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Villains' Lorebook.pdf - Department of Political Science

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Shadowmasters,<br />

a.k.a. the<br />

Malaugrym<br />

“Those Who Walk in Shadow”<br />

CLIMATE/TERRAIN: Any (Demiplane <strong>of</strong> Shadow)<br />

FREQUENCY: Very Rare<br />

ORGANIZATION: Clan<br />

ACTIVITY CYCLE: Any<br />

DIET: Omnivore<br />

INTELLIGENCE: Average to Genius<br />

TREASURE: R (personal), H (lair)<br />

ALIGNMENT: Chaotic evil<br />

No. APPEARING: 2d6<br />

ARMOR CLASS: 3<br />

MOVEMENT: 12<br />

HIT DICE: 5+5<br />

THAC0: 15<br />

No. OF ATTACKS: 1<br />

DAMAGE/ATTACKS: By weapon or spell<br />

SPECIAL ATTACKS: Surprise<br />

SPECIAL DEFENSES: Immune to poison,<br />

silver/magical weapons needed to hit<br />

MAGIC RESISTANCE: 25%<br />

SIZE: M<br />

MORALE: Champion (15)<br />

XP VALUE: 2,000<br />

The Shadowmasters, also known as the Malaugrym,<br />

are a clan <strong>of</strong> shape-shifting humans who make<br />

their home in the Castle <strong>of</strong> Shadows on the Demiplane<br />

<strong>of</strong> Shadow. Further, they travel to Toril whenever<br />

they can. There they seek to use their shapechanging<br />

powers to dominate and rule all the<br />

Realms.<br />

These beings have total control <strong>of</strong> their bodies<br />

and can change or “morph” portions <strong>of</strong> body, and<br />

can appear literally as any living thing-perhaps as a<br />

horrible nonhumanoid creature. The only nonmagical<br />

way to tell a malaugrym is by the golden light<br />

that shines in its eyes. DMs should make Wisdom or<br />

appropriate pr<strong>of</strong>iciency checks with penalties suitable<br />

to the circumstances.<br />

Combat: Malaugrym are strong, sturdy creatures,<br />

their shape-shifting powers granting them amazing<br />

fortitude. They regenerate one hit point per round<br />

after being damaged. They are also immune to poison<br />

and only silver or magical weapons harm them.<br />

(Silver weapons do maximum damage with any successful<br />

hit and they do not regenerate wounds inflicted<br />

by silver weapons.) One reason human<br />

malaugrym have such high HD and AC ratings is<br />

that they tend to constantly shift their shapes as<br />

combat evolves, even to the point <strong>of</strong> moving their<br />

internal organs out <strong>of</strong> their normal positions-making<br />

it extremely difficult to strike a killing blow<br />

against them.<br />

They can fight with weapons normally-some are<br />

powerful members <strong>of</strong> PC classes (unlimited advancement<br />

as humans; none but the leader <strong>of</strong> the clan can<br />

cast gate or other interplanar magic)-or can fight<br />

using tentacles or pseudopods. Malaugrym receive a<br />

number <strong>of</strong> attacks in this manner as per their class<br />

and level, and a typical spiked tentacle or pseudopod<br />

does damage as a long sword (1d8/1d12).<br />

Habitat/Society: The malaugrym are led by one<br />

called the Shadowmaster. This malaugrym is usually<br />

the most powerful mage in the clan. Intrigue and<br />

one-upsmanship are realities for the malaugrym as<br />

99

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