. (Outcast Rating: 1, the effects of his OR have not been included in the skills above)
Notes: Bluebeard relies on his devoted staff and the villagers in his domain for protection. By night the spectres of his wives can wander the castle freely, and try to shield him from harm.
If forced to fight he will try to start a grapple and either pin and strangle the victim until unconcious or use his dagger while mainting the grapple. (Using a dagger while grappling incurs a -4 penalty)
Bluebeard can also take a -4 penalty on his grapple check to deal lethal unarmed damage.
Sources: Darklords (2E), PHB 3.5, DMG 3.5, Complete Adventurer and Ravenloft Campaign Setting (3E).



Death Blow
You waste no time in dealing with downed foes.
Prerequisites: Improved initiative, base attack bonus +2
Benefit: You can perform a coup de grace against a helpless defender as a standard action.
#71

awakenings

Sep 30, 2005 14:41:14
You're right about his fighter level--can't see how I missed that. Still, Ivana was a 0-level commoner in 2E, so there's room to adapt. I agree with him as a caliban--great idea!--but not with making him a thug or an invisible blade.

The more I read about him, the more I'd make him an aristocrat. Being an aristocrat and a caliban just seem to fit with the idea that he wanted a perfect wife, but could only get women who were willing to overlook his ugliness--usually because he was rich. His suspicions drove him to his series of "tests" of their loyalty, with death as the consequence of failure.

As he tested them, his criteria became more and more exacting, until his ultimate test was to see if a woman could actually, literally forget his bad traits or actions and see only the good. Thus his ability to change the thoughts of his citizens.
#72

thanael

Sep 30, 2005 14:55:00
Hmm.. that sounds reasonable too. I guess this is one DL that is not meant to be fought hand to hand. An aristocrat caliban who would have thought....
It also fits his description in darklords that "his combat abilities are limited".
#73

awakenings

Sep 30, 2005 15:05:12
Yep. What do you expect from a guy whose battles have almost all been beat-downs of his defenseless wives? Sure, once he made it into Ravenloft he might have fought a budding hag or two, or maybe a red widow (gotta watch out for RL personal ads!) but by and large he's a coward, and IMO his abilities ought to reflect that.
#74

thanael

Sep 30, 2005 16:10:01
Here's the aristocrat version.
(I think you were right about his personality. I like this one better than the fighter build.)


Bluebeard, Darklord of Blaustein: Male Caliban Ari6; CR 6 or more; Medium Humanoid (Caliban); HD 6d8+6; hp 33; Init +7; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +4; Grp +9; Atk +9 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +12 melee (1d4+8, +3 silver dagger); Full Atk +9 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +12 melee (1d4+8, +3 silver dagger); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +3, Ref +5, Will +4; Str 21, Dex 17, Con 13, Int 13, Wis 9, Cha 8
Skills and Feats: Bluff +8, Diplomacy +12, Gather Information +1, Intimidate +9, Knowledge (local) +7, Listen +3, Sense Motive +8; Power Attack, Improved Initiative, Death Blow.
Special Qualities: immune to energy drain
Spell-like abilities (as 6th level caster): At will charm person, discern lies (on anyone), modify memories (on the inhabitants of Blaustein only and only to make them forget). He can also send a dream 1/week with an implanted suggestion to a vain, greedy or foolish woman. Usually the suggestion is to seek him out and become his wife.
Possessions: +3 silver dagger
Description: Bluebeard's features are masculine, but not oversized and rough as in his former life. His beard is still blue, but it has become darker, attaining a shade of navy that some, unaccustomed to a man with a blue beard, might mistake for black. He is a man of heavy stature, pampered and fat. His feature are bulbous and dissipated and he has fleshy lips. Bluebeard is not discernable as a caliban anymore. The Dark Powers have granted him a much more human look, the beard remains the only unusual sign. (Outcast Rating: 1, the effects of his OR have not been included in the skills above)
Notes: Bluebeard relies on his devoted staff and the villagers in his domain for protection. By night the spectres of his wives can wander the castle freely, and try to shield him from harm.
If forced to fight he will try to start a grapple and either pin and strangle the victim until unconcious or use his dagger while mainting the grapple. (Using a dagger while grappling incurs a -4 penalty)
Bluebeard can also take a -4 penalty on his grapple check to deal lethal unarmed damage.
Sources: Darklords (2E), PHB 3.5, DMG 3.5, Complete Adventurer and Ravenloft Campaign Setting (3E).



Death Blow
You waste no time in dealing with downed foes.
Prerequisites: Improved initiative, base attack bonus +2
Benefit: You can perform a coup de grace against a helpless defender as a standard action.
#75

thanael

Oct 03, 2005 13:57:38
Here are my thoughts after rereading the short story "Sight & Sound" from the Tales of Ravenloft anthology.

Bluebeard is described as a brutal bully in there. He may be a coward inside but he also knows how to fight and enjoys torture. He is called an ill-bred monster, though his manners surprise the narrator. I think this does allow for a few Thug levels.

So here's an Ari/Thug version of Bluebeard:

Bluebeard, Darklord of Blaustein: Male Caliban Ari2/Thug4; CR 6 or more; Medium Humanoid (Caliban); HD 3d8+3d10+6; hp 36; Init +7; Spd 30 ft.; AC 14 (touch 13, flat-footed 11); Base Atk +5; Grp +10; Atk +10 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +13 melee (1d4+8, +3 silver dagger); Full Atk +10 melee (touch attack to initiate grapple) (no damage or 1d3+5 nonlethal) or +13 melee (1d4+8, +3 silver dagger); Face/Reach 5 ft./5 ft.; AL LE; SV Fort +5, Ref +4, Will +3; Str 21, Dex 17, Con 13, Int 13, Wis 9, Cha 8
Skills and Feats: Bluff +8, Diplomacy +12, Gather Information +1, Intimidate +9, Knowledge (local) +7, Listen +3, Sense Motive +8; Death Blow, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack.
Special Qualities: immune to level drain (perhaps only vs. the spectres of his wifes)
Spell-like abilities (as 6th level caster): At will charm person, discern lies (on anyone), modify memories (on the inhabitants of Blaustein only and only to make them forget). He can also send a dream 1/week with an implanted suggestion to a vain, greedy or foolish woman. Usually the suggestion is to seek him out and become his wife.
Possessions: +3 silver dagger, padded armour, noble outfit, jewelry.
Description: Bluebeard's features are masculine, but not oversized and rough as in his former life. His beard is still blue, but it has become darker, attaining a shade of navy that some, unaccustomed to a man with a blue beard, might mistake for black. He is a man of heavy stature, pampered and fat. His feature are bulbous and dissipated and he has fleshy lips. Bluebeard is not discernable as a caliban anymore. The Dark Powers have granted him a much more human look, the beard remains the only unusual sign.
(Outcast Rating: 1, the effects of his OR have not been included in the skills)
Notes: Bluebeard relies on his devoted staff and the villagers in his domain for protection. By night the spectres of his wives can wander the castle freely, and try to shield him from harm.
If forced to fight he will start to initiate a grapple and either pin and strangle the victim until unconcious or try to use his dagger while mainting the grapple. (Using a dagger while grappling incurs a -4 penalty) Often his manservant will come to his help and assist in grappling/pinning a victim. Bluebeard is fond of brutal torture.
Sources: Darklords (2E), PHB 3.5, DMG 3.5, Complete Adventurer, Tales of Ravenloft (novel) and Ravenloft Campaign Setting (3E).

