Thursday, February 21, 2019

Cult of Orcus

Daznashal, Chosen of Orcus
CR 13                                                                                                             XP: 25,600
Male human cleric of Orcus 14
N Medium humanoid (human)
Init +1; Senses Perception +20
Aura evil
AC 29, touch 17, flat-footed 27 (+4 deflection, +1 dodge, +12 armor, +1 Dex)
HP 112 (14d8+42)
Fort +12, Ref +5, Will +15
Speed 30 ft.
Melee 2 claws +14[1d10+3 plus 2d6 unholy (scythe of evil, 7 rounds) + contagion (DC 14) plus channel smite (9d6, 9/day, DC 23)]
Special Attacks channel negative energy (9d6, 9/day, DC 29), spontaneous casting (inflict spells)
Spell-Like Abilities (CL14th) death’s embrace (channel negative energy heals) 9/day—bleeding touch (1d6, 7 rounds), touch of evil (sickened, 7 rounds) 3/day—scythe of evil (unholy, 7 rounds)
Spells Prepared (CL 14th)
  7th-Blasphemy (DC 25), Destruction (D DC 25), Repulsion
  6th-Blade Barrier (DC 24), Create Undead (D), Greater Dispel Magic, Heal, Inflict Mass Moderate Wounds (DC 24)
  5th-Greater Command (DC 21), Flame Strike (x2 DC 23), Righteous Might, Slay Living (D DC 23)
  4th-Air Walk, Chaos Hammer (DC 22), Divine Power, Poison (DC 22), Spell Immunity, Unholy Blight (D)
  3rd-Animate Dead (D), Contagion (DC 22), Invisibility Purge, Prayer, Searing Light (x2)
  2nd-Aid, Bulls Strength, Darkness, Death Knell (D), Enthrall (DC 18), Owls Wisdom, Spiritual Weapon
  1st-Bane, Bless, Command (DC 17), Divine Favor, Obscuring Mist, Protection from Good (D), Shield of Faith
  0th-Detect Magic, Guidance, Resistance, Stabilize (D domain spells)
Domain: Death, Evil
Str 16, Dex 12, Con 17, Int 14, Wis 22, Cha 18
Base Atk +10; CMB +13; CMD 29
Feats Channel Smite, Combat Casting, Dodge, Greater Spell Focus (evocation, necromancy), Improved Channel, Spell Focus (evocation, necromancy)
Skills Knowledge (planes, religion) +16, Perception +20, Sense Motive +20, Spellcraft +16
Languages Common, Infernal
Gear +4 demon armor full platemail, ring of +4 protection, phylactery of negative energy channeling, 4 beads of force, 4 vials of oil, ceremonial iron barbed pitchfork, unholy symbol of Orcus, prayer book, fine black robe emblazoned with Orcus’ symbol.
Daznashal appears as an iron demon wielding an iron barbed pitchfork. The pitchfork is for terror and ceremonial purposes only. Daznashal was sent into the Sin Mire to locate a skum city beneath the swamp and win their loyalty with a collection of treasures. While traveling through the swamp on a raft pulled by zombie rowers in canoes, his small party succumbed to the hostile swamp. All his undead companions were lost, and Daznashal barely escaped after giant crocodiles overturned the treasure raft. Despite his failure, he has achieved high ranking within the death cult.
Sivid-Uj', Dog of Orcus
CR 12                                                                                                              XP: 19,200
Male human cleric of Orcus 3/rogue 5/assassin 5
N Medium humanoid (human)
Init +8; Senses Perception +16
Aura evil
AC 20, touch 16, flat-footed 15 (+4 armor, +1 dodge, +4 Dex)
HP 90 (3d8+5d8+5d8+13)
Fort +7, Ref +14, Will +9
Defensive Abilities Fort +9 vs. poison
Speed 30 ft.
