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The Warlord

 

The greater barghest known only as "The Warlord" hails from the Nine Hells of Baator, where he gained power and prestige leading armies of hellspawn goblins and other fiendish creatures to victory. On the Prime, he united the Ten Tribes of the Shard Mountains against their enemies, the humans of the Kingdom of Blackmere. In a maneuver never before seen on this scale, he led his fighting force of goblinoids, wereworgs, hellspawn goblins, and devils through a thousand miles of the Underdark to reach their target: Blackmere City. This masterful tactic left the bulk of the Blackmere army too far away from the fighting to defend the city, and almost resulted in the destruction of the kingdom's capital.

 

        The Warlord: Male greater barghest Bbn 1/Ftr 4/Fist of Hextor4; CR 14; Large Outsider (evil, lawful); HD 9d8+36 plus 1d12+4 plus 4d10+16 plus 4d10+16; hp 172; Init +7; Speed 30 ft.; AC 28 (touch 12, flat-footed 25); Attacks +19/+14/+9 melee (2d8+15+2d6 vs. good/17+, +1 unholy greatsword); SA rage, feed, brutal strike, strength boost, frightful presence, spell-like abilities; SQ alternate form, resistances; SV Fort +23, Ref +14, Will +14; Str 27, Dex 16, Con 18, Int 17, Wis 16, Cha 22.

        Skills & Feats: Bluff +18, Climb +11, Concentration +15, Hide +8, Intimidate +28, Jump +13, Knowledge (religion) +11, Move Silently +9, Sense Motive +19, Spot +19; Cleave, Combat Casting, Combat Reflexes, Expertise, Improved Critical (greatsword), Improved Initiative, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword).

        Spell-Like Abilities (Sp): At will—levitate, misdirection, project image; 1/day—charm monster, charm person, dimension door, emotion. As Sor 16; DC = 16 + spell level.

        Feed (Su): When a barghest slays a humanoid opponent, it can spend a full-round action to feed on the corpse. For every 8 HD it consumes, it gains 1 HD. A consumed victim can only be true resurrected (50% chance of success).

        Alternate Form (Su): Can assume large goblinoid or wolf form (+4 to Hide, Speed 60, can pass without trace).

        Rage (Ex): Gain +4 Str, +4 Con, +1 Will saves, –2 AC for 9 rounds, 1/day.

        Brutal Strike (Ex): Add +2 to attack or damage on each attack.

        Strength Boost (Su): May boost Str by +4 for 8 rounds, 1/day.

        Frightful Presence (Su): Can instill fear as free action 1/day. Range 20’; Will DC 20.

        Resistances (Ex): immune to fire and poison; resistance 20 to cold and acid.

        Possessions: Blight (+1 Huge unholy greatsword), +2 breastplate, cloak of resistance +3, belt of giant strength +4, potions of cure serious wounds (2), endurance (2), haste (2).

 

Darkesha, the Warlord's chief advisor, was among the most powerful arcanists of the Ten Tribes. Furthermore, she had augmented her spellcasting with powers gained from bargains with powerful devils from Hell. Once she completed the talisman of the sphere, she planned to use her sphere of annihilation to destroy the crystal relic that shielded Blackmere City, allowing devils free reign throughout the area.

 

        Darkesha: Female hobgoblin Wiz5 (Evoker)/Acolyte6; CR 11; Medium-size Humanoid; HD 5d4+15 plus 6d4+18; hp 64; Init +2; Speed 30 ft.; AC 17 (touch 15, flat-footed 14); Attacks +4 melee (touch); SA spells, acolyte powers; SQ darkvision 120’, SV Fort +9, Ref +8, Will +9; Str 8, Dex 16, Con 16, Int 18, Wis 10, Cha 16.

        Skills & Feats: Concentration +18, Hide +10, Intimidate +8, Knowledge (arcana) +13, Knowledge (the planes) +18, Move Silently +11, Scry +10, Spellcraft +18; Craft Wondrous Item, Energy Substitution (acid), Lace Spell (Unholy), Lightning Reflexes, Scribe Scroll, Spell Focus (Evocation), Spell Penetration.

        Poison (Sp): 2/day as Clr 16 (Fort DC 16).

        Resistances (Ex): fire 20, cold 20.

        Fiendish glare (Su): As power word stun, plus –2 morale penalty to attack, damage, and saves for 10 minutes. Affects single creature within 100 ft. (Will DC 18 negates). 1/day.

        Spells Prepared (4/6/5/5/4; DC = 14 + spell level; +2 evocation, +2 vs. good; as 8th-level caster): 0—read magic, detect magic, light, daze; 1st—magic missile (2), true strike, shield, lesser sonic orb (DC 17), lesser electric orb (DC 17); 2nd—bull’s strength, endurance, melf’s acid arrow, see invisibility, darkness; 3rd—dispel magic, haste, acidball (as fire, DC 19), acid bolt (as lightning, DC 19), protection from lightning; 4th—stoneskin, wall of acid (as fire; DC 20), dimension door, enervation. Banned schools: Conjuration

        Equipment: cloak of protection +2, circlet of Intelligence +2, rod of cancellation, partially completed talisman of the sphere, sphere of annihilation, arcane scroll of gate, arcane scroll of invisibility.

All material copyright Andy Collins 2001-2007.