View Full Version : Unnamed setting: Villains

2006-10-03, 02:06 PM
This thread is basically for some of the darker personages that inhabit my as of yet unnamed campaign setting. While the background is still under work (One sample can be found in my description of the Church of Hextor that I made a long while back), I might as well do some crunchy bits.

Now, we begin.

Fleshgrafter Horace
Medium-sized Abberation
Hit Points: 18D8+90 (217 hp)
AC: 33 (+5 Dex +18 natural)
Initiative: +9 (+5 Dex +4 Improved Initiative)
Base Attack/Grapple: +14/+22
Attacks: +25 Wounding Greatsword +3 (2D6+15+wounding) or +22 claw (1d6+8)
Full attack: +25/+20/+15 Wounding Greatsword +3 (2D6+15+wounding) or +22/+17/+12 claw (1d6+8)
Special Attacks: Spells, Stench
Special qualities: Fire resistance 15, Fast healing 5, Unstable form, jumbled anatomy, Jumbled mind, Darkvision 60 feet.
Saves: Fort +11, Ref +11, Will +13
Abilities: Str 27, Con 21, Dex 20, Int 20, Wis 14, Cha 12
Skills: Spellcraft +27, Knowledge (Arcana) +27, Knowledge (Alchemy) +27, Craft (Alchemy) +27, Climb +30, Jump +30, Decipher Script +27.
Feats: Spell focus (Transmutation), Greater Spell focus (Transmutation), Power attack, Cleave, Empower Spell, Enlarge spell, Eschew Materials.

Organization: Harvester band: Horace, 20-30 Medium fleshlings, 2-5 Large fleshlings.
Alignment: Neutral Evil.

Horace Altervis was a wizard of moderate repute who was seen as something of an eccentric, even in though he even lived in Iltanis, a country that is practically the center of magical study on the continent. While he did go through the motions of higher arcane study, his consuming passion was the study of Alchemy, or how to unlock the full potential of the natural using the arcane. He was convinced he could alter subtances with the proper application of alchemical processes, and gaines some credibility in his attempts when he was able to reconfigure a slab of rock into a piece of mithril ore.

However, all of the equipment and experimentation required for this task was prohibitively expensive for his academy, and they refused to fund his eccentricities any further. In order to amass the wealth he would need to continue his studies, he joined up with a band of adventurers, asking for the usual share of wealth in exchange for his arcane services. This soon paid off, as this band outwitted and slew a black dragon and its associated cults and followers in the swamps of Calania, leading to undreamed of riches to fall into the hads of the wizards. The thing that made the most impact on the wizard, however, was his encounter with flesh golems.

He considered the idea that the human body could be improved with the proper parts, bound to the frame of a person with the proper alchemical substances. After setting up his laboratory in the Clanaian mountains, he began to experiment on himself using parts from numerous cadavers, both humanoid and monstrous. He had to create a spell of anethesia in order to endure the surgeries her performed on himself, but his work paid off. Mor powerful muscles added to his strength. stronger lungs and a modified heart gave him better endurance. He was careful to alter his appearance to seem normal, but there was one more test: He would attempt to alter his intelligence using another creature's brain.

After a few months of searching, he managed to obtain the brain of a mind flayer, and using telekinesis, her modified his own brain with that of the Illithid. No one knows what that combination brought into his head, but soon enough, he started his mad search for the right parts to make him the perfect creature. While the loss of a red dragon was not mourned, the fact that villages of orcs looked as though they had been put through a livestock slaughterhouse began to make some wary. Then the first hordes of misshapen creatures that looked like they had thrown together at random began to appear. Horace needed the best parts he could find, and he was going to get them, one way or another.

While Horace may have been human once, he doesn't appear so now. His skin looks precisely like it is: Armor grafted to raw dragonhide grafted to regular skin. His teeth are long and pointed, like a fiend's. and he has no lips to speak of. his gums seem to be eternally bleeding. His hands retain five fingers, though with haphazardly applied talons, almost as an afterthought. His musscles are oversized, and it almost seems at times that he reinforced his skin in order to keep his musculature from bursting out. He speaks in clear, deep tones, and knows the following Languages: Common, Draconic, Infernal, Celestial, Undercommon, and Sylvan.

Spells: Horace casts spells as a 12th-level wizard with the Transmutation specialization. His prohibited schools are Illusion and Evocation.

Stench: The vast amount of alchemical solvents and bonding agents that go into creating and maintaining Horace's body give off an overpowering and nauseating stench. Every creature capable of smell that approaches within 60 feet of Horace must make a Fort Save (DC 20) or be Nauseated.

Unstable form: The nature of Horace's body means that some of its parts wear out over time, and must be replaced. Every week, Horace must harvest parts and organs from five medium-sized creatures, or he loses one point of Strength, Dexterity, and consitiution per week that he does not recieve the parts. Every five medium-sized creatures restore these stats by one.

Jumbled anatomy: While Horace appears humanoid, his internal layout is radically different from other humanoid creatures. All critical hits and sneak attacks have a 25% chance of failure, as per the fortification armor ability.

Jumbled mind: the midifications done to Horace's brain has rendered it far from standard. Horace is allowed an additional Will save against mind-affecting spells and effects.