D&D Fight Club
Mugandu, Yak Folk Wizard/Rogue/Mindbender
By Robert Wiese

Design notes: To be honest, I had some concerns when I started designing Mugandu. The mindbender prestige class did not look that good for a combat-oriented creature such as this column demands, and the yak folk are not combat machines per se. However, I am quite pleased with the results. Mugandu is not a melee combat machine, but he has cohorts and can dominate creatures who fight for him. And his own abilities are very impressive in terms of getting the player characters to fight among themselves. This is a lesson in finding things that work well even when they did not appear to at first glance.

The yak folk are from Monster Manual II, and you should read the description of the race therein.

Most yak folk live in remote valleys, happily ruling over slaves and spending their time dabbling in magic. There are those odd ones, however, and Mugandu is one of them. The sedate life did not appeal to him; he wanted to extend his personal dominion over as many creatures as possible. So he traveled, and learned the secrets of the mindbenders, and saw infinite possibilities open before him. Now he travels the world, seeking power and ever-better slaves. His intelligence and his ability to control others bring him out on top of most business dealings. He travels with a retinue of slaves and guards, and looks for all the world like a rich merchant or noble (a nabob). He spends money freely to create this impression, and the almost fanatical loyalty of his "followers" (all followers from his Leadership feat are slaves or guards) leads people to think him a kindly master. He is, when his slaves perform well, as yak folk have learned through the years that treating slaves well is easier than doing the work themselves. Mugandu would probably be encountered in a city setting, where intrigue and greed can work in his favor.

Mugandu knows he cannot face melee very well himself, and surrounds himself with those able to make up for these weaknesses. If forced into melee, he casts shield and then does his best, but doesn't last all that long. In confronting adventurers, he prefers first to use is mindbender abilities (when he has them) or spells to make allies (charmed ones, of course) among the player characters, so that when a fight erupts the party impedes its own ability to defeat him. He also uses his cohort to best advantage in his defense; his cohort is very loyal (and a thrall in Mugandu's highest-level version). Given sufficient time before an encounter with the characters, Mugandu would use his powers to turn another powerful NPC against the characters (to make their lives complicated) and then use the resultant confusion to his advantage. He makes full use of his enchantment spells and abilities to line up allies or interference, as needed.

Here we offer three versions of Mugandu for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. You have to fill in the cohort and followers. The cohort should definitely be a combat-oriented creature or character, and some of the followers should be Experts or other NPC-class creatures, since Mugandu travels with a retinue of loyal slaves.

