Taglaruth at 6th Level
After several years of adventuring with the Scions of Saerloon, Taglaruth has retired, at least for the time being, to pursue his studies. Having recognized that his talents lie in the more subtle aspects of wizardry, not swordplay, Taglaruth is primarily driven to uncover details about the Shadow Weave, a new source of magic that seems to draw him like a siren's song. Although his memory of events prior to his rescue has not returned, Taglaruth is less interested in ferreting out the secrets of his past than he is in charting his future. As such, the wizard has grown comfortable with his extraordinary shapechanging ability, even if he does not fully understand its significance.
Taglaruth: "Male human" malaugrym Wiz5/Ftr1; CR 10; Medium-size humanoid; HD 5d8+10 plus 5d4+10 plus 1d10+2; hp 61; Init +4; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Atk +8/+3 melee (1d6+3, slam); or +12/+7 melee (1d6+4/18-20, +1 spellblade rapier); SQ Alternate form, damage reduction 15/silver, darkvision 60 ft., fast healing 3, immunities, silver vulnerability, spell resistance 21; AL CE; SV Fort +11, Ref +9, Will +10; Str 14, Dex 18, Con 14, Int 20, Wis 11, Cha 17.
Skills and Feats: Alchemy +13, Bluff +11, Concentration +10, Diplomacy +7, Disguise +21, Intimidate +5, Knowledge (arcana) +13, Listen +5, Ride (horse) +8, Sense Motive +8, Spellcraft +13, Spot +7, Swim +4, Blind-Fight, Dodge, Expertise, Great Fortitude, Iron Will, Mobility, Scribe Scroll, Shadow Weave Magic (detailed in the Forgotten Realms Campaign Setting, page 37), Still Spell, Weapon Finesse (rapier), Weapon Focus (rapier).
Alternate Form (Su): Talgarauth can assume the form of any creature less than deity status or a single object, as the shapechange spell cast by a 20th-level sorcerer. When assuming the form of a humanoid creature, his physical ability scores (Strength, Dexterity, and Constitution) are the same as in its natural form, not the average scores for a member of that race. In any form, his true identity can be guessed by the golden light thaty glimmers in his eyes. A Spot check (DC 20) is required to notice this telltale gleam.
Silver Vulnerability (Ex): Silver weapons inflict the maximum possible damage against Talgarauth. He cannot heal damage caused by silver weapons naturally, including with his fast healing ability. Cure wounds spells and other magic heal this damage normally.
Spells Prepared: (4/5/3/2; base DC = 15 + spell level): 0 -- arcane mark, daze*, detect magic, prestidigitation; 1st -- charm person*, mage armor, magic missile**, net of shadows*, sleep*; 2nd -- shadow mask*, shadow spray*, shroud of undeath*; 3rd -- hold person*, invisibility sphere*.
Spellbook: 0 -- arcane mark, daze*, detect magic, detect poison, disrupt undead*, ghost sound*, mage hand**, mending**, open/close**, prestidigitation, ray of frost, read magic, resistance; 1st -- charm person*, comprehend languages, identify, mage armor, magic missile**, net of shadows*, ray of enfeeblement*, sleep*; 2nd -- darkness*, darkvision**, mirror image*, shadow mask*, shadow spray*, shroud of undeath*; 3rd -- displacement*, hold person*, invisibility sphere*, suggestion*.
*The save DC against these spells is 16 + spell level; +1 bonus on caster level checks to overcome spell resistance.
**Caster level 4th.
Net of Shadows (Sor/Wiz 1): Ordinary shadows that provide concealment to all in the area. (Short form excerpted from Magic of Faern, page 74.)
Shroud of Undeath (Sor/Wiz 2): Negative energy shroud makes undead perceive you as undead. (Short form excerpted from Magic of Faern, page 74.)
Possessions: Backpack, bedroll, bracers of armor +2, explorer's outfit, +2 headband of intellect, +1spellblade rapier (renders wielder immune to dispel magic), trail rations (10 days), waterskin, winter blanket. Gems and coins worth 131.4 gp.
Spellblade: The wielder is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targeted against the wielder (not a spell that affects an area). When the wielder is subjected to the spell, the weapon absorbs the spell. On the wielder's next turn, she can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, true seeing; Market Price: +1 bonus. (Excerpted from Magic of Faerun, page 141.