Death Blow
You waste no time in dealing with downed foes.
Prerequisites: Improved initiative, base attack bonus +2
Benefit: You can perform a coup de grace against a helpless defender as a standard action.

Note: You could switch Improved Unarmed Strike and Improved Grapple with Weapon Focus(dagger) and Point Blank Shot.


As there is mention of his devoted staff in Darklords, I decided to give him a virtual Leadership feat. Here are the results.

Virtual Leadership score:
-Cohort: 6-1+4-1-2: 4th
-Followers:6-1+4+2: 6 x 1st level.

The Manservant (cohort)
male humanoid (human) Exp4
HD: 4d6-4 (10hp); AC 10 (touch 10, flatfooted 10); Base Atk +3; Grp +3; AL: LE; SV: Fort +0, Ref +1, Wil +5; Str 10 Dex 10 Con 8 Int 11 Wis 12 Cha 13
Skills & Feats: Diplomacy+10, Gather Info +6, Hide +5, Intimidate +4, Knowledge(local) +5, Listen +4, Move Silently +5, Profession(butler) +8, Sense Motive +6, Spot +4; Cold One, Jaded, Stealthy.
Spell-like abilities: 1/day cause fear
Possessions: Black suit.
Notes: The manservant once encountered one of Bluebeard's wifes and was drained. Since then he is cold and clammy to the touch and the spectres often completely ignore him. He also failed one power check and can cause fear by gaze. When using this power his eyes turn yellow with hatred. Though he serves Bluebeard faithfully he hates those who are better than himself.


Followers: 6 1st level commoners, experts and warriors (the devoted staff: servants, maids, cooks, stable hands, guards etc.)
Feats: most often Skill Focus(profession) or Alertness for guards.
Alignment: mostly LN


Bluebeard's Wifes
Spectres (at least 4, likely many more...)
Salient Abilities: Undying, Haunting Lament (from VRGttWD)


From the short story "Sight and Sound" in the Tales of Ravenloft Anthology, here are two NPCs who were prisoners in Castle Blaustein and perhaps have escaped the clutches of Bluebeard, but not after being horribly mutliated:

Lord Henredon, the Mute Scholar
Male Humanoid (Human) Ari3/Scholar2; HD 3d8+2d6 (20 hp); AC 11 (touch 11, flat footed 10); Base Atk +3; Grp +3; AL: LG; SV: Fort +1, Ref +2, Wil+8; Str: 8, Dex: 12, Con: 10, Int: 15, Wis: 14, Cha: 13.
Skills: 56 Appraise +2, Bluff+3, Decipher Script+4, Diplomacy+10, Gather Information +4, Handle Animal +2, Knowledge(arcana)+4, Knowledge(geopraphy)+6, Knowledge(history) +7, Knowledge(local) +7, Knowledge(lore skills)+7, Knowledge(nature) +4, Knowledge(religion)+5, Knowledge(nobility & royalty)+7, Listen+3, Profession[scholar]+7, Ride+3, Search+4, Sense Motive+7, Speak Language(1 additional point: Darkonese, Lamordian, Mordentish, Vaasi), Spot+3;
Feats: Courage, Iron Will, Knowledgable(B), Open Mind.
Class features: Labyrinth of Knowledge
Special Qualities: Mute (Bluebeard ripped out his tongue), suffers from a nightmares madness effect (for the next 2 weeks) due to seeing his mutilated sister and realizing Bluebeards sinister scheme.



Lovely Lorel, the Blind Maiden (Lord Henredon's sister)
Female Humanoid (Human) Ari2/Ex-True Innocent3; HD 2d8+3d6 (19hp); Base Atk +2; Grp +1; AL: LG; SV Fort +1, Ref +1, Wil +3; Str: 8, Dex: 10, Con: 11, Int: 12, Wis: 9, Cha: 14;
Skills: Appraise +4, Climb+2, Diplomacy+9, Gather Information +4, Handle Animal+4, Knowledge(local) +6, Knowledge(royalty & nobility)+2, Listen+1, Perform(dance) +3, Perform(keyboard instruments) +3, Ride +4, Sense Motive +4, Spot +2, Swim +1.
Feats: Blessed, Hope, Sanctity.
Special Qualities: Blind (Bluebeard gouged out her eyes), suffers from a revulsion horror effect (the trigger is Bluebeard).
[She lost: Simple Faith, Inspire Courage, Protection from Evil, Divine Grace]
Notes: She lost her Innocence due to the Horror effect.


Edit: Added Henredon's madness. Also note that Lorel can either be blessed and have those feats or be innocent and retain the True Innocent PrC. I havn't come up with a solution to that yet...
#76

penknight

Oct 03, 2005 18:19:14
Hey, Green Giant. I was wondering if you could perhaps translate the Headless Horseman over to 3.5 for me. He was in the 2nd Edition campaign Accessory Darklords. It would really help since I am wanting to use him in my campaign. Thank you for your time.
#77

green_giant_02

Oct 03, 2005 19:52:38
Hey, Green Giant. I was wondering if you could perhaps translate the Headless Horseman over to 3.5 for me. He was in the 2nd Edition campaign Accessory Darklords. It would really help since I am wanting to use him in my campaign. Thank you for your time.

Sorry but I don't have Darklords. The reason I mention it as one of the sources in other posts is simply because I know those characters are found there, and others can check the book if they have it to compare.