5-HD Yak folk (ECL 7)/2nd-level Wizard 5-HD Yak folk (ECL 7)/5th-level Wizard/1st-level Rogue/3rd-level Mindbender 5-HD Yak folk (ECL 7)/5th-level Wizard/1st-level Rogue/10th-level Mindbender
Large Monstrous Humanoid Large Monstrous Humanoid Large Monstrous Humanoid
Challenge Rating: 6 Challenge Rating: 13 Challenge Rating: 20
Hit Dice: 5d8 +2d4 +14 Hit Dice: 5d8 +5d4 + 1d6 + 3d4 +28 Hit Dice: 5d8 +5d4 + 1d6 + 10d4 +42
Hit Points: 41 Hit Points: 73 Hit Points: 104
Initiative Modifier: +4 Initiative Modifier: +6 Initiative Modifier: +7
Speed: 30 ft. Speed: 30 ft. Speed: 30 ft.
Armor Class: 18, touch 9, flatfooted 18
(-1 size, +7 natural, +2 bracers of armor, +4 haste bonus when boots of speed are activated)
Armor Class: 20, touch 12, flatfooted 18
(-1 size, +7 natural, (+2 Dex), +1 bracers of armor, +1 ring of protection, +4 haste bonus when boots of speed are activated)
Armor Class: 23, touch 14, flatfooted 20
(-1 size, +7 natural, +3 Dex, +2 bracers of armor, +2 staff of power, +4 haste bonus when boots of speed are activated)
Attacks:
  • Quarterstaff +10/+5 melee (1d6+6 [two-handed use])
Attacks:
  • Quarterstaff +12/+7 melee (1d6+6 [two-handed use])
Attacks:
  • Quarterstaff +18/+13/+8 melee (1d6+8 [two-handed use])
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 60 ft.
  • Body Meld (Sp) -- Once per day any yak folk can merge its body with a human, elf, dwarf, half-orc, or any creature of the giant type. Will save DC 21 to resist. The yak folk must touch the victim during the entire 20 minutes the procedure requires (yak folk usually restrain their victims while using this power). The yak folk shares all the victim's knowledge, memories, skills, feats, and extraordinary abilities, but none of his spell-like or supernatural abilities. It retains all of its own supernatural and spell-like abilities. See Monster Manual 2.
  • Command Genie (Su) -- Once per day, a yak folk can summon and command a janni of evil alignment, but it can never have more than one janni under its control at one time. The janni is a slave bound to serve until the second sunrise after the summoning.
  • Use Staff (Ex) -- Yak folk can use any magical staff (similar to Use Magical Device, but no check is required and it only applies to staffs).
  • Summon Familiar (see below)
  • Wizard Spells (cast 4/3 spells per day, save DC 12 + spell level)
    Spellbook:
    0 level spells -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance
    1st level spells -- charm person, comprehend languages, hypnotism, identify, mage armor, ray of enfeeblement, shield, sleep, summon monster I, unseen servant
  • Followers from Leadership Feat: leadership score 9, 6th level cohort
Special Attacks/Qualities:
  • Darkvision 60 ft.
  • Body Meld (Sp) -- Once per day any yak folk can merge its body with a human, elf, dwarf, half-orc, or any creature of the giant type. Will save DC 22 to resist. The yak folk must touch the victim during the entire 20 minutes the procedure requires (yak folk usually restrain their victims while using this power). The yak folk shares all the victim's knowledge, memories, skills, feats, and extraordinary abilities, but none of his spell-like or supernatural abilities. It retains all of its own supernatural and spell-like abilities. See Monster Manual 2.
  • Command Genie (Su) -- Once per day, a yak folk can summon and command a janni of evil alignment, but it can never have more than one janni under its control at one time. The janni is a slave bound to serve until the second sunrise after the summoning.
  • Use Staff (Ex) -- Yak folk can use any magical staff (similar to Use Magical Device, but no check is required and it only applies to staffs).
  • Summon Familiar (see below)
  • Wizard Spells as 7th level wizard (cast 4/5/4/3/1 spells per day, save DC 13 + spell level, or 17 + spell level for Enchantment spells)
    Spellbook:
    0 level spells -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance
    1st level spells -- charm person, comprehend languages, expeditious retreat, feather fall, hypnotism, identify, mage armor, magic weapon, message, ray of enfeeblement, shield, sleep, summon monster I, unseen servant, ventriloquism
    2nd levels spells -- blur, detect thoughts, familiar pocket, fox's cunning, indifference, invisibility, protection from arrows, resist elements, see invisibility, Tasha's hideous laughter, web
