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Bargle the Infamous

by John Walter Biles

Bargle the Infamous, Level 11 Elite Controller
Medium natural humanoid XP 1200
Initiative +8 Senses Perception +15
HP 218 Bloodied 109
AC 27 (29)*; Fortitude 19, Reflex 25, Will 25
Saving Throws: +3 (Human), +5 (when Bloodied)
Action Points 1 (+3 to attacks with Action Point purchased actions)
Speed 6
m Dagger (standard; at-will) | Radiant, Weapon
+16 vs. AC; 1d4+1 normal or radiant damage. +2d6 Radiant Damage on a crit (Thrown: Range 5/10; +16 vs. AC; 1d4+5 normal or radiant damage, +2d6 Radiant on a crit)
R Charm Person (standard; at-will) | Arcane, Charm
Ranged 10; +15 vs. Will; the target is compelled to make a basic melee or ranged attack on a target of Bargle's choice
C Mindblast (standard; at-will) | Arcane, Charm, Psychic
Close Blast 3; +15 vs. Will; 1d8+5 Psychic Damage and Push 1
A Hallucinatory Terrain (standard; at-will) | Arcane, Illusion, Psychic
Area Burst 1 within 10; +15 vs. Will; 1d6+4 damage and Slow until the end of the next turn.
A Fireball (standard; Refresh 5-6) | Arcane, Fire
Area Burst 2 within 10; +15 vs. Reflex; 3d8+5 Fire damage and 10 ongoing fire damage (save ends)
R Dominate Mind (standard; encounter) | Arcane, Charm
Ranged 20; +15 vs. Will; the target is Dominated (save ends) After-effect: Stunned (save ends)
Invisibility (Minor; Refresh 5-6) | Arcane, Illusion
Bargle turns invisible until the end of the encounter or until he attacks someone successfully.
Orb of Command (Minor; encounter)
The Wizard may either impose a -5 penalty on a single target to saves made against a single effect until they make a successful save or they can extend an at-will effect with a duration by one more turn.
Bloodthread (When Bloodied)
When Bargle is bloodied, he gains +2 to AC and Saving Throws
Drastic Resolution (Free; Daily) | Arcane
When an enemy within 10 squares drops to 0 HP or fewer; Immobilise (save ends) or weaken (save ends) another enemy within 10 squares of you.
Interdict Magic (minor; daily from Dagger) | Arcane
Range 10; +15 vs. Will; targeted zone or conjuration is cancelled.
Ritual Magic
Bargle has an extensive set of rituals for summoning and controlling creatures and finding out information.
Alignment Chaotic Evil Languages Common, Goblin, Orc, Abyssal, Primordial
Skills Arcana +15, Bluff +15, Diplomacy +15, Insight +15, Intimidate +15
Bargle's extensive knowledge of humanoids gives him +3 to any social skill use against them.
Str 8 (+4) Dex 17 (+8) Wis 20 (+10)
Con 13 (+6) Int 21 (+10) Cha 20 (+10)
Equipment Bloodthread Cloth Armour +2; Orb +3 of Drastic Resolutions, Interdicting Dagger +2

This version of Bargle is designed to be one of the master villains at the culmination of the Heroic Tier; he is the right hand man of the Black Eagle Baron, a charismatic, handsome, witty, entertaining psychopath who serves the Baron so long as the Baron continues to interest him with the work he does. Sooner or later, either he'll die on the point of a PC blade or he'll likely usurp the Black Eagle's position, whenever he gets tired of being a flunky. Like his 'master', Bargle never gets within melee range if he can help it, since his dagger fighting skills...aren't exactly great. Bargle will likely use his Action Point at the start to dominate a PC, combined with his Orb of Command to ensure the saving throw to break free is difficult, then hide behind minions using his powers to break up the party and turn it on each other. WHILE HE LAUGHS.