
Na’gu’wah’gy,
Minister of City Affairs, New Oard
Awakened Giraffe
Necromancer 10th / Alienist 10th
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Large Outsider |
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Hit Dice: |
8d8+20d4+6+140 (232hp) |
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Initiative: |
+2 |
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Speed: |
40 ft. (8 squares) |
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Armor Class: |
23 (-1 size, +2 Dex,
+12 Collar), touch 11, flat-footed 21 |
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Base
Attack/Grapple: |
+16 / +26 |
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Attack: |
Kick +22 melee
(1d6+4), +5 Vile Wounding Dagger +27 melee (1d4+11) |
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Full Attack: |
Kick +22 melee
(1d6+4), +5 Vile Wounding Dagger +27 melee (1d4+11) |
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Space/Reach: |
10 ft. / 10 ft. |
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Special Attacks: |
Spells |
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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) |
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Saves: |
Fort +18, Ref +12,
Will +20 |
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Abilities: |
Str 22 (+6), Dex 14
(+2), Con 20 (+5), Int 20 (+5), Wis 12 (+1), Cha 16 (+3) |
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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 |
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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 |
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Environment: |
Oard |
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Organization: |
Solitary |
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Challenge Rating: |
22 |
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Advancement: |
By character class |
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Level Adjustment: |
— |
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Treasure: |
+5 vile wounding
dagger, Revised copy of Necrophilia For Beginners, Collar of Armor
+12 |
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Level Adjustment: |
— |
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.
0th Level:
Bolster Undead (personally researched, opposite of Disrupt
Undead), Detect Magic, Read Magic, Ghost Sound, Preserve Organ (BoVD)
1st Level:
Negative Energy Ray (TaB), Cause Fear, Chill Touch, Ray of Enfeeblement,
True Strike, Mage Armor, Summon Monster I
2nd Level:
Command Undead, False Life, Ghoul Touch, Spectral Hand,
Blindness/Deafness, Scare, Alter Self
3rd Level:
Feign Death (TaB), Negative Energy Burst (TaB), Vampiric Touch, Ray of
Exhaustion, Gentle Repose, Tongues, Clairaudience/Clairvoyance
4th Level:
Negative Energy Wave (TaB), Burrowing Bony Digits (SS), Animate Dead,
Enervation, Grim Revenge (BoVD), Evard’s Black Tentacles
5th Level:
Spiritwall (TaB), Necrotic Blast (SS), Waves of Fatigue, Summon Monster
V, Cloudkill, Stop Heart (BoVD)
6th Level:
Undeath to Death, Circle of Death, Create Undead, Eyebite, Summon Monster
VI, Repulsion
7th Level:
Flying Abominations (SS), Spirit Knife (SS), Control Undead, Waves of
Exhaustion, Banishment, Greater Scrying
8th Level:
Dark Channeling (SS), Undead Gate (SS), Clone, Create Greater Undead,
Horrid Wilting
9th Level:
Hide Life (TaB), Soul Bind, Wail of the Banshee, Energy Drain, Gate,
Summon Monster IX
Epic Level:
Disjuction Ward, Undead
Lineage, Nullify Spell Resistance
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.
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Tiny Magical Beast
(Familiar) |
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Hit Dice: |
28d8 (116 hp) |
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Initiative: |
+2 |
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Speed: |
30 ft. (6 squares),
climb 30 ft. |
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Armor Class: |
24 (+2 size, +2 Dex,
+10 Natural), touch 14, flat-footed 22 |
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Base
Attack/Grapple: |
+20 / +8 |
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Attack: |
Bite +24 melee
(1d3–4) |
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Full Attack: |
Bite +24 melee
(1d3–4) |
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Space/Reach: |
2-1/2 ft./0 ft. |
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Special Attacks: |
— |
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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 |
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Saves: |
Fort +12, Ref +14,
Will +17 |
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Abilities: |
Str 3 (-4), Dex 15
(+2), Con 10 (+0), Int 15 (+2), Wis 12 (+1), Cha 5 (-3) |
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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 |
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Feats: |
Weapon Finesse (Bite) |
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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.