D&D Fight Club02/22/2002


Claravda Half-fiend Draegloth Wizard/Cleric of Velsharoon/True Necromancer



Design notes: So I got The Mummy Returns on DVD . . . and this month you get a necromancer. The draegloth is a great monster that I had to use, and the necromancer focus gave it something different from the usual drow focus on Lolth and spiders. I did work some spiders in, though. Most of this material comes from Forgotten Realms Adventures, but the relevant information is presented below. The hairy spider familiar is an option for the Forgotten Realms. If you don't use this creature in the Realms, you should change Velsharoon to some other deity that grants the Death domain. The Death domain is a prerequisite for the true necromancer prestige class.

The day Claravda was born, her house started planning the downfall of its chief rival in the drow city where she grew up. As she matured, she was allowed to follow the ways of Velsharoon rather than Lolth, so that she could learn the necromantic arts that priests of Lolth cannot access. When she was grown, the battle between the two houses began, and Claravda proved key to the victory of her house. It was a pyrrhic victory, however, as most of her own house was destroyed along with the rival house. Left without a power base, Claravda took control of the remaining drow and led them into the Underdark to recruit their strength. They strike from there to this day, growing in power and waiting for the day when they will return to their home.

Undead always accompany Claravda, even at her lowest level. As soon as she could animate the dead, she began using skeletons, then stronger undead, as her guards. She hardly needs a guard, as she is fierce in combat and loves the smell of blood and gore. At higher levels she also has drow or other lackeys. She fights to use her powers over the dead to her best advantage, and she proves quite deadly. One of her favorite tactics: animating the bodies of dead adventurers in the middle of a battle, then turning them on their one-time friends. That maneuver is usually good for a -2 circumstance bonus for at least one round.

Claravda and her allies need not be used in the Underdark, though that is where they feel most at home. They could be found in a city at night, engaged in some evil that furthers her long-range plans.

Here we offer three versions of Claravda for varied challenge levels. She is presented with magic items equivalent to the value that a NPC of her level should have. The cohorts and followers for the Leadership feat have not been detailed; you will have to generate these yourself. Use the generic statistics in the Dungeon Master's Guide, or use creatures from your own campaign that fit. Many of them will likely be drow, so take into account their effective character levels per the Forgotten Realms Campaign Guide when determining their levels.

From the Monstrous Compendium: Monsters of Faerun accessory:

Half-fiend Draegloth

Large Outside (Chaotic, Evil)

Formed in the unholy union between a newly ordained drow high priestess and a powerful demon, a draegloth is a half-fiend terror that stalks the Underdark.

While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually created by a mortal race. The look like 8-foot-tall drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog's muzzle, and their mouths are full of vicious, sharp teeth. Draegloths have darkvision with a range of 60 feet. They speak Abyssal and Undercommon.

Drageloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy. They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Their favored class is cleric.

[6th-level draegloth]/2nd-level cleric of Velsharoon/1st-level wizard

[6th-level draegloth]/4th-level cleric of Velsharoon/5th-level wizard

[6th-level draegloth]/5th-level cleric of Velsharoon/5th-level wizard/7th-level true necromancer

Challenge Rating: 8 [5 draegloth +3 class levels]

Challenge Rating: 14 [5 draegloth +9 class levels]

Challenge Rating: 22 [5 draegloth +17 class levels]

Hit Dice: 6d8+12 plus 2d8+4 plus 1d4+2

Hit Dice: 6d8+12 plus 4d8+8 plus 5d4+10

Hit Dice: 6d8+12 plus 5d8+10 plus 12d4 + 24

Hit Points: 56

Hit Points: 87

Hit Points: 125

Initiative Modifier: +2 [+2 Dex]

Initiative Modifier: +6 [+2 Dex, +4 Improved Initative]

Initiative Modifier: +6 [+2 Dex, +4 Improved Initative]

Speed: 60 ft. [boots of striding and springing]

Speed: 30 ft.

Speed: 30 ft.

