Na’gu’wah’gy, Minister of City Affairs, New Oard
Awakened Giraffe Necromancer 10th / Alienist 10th
 

 

Large Outsider

Hit Dice:

8d8+20d4+6+140 (232hp)

Initiative:

+2

Speed:

40 ft. (8 squares)

Armor Class:

23 (-1 size, +2 Dex, +12 Collar), touch 11, flat-footed 21

Base Attack/Grapple:

+16 / +26

Attack:

Kick +22 melee (1d6+4), +5 Vile Wounding Dagger +27 melee (1d4+11)

Full Attack:

Kick +22 melee (1d6+4), +5 Vile Wounding Dagger +27 melee (1d4+11)

Space/Reach:

10 ft. / 10 ft.

Special Attacks:

Spells

Special Qualities:

Low-light vision, Scent, Summon Familiar, Scribe Scroll, Summon Alien, Alien Blessing, Metamagic Secret, Mad Certainty, Pseudonatural Familiar, Extra Summoning, Insane Certainty, Timeless Body, Transcendence, Damage Reduction 20/magic, Electricity Resistance 20, Spell Resistance 32 (Permanency from a 20th level Cleric)

Saves:

Fort +18, Ref +12, Will +20

Abilities:

Str 22 (+6), Dex 14 (+2), Con 20 (+5), Int 20 (+5), Wis 12 (+1), Cha 16 (+3)

Skills:

Balance +10, Climb +20, Concentration +31, Craft (Metalworking) +11, Decipher Script +11, Elder Lore +8, Gather Information +7, Handle Animal +3, Hide +10, Knowledge (Arcana) +36, Knowledge (Religion) +23, Knowledge (The Planes) +35, Knowledge (Undead) +35, Listen +14, Profession (Politician) +11, Speak Language (Abyssal, Infernal), Spellcraft +36, Spot +14

Feats:

Scribe Scroll, Alertness, Iron Will, Eschew Materials, Spellcasting Affinity, Blood of the Old Ones, Dark Speech, Evil Brand, Lich Loved, Force Ring, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Quicken Spell, Extend Spell, Epic Spellcasting

Environment:

Oard

Organization:

Solitary

Challenge Rating:

22

Advancement:

By character class

Level Adjustment:

Treasure:

+5 vile wounding dagger, Revised copy of Necrophilia For Beginners, Collar of Armor +12

Level Adjustment:

 An alienist druid named Gar’um’bah awakened Na’gu’wah’gy, a giraffe.  She began learning the art of wizardry and then wanted to learn more of the secrets of the universe.  She began delving into her master’s books and secrets on the universe.  However, her research led her in a different direction.  She began to delve into the art of Necromancy.  Na’gu’wah’gy loved the power of the undead.  She REALLY loved the power.  Her research led her to information on a book named Necrophilia for Beginners.  She managed to find and obtain a revised copy of the tome.  She then began to make good use of the book.  Na’gu’wah’gy continued to advance her powers of necromancy and alienism.

 Recently Na’gu’wah’gy learned of the re-establishment of an ancient Chaos City.  She wanted to see this magnificent city and learn of its secrets.  The city was Oard and she traveled there and reveled in the wonders of the city.  Roland, Chaos Lord of Oard, had been traveling the city awakening animals for specific duties within the city.  When he found that an awakened giraffe already resided within the city, he appointed her Minister of City Affairs.

 Na’gu’wah’gy enjoys her new position and still desires to unlock the secrets of Oard.  An entourage of undead servants of varying degrees of power constantly surrounds her.  Some of these undead are accountants.

 Na’gu’wah’gy for the most part resembles a normal giraffe.  However, she has two pseudonatural tentacles that emerge from her shoulders.  She uses these tentacles primarily to hold her spellbook and shake peoples hands.  She loves Oard for she does not have to hide her true nature.  Another interesting feature of Na’gu’wah’gy is that she has a pseudonatural tongue.  This tongue as well as her “arms” seem to have minds of their own at times.  Her tongue will sometimes slip out of her mouth, lick one of her eyeballs, and then slip back inside her mouth.  Periodically, her arms will take her spell book and slap her nearest undead consort.

Scent (Ex): A giraffe can detect those within 30 feet by sense of smell.  It can take an action to note the direction of the scent.  If it moves within 5 feet of the source, the giraffe can pinpoint that source.  The giraffe can also follow fresh tracks with a Wisdom check DC 10.  

Spells Prepared: Na’gu’wah’gy usually prepares the following spells.  The contents of her spellbook are listed below.

 Na’gu’wah’gy’s spellbook contains all spells from the following sources:  Player’s Handbook, Tome and Blood, Book of Vile Darkness, and Spells and Spellcraft.  For gameplay purposes, all spells are alienist spells. 

Summon Familiar: A wizard can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Summon Alien (Sp): When an alienist cast any summon monster spell, she summons a “pseudonatural” version of a creature chosen from the appropriate list on page 287 of the Player’s Handbook.  For example, by casting summon monster VI, she could summon a pseudonatural rast.  This adds the pseudonatural template to the summoned creature (see Pseudonatural Creatures on page 47 of Tome and Blood).  If the selected creature would normally be celestial or fiendish, the pseudonatural template replaces that template.