Melee +2 spell storing dagger of venom +15/+9 (1d4+5/17-20 plus poison, DC 14)
Ranged mwk light crossbow +13/+8 (1d8/19-20)
Special Attacks channel negative energy [4/day (DC 12, 2d6)], death attack, sneak attack (+6d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 3th) 6/day– bleeding touch, touch of evil (1d6 1-round)
Spells Prepared (CL 3rd)
  2nd-Death Knell (D DC 15), Cats Grace, Silence
  1st-Bane, Cause Fear (D DC 14), Divine Favor, Obscuring Mist
  0th-Bleed, Light, Resistance, Virtue (D domain spells)
Domain: death, evil
Str 16, Dex 18, Con 12, Int 15, Wis 16, Cha 13
Base Atk +8; CMB +11; CMD 26
Feats Dodge, Improved Critical, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack, Vital Strike, Weapon Finesse
Skills Acrobatics +17, Bluff +9, Climb +13, Disable Device +17, Disguise +14, Escape Artist +17, Knowledge (arcana, religion) +8, Perception +16, Sense Motive +14, Sleight of Hand +17, Spellcraft +8, Stealth +22, Use Magic Device +12
Languages Common, Orc, Goblin
SQ evasion, hidden weapons, improved uncanny dodge, poison use, rogue talent (fast stealth, Weapon Focus (dagger), trapfinding, trap sense +1, true death, uncanny dodge
Gear cloak of the bat, spell storing dagger of venom (deep slumber DC 17, CL 12), wand of deep slumber (CL 12, 35 charges), improved shadow leather armor +2, ring of mind shielding, masterwork light crossbow, 24 bolts, 5 daggers, 3 vials of poison (death blade), 2 vials of poison (blue whinnis).
Sivad-Uj’ is a well-fed, seemingly jolly little man. He plays the part of a simple, pleasant friar who genuinely wants to bring peace to the world. In fact, he is just the opposite of what he seems. His cruelty and vengeance are matched only by his patience and dedication to Orcus.
Moshorw
CR 11                                                                                                       XP: 12,800
Male human cleric of Orcus 12
N Medium humanoid (human)
Init +2; Senses Perception +14
AC 23, touch 12, flat-footed 21 (+11 armor, +2 Dex)
HP 85 (12d8+48)
Fort +13, Ref +5, Will +12
Speed 20 ft.
Melee +3 two-handed mace of life drinking +12/+7 (2d6+10 plus 2 negative levels, DC 18)
Special Attacks channel negative energy (6d6, DC 18, 4/day), command undead, spontaneous casting (infl ict spells)
Spell-Like Abilities (CL12th) death’s embrace (channel negative energy heals) 7/day—bleeding touch (1d6, 6 rounds), touch of evil (sickened, 6 rounds) 3/day—scythe of evil (unholy, 6 rounds)
Spells Prepared (CL 12nd)
  6th-Banishment, Blade Barrier (DC 21), Create Undead (D)
  5th-Dispel Good, Flame Strike (DC 20), Righteous Might, Slay Living (D DC 22)
  4th-Chaos Hammer (DC 19), Divine Power, Poison (DC 21), Sending, Unholy Blight (D DC 21)
  3rd-Animate Dead (D), Contagion (DC 20), Invisibility Purge, Prayer, Searing Light (x2)
  2nd-Aid, Bears Endurance, Bulls Strength, Death Knell (D), Owls Wisdom, Spiritual Weapon
  1st-Bless, Cause Fear (DC 18), Command (DC 18), Divine Favor, Doom (DC 18), Obscuring Mist, Protection from Good (D)
  0th-Detect Magic, Guidance, Resistance, Stabilize (D domain spells)
Domain: Death, Evil
Str 20, Dex 14, Con 19, Int 10, Wis 21, Cha 13
Base Atk +9; CMB +14; CMD 26
Feats Channel Smite, Combat Casting, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Spell Focus (necromancy)
Skills Heal +19, Knowledge (religion) +14, Perception +14, Spellcraft +12
Languages Common, Infernal
Gear +2 full plate, belt of physical perfection +4, +3 twohanded mace of life drinking (DC 18, as life-drinker), 4 vials of oil, an unholy symbol of Orcus, a prayer book, black robe emblazoned with the symbol of Orcus.
Moshorw and his son, Jerhorw, are recent recruits. Moshorw converted from Arden and hails from the Shield Basilica. In his madness, he beguiled his son into Orcus’s realm with promises of power and status. Moshorw ritually shaves his hair and permanently dyes his skin black.
Vademn, Half-Orc Barbarian
CR 10                                                                                                              XP: 9,600
Male half-orc  barbarian 11
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
HP 104 (11d12+33)
Fort +13, Ref +8, Will +6
Defensive Abilities improved uncanny dodge, orc ferocity, uncanny dodge; DR 2/– (rage 3/–)
Speed 40 ft.