Armor Class: 18 [+2 Dex, -1 size, +5 natural, +2 bracers of armor] (touch 11, flat-footed 16)

Armor Class: 22 [+2 Dex, -1 size, +5 natural, +6 bracers of armor] (touch 11, flat-footed 20)

Armor Class: 30 [+2 Dex, -1 size, +5 natural, +10 bracers of armor, +2 ring of protection, +2 luck from staff of power] (touch 15, flat-footed 28)

Attacks:

  • 2 Claws +12 melee [+6 draegloth, +1 cleric, +0 wizard, +6 Str, -1 size] (1d6+6)

AND

  • Bite +7 melee [+6 draegloth, +1 cleric, +0 wizard, +6 Str, -1 size, -5 secondary attack] (1d8+3)

Attacks:

  • 2 Claws +16 melee [+6 draegloth, +3 cleric, +2 wizard, +6 Str, -1 size] (1d6+6)

AND

  • Bite +11 melee [+6 draegloth, +3 cleric, +2 wizard, +6 Str, -1 size, -5 secondary attack] (1d8+3)

Attacks:

  • 2 Claws +20 melee [+6 draegloth, +3 cleric, +2 wizard, +2 true necromancer, +2 epic, +6 Str, -1 size] (1d6+6)

AND

  • Bite +15 melee [+6 draegloth, +3 cleric, +2 wizard, +2 true necromancer, +2 epic, +6 Str, -1 size, -5 secondary attack] (1d8+3)

OR

  • Quarterstaff +22/+17 melee [+6 draegloth, +3 cleric, +2 wizard, +2 true necromancer, +2 epic, +6 Str, -1 size, +2 magic weapon (staff of power)] (1d6+11 + smite if used -- 1 charge expended as free action does double damage for one round)

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Face/Reach: 5 ft. x 5 ft./10 ft.

Special Attacks/Qualities:

  • Darkvision 120 ft.
  • Immune to poison and sleep-inducing spells and effects
  • Acid, cold, electricity, and fire resistance 20
  • +2 racial bonus on saving throws vs. enchantment spells or effects
  • +2 racial bonus on saving throws vs. spells or spell-like abilities
  • Spell Resistance 20 [drow ability, 11 + class levels]
  • +2 racial bonus to Listen, Search, and Spot checks included below. Passing within 5 ft. of a secret or concealed door entitles her to a Search check as though actively looking for it.
  • Spell-like abilities: 4/day - darkness; 1/day -- dancing lights, desecrate, faerie fire, unholy blight. These abilities are as the spells cast by a 9th-level sorcerer.
  • Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below):
    Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 2d6. If the total is greater than the opponent's current hit points, the opponent dies.
    Undeath -- free Extra Turning feat (included below)
  • Cleric spells: Prepare 4/4 spells per day. Cannot cast lawful or good spells. Save DC 11 + spell level.
  • Rebuke Undead 7 times per day as 2nd-level cleric [3 class + 4 from Extra Turning feat]
  • Spontaneous Casting -- can convert any prepared spell to an inflict wounds spell of the same level
  • Familiar Benefits: Alertness, share spells with familiar, empathic link with familiar
  • Wizard Spells. Prepare 3/2 spells per day from this spellbook:
    0 level spells -- all
    1st level -- burning hands, ray of enfeeblement, shield, summon monster I
    Save DC 11 + spell level

Special Attacks/Qualities:

  • Darkvision 120 ft.
  • Immune to poison and sleep-inducing spells and effects
  • Acid, cold, electricity, and fire resistance 20
  • +2 racial bonus on saving throws vs. enchantment spells or effects
  • +2 racial bonus on saving throws vs. spells or spell-like abilities
  • Spell Resistance 26 [drow ability, 11 + class levels]
  • +2 racial bonus to Listen, Search, and Spot checks included below. Passing within 5 ft. of a secret or concealed door entitles her to a Search check as though actively looking for it.
  • Spell-like abilities: 4/day - darkness; 1/day -- dancing lights, desecrate, faerie fire, unholy blight. These abilities are as the spells cast by a 15th-level sorcerer.
  • Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below):
    Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 4d6. If the total is greater than the opponent's current hit points, the opponent dies.
    Undeath -- free Extra Turning feat (included below)
  • Cleric spells: Prepare 5/5/3 spells per day. Cannot cast lawful or good spells. Save DC 11 + spell level.
  • Rebuke Undead 7 times per day as 4th-level cleric [3 class + 4 from Extra Turning feat]
  • Spontaneous Casting -- can convert any prepared spell to an inflict wounds spell of the same level
  • Familiar Benefits: Alertness, share spells with familiar, empathic link with familiar, speak with familiar; deliver touch spells via familiar
  • Wizard Spells. Prepare 4/4/2/1 spells per day from this spellbook:
    0 level spells -- all
    1st level -- burning hands, chill touch, comprehend languages, expeditious retreat, magic missile, ray of enfeeblement, shield, spider climb, summon monster I
    2nd level -- bull's strength, ghoul touch, protection from arrows, see invisibility, spectral hand, web
    3rd level -- halt undead, haste, vampiric touch
    Save DC 11 + spell level
  • Leadership Feat: Leadership score 15; 1 10th level cohort, 20 1st level followers, 2 2nd-level followers, 1 3rd-level follower