Hey Thanael, you're work on Bluebeard is great. Keep up the great work. I also have Tales of Ravenloft anthology but I don't have any of the 3e sourcebooks that you used to create some of the other characters. One of the reasons I'm reluctant to post anymore Ravenloft stats unless I'm quite confident I have all the necessary info to create a very good 3e conversion and I won't need any 3e Ravenloft material.
#78

penknight

Oct 03, 2005 20:27:32
Thanks, Green Giant. I really appreciate letting me know. I do hope that someone will post him here, though.
#79

rotipher

Oct 04, 2005 12:53:13
Just a quibble: If you're naming specific languages from darklords' home planes (the ones the 3E products took pains not to mention, due to copyright issues), then Meredoth's languages should include Alphatian* [his native tongue IIRC], Thyatian [Mystara's "Common"], Nithian [one ancient language no necromancer should be without!], and at least a couple of savage-humanoid tongues (Orcish, Goblin). Because Mystara's Sphere-oriented cosmology doesn't segregate its fiends into Lawful and Chaotic factions -- they all serve the singular Sphere of Entropy -- you might want to drop Abyssal and Infernal altogether.
#80

green_giant_02

Oct 04, 2005 20:50:04
My knowledge of the Mystara Campaign Setting is the least compared to all other D&D campaign worlds. Thanks for the info, Rotipher.
#81

tykus

Oct 29, 2005 13:09:50
Thakok-An, Darklord of Kalidnay: Female Athasian Half-Elf Clr3/Psi(Telepath)3/Psychic Theurge 9; CR 15; Medium Humanoid; HD 3d8+3 plus 12d4+12; hp 62; Init +5; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Base Atk +7; Grp +6; Atk +5 melee (1d6-3, masterwork bone club); Full Atk +5/+0 melee (1d6-3, masterwork bone club); Face/Reach 5 ft./5 ft.; SA Rebuke undead 4/day; SQ Athasian half-elf traits, aura of evil; AL LE; SV Fort +8, Ref +6, Will +15; Str 9, Dex 13, Con 12, Int 16, Wis 17, Cha 13
Skills and Feats: Concentration +14 (+18 when casting or manifesting defensively), Diplomacy +8, Gather Information +3, Heal +8, Knowledge (arcana) +8, Knowledge (psionics) +14, Knowledge (religion) +14, Listen +4, Psicraft +18, Search +4, Speak Language (kalid, elven, dwarven, giant), Spellcraft +18, Spot +4; Combat Casting, Combat Manifestation, Endurance, Improved Iniative, Psionic Mediation, Quicken Power, Quicken Spell
Special Qualities: Athasian half-elf traits: +1 racial bonus on Listen, Search, and Spot checks; low-light vision; immune to sleep; +2 racial bonus on saves against illusion spells; inborn power; +2 racial bonus on Diplomacy and Gather Information, elven blood. Aura of evil (aura equals cleric level), rebuke undead as 3rd level cleric (+2 to rebuke checks) 4/day.
Cleric Spells Prepared (6/6+1/5+1/5+1/3+1/3+1/2+1; base DC = 13 + spell level; caster level 12th).
*Domain spell. Deity: Kalid-Ma. Domains: Evil (cast evil spells at +1 caster level), Law (cast law spells at +1 caster level).
Psionic Powers Known (power points 162; save DC 13 + power level; manifester level 12th): 1st – conceal thoughts, detect psionics, hammer, matter agitation, mindlink, psionic charm; 2nd – aversion, body equilibrium, detect hostile intent, ego whip, id insinuation; 3rd – body adjustment, danger sense, mental barrier, telekinetic force, telekinetic thrust; 4th – aura sight, intellect fortress, mindwipe, psionic dimension door, psionic dominate; 5th – mind probe, psionic true seeing, psychic crush, tower of iron will; 6th – fuse flesh, mass cloud mind, psionic contingency, psionic overland flight.
Possessions: Masterwork bone club, masterwork bone spear (symbol of office).
Description: Thakok-An is six feet tall and of average build for a female half-elf hailing from Athas. Her braided hair is long and black, accenting the twin yellow orbs of her eyes. Like many Athasians, she wears a facial cover. A piece of jeweled hide covers the upper part of her face, with two large holes for her eyes and a wide slot for her nose. Her headdress is ornate, with triple ridges running over the skull and down the back. Loose-flowing robes of brilliant white complete her garb. She carries a bone spear delicately carved with symbols and sigils, treating it as a symbol of office, although it is not.
Sources: Forbidden Lore (2E), Domains of Dread (2E), PHB 3.5, DMG 3.5, Ravenloft Campaign Setting (3E), Expanded Psionics Handbook (3.5E), Dragon #319, and Mind’s Eye 3.5e Compilation.

Dragon-King Granted Domains
Kalid-Ma (Kalidnay): Destruction, Evil, Law, Strength

Not bad, but I would recommend using the athas.org website. The above is a good fallback, but I think the website's take on templars is better (not to mention, official ;) ). Also, you failed to account for Thakok-An's longevity. Kalidnay has been in RL for over 200 years. Athasian elves have the lifespan of normal D&D dwarves (roughly 200 years). My recommendation is that she has a supernatural link supplied by the DP to Kalid-Ma granting her the lifespan of a dragon-king. This way, she does have him forever.

But that's just me. Good work.
#82

zombiegleemax

Nov 01, 2005 10:20:24
Green Giant, I would have to say your updated 3.5 stats for all these darklords may just be the best damn thing I've ever seen on these message boards. I might even venture to say they are a tiny bit better than some of the official stuff they post as you use many of the sources available rather than just the core rulebooks.
I'd love for you to put out a compilation! Let me know if you ever do!
Have you ever done one for the Gentleman Caller? It'd be great to see your take on him.
#83

Irving

Dec 21, 2005 21:52:14
Just for amusement value, here's a variant version of Azalin as a Necromancer/Archmage; it uses the Ravenloft player's guide, Champions of Darkness, and Van Richten's Guide to the Walking Dead as it source material. He's marginally more subtle in this incarnation, but still deeply scary. Special qualities/feats explained on request.

Azalin the Black

Ravenloft Lich, Nec13/Arm5: Medium-sized Undead (5' 8") HD 18d12; hp 117; Init +0; Spd 30; AC 20 (+5 natural armor, +5 robe); Atk +9/+4 touch (1d8+5 negative energy plus paralysis); SA damaging touch, fear aura (DC 18 ), paralyzing touch, spells, spell-like abilities; SQ +4 turn resistance, damage reduction, lich immunities, lichsight, alternate form, animating touch, undead mastery, proxy travel, arcane reach, spell power, spell-like abilities, imp familiar; AL LE; SV Fort +6, Ref +6, Will +11; Str 10, Dex 10, Con -, Int 26, Wis 14, Cha 16.

Skills and Feats: Bluff +6, Concentration +20, Diplomacy +8, Disguise +6, Hide +8, Intimidate +8, Knowledge (arcana) +20, Knowledge (history) +10, Knowledge (noblilty) +10, Knowledge (the planes) +10, Knowledge (Ravenloft) +10, Listen +10, Move Silently +8, Scry +20, Search +16, Spellcraft +22, Spot +10; Bind Lesser Undead, Bind Greater Undead, Bind Salience, Craft Wondrous Item, Greater Spell Focus (necromancy), Improved Counterspell, Life Force Sacrifice, Skill Focus (Spellcraft), Spell Focus (necromancy), Spell Focus (enchantment)

Languages: Darkonese*, Balok, Draconic, Dwarven, Elven, Infernal, Mordentish, Vaasi.

Wizard Spells per day:4/6+1/5+1/5+1/5+1/4+1/4+1/3+1/3+1/1+1. Base DC 19+spell level, DC 21+spell level for enchantment spells, 23+spell level for necromancy. Azalin may not cast Evocation or Conjuration spells.

