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LordofBones
Master of Realmslore

1477 Posts

Posted - 09 Mar 2019 :  07:45:22  Show Profile Send LordofBones a Private Message  Reply with Quote
10 + 7 dex + +5 armor +5 deflection + 5 insight + 5 profane = 37. Where's the extra 30 AC coming from?

SR does not stack.

What does his staff do?
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Diffan
Great Reader

USA
4425 Posts

Posted - 09 Mar 2019 :  15:05:16  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by LordofBones

10 + 7 dex + +5 armor +5 deflection + 5 insight + 5 profane = 37. Where's the extra 30 AC coming from?

SR does not stack.

What does his staff do?



10 + 7 (Dex of 24) + 5 natural (bracer of natural armor +5) + 5 deflection (ring of protection +5) + 5 insight (Black Cowled Crown of Khel) + 5 Luck (Black Cowled Crown of Khel) + 5 Profane (Black Cowled Crown of Khel) + 7 shield (ring of force shield +5) = AC 49. Not even sure how that jumps another 18 points to 67?



Also, I like this project! Feel free to pilfer any NPC bad guys from my works here Forgotten Realms NPC Generator.

Further, might I add a few more to this thread? And is there an edition that is specific to this or can it be from any? Or even multiple Iterations of the same character with different stats based on edition?
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LordofBones
Master of Realmslore

1477 Posts

Posted - 09 Mar 2019 :  15:37:31  Show Profile Send LordofBones a Private Message  Reply with Quote
That ring of force shield is bizarre, because the base item does not grant a numeric bonus (it's not "you gain a +2 shield bonus to ac", it's "you create a magic heavy shield"). Likewise, he shouldn't have a luck bonus from the crown because he's not Neutral, he's Neutral Evil, which is entirely different.

His spell allotment is also strange. He's missing 1 2nd level spell and has an extra 9th level spell.
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Mar 2019 :  21:40:14  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Feat "Deft Defense" gives Intelligence bonus to AC as a dodge bonus...

He is "Neutral" for our gaming; but I see your point and you can simply reduce his AC if you don't want to use it that way.

more later...

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 09 Mar 2019 22:25:10
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Dalor Darden
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USA
4211 Posts

Posted - 09 Mar 2019 :  22:26:59  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by LordofBones



SR does not stack.

What does his staff do?



SR isn't stacking; it is situational for each item he has. If he doesn't have one going but another then his SR changes.

The staff is simply a Staff of the Arch-Mage but summons only creatures with the shadow creature template.

EDIT: as for the shield, there is no rule that I found that says the ring can't be further enchanted to grant a fully magical shield +5. Again, if you find it too much; it is easy to drop.

The Old Grey Box and AD&D for me!

Edited by - Dalor Darden on 09 Mar 2019 22:29:40
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Mar 2019 :  22:28:02  Show Profile Send Dalor Darden a Private Message  Reply with Quote
quote:
Originally posted by Diffan

quote:
Originally posted by LordofBones

10 + 7 dex + +5 armor +5 deflection + 5 insight + 5 profane = 37. Where's the extra 30 AC coming from?

SR does not stack.

What does his staff do?



10 + 7 (Dex of 24) + 5 natural (bracer of natural armor +5) + 5 deflection (ring of protection +5) + 5 insight (Black Cowled Crown of Khel) + 5 Luck (Black Cowled Crown of Khel) + 5 Profane (Black Cowled Crown of Khel) + 7 shield (ring of force shield +5) = AC 49. Not even sure how that jumps another 18 points to 67?



Also, I like this project! Feel free to pilfer any NPC bad guys from my works here Forgotten Realms NPC Generator.

Further, might I add a few more to this thread? And is there an edition that is specific to this or can it be from any? Or even multiple Iterations of the same character with different stats based on edition?



Add any villain from any edition!

The Old Grey Box and AD&D for me!
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 09 Mar 2019 :  22:48:52  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Armor Class for Khelzul:

Base 10
Dex +7
Int +13
Robes +5
Ring +5
Ring +7
Natural +5
Insight +5
Profane +5
Luck +5

= 67

The Old Grey Box and AD&D for me!
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Diffan
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USA
4425 Posts

Posted - 11 Mar 2019 :  00:24:45  Show Profile Send Diffan a Private Message  Reply with Quote
This character is already introduced to the Forgotten Realms, but it’s sparse and it only deals with 4th Edition. That being said I made a 3.5 version of him if people want to use him in their games too. I’ll update the post later when I get a chance to update the character to 5th Edition statistics.