Special Attacks/Qualities:

  • Darkvision 120 ft.
  • Immune to poison and sleep-inducing spells and effects
  • Acid, cold, electricity, and fire resistance 20
  • +2 racial bonus on saving throws vs. enchantment spells or effects
  • +2 racial bonus on saving throws vs. spells or spell-like abilities
  • Spell Resistance 34 [drow ability, 11 + class levels]
  • +2 racial bonus to Listen, Search, and Spot checks included below. Passing within 5 ft. of a secret or concealed door entitles her to a Search check as though actively looking for it.
  • Spell-like abilities: 4/day - darkness; 1/day -- dancing lights, desecrate, faerie fire, unholy blight. These abilities are as the spells cast by a 23rd-level sorcerer.
  • Cleric Domains (the Undeath domain comes from Forgotten Realms Campaign Guide, spell list below):
    Death -- Death touch 1/day; If she makes a successful melee touch attack against a living creature, she rolls 5d6. If the total is greater than the opponent's current hit points, the opponent dies.
    Undeath -- free Extra Turning feat (included below)
  • Cleric spells cast as 9th-level Cleric [5 Cleric levels + 4 True Necromancer levels]: Prepare 6/6/6/4/3 spells per day. Cannot cast lawful or good spells. Save DC 12 + spell level, or 14 + spell level for Necromancy spells.
  • Rebuke Undead 7 times per day as 12th-level cleric [3 class + 4 from Extra Turning feat, adds True Necromancer levels for determining turning level]
  • Spontaneous Casting -- can convert any prepared spell to an inflict wounds spell of the same level
  • Familiar Benefits: Alertness, share spells with familiar, empathic link with familiar, speak with familiar; deliver touch spells via familiar
  • Wizard spells cast as 8th-level wizard [5 Wizard levels + 3 True Necromancer levels]. Prepare 4/5/4/3/2 spells per day from this spellbook:
    0 level spells -- all
    1st level -- burning hands, chill touch, comprehend languages, expeditious retreat, magic missile, ray of enfeeblement, shield, spider climb, summon monster I
    2nd level -- bull's strength, ghoul touch, protection from arrows, see invisibility, spectral hand, summon monster II, web
    3rd level -- halt undead, haste, hold person, suggestion, vampiric touch
    4th level -- contagion, enervation, stoneskin
    Save DC 12 + spell level, or 14 + spell level for Necromancy spells
  • Cast necromantic spells and spells from Death domain with all spellcaster levels stacked (as 17th-level caster, rather than by class caster level)
  • Major Zone of Desecration (Su) -- projects zone of negative energy to radius of 170 ft., acts as desecrate spell
  • Create Undead (Sp) -- Can create undead and create greater undead once per day each as spell-like ability, cast at 17th level
  • Added spellcasting -- Gains one effective spellcasting level in a prior spellcasting class per level of true necromancer; added +4 cleric and +3 wizard
  • Leadership Feat: Leadership score 23; 1 16th-level cohort, 90 1st-level followers, 9 2nd-level followers, 5 3rd-level followers, 3 4th-level followers, 2 5th-level followers, 1 6th-level follower

Saving Throws:

Fortitude +10 [+5 draegloth, +3 cleric, +0 wizard, +2 Con]

Reflex +7 [+5 draegloth, +0 cleric, +0 wizard, +2 Dex]

Will +11 [+5 draegloth, +3 cleric, +2 wizard, +1 Wis]

Saving Throws:

Fortitude +12 [+5 draegloth, +4 cleric, +1 wizard, +2 Con]

Reflex +9 [+5 draegloth, +1 cleric, +1 wizard, +2 Dex]