    3rd level spells -- arcane sight, dispel magic, displacement, enhance familiar, fly, hold person, suggestion, tongues
    4th level spells -- charm monster, confusion, dimension door, fortify familiar, lesser geas, polymorph self
  • Sneak Attack +1d6
  • Mindbender adds two effective levels of wizard for spellcasting purposes, included above
  • Telepathy (Su) -- Can communicate telepathically with any creature within 100 ft. that has a language
  • Skill Boost (Ex) -- At 1st level, add +2 Bluff, +2 Intimidate, +2 Sense Motive (included below)
  • Suggestion (Su) -- 2/day, can suggest course of action in a sentence or two. Target within 100 ft. must succeed at Will save DC 17 to resist. Lasts until target accomplishes the suggestion or six hours pass. It is otherwise identical to the suggestion spell.
  • Mindread (Su) -- 2/day, can read the mind of a single creature within 100 ft. Target must succeed at Will save DC 17 to resist. Requires concentration. Last up to 10 minutes. It is stopped by 1 ft. of stone, 1 in. common metal, a thin sheet of lead, or 3 ft. of wood or dirt.
  • Followers from Leadership Feat: leadership score 16, 11th level cohort, 25 1st level followers, two 2nd level followers, one 3rd level follower
Special Attacks/Qualities:
  • Darkvision 60 ft.
  • Body Meld (Sp) -- Once per day any yak folk can merge its body with a human, elf, dwarf, half-orc, or any creature of the giant type. Will save DC 23 to resist. The yak folk must touch the victim during the entire 20 minutes the procedure requires (yak folk usually restrain their victims while using this power). The yak folk shares all the victim's knowledge, memories, skills, feats, and extraordinary abilities, but none of his spell-like or supernatural abilities. It retains all of its own supernatural and spell-like abilities. See Monster Manual 2.
  • Command Genie (Su) -- Once per day, a yak folk can summon and command a janni of evil alignment, but it can never have more than one janni under its control at one time. The janni is a slave bound to serve until the second sunrise after the summoning.
  • Use Staff (Ex) -- Yak folk can use any magical staff (similar to Use Magical Device, but no check is required and it only applies to staffs).
  • Summon Familiar (see below)
  • Wizard Spells as 11th level wizard (cast 4/5/5/5/4/2/1 spells per day, save DC 14 + spell level, 18 + spell level for enchantment spells)
    Spellbook:
    0 level spells -- arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance
    1st level spells -- charm person, comprehend languages, expeditious retreat, feather fall, hypnotism, identify, mage armor, magic weapon, message, ray of enfeeblement, shield, sleep, summon monster I, unseen servant, ventriloquism
    2nd levels spells -- blur, detect thoughts, familiar pocket, fox's cunning, indifference, invisibility, protection from arrows, resist elements, see invisibility, Tasha's hideous laughter, web
    3rd level spells -- arcane sight, dispel magic, displacement, enhance familiar, fly, hold person, slow, suggestion, summon monster III, tongues
    4th level spells -- charm monster, confusion, dimension door, fortify familiar, improved invisibility, lesser geas, minor globe of invulnerability, phantasmal killer, polymorph self, stoneskin
    5th level spells -- dominate person, feeblemind, hold monster, mind fog, permanency, teleport
    6th level spells -- geas/quest, greater dispelling, mass haste, mass suggestion, true seeing
  • Permanent spell effects (from use of permanency spell): arcane sight, familiar pocket (on cloak of resistance), protection from arrows, see invisibility, tongues
  • Sneak Attack +1d6
  • Mindbender adds six effective levels of wizard for spellcasting purposes, included above
  • Telepathy (Su) -- Can communicate telepathically with any creature within 100 ft. that has a language
  • Skill Boost (Ex) -- At 1st level, add +2 Bluff, +2 Intimidate, +2 Sense Motive. At 5th level, add +4 Intimidate, +2 Diplomacy. At 7th level, add +2 Bluff, +4 Sense Motive. (all included below)
  • Suggestion (Su) -- 2/day, can suggest course of action in a sentence or two. Target within 100 ft. must succeed at Will save DC 17 to resist. Lasts until target accomplishes the suggestion or six hours pass. It is otherwise identical to the suggestion spell.