Let me re-introduce Thoran, shadar-kai warrior and exile of both the Shadowfell (aka Plane of Shadow) and of Netheril. Thoran started out life as most shadar-kai do, in the Shadowfell and toiling away at plans and schemes of power and dominance. Having the intellectual aptitude to study magic and having a significantly bigger build than many of his mageling peers, Thoran seemed bound for greatness. That is until his own hubris and greed got the better of him, putting him on the outs with the senior members of his Shadowfell Cabal mentors.

Thoran had accessed the restricted area of the study’s library and came across a bit of writing on the ancient texts and tomes of Netheril, an ancient civilization of Faerűn. He had become obsessed with a series of writings called the ‘Analects of Kuryon’, a collection of poems regarding prophecy and the nature of the future. These further detailed a sorrowful spirit called Lady Saharel and how she is known for providing such foresight to visitors to her destroyed city.

When Thoran was exiled from the Cabal, he fled to the Material Plane, knowing full well the possibilities of the Shadow Curse on his body and soul. He obtained a more potent gal-ralan (a device that keeps him planed on the material plane) and shifted to the natural world. His training in combat and arms as well as the Subline disciplines made him a formidable foe on Faerűn. He made his way to City of Shade for an audience with one of the Princes in what he hoped would be an alliance of sorts, putting him on his own throne in Saharelgard. The princes of shade, never ones to see anyone not of Netherese descent sit upon any throne in their kingdom, rejected his idea outright and attempted to capture him for his knowledge. This led to a quick flight from the city, naming him an enemy of the Netheril.

Not one to give up, Thoran ventured across northern Netheril and gained quite a few allies with his charm and skill at arms, including a Dark Stalker (Fiend Folio), dark creepers (Fiend Folio), a warband of kobolds, a few tropes of ettercaps, and a few human wizard and cleric mercenaries. With this force, he was able to overpower what creatures dwelt within the cisterns of Spellgard and work his way up through the main tower to solidify his command.

With him in power, he started putting his plan into motion. For him to bind and hold Lady Saharel firmly, he’ll need to restore the alabaster pillars which are filled with latent magical power to perform the ritual. Once completed, he’ll have a prophetic seer bent to his will that can further fuel his ambitions of power for the region.

For use in a 3.5 campaign, I would set it sometime between 1375 DR and 1390 DR. The Spellplague could be a major part of why the area is in chaos and turmoil OR you can ignore all of that altogether. Of course it helps to have the adventure Scepter Tower of Spellgard but it’s not necessary. There’s enough information about the area that you can come up with your own plot devices for the guy. Basically put, he’s bent on acquiring lots of wealth and considers himself fit to rule over lots of people. He favors himself an important person in the schemes of Netheril despite their objection.

3.5 Edition

Thoran, Shadar-kai Champion; CR 8
hp 56 (6 HD)
===============================================================================
Male Shadar-Kai warblade 6
NE Medium fey (extraplanar)
Init +5; Senses low-light vision 120-ft; Listen -3, Spot -3
Aura ironheart aura (when in an iron heart stance, adjacent allies again +2 to saves)
Languages Chondathan, Common, Elven, Netherese, Sylvan
===============================================================================
AC 21, touch 15, flat-footed 17; improved uncanny dodge, +2 when he moves more than 10-ft. in absolute steel stance
(+6 armor, +4 Dexterity, +1 deflection)
Fort +9, Ref +11 (+9 if flat-footed), Will +5; +4 to saves against death effects, energy drain, and effects that affect the wearer’s soul
===============================================================================
Speed 30 ft. (6 squares); 40 ft. when in absolute steel stance
Melee +2 weakening bastard sword [greater crystal of life stealing] +11/+6 (1d10+9/19-20 and -4 to Strength score). Each successful attack Thoran can regain 5 hit points, to a total of 50 hit points per day.
Atk Options battle ardor (+2 to confirm critical hits), Power Attack, sneak attack +1d6 (or +3d6 in assassin’s stance)
Base Atk +6; Grp +9
Combat Gear 3 potions of cure light wounds, 5 vials of night extract*, blackstone rune* (2 uses remaining)
===============================================================================
Maneuvers and Stances Known (IL 6th):
Stances—absolute steel stance (3rd), assassin’s stance (3rd), punishing stance (1st)
Strikes—emerald razor (2nd), steel wind (1st), tactical strike (2nd)
Counter—moment of perfect mind (2nd)
Boosts—iron heart surge (3rd), white raven tactics (3rd).
Other—shadow jaunt (2nd)
Disciplines: Diamond Mind, Iron Heart, Shadow Hand, White Raven
Readied maneuver
===============================================================================
Abilities Str 17, Dex 20, Con 14, Int 14, Wis 12, Cha 10
SQ hide in plain sight, shadow curse
Feats Exotic Weapon Proficiency (bastard sword), Ironheart Aura*, Martial Stance (assassin’s stance), Martial Study (Shadow Hand, shadow jaunt), Power Attack
*Bonus feat
Skills Balance +12, Climb +6, Concentration +11, Craft (alchemy) +4, Hide +10 (+20 in dark or shadowy conditions), Intimidate +8, Jump +8, Knowledge (history) +7, Knowledge (local [the North]) +3, Martial Lore +4, Swim +2, Tumble +14
Flaw Inattentive (Thoran takes a -4 penalty to Listen and Spot checks)
Possessions combat gear* plus +2 blueshine chain shirt of retaliation, +2 gal-ralan*, +2 weakening bastard sword with a greater crystal of life drinking, gloves of Dexterity +2, ring of protection +1, 8 pp, 45 gp.