Will +14 [+5 draegloth, +4 cleric, +4 wizard, +1 Wis]

Saving Throws:

Fortitude +16 [+5 draegloth, +4 cleric, +1 wizard, +1 true necromancer, +1 epic, +2 Con, +2 luck from staff of power]

Reflex +15 [+5 draegloth, +1 cleric, +1 wizard, +1 true necromancer, +1 epic, +2 Dex, +2 Lightning Reflexes, +2 luck from staff of power]

Will +22 [+5 draegloth, +4 cleric, +4 wizard, +4 true necromancer, +1 epic, +2 Wis, +2 luck from staff of power]

Strength: 22

Strength: 22

Strength: 22

Dexterity: 15

Dexterity: 15

Dexterity: 15

Constitution: 14

Constitution: 14

Constitution: 14

Intelligence: 13

Intelligence: 13

Intelligence: 14

Wisdom: 12

Wisdom: 13

Wisdom: 14

Charisma: 11

Charisma: 11

Charisma: 11

Skills [54 draegloth, 6 cleric, 3 wizard]: Hide +7 [9 draegloth, +2 Dex, -4 size], Jump +21 [5 draegloth, +6 Str, +10 boots of striding and springing], Knowledge (arcana) +7 [3 cleric, 3 wizard, +1 Int], Knowledge (drow religion) +8 [4 draegloth, 3 cleric, +1 Int], Listen +14 [9 draegloth, +1 Wis, +2 racial, +2 Alertness from familiar], Move Silently +11 [9 draegloth, +2 Dex], Search +12 [9 draegloth, +1 Int, +2 racial], Spot +14 [9 draegloth, +1 Wis, +2 racial, +2 Alertness from familiar]

Skills [54 draegloth, 12 cleric, 15 wizard]: Concentration +10 [5 cleric, +3 wizard, +2 Con], Hide +7 [9 draegloth, +2 Dex, -4 size], Jump +11 [5 draegloth, +6 Str], Knowledge (arcana) +9 [4 cleric, 4 wizard, +1 Int], Knowledge (drow religion) +8 [4 draegloth, 3 cleric, +1 Int], Knowledge (planes) +5 [4 wizard, +1 Int], Listen +14 [9 draegloth, +1 Wis, +2 racial, +2 Alertness from familiar], Move Silently +11 [9 draegloth, +2 Dex], Search +12 [9 draegloth, +1 Int, +2 racial], Spellcraft +5 [4 wizard, +1 Int], Spot +14 [9 draegloth, +1 Wis, +2 racial, +2 Alertness from familiar]

Skills [54 draegloth, 15 cleric, 15 wizard, 24 true necromancer due to Int bump at 20th level]: Alchemy +9 [7 true necromancer, +2 Int], Concentration +10 [5 cleric, +3 wizard, +2 Con], Hide +7 [9 draegloth, +2 Dex, -4 size], Jump +11 [5 draegloth, +6 Str], Knowledge (arcana) +16 [4 cleric, 4 wizard, 6 true necromancer, +2 Int], Knowledge (drow religion) +15 [4 draegloth, 3 cleric, 6 true necromancer, +2 Int], Knowledge (planes) +6 [4 wizard, +2 Int], Listen +15 [9 draegloth, +2 Wis, +2 racial, +2 Alertness from familiar], Move Silently +11 [9 draegloth, +2 Dex], Search +16 [9 draegloth, 3 true necromancer, +2 Int, +2 racial], Speak Common [2 true necromancer], Spellcraft +9 [3 cleric, 4 wizard, +2 Int], Spot +15 [9 draegloth, +2 Wis, +2 racial, +2 Alertness from familiar]

Feats [2 draegloth, 1 9th-level character, 1 cleric domain bonus feat, 1 wizard class feat]: Alertness, Blind-Fight, Combat Reflexes, Extra Turning, Power Attack, Scribe Scroll

Feats [2 draegloth, 1 9th-and 12th-and 15th-level character, 1 cleric domain bonus feat, 1 wizard class feat, 1 wizard bonus feat]: Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Power Attack, Scribe Scroll

Feats [2 draegloth, 1 9th-and 12th-and 15th- and 18th-level character, 1 epic, 1 cleric domain bonus feat, 1 wizard class feat, 1 wizard bonus feat]: Alertness, Blind-Fight, Combat Reflexes, Empower Spell, Extra Turning, Improved Initiative, Leadership, Lightning Reflexes, Power Attack, Scribe Scroll, Spell Focus (necromancy)

