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Thread: GITP Villain Competition

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    mercurymaline's Avatar

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    Feb 2008
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    Default Re: GITP Villain Competition

    Haevarlkoisan
    Fiendish Gargantuan Dragon (Augmented Fey)
    Hit Dice:
    25d12 + 250 (413 HP)
    Initiative: +0
    Speed: 60 ft (12 squares), fly 120 ft (clumsy)
    Armor Class: 34 (-4 size, +30 natural), 6 touch, 34 flat-footed
    Base Attack/Grapple: +25/+47
    Attack: Bite 4d8+10
    Full Attack: Bite 4d8+10, 2 claws 2d10+5, 2 wings 2d8+5, tail slap 2d10+15
    Space/Reach: 20 ft / 15 ft (bite 20 ft)
    Special Attacks: Crush, tail sweep, breath weapon, spells, spell-like abilities, frightful presence, smite good, howl of suffering, withered brambles, oak bind
    Special Qualities: Darkvision 60 ft, immunity to acid, sleep, and paralysis, damage reduction 20/magic/bludgeoning/cold iron, low-light vision, spell resistance 31, resistance to cold 10, resistance to fire 10
    Saves: Fort +23, Ref +16, Will +21
    Abilities: Str 30, Dex 11, Con 30, Int 20, Wis 21, Cha 22
    Skills: +38 Hide, +28 Move Silently, +33 Spot, +33 Listen, +30 Concentration, +33 Spellcraft, +34 Intimidate, +30 Swim, +33 Knowledge (nature), +25 Search, +33 Sense Motive, +30 Bluff
    Feats: Maximize Spell, Enhance Spell, Flyby Attack, Hover, Snatch, Wingover, Multiattack
    Epic Feats: Empower Spell, Intensify Spell
    Environment: Temperate forest
    Organization: Solitary
    Challenge Rating: 23
    Treasure: None
    Alignment: Neutral Evil
    Advancement: --
    Level Adjustment: --

    Many an Elf has caught a quick glimpse of Haevarlkoisan before fleeing in terror, and has brought back erroneous tales of a dracolich in the Wood. Any unfortunate who has stayed for a closer inspection has realized that his "bones" are actually vegetation, thorny brambles and twisted roots making up an eerily draconic frame.

    Combat
    Crush (Ex):
    When flying or jumping, Haevarlkoisan can use his whole body to crush opponents as a standard action. Area 20 ft by 20 ft; Medium or smaller opponents take 2d6+15 points of bludgeoning damage and 2d6 points of slashing damage, and must succeed on a DC 32 Reflex Save or be engulfed, grapple bonus +56.
    Engulf (Ex): Creatures successfully engulfed by a crush attack or swallowed move into the thorny ribcage, and take 1d8 points of slashing damage each round they remain engulfed.
    Tail Sweep (Ex): As a standard action, Haevarlkoisan can sweep his tail, affecting a half-circle 30 ft in diameter, extending from an intersection on the edge of the dragon's space in any direction. Small or smaller opponents take 1d6+15 points of bludgeoning damage and 1d6 points of slashing damage, Reflex DC 32 half.
    Breath Weapon (Su): As a standard action, Haevarlkoisan can breathe once every 1d4 rounds, a 50ft cone of poisonous fog dealing 16d6 damage, Reflex 32 half.
    Spells: As 20th Level Sorcerer; Save DC 25 + Spell Level (6/8/8/7/7/7/5/5/3)
    0 – arcane mark, dancing lights, detect magic, ghost sound, guidance, mage hand, prestidigitation, read magic, resistance; acid splash; 1st – alarm, chill touch, obscuring mist, magic missile, shield, Nystul's undetectable aura, expeditious retreat, entangle; 2nd –cure moderate wounds, darkness, see invisibility, detect thoughts, warp wood, hold animal; 3rd – deeper darkness, dispel magic, haste, nondetection, contagion, diminish plants; 4th – charm monster, crushing despair, detect scrying, hallucinatory terrain, antiplant shell, repel vermin; 5th – blight, feeblemind, shadow evocation, wall of thorns; 6th – acid fog, greater dispel magic, mass suggestion, liveoak, repel wood; 7th – mass hold person
    Spell-Like Abilities: DC 25, Wisdom-based
    At will – entangle, speak with plants, tree shape, charm person, deep slumber, tree stride, suggestion, plant growth, command plants; 3/day – dominate person; 1/day – unhallow
    Forest-Bound: Haevarlkoisan cannot go more than 300 miles from the central oak of Aenor Forest.
    Smite Good: Once per day, may make a normal melee attack to deal +20 extra damage against a good foe.
    Frightful Presence (Ex): Whenever Haevarlkoisan attacks, charges, or flies overhead, creatures within 150 ft must make a Will save, DC 28, or become shaken for 4d6 rounds. Success renders a creature immune for 24 hours.
    Howl of Suffering (Su): 1/1d6 rounds, Haevarlkoisan can force winds to tear through the vines comprising his body, letting out a shriek that compels humanoids within 50 ft to stop all other action and attack him via the most direct route possible. Will DC 32 negates.
    Withered Brambles (Ex): Any nonmagical attack that does damage to Haevarlkoisan causes the dry vegetation of his frame to splinter and shower a 5 ft area with sharp debris, doing 2d8 damage, Reflex 32 half.
    Oak Bind (Su): If a creature within 50 ft of Haevarlkoisan falls to zero hit points, he can bind their soul into an oak, causing their body to die. They are cursed to haunt the Aenor Forest, and cannot be raised or resurrected while their soul is trapped. Fort DC 32 negates this ability.