Melee +20/+15/+10 +2 elf bane falchion (2d4+11) or vs. elves +22/+17/+12 +2 elf bane falchion (2d4+11 plus 2d6)
Special Attacks greater rage
Str 22, Dex 14, Con 16, Int 11, Wis 10, Cha 8
Base Atk +11; CMB +17; CMD 29
Feats Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (falchion)
Skills Intimidate +12, Perception +11, Ride +14, Survival +11
  Racial Modifiers Intimidation +2
Languages Common, Orc
SQ fast movement, rage powers (increased damage reduction, intimidating glare, mighty swing, powerful blow, unexpected strike), trap sense +3
Gear +2 elf bane falchion, +3 chain shirt, cloak of resistance +3
Vademn always wears a set of goggles made from the compound eyes of a giant insect. The goggles do not aid nor hinder the wearer aside from dust protection. A pair of fake antennae is attached to his leather helm. Vademn bathes in the malodorous secretion emitted from the goliath beetle’s rear end. He claims it keeps his beetle calm and is a “bonding experience.” Despite his nonconformity, Vademn is well respected and feared among the sect.
GOLIATH BEETLE 
CR 8                                                                                                                 XP 4,800
N Huge vermin
Init -1; Senses darkvision 60 ft.; Perception +0
AC 18, touch 7, flat-footed 18 (+11 natural, –2 size, -1 Dex)
hp 128 (12d8+48)
Fort +12, Ref +3, Will +4
Immune mind-affecting effects
Speed 20 ft., fl y 20 ft. (poor)
Melee bite +15 (4d6+12)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d6+12, DC 22)
Str 27, Dex 8, Con 19, Int —, Wis 10, Cha 9
Base Atk +9; CMB +19; CMD 28 (36 vs. trip)
Skills Fly –9
Avnahel, Advanced Spirit Naga Lich
CR 16                                                                                                             XP: 76,800
CE Large undead
Init +11; Senses darkvision 60 ft., true seeing; Perception +38
Aura fear (DC 23)
AC 29, touch 18, flat-footed 22 (+7 Dex, +11 natural, -1 size, +2 deflection)
HP 172 (15d8+105); 195
Fort +9, Ref +18, Will +18
DR 15/bludgeoning and magic; Immune cold and electricity, undead traits, rejuvenation; Resist channel resistance +4
Speed 40 ft., swim 20 ft.
Melee bite +19 (2d6+11 plus poison) and tail touch +16 [1d8+9 plus paralysis(DC 25)]
Space 10 ft., Reach 5 ft.
Special Attacks charming gaze
Spells Known (CL 12nd)
  6th (4/day)-Freezing Sphere (DC 22)
  5th (6/day)-Cloudkill (DC 21), Waves of Fatigue
  4th (7/day)-Dimension Door, Greater Invisibility, Stoneskin
  3rd (7/day)-Displacement, Fireball (DC 19), Haste, Slow (DC 19)
  2nd (8/day)-Cats Grace, Darkness, Eagles Splendor, Ray of Enfeeblement (DC 18), Spider Climb
  1st (8/day)-Divine Favor, Mage Armor, Magic Missile, Shield, Shield of Faith
  0th (8/day)-Cause Minor Wounds, Daze (DC 16), Detect Magic, Flare, Ghost Sound, Mage Hand, Open/Close, Ray of Frost, Read Magic
Str 22, Dex 24, Con -, Int 18, Wis 23, Cha 23
Base Atk +11; CMB +18; CMD 37 (can't be tripped)
Feats Ability Focus (charming gaze, poison), Combat Casting, Eschew Materials, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy
Skills Bluff +24, Escape Artist +27, Intimidate +23, Knowledge (arcana) +15, Knowledge (planes) +14, Knowledge (religion) +22, Perception +38, Spellcraft +22, Stealth +35, Swim +14
  Racial Modifiers Perception+8, Sense Motive +8, Stealth +8
Languages Abyssal, Common
Gear eye of Avnahei (glass eye that grants true seeing if placed in empty eye socket, CL 15)
Environment  temperate marshes
Organization solitary or nest (2-4)
Treasure standard
Charming Gaze (Su) As charm person, 30 feet, Will DC 25 negates. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. Spells A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.
Spells (Ex) Avnahei casts spells as a 12th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.
Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a DC 23 Will save or become frightened. Creatures with 5 HD or more must succeed at a DC 22 Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.
Paralyzing Touch (Su) Any living creature a lich hits with its touch attack must succeed on a DC 23 Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC 23). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Yellowed, venom-dripping fangs fill the human-like mouth of this sinister serpentine monstrosity.
A horror to behold, this ancient naga wraps her remains in preserving linens and minerals. She is a master tactician who has served Orcus faithfully for centuries. She served as one of Akruel’s generals during the War of Divine Discord. Her phylactery was entrusted with Thyca Bane (Area J10) and only she knows its location.

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