Exemplars of Evil
Exemplars of Evil
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