  • Mindread (Su) -- 2/day, can read the mind of a single creature within 100 ft. Target must succeed at Will save DC 17 to resist. Requires concentration. Last up to 10 minutes. Is stopped by 1 ft. of stone, 1 in. common metal, a thin sheet of lead, or 3 ft. of wood or dirt.
  • Beguile (Su) -- 1/day, can beguile a living creature size Large or smaller within 100 ft. Will save DC 18 to resist. Beguiled target acts as if under the effects of a charm person spell (but exercised telepathically). Target gets +5 morale bonus to save if under attack from the mindbender.
  • Friends Forever (Su) -- A creature the mindbender has beguiled (using that ability) becomes its permanent friend, unless it does something obviously harmful or orders it to take an action that is suicidal or against its nature. Mind-affecting ability. Mindbender can have only two such friends at one time. Suppressed by protection from evil, dispelled by successful dispel magic against caster level 14.
  • Dominate (Su) -- 1/day, can dominate (as spell dominate person) one target within 100 ft. Target must succeed at Will save DC 19 to resist. Effect lasts three days.
  • Mass Beguile (Su) -- 1/day, can use Beguile ability against a number of appropriate targets whose combined HD do not exceed 40. If there are more targets than the mindbender can affect, it chooses among targets until reaching the HD limit. Can use this in addition to the Beguile ability against a single target.
  • Thrall (Su) -- A creature the mindbender has dominated becomes its permanent thrall. Can have only one thrall at a time. Not interrupted by protection from evil, but can be broken by successful dispel magic against caster level 18.
  • Followers from Leadership Feat: leadership score 23, 16th-level cohort, 90 1st-level followers, nine 2nd-level followers, five 3rd-level follower, three 4th-level followers, two 5th-level followers, one 6th-level follower.
Saving Throws:
Fortitude +3
Reflex +6
Will +9
Saving Throws:
Fortitude +7
Reflex +12
Will +13
Saving Throws:
Fortitude +14
Reflex +19
Will +20
Strength: 18 Strength: 18 Strength: 18
Dexterity: 11 Dexterity: 15 Dexterity: 17
Constitution: 15 Constitution: 15 Constitution: 15
Intelligence: 14 Intelligence: 16 Intelligence: 18
Wisdom: 15 Wisdom: 15 Wisdom: 15
Charisma: 14 Charisma: 14 Charisma: 14
Skills : Concentration +6 , Disguise +10 , Heal +6 , Innuendo +8 , Knowledge (arcana) +10 , Listen +4 , Scry +4 , Spellcraft +4 , Spot +4 , Use Magic Device +10 Skills : Animal Empathy +4 , Bluff +8 , Concentration +10 , Diplomacy +6 , Disguise +10 , Heal +6 , Innuendo +8 , Intimidate +10 , Knowledge (arcana) +16 , Listen +4 , Scry +7 , Sense Motive +8 , Spellcraft +5 , Spot +4 , Use Magic Device +10 Skills : Animal Empathy +12 , Bluff +16 , Concentration +18 , Diplomacy +12 , Disguise +10 , Heal +6 , Innuendo +8 , Intimidate +23 , Knowledge (arcana) +17 , Listen +4 , Scry +14 , Sense Motive +12 , Spellcraft +6 , Spot +4 , Use Magic Device +10
Feats : Alertness, Improved Initiative, Leadership, Power Attack, Scribe Scroll, Weapon Focus (quarterstaff) Feats : Alertness, Extend Spell, Greater Spell Focus (Enchantment), Improved Initiative, Leadership, Power Attack, Scribe Scroll, Spell Focus (Enchantment), Weapon Focus (quarterstaff) Feats : Alertness, Eschew Materials, Extend Spell, Greater Spell Focus (Enchantment), Improved Initiative, Leadership, Persistent Spell, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Weapon Focus (quarterstaff)
Alignment: Neutral Evil Alignment: Neutral Evil Alignment: Neutral Evil
Languages: Common Languages: Common Languages: Common
Equipment: The bonuses for these items are included in the statistics above. boots of speed , bracers of armor +2 , quarterstaff Equipment: The bonuses for these items are included in the statistics above. lesser quickening metamagic feat rod , boots of speed , gloves of dexterity +4 , staff of charming (50 charges) , bracers of armor +1 , ring of protection +1 , four potions of cure light wounds Equipment: The bonuses for these items are included in the statistics above. staff of power (50 charges) , lesser quickening metamagic feat rod , boots of speed , gloves of dexterity +6 , bracers of armor +2 , cloak of resistance +2 , four potions of cure light wounds