    Haevarlkoisan
    The Elves came into the cities because of the abomination in the Wood.
    In the days before the Empires of Men had grown tired of war, the Elves swore to defend their home until the last of them had died there. But the mad Green Dragon Toeknahdreeyar cared nothing for the tribulations of mortals; he became enamored with the Dryads of the Wood, and convinced himself that what he felt was love, for the strongest of them, Ellissaba. He went to her in fey guise, but was recognized, and rebuked. Enraged, he forced himself upon her, and the result of this wretched act was born unto the world twisted and wracked with pain, and has remained so ever since.
    Haevarlkoisan has sought fruitless bargains to end his suffering, only succeeding in growing more warped and fiendish. He made deals against his pitifully undying soul, and his rage at the father who made him, and the world that could not bring an end to his pain, grew stronger. He learned to turn the trees against the Elves and the Dryads, and each other, and the Wood became a black and hateful place.
    The trees and vines now choke out the sunlight, and dark, wet things crawl under the dead leaves of the forest floor. The Dryads were driven to extinction, and the Elves had no home left to defend. This is why the Havelis came to be, and why the Elves laid down their arms and came peacefully to the cities of men. This is why the war is over.

    The Villainous Turn
    The god of pain approached Haevarlkoisan through an avatar, seeking his allegiance and offering great power. All Haevarlkoisan craved in that moment was vengeance for his birth, and demanded the avatar find his father. When he was told Toeknahdreeyar had been slain by the barbarians of Chaodel, he was enraged, and slew the avatar. He seeks to murder all the tribes of the mountains for denying him his revenge. But unable to leave his forest, he waits and plots, killing any humanoid that he comes across until he finds a way to be free of the wood.

    Encounters
    Haevarlkoisan wanders Aenor Forest at random. When the pain is little, he plots to free himself of the boundaries of the forest. He contacts fiendish creatures, who so far have all failed in helping him. When the pain is greater, he storms through the Wood enraged, attacking anything that moves. He holds especial hatred for humanoids.

    Plot Hooks
    •Alchemist's potions have been corrupted; the ingredients gathered from the edges of the forest seem imbued with fiendish power.

    •Reports come in of a green dragon in the woods; every dragonslayer who has gone in so far has not returned.

    •A cult of the god of pain has begun building a temple near Aenor Forest.

    • An elven artifact was left behind when the elves left Aenor, they are offering a large reward for any who can retrieve it.

    • An organization of Havelis wish to return to the forest, and hire adventurers to slay the abomination within.

    • Rumors spread through Druidic circles that a fiend has come up with a plan that could free Haevarlkoisan.

    - - -
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    For clarification (if anyone's curious):

    Havelis

    When the fey and elves went to ground in the last great forest of Atlantis, the humans began a campaign to burn Aenor away. With the forest at stake, and the fiend terrorizing them from within, the elves surrendered, and the last of the dryads were lost that day. Many chose to die with their trees, but a few came together in a desparate bid to survive. They performed a ritual that severed their life energies from those of their trees, but also stifled their fey blood and made them all too mortal. Their descendants are the havelis.
    The average havelis has 12-15 years to live. They are fully mature at 1 year of age, and most immediately set out to experience all they can in the time they have. They appear as slender, earthy humans, 5-51/2 feet tall and weighing 100-120 lbs. They tend to be tan, with dark blonde to dark brown hair, and brown or green eyes. Their ears are slightly pointed, and their eyebrows extend past the edges of their faces, like willowy antennae.
    Havelis tend to assimilate into small human and halfling communities, and some elven villages, though many still feel the elves betrayed them at Aenor. They rarely keep up one profession for very long, instead experimenting with new things as the mood strikes them. A havelis is more likely to have a bit of skill in many areas of learning than specialized skill in any one thing. They do well in natural settings, having an affinity for plants and animals. Druidic peoples tend to dislike havelis at first, knowing of their origins. But the havelis' usually kind and charismatic demeanor overcomes most people's misgivings. Only the studious duergar cannot abide them for long, seeing them as flighty and undisciplined.

    • +2 Cha, -2 Wis. Havelis are outgoing and personable, but spontaneous and sometimes reckless.
    • Medium Size
    • Base Speed: 30 ft
    • +2 racial bonus against Enchantment spells and effects
    • +2 racial bonus to Knowledge (Nature), Handle Animal, Survival
    • Unfortunate Lineage: Any fey a havelis meets is 1 step closer to hostile than normal.
    • 2/day - Speak with Plants, 1 min, as per the spell.
    • 2/day - Speak with Animals, 1 min, as per the spell.
    • Twilight: Upon reaching 10 years of age, and every year thereafter, the havelis must make a Fort save DC 25 + the number of Twilight checks already made. If the check fails, the havelis dies. If the check is successful, the havelis loses 1 point of Constitution.
    Last edited by mercurymaline; 2009-06-28 at 05:35 PM.
    Johann Krauss by Recaiden
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    morbidwombat (9:40:07 PM): I am not a sandwich, nor a mode of transport!
    blackomen341 (9:40:18 PM): Then what are you?!?!
    morbidwombat (9:40:35 PM): I...I have no idea.
    morbidwombat (9:40:45 PM): <.<
    morbidwombat (9:40:49 PM): >.>
    morbidwombat (9:40:58 PM): *Has existential dilemma*

    Not-Edible itP!