*These items are found in the Fiend Folio, in the Shadar-kai description.
===============================================================================
Hide in Plain Sight (Ex): Thoran can use the Hide skill even while being observed. As long as he is not illuminated by natural daylight, the daylight spell, or a similar magical light, Thoran can hide himself from view in the open without having anything to actually hide behind.

Shadow Curse (Su): Anytime Thoran attempts to remove the gal-ralan or is stunned, dazed, staggered, or unconscious (other than from natural sleep), he must make a Will save (DC 15) or lose a portion of his soul to the Plane of Shadow. If Thoran loses a portion of his soul, he gains one negative level that can only be regained by returning to the Plane of Shadow and casting a restoration spell. On the Material Plane, he must use a wish or miracle spell to restore his soul. The level loss is accumulative. While under the effects of the shadow curse, Thoran cannot be raised from the dead or resurrected, and he cannot gain experience.

Sneak Attack (Ex): Anytime Thoran’s target is denied a Dexterity bonus, or when a target is flanked by an ally, Thoran deals an additional 1d6 points of damage on a successful melee attack. This damage stack with sneak attack damage from other sources, such as rogue levels.



4th Edition (I just updated him with some changes, dropped him 2 levels because the elite status made him difficult for the target's range and made him cooler by adding marking effect that allow him more shadow-jaunting abilities)

Thoran, Shadar-kai Champion; Level 6 Elite Soldier
Medium shadow humanoid; XP 500
HP 140; Bloodied 70; Initiative +9
AC 23; Fortitude 19; Reflex 20; Will 18; Perception +4; low-light vision
Speed 6
Saving Throws +2 (automatically saves against ongoing necrotic damage); Action Points 1
=============================================================================
TRAITS
=============================================================================
Gloomstrike
If Thoran hits a target that can't see him, the target is blinded until the end of Thoran's next turn.
=============================================================================
STANDARD ACTIONS
=============================================================================
(M) Lifestealer Bastard Sword (weapon) • At-Will
Attack: +11 vs. AC
Hit: 3d6 + 4 damage (crit or slain - target loses a healing surge and Thoran gains 20 temporary hit points) and the target is marked by Thoran until the s tart of his next turn.

(m) Double Attack (weapon) • At-Will
Effect: Thoran makes two bastard sword attacks.
=============================================================================
MOVE ACTIONS
=============================================================================
Shadow Jaunt (teleport) • Encounter
Effect: Thoran teleports 3 squares and becomes insubstantial until the start of his next turn.

Veil of Shadows (illusion) • At-Will
Effect: Thoran turns invisible until the end of his turn and moves his speed. Thoran cannot use this power while bloodied.
=============================================================================
MINOR ACTIONS
=============================================================================
Umbral MarkRecharge 5, 6
Effect: Close burst 3 (each enemy in burst). The targets are marked by Thoran until the end of Thoran's next turn.
=============================================================================
FREE ACTIONS
=============================================================================
(m) Cage of GloomRecharge 5, 6
Effect: Thoran makes a bastard sword attack. If the attack hits, he makes a secondary attack as strands of shadow coil around the target.
Secondary Attack: +9 vs. Reflex
Hit: 7 necrotic damage and the target is restrained (save ends).
=============================================================================
TRIGGERED ACTIONS
=============================================================================
(m) DeathtrapAt-Will
Trigger: An enemy within burst 3 that is marked by Thoran uses an attack power that doesn't include him as a target.
Effect (Immediate Interrupt): Thoran uses his shadow jaunt power to move adjacent to the triggering enemy. IF he has already used his shadow jaunt, it recharges. Thoran then attacks with Cage of Gloom against the triggering enemy.
=============================================================================
Skills Acrobatics +15, Stealth +15
Str 17 (+7); Dex 20 (+9); Wis 14 (+6)
Con 14 (+6); Int 12 (+5); Cha 11 (+4)
Alignment Evil; Languages Chondathan, Common, Elven, Netherese
Equipment pouch with alabaster talismans, lifestealer bastard sword +1, deathburst chain mail +2


