Taglaruth at 10th Level
Having fully embraced both the darkness of the Shadow Weave and his own shadowy heritage, Taglaruth is now one of the most dangerous shadowmasters dwelling among the peoples of Faern. The malaugrym is consumed with his battle against the shadow wizard enclave of Shade, continuing his race's ancient war against the Netherese interlopers no matter what the consequences to the creatures of this world.
Taglaruth: "Male human" malaugrym Wiz5/Ftr1/Sha4; CR 14; Medium-size humanoid; HD 5d8+10 plus 9d4+18 plus 1d10+2; hp 79; Init +4; Spd 30 ft.; AC 21 (touch 14, flat-footed 17); Atk +10/+5 melee (1d6+3, slam); or +14/+9 melee (1d6+4/18-20, +1 spellblade rapier); SQ Alternate form, damage reduction 15/silver, darkvision 60 ft., fast healing 3, immunities, low-light vision, shadow defense +1, shield of shadows, silver vulnerability, spell power +1, spell resistance 25; AL CE; SV Fort +12, Ref +10, Will +14; Str 14, Dex 18, Con 14, Int 21, Wis 11, Cha 17.
Skills and Feats: Alchemy +13, Bluff +11, Concentration +16, Diplomacy +7, Disguise +25, Intimidate +5, Knowledge (arcana) +17, Knowledge (planes) +10, Listen +5, Ride (horse) +8, Sense Motive +8, Spellcraft +17, Spot +7, Swim +4; Blind-Fight, Dodge, Expertise, Great Fortitude, Insidious Magic, Iron Will, Mobility, Pernicious Magic, Scribe Scroll, Shadow Weave Magic, Spell Focus (Illusion), Spell Penetration, Still Spell, Tenacious Magic, 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.
Low-Light Vision (Su): Taglaruth can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.
Shadow Defense: Taglaruth gains a +1 bonus on saves against spells from the schools of Enchantment, Illusion, and Necromancy, and spells with the darkness descriptor.
Shield of Shadows (Su): Taglaruth can create a mobile disk of purple-black force as a standard action. The shield of shadows has the effects of a shield spell and also provides three-quarters concealment (30% miss chance) against attacks from the other side of the shield. The shield of shadows lasts 9 rounds per day and need not be used all at once. Dismissing the shield is also a standard action.
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.
Spell Power: Taglaruth gains a +1 bonus to the DC for saving throws and to caster level checks to overcome spell resistance for the spells he casts from the schools of Enchantment, Illusion, or Necromancy, and spells with the darkness descriptor.
Spells Prepared: (4/6/5/4/3/2; base DC = 15 + spell level): 0 -- arcane mark, daze*, detect magic, prestidigitation; 1st -- charm person*, mage armor, magic missile**, net of shadows, ray of enfeeblement*, sleep*; 2nd -- claws of darkness, death armor, shadow mask, shadow spray, shroud of undeath*; 3rd -- dispel magic, hold person*, invisibility sphere, suggestion*; 4th -- enervation*, shadow conjuration, shadow well; 5th -- shadow evocation, shadow hand.
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*, chill touch*, comprehend languages, expeditious retreat**, identify, know protections, mage armor, magic missile**, net of shadows, ray of enfeeblement*, shield, sleep*; 2nd -- claws of darkness, darkness*, darkvision**, death armor*, detect thoughts, mirror image, shadow mask, shadow spray, shroud of undeath*, spectral hand*; 3rd -- dispel magic, displacement, greater magic weapon**, haste**, hold person*, invisibility sphere, nondetection, suggestion*; 4th -- arcane eye, enervation*, minor globe of invulnerability, shadow conjuration, shadow well, stoneskin; 5th -- feeblemind*, greater shadow conjuration, shadow evocation, shadow hand.
*The save DC against these spells is 17 + spell level; +2 bonus on caster level checks to overcome spell resistance.
**Caster level 8th.
The save DC against these spells is 19 + spell level.
Know Protections (Sor/Wiz 1): Determine target's defenses. (Short form excerpted from Magic of Faern, page 74.)
Death Armor (Sor/Wiz 2): Black aura damages creatures attacking you. (Short form excerpted from Magic of Faern, page 74.)
Shadow Well (Sor/Wiz 4): Target enters gloomy pocket plane and emerges frightened. (Short form excerpted from Magic of Faern, page 75.)
Shadow Hand (Sor/Wiz 4): Medium-size hand attacks, blocks opponents, or carries items. (Short form excerpted from Magic of Faern, page 75.)
Possessions: Backpack, bedroll, bracers of armor +2, explorer's outfit, +2 headband of intellect, scroll of minor globe of invulnerability, scroll of shadow well, scroll of greater shadow conjuration, scroll of shadow evocation, spellblade rapier +1 (renders wielder immune to dispel magic), staff of shadows (25 charges), trail rations (10 days), waterskin, winter blanket. Gems and coins worth 116.4 gp.
Staff of Shadows: This staff is made from zalantar (darkwood). The arcane runes carved into it are cloaked in wisps of shadows. It is a Shadow Magic item (details of which are discussed in Magic of Faern, page 174), giving it a +1 bonus on save DCs and a +1 bonus on caster level checks to overcome spell resistance for effects from the schools of Enchantment, Illusion, and Necromancy and those with the darkness descriptor. Likewise, effects from the schools of Evocation and Transmutation have their caster levels reduced by 1 (in effect, not in cost), save DCs reduced by 1, and caster level checks to overcome spell resistance suffer a -1 penalty.It allows the use of the following spells:
- net of shadows (1 charge)
- shadow spray (1 charge)
- shadow conjuration (1 charge)
Caster Level: 12th; Prerequisites: Craft Staff, net of shadows, shadow spray, shadow conjuration; Market Price: 54,040 gp.