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Languages: Abyssal, Undercommon

Languages: Abyssal, Undercommon

Languages: Abyssal, Common, Undercommon

Equipment: The bonuses for these items are included in the statistics above. [12,000 gp for 9th-level character] bracers of armor +2 [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of striding and springing [2,500 gp]

Equipment: The bonuses for these items are included in the statistics above. [59,000 gp for 15th-level character] bracers of armor +6 [36,000 gp], pearl of power (2nd-level spells) [4,000 gp], necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp]

Equipment: The bonuses for these items are included in the statistics above. [340,000 gp for 23rd-level character] bracers of armor +10 [100,000 gp], ring of protection +2 [8,000 gp], pearl of power (2nd-level spells) [4,000 gp], pearl of necklace of prayer beads (karma) [5,000 gp], boots of speed [8,000 gp], cloak of arachnida [6,000 gp], staff of power (50 charges) [200,000 gp]

Undeath domain spell list:

1. Detect undead
2. Desecrate
3. Animate dead
4. Death ward
5. Circle of doom
6. Create undead
7. Control undead
8. Create greater undead
9. Energy drain

Familiar, version one:

Familiar, version two:

Familiar, version three:

Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 9d8); hp 28; Init +2; Spd 20 ft., climb 10 ft.; AC 21 [10 +2 Dex, +8 size, +1 natural], (touch 20, flat-footed 19); Atk +17 melee [+7 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft/0 ft.; SA Poison; SQ Empathic link with Claravda, immunities, improved evasion, share spells with Claravda, vermin traits; AL N; SV Fort +8 [+8 from master base], Ref +7 [+5 from master base, +2 Dex], Will +10 [+10 from master base]; Str 1; Dex 14; Con 10; Int 6; Wis 10; Cha 2. Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 15d8); hp 43; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +21 melee [+11 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft/0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +10 [+10 from master base], Ref +9 [+7 from master base, +2 Dex], Will +13 [+13 from master base]; Str 1; Dex 14; Con 10; Int 8; Wis 10; Cha 2. Hairy Spider Familiar: CR —; Fine Magical Beast; HD 1/8d8 (effective 23d8); hp 75; Init +2; Spd 20 ft., climb 10 ft.; AC 23 [10 +2 Dex, +8 size, +3 natural], (touch 20, flat-footed 21); Atk +25 melee [+15 from master base, +2 Dex, +8] (1d2-5 plus poison, bite); Face/Reach: 1/2 ft. by 1/2 ft/0 ft.; SA Poison; SQ Deliver touch spells for Claravda, empathic link with Claravda, immunities, improved evasion, share spells with Claravda, speak with Claravda, vermin traits; AL N; SV Fort +12 [+12 from master base], Ref +11 [+9 from master base, +2 Dex], Will +18 [+18 from master base]; Str 1; Dex 14; Con 10; Int 6; Wis 10; Cha 2.
Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial]. Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial]. Skills: Climb +6, Hide +31 [+9 master's ranks, +4 racial, +16 size, +2 Dex], Jump +6 [+5 master's ranks, -5 Str, +6 racial], Spot +21 [+9 master's ranks, +0 Wis, +12 racial].
Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity. Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity. Poison: Bite; Fort save DC 10; initial and secondary damage 1 point of temporary Dexterity.
Immunities: Immune to poison. Immunities: Immune to poison. Immunities: Immune to poison.
Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft. Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft. Vermin Traits: Immune to all mind-influencing effects; darkvision 60 ft.
These hand-sized, viciously biting, hairy black spiders are found in jungles, the Underdark, tombs, and caverns. They do not spin webs of their own but can readily move in the webs of other spiders. Claravda's familiar always rides on her shoulder.

About the Author

Robert Wiese's love of gaming started in the Boy Scouts, where you'd think there would have been enough to do to keep one from playing roleplaying games. Through college he has played in some great home campaigns, and discovered the RPGA at a small game day in 1991. He worked for RPGA for six and a half years, filling almost every job duty that exists on the staff at one time or another. Now honorably retired from service as the RPGA Operations Manager, he lives in Nevada with his fiancee.

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