Alien Blessing:  An alienist applies a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom.

Metamagic Secret:  The alienist listens to the secret voices whispering from beyond time’s end, and profits thereby.  At 3rd and 7th level, she may choose any metamagic feat as a bonus feat.

Mad Certainty:  At 4th level, the alienist’s mad certainty in the power of entities beyond the reach of normal space and time lend her an unnatural fortitude:  She gains an additional 3 hit points as though from the Toughness feat.  However, constantly dwelling on such beings is mentally corrosive, and the alienist’s mind begins to fracture.  She develops a phobia against a specified kind of creature, suffering a –2 penalty to saving throws, attack rolls, and Charisma-based skill and ability checks in regard to these creatures.  The selected creature gains a +2 morale modifier to AC and saving throws against the phobic alienist.  The DM determines the creature feared.  Good choices include spiders, snakes, birds, or insects.  Beings that share attributes with or those that resemble the selected creature also trigger the phobia.  Na’gu’wah’gy is deathly afraid of Monkeys.  It is lucky for her that her familiar N’mpunga is a pseudonatural monkey and does not count.

Pseudonatural Familiar:  On reaching 5th level the alienist’s familiar, if any, gains the pseudonatural template (see Pseudonatural Creatures on page 47 of Tome and Blood) in addition to the powers and abilities normal for a familiar of the appropriate level.  This does not replace the familiar – the original slowly takes on pseudonatural aspects, which become fully active at this point.  From this point on, newly summoned familiars already possess the pseudonatural template.

Extra Summoning:  From 6th level on, the alienist gains one extra spell slot at her highest spell level.  This slot can be used only for a summon monster spell.  As the alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.

Insane Certainty:  At 8th level, the alienist’s mad certainty crystallizes into a truly chilling mania.  She gains an additional 3 hit points as thought from the Toughness feat, but her phobia likewise intensifies.  All penalties and bonuses listed under Mad Certainty for the selected creature increase to –6 / +6.

Timeless Body:  At 9th level, the alienist learns the secret of perpetual youth.  She no longer suffers ability penalties for aging and cannot be magically aged (see Table 6-5: Aging Effects on page 109 of the Player’s Handbook).  Any penalties she may have already suffered, however, remain in place.  Bonuses still accrue, but the alienist is stolen away by horrible entities when her time is up, and she if never seen again.

Transcendence (Su):  At 10th level, the alienist, through long association with alien entities and intense study of insane secrets, transcends her mortal form and becomes an alien creature.  Her type changes to “outsider,” which means (among other things) that she is no longer affected by spells that specifically target humanoids, such as charm person, but she can be hedged out by a magic circle spell against her alignment.  Additionally, the alienist gains damager reduction 20/magic and electricity resistance 20.  Upon achieving transcendence, the alienist’s appearance undergoes a minor physical change, usually growing a small tentacle or other strange addition or substitution, such as an extra appendage, organ, eye, or enigmatic lump.  The alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist’s control and sometimes moves, twitches, opens, or otherwise animates of its own accord.  Anyone who shares the alienist’s predilection for study of the Far Realms immediately recognizes her transcendent nature, and she gains a +2 circumstance modifier on all Charisma-bases skill and ability checks when interacting with such beings.  She gains a +2 circumstance modifier on Intimidation checks against all other creatures to whom she reveals her abnormal nature.

N’mpunga – Na’gu’wah’gy’s pseudonatural monkey familiar  

 

Tiny Magical Beast (Familiar)

Hit Dice:

28d8 (116 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 30 ft.

Armor Class:

24 (+2 size, +2 Dex, +10 Natural), touch 14, flat-footed 22

Base Attack/Grapple:

+20 / +8

Attack:

Bite +24 melee (1d3–4)

Full Attack:

Bite +24 melee (1d3–4)

Space/Reach:

2-1/2 ft./0 ft.

Special Attacks:

Special Qualities:

Low-light vision, +2 to Reflex Saves (Master), Alertness (Master), Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Animals Of Its Kind, Spell Resistance (33), Scry On Familiar, True Strike 1/day, Electricity Resistance 20, Acid Resistance 20, Damage Reduction 10/Magic, Alternate Form

Saves:

Fort +12, Ref +14, Will +17

Abilities:

Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 15 (+2), Wis 12 (+1), Cha 5 (-3)

Skills:

Balance +10, Climb +10, Concentration +26, Decipher Script +8, Elder Lore +8, Gather Information +1, Handle Animal -3, Hide +10, Knowledge (Arcana) +33, Knowledge (Religion) +20, Knowledge (The Planes) +32, Knowledge (Undead) +32, Listen +14, Speak Language (Abyssal, Infernal), Spellcraft +32, Spot +14

Feats:

Weapon Finesse (Bite)

Advancement:

As familiar

 

N’mpunga is a spider monkey.  In his pseudonatural form, he is true to his type and has four arms and four legs.  All of which are tentacles.  He is prone to repeat anything that members of Na’gu’wah’gy’s entourage say.

Combat

Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

   TaB = Tome and Blood, SS = Spells and Spellcraft, BoVD = Book of Vile Darkness