Feats not presented in the Player's Handbook

Eschew Materials (from Tome and Blood): An eschewed spell can be cast with no material components. Spells without material components, or with components costing more than 1gp are not affected by this feat. An eschewed spell uses a spell slot of the spell's normal level, modified by other metamagic feats.

Greater Spell Focus (from Tome and Blood): Add +4 to the DC for all saving throws for spells from the chosen school. Must have used Spell Focus feat on the same school first. Supercedes bonus from Spell Focus feat.

Persistent Spell (from Tome and Blood): A persistent spell has a duration of 24 hours. The persistent spell must have a personal or a fixed range (for example, comprehend languages or detect magic). Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effect is discharged. You need not concentrate on spells such as detect magic and detect thoughts to be aware of the mere presence or absence of the thing detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity. A persistent spell uses up a spell slot four levels higher than the spell's actual level.

Magic Items not presented in the Player's Handbook

Lesser quickening metamagic feat rod (from Tome and Blood): Metamagic feat rods hold the essence of a metamagic feat but do not change the spell slot of the spell they alter. All these rods are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may use only one metamagic rod on any given spell, but it is permissible to combine a rod with the character's personal metamagic feats. In this case, only those latter feats (if any) adjust the spell slot of the spell being cast. Lesser rods can be used with spells of up to 3rd level. This rod allows the user to cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Spells not presented in the Player's Handbook

All spells are from Tome and Blood. Only the short description of their effects follows; for complete descriptions, see Tome and Blood. If you don't have this accessory, replace the spells with spells from an accessory you do have, or from the Player's Handbook.

Arcane sight (divination): Magical auras become visible to you.

Enhance familiar (universal): Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.

Familiar pocket (universal): Creates an extradimensional hiding place for your familiar.

Fortify familiar (universal): Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

Fox's cunning (transmutation): Subject gains 1d4+1 Int for 1 hr./level.

Indifference (enchantment): The subject becomes immune to fear and compulsion effects of 2nd level or lower and gains a +4 circumstance modifier on saving throws against fear or compulsion effects of 3rd level or higher.

Mass fly (transmutation): As fly, but affects one subject/level within range.

Familiar (column one):

Male Weasel Familiar: CR -- ; Tiny animal; HD 1/2 d8 (effective 7d8); hp 20; Init +2; Spd 20 ft., climb 20 ft.; AC 15, touch 14, flat-footed 13; Atk +10 melee (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA attach; SQ empathic link, improved evasion, low-light vision; AL N; SV Fort +2, Ref +6, Will +8; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Weapon Finesse (bite).

SA: Attach (Ex) -- see Monster Manual.

SQ: Scent (Ex) -- see Monster Manual. Familiar Benefits -- Alertness (Master acts with virtual Alertness feat when familiar is within arm's reach), Improved Evasion (familiar only, see Player's Handbook), Share Spells (can share spells that master casts on self), Empathic Link with master.

Familiar (column two):

Male Weasel Familiar: CR -- ; Tiny animal; HD 1/2 d8 (effective 14d8); hp 36; Init +2; Spd 20 ft., climb 20 ft.; AC 15, touch 14, flat-footed 13; Atk +12 melee (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA attach; SQ empathic link, improved evasion, low-light vision; AL N; SV Fort +5, Ref +10, Will +12; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Weapon Finesse (bite).

SA: Attach (Ex) -- see Monster Manual.

SQ: Scent (Ex) -- see Monster Manual. Familiar Benefits -- Alertness (Master acts with virtual Alertness feat when familiar is within arm's reach), Improved Evasion (familiar only, see Player's Handbook), Share Spells (can share spells that master casts on self), Empathic Link with master.

Familiar (column three):

Male Weasel Familiar: CR -- ; Tiny animal; HD 1/2 d8 (effective 21d8); hp 61; Init +2; Spd 20 ft., climb 20 ft.; AC 20, touch 16, flat-footed 16; Atk +17 melee (1d3-2, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA attach; SQ empathic link, improved evasion, low-light vision; AL N; SV Fort +10, Ref +14, Will +17; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Weapon Finesse (bite).

SA: Attach (Ex) -- see Monster Manual.

SQ: Scent (Ex) -- see Monster Manual. Familiar Benefits -- Alertness (Master acts with virtual Alertness feat when familiar is within arm's reach), Improved Evasion (familiar only, see Player's Handbook), Share Spells (can share spells that master casts on self), Empathic Link with master. Permanent Spell Effects -- permanent enhance familiar and fortify familiar spells cast on it give +2 modifier on saves, combat rolls, and AC, +2 natural armor, and a 25% chance to avoid critical hits (bonuses included).

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 and writes gaming goodies from time to time. He also gardens a lot and devotes as much time as possible to his beloved significant other.


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