Signature Posessions: Black Robe of the Archmagi, Crown of Intellect +2, Rod of Greater Spell Empowerment.

Spell Like Abilities: 2/day: Enervation, detect thoughts.
#84

thanael

Dec 22, 2005 5:49:45
Green Giant, I would have to say your updated 3.5 stats for all these darklords may just be the best damn thing I've ever seen on these message boards. I might even venture to say they are a tiny bit better than some of the official stuff they post as you use many of the sources available rather than just the core rulebooks.
I'd love for you to put out a compilation! Let me know if you ever do!
Have you ever done one for the Gentleman Caller? It'd be great to see your take on him.

The GC's 2e stats can be found on p.74 of the VR's Monster Hunter Compendium III. Afaik those stats are only the standard 2E stats for an incubus. Of note though is the Corruption index 3. His landbased power is Suggestion and his reality wrinkle a 1,320 foot- radius.

The netbook Quoth the Raven 7 has an excellent article on him where 4 different versions of his supposed 3e stats are posted. Normal incubus (i.e male SRD succubus), advanced incubus, incubus with some sorcerer levels and advanced incubus with some sorcerer levels.

Though both sources use succubus stats I could swear incubi did get different stats than succubi in 2E. I just can't remember where...
#85

zombiegleemax

Dec 23, 2005 0:50:27
Since we're on the topic of Darklords and what makes them so hot, I must say, I'm a little intrigued by Ebonbane. I don't particularly plan to use him in a future campaign, but I'm very curious about him. The Ravenloft DMG claims that, if he ever escaped his sword-form, the Dark Powers wouldn't be able to contain him. Yet, from what I understand, Ebonbane is just a Nalfeshnee - an obscenely powerful demon, of course, but nothing that the likes of Strahd or Azalin couldn't handle on their own.

So, I suppose it's a bit of a roundabout way of asking it, but...if Green Giant or anyone else here knows why the DMG holds him in such high esteem, and it's simply by virtue of high stats or multiple class levels or something like that, do you think you could post a build for him?

And if it's something else, do tell; I'm all ears.
#86

zombiegleemax

Dec 29, 2005 11:25:40
Green Giant, I would have to say your updated 3.5 stats for all these darklords may just be the best damn thing I've ever seen on these message boards. I might even venture to say they are a tiny bit better than some of the official stuff they post as you use many of the sources available rather than just the core rulebooks.

I agree! Kudos to Green Giant for all the time he spent for our requests! 1... 2... 3... KUDOS!
#87

humanbing

Dec 31, 2005 6:01:17
This is the template I used for Azalin after he caused the Grand Conjunction. In that storyline, he escaped to Knurl on Oerth, and laid low for a few centuries researching new magicks. He gained two levels in Archmage, and a lot of spells. When the PCs came to fetch him, he was still busy in his research - after they eliminated his traps and guardians, he remembered he had a score to settle in distant Barovia with a certain vampire.

Azalin, Post-Conjunction Lich Lord, former Darklord of Darkon
Male human Lich Rank 4 (Lich Lord) Wiz18, ArchMage2: CR 29; Size M undead (5’11” tall); HD 20d12 +80 (Cha bonus); hp 225; Init +0; Spd 30’; AC 23 (touch 19, flatfooted 23); Atk +14/+8 melee touch (4d8 +4 [Will save for half DC 31] and paralysis, negative energy) or +11/+5 ranged touch (by spell); SA damaging touch, fear aura, spells [DC 21 + spell level, +1 if necromancy or evocation], paralyzing touch, modify memory, undead dominion, agonizing gaze does damage as touch, coldfire does 3d6 fire/cold damage through touch, greater coldfire channels arcane energy for 560’ ray 4d12 negative energy + 1d12 per level of arcane spell used; SQ +2 to all caster checks to overcome SR; undead, damage reduction (20/bludgeoning and epic), immunities (cold, electricity, mind-affecting, polymorph, turning), lich sight, alternate form, imp familiar (“Squalimous”), fast healing 20 (doubled if 400’ near phylactery), SR 33; AL LE; SV Fort +11, Ref +11, Will +24 (-4 to all w/o Robes); Str 17, Dex 10; Con -; Int 33; Wis 16; Cha 18.
Skills and Feats: Bluff +12, Concentration +20, Diplomacy +17, Disguise +7, Hide +8, Intimidate +15, Knowledge (arcana) +26, Knowledge (alchemy) +23, Knowledge (history) +13, Knowledge (Ravenloft local) +20, Knowledge (the planes) +13, Knowledge (Ravenloft) +30, Knowledge (undead lore) +12, Listen +11, Move Silently +8, Search +19, Sense motive +16, Spellcraft +34, Spot +19, Knowledge (Greyhawk local) +23, Knowledge (Greyhawk geography) +19; Brew Potion, Craft Magic Arms & Armor; Craft Wand, Craft Wondrous Item, Empower Spell, Enervate Spell, Forge Ring, Iron Will, Scribe Scroll, Spell Focus (Evocation), Spell Focus (Necromancy), Skill Focus (Spellcraft), Spell Mastery (dimension door, scrying, sending, steal vitality, telekinesis).
High Arcana: Mastery of Counterspelling (counterspells as spell turning). Mastery of Shaping (area-effect spells minimum of 5’, creates safe areas 5’ cube).
Languages: Darkonese, Balok, Draconic, Dwarven, Elven, Old Oeridian (Greyhawk), Infernal, Mordentish, Vaasi.
Wizard Spells per Day: 4/7**/7**/7**/6/6/5/5/5/5. Base DC = 21 + spell level, +1 if necromancy or evocation. Azalin uses his Rings of Wizardry to double his daily allotment of spells for any two levels from One through Three.
Spellbook: See attached sheet for a complete list of Azalin’s spells.
Signature Possessions: Ring of Wizardry I, II, III; Wand of Ice Storm (level 18); Wand of Emotion (level 18); Crystal Ball with Telepathy; Black Robe of the Archmagi; Stone of Controlling Grave Elementals. Scrolls of practically any spell needed are available, provided he has time to prepare. He also has an extensive collection of magical items, including cursed items, which he allows his foes to ‘acquire’.
Undead Control: Azalin can Animate Dead of 8 HD or lower in a 2-mile radius by thought. These monsters respond to his orders as if he had cast Control Undead. All such undead have +6 turn resistance, and he can see, hear, and act through any of them as needed. These undead also have burning red eyes, like their master, and can use this as a gaze attack to force a Fear check at the start of combat.
Tactics: In combat, Azalin prefers area-affect spells that he can shape around himself and his allies, such as Horrid Wilting, Circle of Death, Acid Fog, and Meteor Swarm. Certain low level spells such as Fireball, Ice Storm, and Cloudkill can be Empowered and/or Enervated. Whenever enemies fall in battle, Azalin automatically animates them as undead creatures. Against strong enemies, Azalin will use single-target spells such as Power Word – Kill, Finger of Death, or Polar Ray. Azalin also likes to prepare an Empowered, Enervated Death Throes spell, which causes devastating damage to living creatures who kill his physical body: 20d8 hp, increased by 50% twice.