5th Edition (soon to come)...

Edited by - Diffan on 13 Mar 2019 21:21:40
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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 05 Dec 2019 :  15:50:03  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Thought I would cross post this fella from another thread to here:

On page 17 of the AD&D 1e Player's Handbook it says:
quote:
Orcs are fecund and create many cross-breeds, most of the offspring of such being typically orcish. However, some one-tenth of orc-human mongrels are sufficiently non-orcish to pass for human...


And...

On page 76 of the AD&D 1e Monster Manual under the sub-heading "Half-Orcs" it says:
quote:
...there are any number of unsavory mongrels with orcish blood, particularly orc-goblins, orc-hobgoblins, and orc-humans...so such sorts are basically orcs although they can sometimes (10%) pass themselves off as true creatures of their other stock...


So I got to thinking:

So a "half-orc" belonging to a human parent and an orc parent that is of the other 90% is JUST AN ORC.

That means that an Orc can have a Human parent.

To me this brought about the idea for a dreadful character:

An Orc that can claim Noble Title from a family in Cormyr; probably from the large Cormaeril family.

This is how it goes:

A young Cormaeril adventurer goes off doing what adventurers do. He joins a band of other lack-wit youngster nobles who think they are invincible and finds his way into the Thunder Peaks. There his group is slaughtered nearly to a man by the Orcs found therein, all save the one lucky fella who is Charmed by an Orcish Witch-Doctor of Luthic!

The hapless lad is then set upon by the female Witch-Doctor who believes fully in the "fertility" aspect of her goddess...and thus comes our bouncing baby orc-boy.

The lad never really gets to know his father...as his mother got hungry once upon a time when he was a wee lad and decided that the mouthy Cormaeril would better serve her now in the stew pot. She does keep his skull though, and gifts it to her son later on as a suitable present so that he knows "where he came from" and all that. She learned a great deal about the young noble before eating him, including the fact that he was a noble from Cormyr...and so the wee "other 90%" baby orc learns from his mother that he is a noble of Cormyr.

Now we come to Dragon Magazine #141 in which is the article "Hey, Wanna Be a Kobold?" about Humanoids as Player Characters in an AD&D campaign.

In it we learn that Orcs, thus our other 90%ers...
quote:
...may be fighters, shamans, magic-users, thieves, or assassins. Orcs may be multiclassed as witch doctors, fighter/assassins, or shaman/thieves.


So what would our "Noble" Orc grow up to be? He knows about the powerful Knights of Cormyr (many of his kin have died on their lances and blades after all) and he also knows about their War Wizards who have sent many other kin to meet the Orc Gods...but what would he strive to be...coming from the unique situation of being his tribe's Witch-Doctor's son?

I think he would grow up to be the worst sort of killer imaginable of course! He would want to be able to "show them" that he was better than them (with them being both the other Orcs AND the Humans of Cormyr). He would crave in his heart to "be the best" and so I figured he would want power first and foremost among all things. He isn't a REAL half-orc, so he can't be the things that half-orcs can be...so he becomes the thing that they can't be: a Witch-Doctor!

As a Witch-Doctor he may cast Shaman Spells AND Magic-User spells.

As a Witch-Doctor has:
quote:
...all the abilities and level limitations of shamans...


Which means they can wear armor and use weapons like a Shaman as well as cast magic-user spells.

Orcs can be up to level 6 in their "clerical" spell casting ability and level 4 in their "magic-user" casting ability with a maximum of 16 in both Intelligence and Wisdom. While this isn't a very high level; it can make for a very dangerous individual. To see how dangerous, read the article from Dragon #141.

