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Exemplars of Evil

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CHAPTER 4<br />

CAPTAIN<br />

GNASH<br />

70<br />

2nd—baleful transposition SC (DC 16), blur, cloud <strong>of</strong><br />

bewilderment SC (DC 16), Melf’s acid arrow (+6 ranged<br />

touch), see invisibility<br />

1st—color spray (DC 15), expeditious retreat, feather fall,<br />

lesser orb <strong>of</strong> sound SC (+6 ranged touch), obscuring mist,<br />

shield<br />

0 —acid splash (2) (+6 ranged touch), detect magic, read<br />

magic<br />

Abilities Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 6<br />

SQ tattoo spellbook<br />

Feats Combat Casting, Dash CW , Dodge, Scribe Scroll B ,<br />

Sudden Still B CAr<br />

Skills Climb +4, Concentration +11, Hide +6, Knowledge<br />

(arcana) +14, Knowledge (geography) +14, Listen<br />

+1, Move Silently +6, Ride +6, Spellcraft +16, Spot +1,<br />

Survival +1 (+3 avoid hazards and getting lost), Swim +4<br />

Possessions combat gear plus shortspear, masterwork<br />

heavy crossbow with 10 bolts, ring <strong>of</strong> protection +1,<br />

bracers <strong>of</strong> armor +1, cloak <strong>of</strong> resistance +1, 2 Quaal’s<br />

feather tokens (anchor), small steel mirror, spell component<br />

pouch, spyglass<br />

Spellbook spells prepared plus 0—all except for evocation<br />

and necromancy; 1st—animate rope; 2nd—whispering<br />

wind<br />

Abrupt Jaunt (Sp) As an immediate action, Pog can teleport<br />

up to 10 feet in any direction. He may not bring along<br />

other creatures. To gain this alternative class feature, Pog<br />

gave up the ability to summon a familiar.<br />

Tattoo Spellbook (Ex) Pog’s body is a living spellbook and<br />

the spells he knows are tattooed directly onto his flesh.<br />

See Complete Arcane page 186 for details.<br />

If you use Expanded Psionics Handbook, replace Pog’s statistics<br />

block with the following one.<br />

Pog CR 7<br />

hp 34 (7 HD)<br />

Male blue nomad EPH 7<br />

CE Small humanoid (goblinoid, psionic)<br />

Init +2; Senses darkvision 60 ft.; Listen +1, Spot +1<br />

Languages Common, Draconic, Giant, Gnoll, Goblin, Orc<br />

AC 15, touch 14, flat-footed 13; Dodge, Psionic Dodge<br />

(+1 size, +2 Dex, +1 armor, +1 deflection)<br />

Fort +4, Ref +5, Will +7<br />

Speed 30 ft. (6 squares); Speed <strong>of</strong> Thought<br />

Melee shortspear +3 (1d4–1)<br />

Ranged mwk heavy crossbow +6 (1d8/19–20)<br />

Base Atk +3; Grp –2<br />

Combat Gear breath crisis pearl, cognizance crystal 1, potion <strong>of</strong><br />

cure moderate wounds, power stone <strong>of</strong> bi<strong>of</strong>eedback, power<br />

stone <strong>of</strong> body adjustment, power stone <strong>of</strong> psionic levitate<br />

Power Points/Day: 61; Powers Known (ML 7th):<br />

4th—death urge A (DC 18), psionic dimensional anchor (+5<br />

ranged touch)<br />

3rd—dispel psionics A , energy burst A (DC 17), eradicate<br />

invisibility A (DC 17), time hop A (DC 17)<br />

2nd—concealing amorpha, dimension swap A , energy stun A<br />

(DC 16), thought shield A<br />

1st—burst, catfall A , know direction and location, mind<br />

thrust A (DC 15), vigor A<br />

A: Augmentable<br />

Abilities Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 6<br />

SQ naturally psionic<br />

Feats Combat Manifestation B , Dodge, Psionic Body, Psionic<br />

Dodge B , Speed <strong>of</strong> Thought<br />

Skills Climb +9, Concentration +11, Knowledge (geography)<br />

+14, Knowledge (psionics) +14, Listen +1, Move Silently<br />

+6, Psicraft +16, Ride +6, Spot +1, Survival +1 (+3 to avoid<br />

natural hazards and getting lost), Swim +9<br />

Possessions combat gear plus shortspear, masterwork heavy<br />

crossbow with 10 bolts, ring <strong>of</strong> protection +1, bracers <strong>of</strong><br />

armor +1, cloak <strong>of</strong> resistance +1, 2 Quaal’s feather tokens<br />

(anchor), spyglass<br />

MUCH KILL<br />

The Much Kill is a massive black sailing ship that spreads<br />

mayhem and suffering wherever it travels. Twice the size <strong>of</strong><br />

an ordinary ship <strong>of</strong> the same structure, it is notorious for<br />

shattering smaller vessels, scattering timber and corpses in<br />

its wake. The ship’s hull and three masts are dark, oozing<br />

the cheap resin that was used to seal the wood. The Much<br />

Kill flies crimson sails from its masts, and the sole black flag<br />

snapping from the mainmast bears a red demonic skull atop<br />

two red crossed bones.<br />

The caravel has a crew complement <strong>of</strong> about thirty-five<br />

goblins, hobgoblins, and bugbears, many <strong>of</strong> which are the<br />

same creatures that swore service to Captain Gnash in the<br />

ruins <strong>of</strong> the lost city. They scuttle about the ship like roaches,<br />

attending to the lines and sails and doing their part to keep<br />

the vessel seaworthy. A ship full <strong>of</strong> goblinoids would be<br />

strange enough, but many have become pseudonatural creatures,<br />

and their malignant deformities—tentacles, eyestalks,<br />

and worse—make the pirates <strong>of</strong> the Much Kill among the<br />

most feared in all the seas.<br />

KEY FEATURES<br />

Despite its massive proportions, the Much Kill is as quick<br />

and agile as its smaller cousin ships. The caravel has a main<br />

deck, a lower deck, and a hull, as well as a quarterdeck at<br />

the aft and a forecastle at the bow. The bowsprit—the long<br />

pole at the front—is solid iron and ends in a harpoon barb.<br />

Hanging from the pole are rotting corpses that bob and<br />

twist as the ship cuts through the waves. Red sails hang<br />

from the yards on three sturdy masts. Severed hands,<br />

ears, and feet (taken from prisoners fed to the thing in<br />

the hold) decorate the masts, and many <strong>of</strong> the sailors<br />

shake the hands, stroke the feet, or whisper into the ears<br />

for good luck.<br />

DEFENSES<br />

The Much Kill is a floating fortress. The hull is nearly 2 feet<br />

thick and reinforced with iron plates, while steel rings<br />

encircle the masts to help protect them from attack. Twin<br />

ballistae at each end <strong>of</strong> the ship fire heavy harpoons, attached<br />

to long coils <strong>of</strong> rope, into enemy ships or large sea creatures,<br />

which are then reeled in for food.<br />

Each member <strong>of</strong> the crew is a capable warrior, as savage<br />

and cruel as First Mate Fecar. Some <strong>of</strong> them have become<br />

pseudonatural creatures, their bodies sprouting strange<br />

growths and mutations, thanks to the disruptive influence<br />

<strong>of</strong> the Eater <strong>of</strong> Worlds.<br />

The ship’s hold serves as a prison for a kython—a terrible<br />

monster conjured from the screams <strong>of</strong> the mad. Insatiable,<br />

the creature needs regular feeding, and when too many<br />

days pass without a meal, Gnash is forced to drop one

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