Spellbook
Level: Canon PHB/GazII -- non-canon PHB/GazII -- non-canon Spell Compendium.

Level 0: Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation -- Amanuensis, Caltrops, Launch Bolt, Launch Item, Silent Portal, Stick.
Level 1: Alarm, Animate Rope, Change Self, Charm Person, Comp. Languages, Enlarge, Floating Disc, Hold Portal, Identify, Magic Missile, Message, Obscuring Mist, Ray Enfeeblement, Silent Image, Unseen Servant -- Shield, Mage Armor, Mount, True Strike, Detect Secret Doors, Sleep, Burning Hands, Shocking Grasp, Color Spray, Magic Aura, Chill Touch, Erase, Feather Fall, Magic Weapon -- Backbiter, Benign Transposition, Blood Wind, Dispel Ward, Mage Hand Grtr, Remove Scent, Summon Undead.
Level 2: Alter Self, Arcane Lock, Darkness, Daylight, Flaming Sphere, Invisibility, Knock, Locate Object, Magic Mouth, Minor Image, Mirror Image, See Invisibility, Shatter, Spectral Hand, Hideous Laughter, Web -- Obscure Object, Fog Cloud, Detect Thoughts, Touch of Idiocy, Continual Flame, Blur, Leomund's Trap, Blindness/Deafness, False Life, Ghoul Touch, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Levitate, Owl's Wisdom, Spider Climb, Misdirection -- Bonefiddle, Curse ... Blades, Dark Way, Disguise Undead, Earthbind, Earthen Grasp, Ethereal Chamber, Hurl, Infernal Ward, Phantom Foe, Portal Alarm, Quick Poison, Ray of Sickness, Ray of Weakness, Shadow Mask, Shadow Spray, Stolen Breath, Stone Bones, Summon Undead 2.
Level 3: Clairaudience/voyance, Death Sight, Dispel Magic, Fireball, Fly, Gaseous Form, Haste, Hold Person, Lightning Bolt, Magic Circle vs Good, Nondetection, Suggestion, Summon Monster 3, Wind Wall -- Explosive Runes, Protection from Energy, Phantom Steed, Snake Sigil, Stinking Cloud, Arcane Sight, Tongues, Illusory Script, Invisibility Sphere, Major Image, Gentle Repose, Vampiric Touch, Blink, Flame Arrow, Magic Weapon Grtr, Secret Page, Shrink Item, Slow -- Analyze Portal, Anticipate Teleportation, Chain Missile, Corpse Candle, Curse ... Blades Mass, Diamondsteel, Enhance Familiar, False Gravity, Fortify Familiar, Healing Touch, Incorporeal Enhancement, Mage Armor Grtr, Reverse Arrow, Servant Horde, Shadow Binding, Shadow Cache, Shadow Phase, Skull Watch, Spell Vulnerability, Stony Grasp, Summon Undead 3, Suppress Breath Weapon, Suspended Silence, Telepathic Bond Lesser, Undead Lieutenant, Undead Torch.
Level 4: Arcane Eye, Bestow Curse, Charm Monster, Confusion, Contagion, Corpse Whisper, Dimension Door, Emotion, Black Tentacles, Eyes of Undead, Fire Trap, Ice Storm, Minor Globe Invul., Phantasmal Killer, Polymorph Other, Scrying, Shadow Conjuration, Stoneskin, Wall of Ice -- Bone Seizure, Minor Creation, Solid Fog, Detect Scrying, Locate Creature, Geas Lesser, Fire Shield, Resilient Sphere, Illusory Wall, Invisibility Grtr, Animate Dead, Enervation, Fear, Mnemonic Enhancer, Stone Shape -- Backlash, Burning Blood, Dispelling Screen, Force Missiles, Iron Bones, Know Vulnerabilities, Portal Alarm Improved, Ray of Deflection, Repair Critical Damage, Resistance Grtr, Scramble Portal, Sensory Deprivation, Spell Enhancer, Summon Undead 4, Sword of Deception, Wingbind, Wither Limb.
Level 5: Animal Growth, Animate Dead, Dominate Person, Feeblemind, Hold Monster, Magic Jar, Mind Fog, Passwall, Permanency, Sending, Shadow Evocation, Summon Monster 5, Telekinesis, Wall of Stone -- Break Enchantment, Dismissal, Private Sanctum, Cloudkill, Major Creation, Planar Binding Lssr, Teleport, Cone of Cold, Wall of Force, False Vision, Persistent Image, Blight, Symbol of Pain, Baleful Polymorph, Fabricate -- Ball Lightning, Blink Grtr, Cont. Energy Resist, Cyclonic Blast, Death Throes, Dimension Door Grtr, Duelward, Greymantle, Illusory Feast, Prismatic Ray, Reciprocal Gyre, Shadow Form, Shadow Hand, Spell Matrix Lesser, Summon Undead 5, Symbol of Spell Loss, Wall of Dispel Magic, Wall of Limbs, Zone of Respite.
Level 6: Acid Fog, Analyze Dweomer, Forceful Hand, Contingency, Disintegrate, Eyebite, Flesh to Stone, Geas/Quest, Guards and Wards, Legend Lore, Permanent Image, Planar Binding, Project Image, Reanimate, Steal Vitality, Stone to Flesh, Tree Seeing -- Dispel Magic Grtr, Globe of Invuln, Repulsion, Wall of Iron, True Seeing, Suggestion Mass, Chain Lightning, Freezing Sphere, Mislead, Programmed Image, Veil, Circle of Death, Create Undead, Symbol of Fear, Lucubration, Move Earth -- Ant. Teleport Grtr, Dreamcasting, Fleshiver, Ghoul Gauntlet, Hardening, Probe Thoughts, Ray of Entropy, Resistance Supr, Revive Undead, Ruby Ray Revrsl, Seal Portal, Shadowy Grappler, Sign of Sealing Grtr, Spectral Touch, Stone Body, Transcribe Symbol.
Level 7: Instant Summons, Finger of Death, Forcecage, Limited Wish, Power Word Stun, Spell Turning, Summon Monster 7, Teleport w/o Error, Vision -- Sequester, Phase Door, Plane Shift, Teleport Grtr, Teleport Object, Arcane Sight Grtr, Scrying Grtr, Hold Person Mass, Insanity, Delayed Blast Fireball, Prismatic Spray, Invisibility Mass, Project Image, Simulacrum, Control Undead, Control Weather, Reverse Gravity -- Antimagic Ray, Arrow of Bone, Avasculate, Awaken Undead, Dispelling Screen Grtr, Emerald Flame Fist, Energy Ebb, Energy Immunity, Energy Trans Field, Glass Strike, Planar Bubble, Prismatic Eye, Spell Matrix, Sword of Darkness, Synostodwoemer.
Level 8: Binding, Demand, Incendiary Cloud, Telekinetic Sphere, Maze, Prismatic Wall, Symbol, Trap the Soul -- Protection Spells, Discern Location, Power Word Stun, Polar Ray, Sunburst, Screen, Clone, Horrid Wilting, Create Grtr Undead, Temporal Stasis -- Avascular Mass, Excavate, Flensing, Invisibility Supr, Lightning Ring, Skeletal Guard, Spell Engine, Wall Grtr Dispel, Wrathful Castigation.
Level 9: Crushing Hand, Energy Drain, Foresight, Gate, Disjunction, Wish -- Create Quasimancer, Power Word Kill, Meteor Swarm, Soul Bind, Wail of Banshee, Time Stop -- Absorption, Awaken Construct, Black Blade Disaster, Effulgent Epuration, Eye of Power, Hindsight, Instant Refuge, Magic Miasma, Plague of Undead, Programmed Amnesia, Reality Maelstrom, Reaving Dispel, Replicate Casting, Spell Matrix Grtr, Sphere Ult Dest, Unbinding, Vile Death.