I picture this fella, with the backing of his Mother, becoming a very dangerous individual among the Orcs of the Thunder Peaks...and he COULD be the reason that we see in Elminster's Ecologies on page 25 of the booklet about the Thunder Peaks...
quote:
There have been rumors circulating that a tribe of orcs is at work building a grand fortress within the Thunder Peaks, and that this fortress will serve as a launching point for an invasion of neighboring subterranean lairs of other races.


He is strong, highly intelligent, wise beyond his years, stout and very charismatic...a truly deadly combination among the orcs and a threat against surrounding lands as well.

I haven't worked him up yet; but it is in progress and I'll post him here when I'm done tomorrow.

Drudush, LE male orc Witch-Doctor

ARMOR CLASS: 2 (Bracers of Defense AC: 5 & Ring +3)
MOVE: 12"
HIT POINTS: 33
NO. OF ATTACKS: 1 or special (magic item, psionics or spell)
DAMAGE/ATTACK: 1-10+10, two-handed sword +3 (non-proficient, so no bonus to hit) or 1-4+9, dagger +2 (of throwing) or by spell
SPECIAL ATTACKS: spells and psionics
SPECIAL DEFENSES: Barbarian Abilities, spells and psionics
MAGIC RESISTANCE: nil
SIZE: Medium (6'9")
ALIGNMENT: Lawful Evil
LAIR: Thunder Peaks Mountains, Cormyr Side above the Hullack Forest
CLERIC/DRUID: 5th level Shaman (of Bane/Xvim)
FIGHTER: nil
MAGIC-USER/ILLUSIONIST: 5th level Magic-User
THIEF/ASSASSIN: nil
MONK/BARD: nil
PSIONIC ABILITY: 176 (A,E/All); Minor: Domination, Hypnosis & Precognition; Major: Energy Control & Telepathy
S:19(+3, +7) I:16 W:15 D:13 C:16 CH:14 (21 to orcs) CO:8 (12 to orcs)

Barbarian Abilities:
Hide in Natural Surroundings: 49% (31% in unfamiliar areas)
Surprise Others: 4 in 6 (3 in 6 in unfamiliar areas)
Self Surprised: 1 in 20 (1 in 10 in unfamiliar areas)
Leadership: +5 (his level) to Charisma in regards Orcs and Half-Orcs)
Also: Survival, First Aid, Outdoor Craft, Tracking

Shaman Abilities:
Sage Knowledge: Humanoids & Giantkin (History, Legends & Folklore, Law & Customs and Theology & Myth)
Can Use Clerical Magic Items
Spells:
1st: Cure Light Wounds, Detect Magic, Protection from Evil
2nd: Aid, Augury, Speak with Animals
3rd: Dispel Magic

Witch-Doctor Abilities:
Brew Alcohol
Brew Potions: Cure Blindness, Cure Disease, Cure Light Wounds, Resist Fear, Resist Fire
Can use Magic-User Items
Spells:
1st: Charm Person, Friends, Identify, Sleep
2nd: Invisibility, Web
3rd: Hold Person
Spellbook:
1st: Charm Person, Comprehend Languages, Find Familiar, Friends, Identify, Mending, Read Magic, Sleep, Write
2nd: Detect Invisibility, ESP, Fools Gold, Invisibility, Knock, Stinking Cloud, Web, Wizard Lock
3rd: Haste, Hold Person, Phantasmal Force, Protection from Normal Missiles, Suggestion

Magic Items:
Two-Handed Sword +3, Dagger +2 of Throwing, Bracers of Defense AC: 5, Ring of Protection +3, Wand of Fear (40 charges), Wand of Polymorphing (68 charges), Libram of Ineffable Damnation (previously used and now gone), Mirror of Mental Prowess (in Lair), Stone of Controlling Earth Elementals, Potions of: Extra Healing x2, Growth, Plant Control, Speed and one each of those he can brew (usually two of healing).

Minions/Henchmen
Mother Dearest, Witch of Luthic (Shaman/Magic-User 3/3)
Pair of Ogre Bodyguards (well trained via Domination)
Hill Giant Executioner (slave via liberal uses of Domination)
Half-Orc Assassin (4th level)
Orc Fighter (4th level)
Orc Thief (3rd level)
Half-Orc "consort" (Fighter/Thief 3/3)
Apprentice Witch-Doctor (Shaman/Magic-User 2/2)
Human Thralls x3 (all charmed, all female) F4, F3, F3
Orc Chiefs of the Thunder Peaks
1) 3 Hit Dice Chief (Son, Charmed)
2) 5th level Fighter (Charmed)
3) 3 Hit Dice Chief (Charmed)

About Drudush

Drudush is a manipulator and tyrant of the first order. He sees no problem with crushing any who oppose him; and few orcs are willing to oppose him if they know anything about him at all. He is slowly coming to dominate the orcs of the Thunder Peaks, and if not stopped may very well unite them; at least loosely under his control.

