Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
Villains' Lorebook.pdf - Department of Political Science
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70<br />
mercenaries when the humans or other, wealthier<br />
races <strong>of</strong> the region go to war.<br />
They’ve adapted well to their icy environment,<br />
wrapping their bodies in heavy furs, held in place by<br />
wide leather straps.<br />
History: Much <strong>of</strong> the history <strong>of</strong> the Ice Spire<br />
ogres is unknown to human chroniclers, but some<br />
relatively recent events are common knowledge.<br />
Years ago, a tribe <strong>of</strong> Ice Spire ogres was employed<br />
by Prince Camden <strong>of</strong> the human kingdom <strong>of</strong> Hartsvale.<br />
Camden was involved in a civil war with his<br />
twin brother over who would succeed their late<br />
father as king. The ogres’ aid helped Camden win<br />
the war and ascend the throne. The ogres demanded<br />
an unusual price or their cooperation, however.<br />
The tribe’s chieftain and shaman, Goboka, wanted<br />
Camden’s first-born daughter as compensation for<br />
his tribe’s aid in the war. As a young prince with no<br />
children (and a family line that strongly favored<br />
male children), Camden agreed.<br />
After Camden became king, he did indeed have a<br />
daughter, Brianna. King Camden refused to give her<br />
up, however, until an emissary arrived at his castle<br />
reminding him <strong>of</strong> his secret promise. In order to<br />
maintain appearances, the King set up an ambush<br />
where his now-grown daughter could be “kidnapped”<br />
by the ogres and spirited away.<br />
This plan was upset by the firbolg ranger, Tavis<br />
Burden, who betrayed his liege’s orders not to pursue<br />
the ogres. After tracking and battling the ogres,<br />
Tavis eventually rescued Brianna from the ogres and<br />
returned to Hartsvale where they revealed Camden’s<br />
long-ago promise. Camden was deposed as a result<br />
and Brianna ascended the throne <strong>of</strong> Hartsvale.<br />
Goboka, this tribe’s leader, qualifies as a chieftain<br />
(described above) and has shaman abilities equal to<br />
those <strong>of</strong> a 7th-level priest.<br />
Sources: “Twilight Giants” trilogy (The Ogre’s<br />
Pact, The Giant Among Us, The Titan <strong>of</strong> Twilight),<br />
Giantcraft.<br />
Kalmari<br />
Cassana’s creature<br />
CLIMATE/TERRAIN: Any<br />
FREQUENCY: Very rare; Rare in Acheron<br />
ORGANIZATION: Solitary<br />
ACTIVITY CYCLE: Any<br />
DIET: Carnivore<br />
INTELLIGENCE: Average<br />
TREASURE: Nil<br />
ALIGNMENT: Lawful evil<br />
NO. APPEARING: 1<br />
A RMOR CLASS: -6<br />
MOVEMENT: 6<br />
HIT DICE: 3+3<br />
THAC0: 17<br />
NO. OF ATTACKS: 2<br />
DAMAGE/ATTACKS: 1d10/1d6<br />
SPECIAL ATTACKS: Swallow, entangle<br />
SPECIAL DEFENSES: +2 or better weapons to hit;<br />
Slain only by consumed & rejected magical item<br />
MAGIC RESISTANCE: 100%<br />
SIZE: M<br />
MORALE: Champion (16)<br />
XP VALUE: 2,000<br />
In its natural state, a kalmari is an amorphous<br />
being with a smoky, mistlike consistency. It appears<br />
as an inverted teardrop, with a 3’-long prehensile<br />
tail. The beast has two unblinking yellow eyes that it<br />
can move to different parts <strong>of</strong> its surface in order to<br />
follow multiple foes. The most striking feature <strong>of</strong> the<br />
kalmari, however, is its inordinately large, toothfilled<br />
maws which seem to stretch all the way around<br />
its body. When the creature opens wide its jaws, the<br />
mouth appears to cover the majority <strong>of</strong> the kalmari’s<br />
body. The kalmari also can possess the body <strong>of</strong> a living<br />
being without affecting that being’s appearance.<br />
Combat: A bite from the kalmari’s jaws inflicts<br />
1d10 points <strong>of</strong> damage and the tail can whip a target<br />
for ld6 points <strong>of</strong> damage. When a natural 20 results<br />
from the tail’s attack roll, no damage is done but the<br />
victim is entangled. An entangled victim is allowed<br />
one Bend Bars/Lift Gates roll to escape; otherwise<br />
only severing the tail itself by inflicting 10 points <strong>of</strong><br />
damage there on a called shot (see the DMG for<br />
details) frees the entangled victim.<br />
The kalmari’s most fearsome ability is that, on any