Phylacteries
Azalin’s Phylactery – Golden Dragon Skull
This minor artifact is a gold-plated dragon skull, with rubies set into the eye sockets and a permanent green flame burning in the jaw opening. It measures about 4 feet 6 inches long, and weighs about 1,000 pounds (size category M).
The skull can be reduced in size if a Dispel Magic is cast on it. This shrinks the skull to about the size of a small child’s skull, over the course of 20 seconds or so. Its reduced weight is still suprisingly heavy – about 10 pounds.
Before Azalin escaped Ravenloft, he infused his phylactery with positive energy, making his phylactery dangerous for undead creatures to touch physically. This served him both as a ruse and as a defence against his most likely enemies (which were also mostly undead).
If touched, the skull can discharge positive energy equivalent to a Cure Wounds spell. The strength can be Minor, Light, Moderate, Serious, or Critical. It automatically selects the most suitable spell based on the health and nature of the creature handling it. In extreme cases, it can even cast a Heal spell. All spell effects are touch only, so the phylactery can be moved through telekinesis or by the use of constructs such as golems, without triggering these effects. Because this positive energy is primarily powered by Azalin’s life force, its spell-like abilities function as though cast by a cleric of the same level as Azalin (18 in Ravenloft, 20 outside of it).
For living creatures, it gauges the relative health of the creature and releases a spell that would most likely bring its hit points to full, or just above full. If a living creature touches it at full hit points, the phylactery discharges a Cure Minor Wounds spell. The creature gains 1 hit point above its maximum, and immediately loses it again, which typically alerts intelligent creatures to the curative nature of the phylactery.
If undead creatures touch the skull, it unleashes the same spells, but according to a reverse criterion. The healthier the undead, the more powerful the healing spell. Of course, undead suffer damage from healing spells, so this frequently annihilates outright any corporeal undead that touch the phylactery. Note that vampires and other undead with shapechanging abilities may end up taking damage and then assuming mist form to escape.
The phylactery recharges itself at a rate of one dice of positive energy per round. So if it cast a Heal spell, either to heal a living creature or grievously injure an undead creature, it would take 15 rounds to be at full capacity again. However, once Azalin is inside the phylactery, he has control over whether the phylactery discharges the stored energy at all. Even more insidiously, he can choose to discharge Cause Wounds spells or Harm, using negative planar energy to do so. Frequently, he will do this to create a new corpse for him to inhabit.
Azalin himself has used this power on several occasions, such as at the end of the adventure Roots of Evil – he allowed himself to be knocked against the phylactery. Although this slew his physical form, his spirit essence immediately entered the phylactery as planned. The positive energy of his phylactery also safeguarded it against his nemesis, Strahd von Zarovich, who otherwise would have taken possession of it to destroy him.
Additionally, the skull serves as a tracking device, with the eyes glittering slightly whenever the skull points towards Azalin’s current host body. The glittering effect is more noticeable when the skull is full-sized, but at that size, it is almost immovable. At its shrunken size, the skull is easily turned from side to side, but the glittering effect is correspondingly harder to see. Most observers would need to make a Wis check of DC 20 just to notice the phenomenon. Determining its meaning is another task entirely.
Finally, when Azalin’s spirit essence is within the skull, he can immediately take possession of any corpse or corporeal undead within 60’, taking a full-round action to do so. (The corpse changes over the round to physically resemble Azalin.) As his spirit leaves the phylactery, it causes a gout of flame to burst forth from the jaws, filling a cone as long as the skull is long. (So if shrunk, the cone would only be a tiny jet about six inches long – this does no damage.) Full-sized, this flame causes 4d4+1 fire damage to those caught in its path. Azalin typically retains whatever spells he had memorized when his former body was killed – while in the phylactery, he cannot regain spells.
The skull has a hardness rating of 60, 40 hit points, and a break DC of 80. It is permanently warded by several spells to foil easy tracking. Nondetection causes divination spells trying to locate the phylactery to fail unless they make a DC check of 29. (If Azalin is currently inside the phylactery, the DC check is 34.) Even if the Nondetection is bypassed, a permanent Misdirection spell makes the phylactery identify as a Blessed dragon skull (caster gets a Will save to bypass). Finally a Nystul’s Magic Aura further confuses the issue by presenting the skull to be a powerful healing amulet (which it technically is) with no mention of being the phylactery of a powerful lich (which it also is).

Humans who find the skull usually do so with Azalin’s tacit permission. Azalin rightly believes the skull is almost indestructible to human means, and sometimes lets it fall into their hands if it convinces them they’ve cleared him out once and for all. Adventurers often keep the skull for its healing purposes, and the illusion of its power as a good artifact is often reinforced if Azalin is previously witnessed to have “died” after touching it. Sometimes, Azalin’s own detection spells will not locate his own phylactery – a fact which does not particularly worry him, since he can locate it unerringly by abandoning his current physical body and retreating to it as a spirit essence.
Through the years, more than one adventurer has disturbed Azalin at work, then walked home in triumph with the skull in his possession. Needless to say, Azalin usually found a readily available corpse to inhabit not long thereafter.

One particularly dangerous use of the phylactery could be as a healing amulet wrapped around the neck of a powerful living ally, such as Ebb or Gloom the Shadow Dragons. Given Azalin's propensity for raising undead on the battlefield, should Azalin's corporeal body ever be destroyed (such as through the casting of Death Throes), he can retreat back to his phylactery in one round and re-emerge by claiming another undead body. Enemies who correctly deduce the dragon's role in this cycle will find it hard to defeat Ebb or Gloom, especially as the dragon is constantly healed by Azalin's phylactery.

