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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

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