Through use of his Psionic abilities, he forces his will on those around him; and with use of violence where needed rids himself of those too resistant to his will. He uses his Telepathy to stay in contact with, and give orders to, those Chiefs he has forced to his will; often spying on them with his magical mirror.

He also uses his magic wand of polymorphing to change himself into any number of creatures (including Humans) so as to mingle with them; and used this wand to adventure for several years in the lands of humans as a Magic-User named Maltor. Maltor is at this very moment a member of the Cult of the Dragon within Sembia and has an apprentice wizard named Thulerra (LE hf W2) who is a current member of the adventuring band called "The Orc Slayers" (sponsored by the Cult of the Dragon, with "Maltor" as their master who keeps them informed and gives them orders via his Telepathy on what they should do and where they should go) who are a ruthless band of youths containing Thulerra, their leader, and a pair of Fighters (F2 & F1), an Assassin (level 3) and a Cleric of Bane/Xvim (level 2).

Drudush also has contacts among both the Red Wizards of Thay (who he sells slaves to) and the Zhentarim (who he arranges mercenary orcs to serve from the Thunder Peaks). In the guise of an assortment of other humanoids, he keeps contacts with goblins and hobgoblins as well.

The goals of Drudush are simple: he wishes to take control of all orcs within the Thunder Peaks. He has no aspirations beyond this except for gaining more magical items. He knows his power is limited due to his orc-blood; and he is seeking a way to permanently change his race to that of a human so that he may perhaps then be able to increase his magical powers. He suffers from the delusion that some day he will be able to claim the lands of Cormyr and enslave the humans there to his will; making himself a great King.

The Old Grey Box and AD&D for me!
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Dalor Darden
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4211 Posts

Posted - 05 Dec 2019 :  15:53:31  Show Profile Send Dalor Darden a Private Message  Reply with Quote
What would really help, I think, is if we could get some scribes to place their 5th Edition D&D Villains here too!

The Old Grey Box and AD&D for me!
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Diffan
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4425 Posts

Posted - 11 Dec 2019 :  01:52:05  Show Profile Send Diffan a Private Message  Reply with Quote
I'll post a conversion I did a while ago, for a pretty infamous villain. While he's not technically a Forgotten Realms one I have a feeling he could easily be placed in any part of the Realms where Evil Organizations dwell. I present....

WARDUKE
Medium humanoid (human), chaotic evil
=============================================================================
Armor Class 23 (half-plate, +1 shield, defensive)
Hit Points 132 (15d10 + 45)
Speed 40 ft.
=============================================================================
STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 9 (-1), WIS 13 (+1), CHA 11 (+0)
=============================================================================
Saving Throws Str +9, Dex +5 (with shield), Con +8
Skills Athletics +9, Intimidate +5 (with adventage), Perception +6, Survival +6
Senses darkvision 60 ft., see invisibility, passive Perception 16
Feats Mobile, Savage Attacker, Shield Master
Languages Common, Infernal
Challenge 9 (5,500 XP)
=============================================================================
Indomitable (2/day). Warduke can reroll a saving throw he fails. He must use the new roll.

Magic Resistance. Warduke has advantage on saving throws against spells and other magical effects.

Remarkable Athleticism. Warduke adds half his proficiency bonus (+3) to any Strength, Dexterity, or Constitution check he makes that doesn't already use his proficiency bonus. In addition, when performing a running long jump, he gains an additional 4 ft.

Second Wind (Recharges after a Short or Long Rest). As a bonus action, Warduke can regain 20 hit points.

Superior Critical. Warduke's weapon attacks score a critical hit on a roll of 18—20.

ACTIONS

Multiattack. Warduke makes three melee attacks with his flaming longsword, battleaxe, or dagger of venom. Once per turn he can reroll any damage die. He must use the new roll.

Flaming Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 7 (2d6) fire damage.

Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Dagger of Venom. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. If the blade is poisoned, the target must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and be poisoned for 1 minute.
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Dalor Darden
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USA
4211 Posts

Posted - 11 Dec 2019 :  02:00:37  Show Profile Send Dalor Darden a Private Message  Reply with Quote
I love Warduke; thanks!

The Old Grey Box and AD&D for me!
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