Azal'Lan’s Phylactery – Human Infant Skull
When Azalin first became a lich, his phylactery was a human infant skull. That phylactery remained where Azalin left it, untold centuries ago, when he entered Ravenloft. The Dark Powers granted him a second phylactery, in the form of the golden dragon skull outlined above.
It is up to the DM whether or not Azalin retrieved his first phylactery, but DMs who want to make Azalin a uniquely formidable foe may rule that he has two functioning phylacteries, both of which must be destroyed to eliminate him fully.
The original phylactery is Tiny and has 40 hit points, hardness 20, and a break DC of 40. In contrast to the golden dragon skull, this phylactery has no special powers, not even the divination-masking magicks of its larger brother. However, its greatest strength is in its remoteness: it is entirely possible that nobody, perhaps not even Azalin himself, remembers where it lies.
#88

cat_god

Jan 16, 2006 17:23:34
How about Soth when he was a Darklord? I'm not certain if that's legal, but it would be cool. Knight of the Black Rose was awsome. Although, I haven't gotten around to reading Spectre of the Black Rose.
#89

thanael

Jan 17, 2006 5:02:17
Lord Loren Soth is statted in this thread on dicefreaks. (along with Adam and Vlad Drakov).
#90

ivid

Jan 17, 2006 12:27:45
A nice try... Thank you!
#91

cat_god

Jan 17, 2006 20:04:54
Lord Loren Soth is statted in this thread on dicefreaks. (along with Adam and Vlad Drakov).

Awsome! Thanks!
#92

thanael

Nov 06, 2006 12:07:46
So is anyone out there? Awakenings?

I'd like to discuss my WIP conversion of Stezen D'Polarno.

How would you model his curse? I was thinking of some nasty CHA drain. Like from 18 to 3. After all it was his vibrancy that was drained, his lust for life. CHA drain works also because it reduces his social skills a lot.

I'd also grant him the Hollow feat (from CoD) as a bonus feat, plus Undying Soul, Regeneration 5, and Immortality.

Also how is a 2E sword of quickness converted to 3.5?

As for a class build I do already have something in mind. Ari/Swashbuckler seems to fit the best. But I'm still debating wether to take any levels in Manipulator (again from CoD). The fluff does fit so nicely, but he doesn't qualify. Also the low BAB and spells are a bit out of character. (Though he would loose the spells with my idea of the curse.)
#93

thanael

Oct 24, 2007 3:57:44
John Mangrum graciously supplied the stats for Elena Faithhold in another thead. I thought I'd repost them here.

We wrote her up for Secrets of the Dread Realms, but she never saw print. Here's her unedited 3.0 stat block:

Elena Faith-hold, Darklord of Nidala
Female human ex-Pal3/Blk8:
CR: 11+; Medium-size humanoid (human); HD 11d10; hp 90; Init +2; Spd 20 ft.; AC 23 (touch 11, flat-footed 22); Atk +16/+11/+7 melee (1d10+7 [one-handed] or 1d10+9 [two-handed]/crit 17-20 plus 2d6 unholy damage, +2 unholy bastard sword) or +13/+8/+3 ranged touch (by spell); SA aura of despair, command undead, poison use, smite evil, sneak attack +2d6, unholy bastard sword; SQ detect evil, dark blessing, fiendish servant; SR 14; AL LE; SV Fort +13, Ref +7, Will +7; Str 20, Dex 15, Con 15, Int 11, Wis 14, Cha 18 Height 5 ft. 11 in.

Skills and Feats: Concentration +4, Diplomacy +10, Heal +4, Intimidate +12, Knowledge (religion) +4, Ride +8; Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Mounted Combat, Ride-by Attack, Trample.

Languages: Nidalan*

Blackguard Spells per Day: 2/1/1/1. Base DC = 12 + spell level. Caster level 8th.

Signature Possessions: +2 unholy bastard sword (“Caitlin”), +2 full plate of moderate fortification, masterwork large metal shield, candle of truth, gold holy symbol of Belenus.

Fiendish Heavy War Horse: CR 3; Large magical beast; HD 6d8+18; 48 hp; Init +1 (Dex); Spd 50 ft.; AC 22 (–1 size, +1 Dex, +5 natural, +7 armor); Atk +10/+10/+5 melee (1d6+4 [x2], hooves; 1d4+2 bite]; Face/Reach 5 ft. by 10 ft./5 ft. [10 ft. with horn]; SA smite good; SQ darkvision 60 ft., cold and fire resistance 10, damage reduction 5/+1, empathic link, improved evasion, scent, share saving throws, share spells; SR 12; AL LE; SV Fort +13, Ref +7, Will +7; Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6.

Skills and Feats: Listen +8, Spot +8.

Possessions: Masterwork half-plate barding, military saddle.

Combat
Elena is a born warrior. She is never so happy as she is when fighting what she believes to be a righteous battle. She will not withdraw unless clearly overmatched, and even then retreat will be temporary. She prefers to fight while mounted on her fiendish steed, riding in the midst of her foes swinging her bastard sword.

Aura of Despair (Su): Elena radiates a malign aura that causes enemies within 10 ft. of her to suffer a –2 morale penalty on all saving throws. Many Nidalans claim that when their Holy Protector is provoked by evil, she responds with a palpable fury; even the most wicked of beasts tremble before her righteous wrath.

Command Undead (Su): Elena can command or rebuke undead as a 6th-level evil cleric.

Convert (Sp): At will, Elena can attempt to convert a foe to her side. The target must succeed at a DC 19 Will save or “see the light,” repenting her wicked ways and gladly joining Elena’s ranks. This effect acts as a powerful form of charm monster, except that she can only convert humanoids, and those who are converted will gladly die for her. If a target succeeds at her Will save, Elena cannot attempt to convert that creature again for 24 hours.

Smite Evil (Su): Twice per day, Elena may attempt to smite “evil” with one normal melee attack. She adds +4 to her attack roll and deals 8 extra points of damage. This power functions against any creature Elena has previously detected as “evil” (see below). If Elena attempts to smite a creature she has not detected as evil, the smite has no effect but is still used up for the day.

Detect Evil (Sp): Elena believes that she can still detect evil, as per the spell. Furthermore, she believes that the inability of other spellcasters in Ravenloft to detect evil is a sure sign of their spiritual impurity. In truth, this ability performs just as the detect evil spell — except that instead of evil, Elena actually detects any strong emotions that the target creatures may feel toward her. Sadly, this ability does not distinguish between emotions. Elena interprets both the burning hatred of her foes and the boundless love of a suitor as purest evil, and lashes out at each.

Detect Life (Sp): By concentrating for a full round, Elena can detect the thoughts of any humanoid within 60 ft. Elena cannot read the creature’s thoughts, but she can hone in on them to root out creatures that may be hiding. Targets within range can make a DC 19 Will save to escape detection. Magic effects that shield thoughts also prevent discovery. Intriguingly, this power cannot detect infants or the insane.

