Ormad Sulpar, Master of Demons
From his youth, Ormad dreamed of the day when he could make demons do his bidding. No one knows why he focused on demons so early, and his parents certainly were concerned, but he never gave up his goal of controlling demons. He learned the spells to contact demons, bring them to this plane, and bind them to service when they arrived.
The problem with Ormad is that his dreams outstrip his abilities. After learning to summon demons, he found that he could not control them as easily as he thought he would be able to. He found himself bargaining with them for services he had intended to compel from them. This culminated in his current crisis; he has bartered his soul to no fewer than six demons, each of which would like to collect. None of them knew about the others until after the deals were made, and they are all furious -- furious with each other, furious with themselves for being tricked, and furious with Ormad for tricking them. They intend to exact a terrible revenge, as soon as they can stop fighting among themselves.
Ormad, meanwhile, lives in constant fear. He knows that as long as he has his quasit familiar he can never hide from the demons, and he does not think he could hide anyway. He has put on a little weight, but his facial features have shrunken in and he looks pale and exhausted most of the time.
Ormad needs a lot of help. He would actually like to keep his soul; he has discovered that he likes it. So, he'd like to find a way to kill the six demons permanently so that they cannot collect. He knows that he cannot do this on his own, so he spends his money seeking out adventurers who can tackle powerful demons. So far, he has not had much luck, and his funds are starting to run low. The lower they run, the more desperate he becomes.
Ormad Suplar: Male human wizard 7/loremaster 4; CR 11; Medium humanoid; HD 7d4+7 plus 4d4+4; hp 38; Init +1; Spd 30 ft.; AC 12, touch 12, flat-footed 11; Base Atk +5; Grp +5; Atk +5 melee (1d6, quarterstaff); Full Atk +5 melee (1d6, quarterstaff); SQ familiar benefits, lore +7, secrets; AL CE; SV Fort +7, Ref +9, Will +14; Str 10, Dex 13, Con 12, Int 17, Wis 14, Cha 8. Age 89, height 5 ft. 9 in., weight 198 lbs.
Skills and Feats: Concentration +15, Decipher Script +8, Diplomacy +1, Knowledge (arcana) +17, Knowledge (history) +13, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Knowledge (the planes) +20, Listen +4, Spellcraft +19, Spot +4; Enlarge Spell, Extend Spell, Heighten Spell, Improved Familiar, Scribe Scroll, Skill Focus (Knowledge [the planes]), Spell Focus (conjuration).
Familiar Benefits: Ormad had a hawk familiar, but he traded it to a demon in return for an extension on his soul. Now word seems to have gotten around, and he cannot attract anything but demons. Thus, he has a quasit familiar. When his familiar is within 5 feet of him, he gains the benefit of the Alertness feat. He also gains the following benefits.
Empathic Link (Su): Ormad can communicate telepathically with Nigglesfirth at a distance of up to 1 mile. He has the same connection to an item or a place that Nigglesfirth does.
Share Spells: Ormad may have any spell he casts on himself also affect Nigglesfirth if the latter is within 5 feet at the time of casting. Ormad may also cast a spell with a target of "You" on Nigglesfirth.
Speak with Nigglesfirth: Ormad and Nigglesfirth can communicate verbally as if they were using a common language.
Touch: Nigglesfirth can deliver touch spells for Ormad.
Lore: Ormad knows legends and information about various topics. This ability works like bardic knowledge. Ormad rolls 1d20+7 to determine whether he knows a particular piece of information.
Secrets: Ormad, because of his loremaster training, has come across two secrets.
Instant Mastery: Ormad has four bonus ranks in a skill he did not have before. He chose to take Knowledge (local).
Secret Knowledge of Avoidance: Ormad gains a +2 bonus on his Reflex saves.
Wizard Spells Prepared (4/5/5/5/3/2/1; save DC 13 + spell level): 0 -- acid splash*, daze, detect magic, light; 1st -- comprehend languages, expeditious retreat, mage armor*, magic missile, protection from evil; 2nd -- detect thoughts, fog cloud*, glitterdust*, Melf's acid arrow*, see invisibility; 3rd -- dispel magic, nondetection, phantom steed*, stinking cloud*, summon monster III*; 4th -- detect scrying, dimensional anchor, scrying; 5th -- cloudkill*, lesser planar binding*; 6th -- planar binding*.
Spellbook: 0 -- acid splash*, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost*, read magic, resistance, touch of fatigue; 1st -- comprehend languages, expeditious retreat, feather fall, identify, mage armor*, magic missile, protection from evil, shocking grasp, summon monster I*, unseen servant*; 2nd -- darkvision, detect thoughts, fog cloud*, fox's cunning, glitterdust*, Melf's acid arrow*, rope trick, scorching ray, see invisibility, Tasha's hideous laughter; 3rd -- clairaudience/clairvoyance, dispel magic, nondetection, phantom steed*, protection from energy, slow, stinking cloud*, summon monster III*, tongues; 4th -- detect scrying, dimensional anchor, ice storm, Leomund's secure shelter*, polymorph, scrying, solid fog*, summon monster IV*; 5th -- baleful polymorph, cloudkill*, contact other plane, hold monster, lesser planar binding*, overland flight, summon monster V*, wall of force; 6th -- acid fog*, analyze dweomer, planar binding*, summon monster VI*.
* Conjuration school spells.
Languages: Abyssal, Common, Draconic, Elven.
Possessions: Quarterstaff, ring of protection +1,cloak of resistance +3,necklace of adaptation, spell component pouch, 830 gp.
Nigglesfirth: Male quasit familiar; CR --; Tiny outsider (chaotic, evil, extraplanar); HD 3d8 (effective 11d8); hp 18; Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 22, touch 15, flat-footed 19; Base Atk +5; Grp -4; Atk +10 melee (1d3 plus poison-1, claw); Full Atk +10 melee (1d3-1 plus poison, 2 claws) and +5 melee (1d4-1, bite); Space/Reach 2-1/2 ft./0 ft.; SA poison, spell-like abilities; SQ alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, fire resistance 10, immunities to poison, improved evasion, outsider traits; AL N; SV Fort +3, Ref +6, Will +10; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10.
Skills and Feats: Bluff +6, Concentration +14, Diplomacy +4, Hide +17, Intimidate +2, Knowledge (the planes) +20, Listen +7, Move Silently +9, Search +6, Spellcraft +20, Spot +7; Improved Initiative, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will -- detect good, detect magic, invisibility (self only); 1/day -- cause fear (as the spell, except that its area is a 30-foot radius from Nigglesfirth, save DC 11). Caster level 6th.
Alternate Form (Su): Nigglesfirth can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on himself (caster level 12th), except that Nigglesfirth does not regain hit points for changing form, and he can assume only the forms of a bat and a toad. When in alternate form, he loses his poison special attack.
Fast Healing (Ex): The creature regains hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or reattach lost body parts.
Improved Evasion (Ex): If Nigglesfirth is subjected to an attack that normally allows a Reflex saving throw for half damage, he takes no damage on a successful save and half damage on a failed save.
Coming in Part 3 of Demons
In this mysterious place, souls disappear and evil festers.
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