Poison Use: Unlike the blackguards of the Dungeon Master’s Guide, Elena still believes herself to be a paladin. She has not trained herself in the use of poison, and thus lacks this ability.

Lay on Hands (Sp): Once per day, Elena can cure herself or her fiendish mount of 12 points of damage.

#94

green_giant_02

Oct 27, 2007 10:03:33
Wow, I thought this thread had been permanently lost to the mists
#95

emjaysmash

Oct 27, 2007 12:22:17
Thank you for the information. I have another question. Can any one tell me, or direct me to a place online where I can review the current "salient" powers that a person can choose from when creating a lich charater? In the past such powers included ones like animate dead, grasp of death, doom gaze, vortex of evil (which for the life of me I can't remember what that did), etc. Any help would be appreciated.

Thanks loads!!!

I found this site online for a DiceFreaks Template. I don't know if this will help, but I figurered I might as well post it.

apoligies if this is not allowed.

http://forums.gleemax.com/leaving.php?destination=http://www.dicefreaks.com/phpBB2/viewforum.php%3Ff%3D15%26sid%3D7e98ae3893a5a0833bce5b8cb66053fc
#96

tykus

Oct 28, 2007 17:07:24
Wow, I thought this thread had been permanently lost to the mists

Wow, I thought YOU had been permanently lost to the mists.:D

Nice to see you around.
#97

thanael

Oct 29, 2007 10:58:14
I found this site online for a DiceFreaks Template. I don't know if this will help, but I figurered I might as well post it.

apoligies if this is not allowed.

http://forums.gleemax.com/leaving.php?destination=http://www.dicefreaks.com/phpBB2/viewforum.php%3Ff%3D15%26sid%3D7e98ae3893a5a0833bce5b8cb66053fc

It's certainly allowed to post links to other forums. Note that the Dicefreaks boards will be down soon though. They will have to move afterwards, but where is unclear so far. Btw Dicefreaks used Van Richten's Guides as a baseline/inspiration.
#98

thanael

Oct 30, 2007 8:31:11
Speaking of Dicefreaks here's a thread on the Black Ops Dicefreaks board with three different versions of Lord Soth.
#99

zdb

Nov 16, 2007 7:13:05
I HAVE A REQUEST!!!!!

CAN WE SEE BOTH SODO AND THE QUEEN??????
PLEASE?????


TNX a lot :D
#100

abraham

Nov 19, 2007 19:57:04
I don't think you have put down any of the darklords curses,have you?
#101

humanbing

Nov 20, 2007 14:29:58
Aren't those largely the same from 2nd ed?
#102

thanael

Nov 21, 2007 5:50:36
I HAVE A REQUEST!!!!!

CAN WE SEE BOTH SODO AND THE QUEEN??????
PLEASE?????


TNX a lot :D

What's with all those smilies and the shouting? Why do you rolleyes at your own request? To save us the effort of doing it ourselves? I'm puzzled.
#103

zdb

Nov 21, 2007 7:01:00
Exactly that Thanael
#104

humanbing

Nov 21, 2007 7:32:09
I think he does it because of:

a) excitement, and b) emphasis.

Although he may be new to the Internets so he may, like Goldmember, be putting the emPHAsis on the wrong syLLAble ;) [wonderful movie!]
#105

zdb

Nov 21, 2007 7:52:11
Maybe..... :P
Perhaps.... :embarrass

But that is not the point... the point was if someone would put those darklords here... :D

But talking about darklords... a question popped right now in my brainbox.
What happens when someone becomes more powerfull than the current darklord of a domain? it`s always the pocket domain thing? The dark powers saying: "YOU ARE MIGHTY, AND YOU SHALL GET A ROOM SIZED DOMAIN!!!" (imagine a dark booming boice saying that :D )
This should happen if this "power dude" is a simple minded guy, but a villain won`t do this, he won`t be fullfilled whit this and it is not a dark powers attitude anyway.
I think they will promote some sort of "regicide", or change of administration if you like
#106

speed6620

Feb 18, 2008 23:38:23
I've ordered Gazetteer V, but could you pass along Gwydion's CR so I can develop treasure and XP in advance too.
It may be a little late but Gwydion's CR is 40.
#107

speed6620

Feb 18, 2008 23:40:53
I've ordered Gazetteer V, but could you pass along Gwydion's CR so I can develop treasure and XP in advance too.

It may be a little late but Gwydion's CR is 40.
#108

highpriestmikhal

Feb 19, 2008 10:47:51
It may be a little late but Gwydion's CR is 40.

Which seems too high for him; he can only use one spell-like ability a month, if I remember right. Plus he has no physical attacks and can't even be attacked unless you breach the planar rift he's trapped in. Besides, he's not a very dynamic character. Loht is more complex and compelling as a villain; his zeal to prevent the Twilight from enslaving the Arak again is turning him into the very monster he opposes.
#109

speed6620

Feb 19, 2008 13:02:15
That is what the Ravenloft Gazetteer V stated it as being and looking as his stats he looks like a CR40. I just glanced at numbers while strolling through the book and noticed that he was the highest CR I had seen so far in Ravenloft.
#110

ravenloftlover347

Feb 20, 2008 21:24:45
The queen is kind of in Denizens, but come on, the darklord version has more to her, right?
#111

kwdblade

Feb 20, 2008 21:25:11
I believe we were having a discussion about this in another thread, where we were trying to get him up to CR 40. Keep in mind, a CR 40 for ravenloft might be significantly less powerful in, say, Faerun. Also, his abilities are not really stated, as the books pretty much expect that he will never, ever, ever be broken free. If he was well... I believe it states that not even the dark powers would not be able to keep in locked in Ravenloft.
#112

speed6620

Mar 11, 2008 19:10:39
The queen is kind of in Denizens, but come on, the darklord version has more to her, right?

There is only one marikith hive queen in Ravenloft, so basically yeah. Conversion to 3.5 would have 13hd, poison bite, SR 4, 23AC, and closes domains by filling the tunnels that lead out of the sewers with poisonous gas that deal 2d4 damage a round and paralyzes on a failed save, check every round and marikiths are immune to it. She is the only queen because she is afraid that her offspring queens will kill her as she killed her own mother and therefore she kills all hatchling queens that she produces.
#113

abraham

Mar 16, 2008 17:57:09
don't forget the mad darklord!
#114

cap-g

Mar 19, 2008 17:01:22
Hey just wanted to thank green giant again for all the hard work. I got such good info that saved me so much work and inspired me to try my own post of some of my work.

I really appreciate it!
#115

LordSalem

Feb 15, 2013 12:15:09
Anyone has Stats for the Headless Horseman in 4 Edition? Mostly wanted to know how to apply the beheading attack.